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Uhmatt

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uhmattbravo

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  1. fcmem
    fcmem
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    Have not tried all the vertibirds but in an hour of testing I got some thoughts.. I seriously doubt you'll be updating this mod but here it is
    anyway.

    1: I'd like to have seen a version of this mod with a bed instead of 6 seats maybe 1 side could have a bed.

    2: I'm not sure if it's my particular setup or if it's the mod but couldn't get any followers to enter with me.

    3: I'd really like to see mapmarkers for the vertibirds.. I know since you can call them it's not really necessary but it would be nice

    4: have the engines spin down after landing

    5: probably way more work then most would consider worth it but these pilots they just work for free lol
    It would be cool if each bird had a small quest or dialog or if you had to pay them a monthly salary or something.

    6: attack runs shouldn't be free.. these things put the bomb in bombing run. :P (would be cool if it could track moving targets but that would be even more OP)

    7: (this is just a personal opinion) I'd have just went with a modified laser pistol maybe with a scope and called it Laser designator.
    It's kinda funny watching you shoot invisible bullets out of the radio.

    EDIT 8: just thought of another thing.. marker and landing lights would be cool for night time.

    Anyway pretty awesome mod, definitely a keeper, im a big fan of hopper31's FNV mod and this is the closest and best vertibird mod I've seen for FO3

    enhanced weather doesn't seem play well.. weather changes when entering/exiting, frozen rain drops.
    but that may not be this mod it might be EW as i've noticed oddities during wait and fast travel with it anyway.

    Thanks for the cool mod.
    1. uhmattbravo
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      For a while, I was trying to maintain a degree of parity  between my Fallout 3 and FNV mods that do similar things, but it's been years now since I've had Fallout 3 installed and actually playable enough to even test out any kind of updates. That said, I did upload an improved version of this for FNV about a week or two ago, but if I get FO3 up and running anytime soon, my higher priority is on my driving mod, because I've made alot more improvements to it that can be implemented in the FO3 version.

      I'm not saying this won't ever get updated, but at the moment it's not my top priority if and when I'd be in a position to do so.

      1. At one point I at least attempted a dual function sit/sleep couch for the one side of the Lucky 38 bird in the FNV version. I'm pretty sure I remember it working but it was years ago and that build somehow didn't make it into my long term storage. Overall though, I kinda scrapped the idea when I decided to put off investing time into distance based travel time.

      2. I'm pretty sure it's your setup, but it might also be the differences between how FO3 and FNV handle followers. I'd be surprised if I didn't test this with followers, but it's not impossible that I didn't.

      3. Given that they're mobile to begin with, it's kind of more work than it's worth to me.

      4. Possible, but requires animation work. I'm capable of this, but there's a time investment involved that makes it more work than benefit. That, and I'd have to make sure there were enough Anim groups left available for the at least 3 animations it would require.

      5. I tried something similar to this in the FNV version, even going as far as requiring the player to be in the pilot seat while traveling if no pilot was present or else the bird would crash and need to be repaired. The problem was figuring out where to place the wreckage based on a flight route with variables caused by being able to start from wherever you called it to, being able to place custom destinations, and traveling between worldspaces. It was a nightmare trying, so I just called the unpaid pilots good enough.

      6. I planned to add ammo usage after fuel consumption, but again with variable distances that got more complicated than it was worth, so I scrapped it and never got to the ammo.

      Tracking targets is a whole other thing. The vast majority of vertibirds in FO3 and FNV are animated static objects (and the rest are just statics) meaning they're a non moving abject with no ability to use AI packages that includes a moving object within the boundaries of that object. Think of it like a door. The door visibly opens and closes based on which animation it's running, but the actual game object doesn't actually move from where it was placed. Moving them in this is moving that whole object with scripting then playing the appropriate animation.

      I did at one point make a creature version of a vertibird that worked like an eyebot, but the way the game renders actors at a distance combined with it's size made it painfully obvious that they were popping in and out of that render distance.

      7. It basically is. I just used a much less visible projectile (a modified BB) and a radio mesh to attempt to make it look like you're radioing the pilot.
    2. fcmem
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      2. I had RL-3 with me.. might just be him I will have to try with more followers later im currently in that phase where im piling on mods and quickly testing each one to see if the game melts down before adding another one lol

      5. that sounds interesting, I tried killing the pilots but they're essential.. I disabled them and that was fine but then it's like.. okay who's piloting this thing when I tell to to come land some where so the pilots seem like a necessary evil although I guess we could say the veribird is on auto pilot seems plausible, I do like how you added a 2nd console accessible from the co-pilot seat.

      6. I don't think you'd have to work out anything as accurate as distance, you could just go with a simple X amount of fuel per movement regardless of distance... real question would be what powers these things? mc? ecells? flamer fuel?, The bombing runs seem pretty straight forward just figure up what it attacks with and that's what it needs in it's hopper.

      I just uploaded a simple bed/sink addition hope you don't mind
      It's an override file so other than copying a few records from your esp it still needs your esp and all your other files to work.
      It feels a lot more like home now that I got a bed in there.. cause ima live outta this thing.

      https://www.nexusmods.com/fallout3/mods/26247/
    3. fcmem
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      Hey I've run into a problem.  seems to be caused by Updated Unofficial Fallout 3 Patch

      The textures are wrong with UUFP enabled.

      I was trying to replace the textures on one of the vertibirds with the texture from
      "Flyable Pilotable Vertibird - DC RANGER RETEX" https://www.nexusmods.com/fallout3/mods/16727

      But it didn't work, and that's when I realized the default textures I been looking at with your mod also wasn't right.

      I was able to track the problem back to UUFP and disabling it's esm fixes the texture issue.. but Im at a loss as to what record in that ESM is actually causing the problem.. it's so big I don't even know where to look i tried using an override esp to patch back defaults for stuff I could find that had vertibird in it but no luck, do you have any idea where i might look to find the cause of this problem?

      I uploaded pictures here: https://postimg.cc/gallery/LpX89xD
    4. uhmattbravo
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      My guess is that they have a replacement model of the vertibird in a .bsa file that gets used when the .esm is loaded.

      I'm usually pretty against using big patches like that because of how intrusive they are. At least that one they acknowledge that it's going to conflict with everything on the modpage, but still, as someone who frequently shares their work, I make it a point to touch as little as possible so as not to be the root cause of a compatibility nightmare. Big patches like that, tend to have no consideration and just expect everyone to build off them.
    5. fcmem
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      You was absolutely correct, why they would change the vertibird mesh I have no idea and did not see the reasoning in their change log

      Seems like "vertibirdmq11animations.nif" was the issue although they replaced almost all of them in the base game.
      Extracting the original seems to have fixed the problem.

      I can't speak for everyone but the reason I installed the patch was because these games tend to have a million little bugs
      and often times these patch mod authors are pretty active and so you trust them to correct things without breaking other things

      Having recently installed FO3 again after like 12 years I went looking for something like YUP in FNV I never had an issue with YUP
      so when I see UUFP was being actively maintained and popular it seemed like the YUP of fo3.

      Im now wondering if that was a good move.. Im still piling on mods, testing and them piling on more before I start my play thru
      so I probably won't know the extent of any other problem until then. such as it is for a heavily modified fallout game but then again is there any other way to play these? The games are 'alright' on their own but it's the mods that make them into something special.

      Thank you for your help, I put up a simple fix here if anyone else is having a texture issue
      https://www.nexusmods.com/fallout3/mods/26253/

      I likely would not have figured this out without you pointing me in the right direction as I was racking my brain in fo3edit which would never have found the issue.
    6. streetyson
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      I think the UUF3P vertibird mesh change was maybe done way back in 2014, v1.6.1 to incorporate a fix first published in this mod.
  2. portalfan03
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    i bought a vertibird from moira and it says that a vertibird was REVOVED...but i never had it in my inventory to begin with
    1. uhmattbravo
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      The misc item you buy is supposed to get removed. It's not the actual aircraft. Buy the misc item from Moira, let it get removed, and go to Springvale. It's camouflage, but I assure you it'll be hard to miss.

      And in response to your other post, yes, there most definitely is a crashed vertibird up the hill and toward Megaton from the Super Duper Mart... I would know, I put it there myself.
    2. fcmem
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      make sure you buy a radio (under "AID" section).. moira's bird is channel 3

      you can just go outside and call it with the radio.. it works like a gun where ever the cross hair is where it will land if you tell it to.
  3. carlodagunz
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    Flak and Shrapnel do not appear to be selling a vertibird. I looked through both shops
    1. uhmattbravo
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      Under normal circumstances, one of them should have one.... It's been a while, so I don't remember which (I think it's Flak though), and more importantly I don't remember what method I used to add it to their inventory. Curious: do the radios show up?
    2. fcmem
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      try waiting 3 days if you just installed the mod.. I don't know about shrapnel but I talked to Flak 1st and he had it under "misc"

      you need a radio that's under 'aid' you can own multiple birds from different venders but the radio is generic universal.

      once you buy it you'll find it, engines running on the flight deck.
  4. yogaputra
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    Bruh you said flak and sharpnel sell vertibird rigth?? But where flak not sell vertibird and only radio that he sell,its no are vertibird in his item. But good job i has 3 vertibird now and making base in Citadel. Please next time add pride one ( brotherhood of steel vertibird) or anchorage vertibird with dessert camp.
    1. fcmem
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      Just testing the mod but I had no problem finding it on flak under misc

      You need a radio which is generic for all vertibirds and then you have to buy a vertibird (different textures)

      Seems like you can have several though they appear independent.. I bought the one off moira then flew to RC and bought the one off flak and went to flight deck and flew back to springvale, then called the one I used to get to RC to also land in springvale lol

      The containers and landing points seem independent also.

      If it's not showing up in merchant inventory then try waiting for 3 days to reset otherwise you got a conflict or something keeping it from working.
  5. therealdragon456
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    hey how am i supposed to get the radio?
    1. uhmattbravo
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      Moira, Lydia Montenegro in Tenpenny Tower, and either Flak or Shrapnel (I forget which.... basically anyone who sells a vertibird) should sell them. They'll be under the weapons category and you'll need small energy cells to use them. Since you can pretty much only use one at a time, you can own as many as you'd like without any adverse effects.
    2. garretthorsch97
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      so does the vertibird fly in relatively real time or do you get a load screen? the flying mods for this game do work but they are just too stiff for my likings. if it works like the vertibirds in fallout 4 then that is great but if it is just a load screen I will unfortunately have to pass. I really like avoiding waiting or fast traveling. feels more real for me. playing survival mode on fallout 4 was a perfect set up for vertibird travel. so if this is like that then I am in.
  6. vinz912
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    o
  7. gaby444
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    en donde se encuentra?
    1. uhmattbravo
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      Lo siento, no hablo español. Por favor, hágame saber cualquier posible error cometido por el traductor de Google Moira, Lydia Montenegro y Flak o Shrapnel venden una y radios para llamar o marcar destinos personalizados. También hay uno que se puede reparar cerca del Super-Duper Mart.
  8. pinkhardycat
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    Really cool mod ,thanks
  9. iCherryPie
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    Traveling takes too much time, about 10 minutes of real time, it's right.
    1. uhmattbravo
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      It takes a half hour of game time. IIRC on the default timescale, that's 1 minute real time. I assume you use a 10 times longer timescale. Unfortunately, there's no real easy fix for it. Basically, you'd need to change the times in the travel section of the quest script on all 4 birds, or just use a shorter timescale.
    2. iCherryPie
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      Thanks, it helped i changed script, it would be easier to change FWE settings but naah. How to fix this problem? http://www.image-maps.com/m/private/0/l7ktod4umeknovql57flmg8h52_20170805201959_1.jpg
      The upper part of model takes texture of lower part of model.
    3. uhmattbravo
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      That's weird. Double check your archive invalidation method, turn it off and back on if it's already on (especially if the texture changes at different angles) and when I get a chance, I'll make sure I didn't package it wrong. Let me know if archive invalidation fixes it if I don't get back to you before you try because I tend to not have much time for modding stuff while my kids are out of school for the summer.
    4. iCherryPie
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      Yep, It helped.
    5. uhmattbravo
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      Glad you got it working. Thanks for letting me know.
  10. Fallout5450
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    I bought a radio in RC but no kite there :/
    1. uhmattbravo
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      If you haven't bought (or repaired) a vertibird, none of the channels will be available yet. You need to buy one from Moira, either Flak or Shrapnel (I forget which one), Lydia Montenegro (they'll be under misc items), or repair the crashed one near the Super Duper Mart for a channel to become available.

      If you have obtained a vertibird already, make sure you have small energy cells and fire the radio as a weapon at the ground somewhere in an exterior cell.
    2. portalfan03
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      there is no vertibird by the super duper mart