FAQ - Please check here before posting a Question/Error report.
Building Vertibirds (How to, Requirements, Vertibird Parts):
- Where to find Vertibirds in build menu? In Special section (up arrow after you open the workshop menu)
- Can't find anywhere to build the Vertibird? It is Big so Workshop needs a large clear area, and correct orientation (side on works best).
- Where to get Vertibird Parts? Buy them from the Quartermaster on Prydwen, Danse, or loot from Vertibirds you shoot down/find Wrecked.
NOTE: You Must have Lootable Vertibirds mod installed to be able to loot Wrecked/Crashed Vertibirds.
- Apparently if you use America Rising mod then you can also buy them from the Enclave Quartermaster.
- Where to find Vertibird Wrecks? They are spread around the Commonwealth and at some Military outposts.
- Don't want to go to that effort? Reinstall the mod and choose the "easy" option - no Vertibird parts required then.
NOTE: If you 'spawn' a Vertibird via console (placeatme FEnnn808) you must use the "Reset Vertibird" option in the Recall Beacon before the Vertibird will work properly.
Building Vertipads (Helipads/Landing Pads), the Portable Kit version, Landing Markers, and Landing Lights:
- Where are the Vertipads (landing Pads)? Ones for Settlements are under "Vertipads" in the "Structures" Workshop menu.
- Portable Landing Pads/Markers (craftable in the Chemistry bench) are for NON-Settlement locations ONLY.
- There is no Vertipads menu! It does not exist until you create at least one Vertibird. You may need to exit Workshop and re-enter.
- The big Vertipads are hard to place! Game issue. I create them somewhere then use E to grab and move them. Or use Place Everywhere.
- They only sit on top of foundations! If you want to embed them in a roof/concrete foundation you need to use Place Everywhere.
- Can I build them on top of a platform? Yes, but the game doesn't always see the raised platform so will sometimes land 'through' them.
- I have more than one Vertipad in a Settlement, which one is used? Only the last one you built is recognized by the game.
- Then how do I use the others? Approach the Settlement on manual and "land" will use the nearest unoccupied one.
- I built one from the "Kit" but it isn't used when I fly to the Settlement! Only Workshop created Vertipads can be 'the settlement landing pad"
- What is the Vertibird Landing Marker? Like the 'fast travel mat" but just for Vertibirds (and works better). It's considered a "Vertipad" by FPV.
- How do I add Landing Lights? Under "Vertipads" in the Workshop are 2 sorts. Construct as many as you like and place them on/near a Vertipad.
- How do they work? The small sort flashes when a Vertibird is approaching. The large one turns on when it has landed.
- Can I also use these on Docks (such as Airship Player Home)? Yes, if you can construct them when outside.
- I don't like them, can I make my own? Yes - see the article.
- How do I get the Portable Vertipad kit? Create the kit in the Chemistry Station, and keep it in your inventory until you want to build it.
- How do I build it? Drop the kit from your inventory and exit pipboy. A "Ghost" Vertipad will move wherever you are facing.
When you are happy with it's position don't move it for a few seconds and a build menu will appear.
- There is no 'Vertipad ghost' when I exit Pipboy! It goes back into your inventory if you are in combat or Conversation.
- Where can I build it? ANYWHERE. Any Worldspace (as long as it isn't Internal). In the air if you want to.
- What is the "MapMarker" option? This option means that Pad will appear in the "Fly to Landing Site..." list, and on the Pipboy Map.
- I selected to have a MapMarker but now my previous one is not on the Pipboy Map! Only one Portable Vertipad can have a Map Marker.
Pipboy Map Markers only exits in Commonwealth, Nukaworld, and Far Harbor - but ALL the pads appear in the Landing Sites list.
- How do I remove a Portable Vertipad? When close to it you get a "(E) Dismantle" option to return it as a Kit to your Inventory.
- What is the Portable Recall Landing Marker? Like the Portable Vertipad, they are created in the Chemistry Station and carried with you.
- How do I use them? Just drop one from your inventory and Vertibirds will fly to it when you recall them (so you can control where they land).
- Can I recover/reuse them? Yes, just select them (E) and they will go back into your Inventory.
- What is the Portable Landing site Mapmarker version for? Same as the Recall version but also appears on the Pipboy map/Landing Sites list.
- How many MapMarker types can I place? Unlimited, but only 10 (Commonwealth located) will appear on the Pipboy Map.
Flying to Landing Sites (via Recall Beacon):
- What is the "Fly to Landing Site..." menu item? It is a list of all Portable Landing Markers and Pads with "MapMarkers".
- I can't tell them apart! If you have "Rename Anythng" installed then you can rename Landing markers/Pads, otherwise only their location appears.
- How do I do that? Use the Console (~), select the Landing pad/Marker, and type setname "the landing pads new name"
- It isn't working! Make sure you are on V1.6.4 (at least), and then pick up and re-drop the Marker/Pad.
- Can I fly to the ones in another Worldspace/DLC with my Passengers? YES! Since Hotfix9 you can fly ANYWHERE in your VB.
- When I fly to a landing site via Pipboy map I don't land exactly on it! Flying via Pipboy Map is game controlled and inaccurate. Use the Menu.
- Not all my Landing Markers/Pads are listed! Currently only 10 Commonwealth, and 20 everywhere else, locations are listed.
- There is no Pipboy Map Marker for the ones I place outside of the Commonwealth. Yes, I have not yet found a way to do it.
Flying to Settlements (via Recall Beacon):
- My settlement does not appear on the list! Only Settlements correctly registered to the Game's settlement system appear here.
- I get "Settlement is broken - cannot use." when I choose my settlement! This settlement has registered only it's interior workbench.
- Can this be fixed? Yes, but would require a patch to that mod to link the Interior to the exterior Workbench.
- Can I fly to a settlement in another DLC/Mod? Yes. Note you will head out to a 'jump point' before getting a loading screen.
- Can I travel there without going to that jump point? Yes, Set "Vertibird Warps when: Unseen or Player onboard" in MCM/Holotape.
- When I "Fly to Settlement..." it does not land on the Landing Pad there! The last landing Pad you built there (in Workshop) is the destination. If you scrap that Pad there will be no Landing Destination (even if you had other Pads). Slightly move your other Landing pad in Workshop to flag it as the new Destination.
Controlling your Vertibird (using Recall Beacon):
- How do I control it? Construct a Recall Beacon at the Chemistry Bench. This (poorly named) device has all the controls.
- Where exactly is the Holotape/recall beacon/Rings etc found? Under "Personal Vertibird" at a Chemistry Bench.
- How do I use it? It is an 'AID' item - you select it in your Inventory to activate it. It is not consumed though, so you only need one.
- Using the Recall Beacon 'consumes' it, but it is immediately replaced in your inventory.Close & reopen the menu if you can't see it.
- As the Recall Beacon is an 'Aid' item it can be equipped as a favourite. I recommend this (as it saves opening the Pipboy to use it).
- I 'consume' it and nothing happens! If a mod has made you 'ghost' (immune to weapons) then it won't work. In console type "player.setghost 0".
- What does it 'recall'? If no Vertibird is nearby then using it commands your Vertibird to return to you (from wherever you left it).
- Where can I use it? Onboard to Control Vertibird Flight/select Weapons, Outside (near a Vertibird) to customize/command that Vertibird.
- Can I control Vertibird Flight another way? If flying as (Co)Pilot, look at the Pilot and select '[R] Pilot Command?'.
- Pressing R while it is displayed is just another way of bringing up the 'in-flight' (Recall Beacon) menu.
- The prompt keeps disappearing and re-appearing! Annoying game bug - you just have to try and press R as soon as it re-appears.
- The Pilot does not have this option! You have "FPV - Interactive Pilot" mod installed which has it's own menu.
- What about 'manual' flight? If you have F4SE then you can use the WASD keys (or Gamepad Dpad) - see manual flying section below.
- Can I use the Recall Beacon when the Vertibird is flying near me (orbiting etc)? Yes, you do this to make it stop (land) etc.
- What else can I do while it is flying? You can change it's front guns (as long as it isn't shooting) or tell it to fly off to a Settlement.
Settings/Vertibird Customization:
- How do I change my Vertibird(s) guns/colour etc? Use the Recall Beacon when near it - it changes anything for that Vertibird only.
- What is the Holotape/MCM for then? They change 'gameplay' settings for ALL Vertibirds, so settings for how you play your game.
- Holotape/MCM Settings don't change my existing Vertibird? Some settings are only defaults for when you first create a Vertibird.
- The rest of the settings only take effect when next the Vertibird is boarded/takes off
- Note that Vertibird Skin, Front guns, Home base, Name etc can then be changed uniquely for each Vertibird via the recall beacon when near it.
- Can I change the Vertibird when onboard? Use the Recall Beacon while onboard, but only the Minigun mods can be changed.
- The rest of the menu options that appear are flight commands for your Vertibird (referred to as the "in-flight" menu).
Changing Vertibird Name:
- Can I rename the Vertibird(s)? Yes, if you have F4SE installed use the option "Rename Vertibird" off the Recall Beacon Menu.
- The "Rename Vertibird" menu option does not work! You need F4SE, Rename Anything, and TextInputMenu mod installed.
- I get "Operation Failed"! You are running FO4NG and currently Rename Anything/TextInputMenu are not compatible with NG.
Changing Vertibird Skins (colors):
- How do I change it's Skin/Color? When near near your Vertibird use the recall beacon and select "Change Vertibird Skin.
- I changed it in the Holotape/MCM and nothing happened! This only set it for any NEW Vertibirds you later create, NOT your current VB.
- Do you supply alternative skins in this mod? I Do not supply Vertibird Skins (other mods do) - I just support them.
- When I select "Unique" the Vertibird is Purple! You need to install a Vertibird skin for this option to work.
This option just uses Textures in the "Textures/FPVertibird/Skinnedverti" directory. If there are none then you get a purple Vertibird.
- How do I get a "Unique" Skin? Install Paint Jobs for Vertibird (the Personal Vertibird option). The skin you select during install is then available when you select 'unique' in the above menu (Note: if using Vortex/MO2 you may need to first install the patch in optional files). Note: I only need the texture files from this mod. All the esp files are ignored.
- I have AR2, can I get an Enclave Paintjob? Yes, install the optional file "America Rising Paintjob" then select the "Unique" Vertibird skin.
- Can I use textures from another Vertibird mod? Yes, just copy them into the above directory.
- I want more Skin choices! Install a Mod that add extra choices into the 'Change Vertibird Skin' list (e,g, Camoflage paint jobs adds 8 extra).
- I want Minutemen/Gunner/BoS/Railroad ensignia on my Vertibird. Install the VFPS mod, and "FPV-P VFPS" file of FPV - Paint Jobs mod.
- What order should these mods be? Only one mod that adds extra Skin choices, and one mod that adds a "Unique" skin, is supported.
Game controlled Flying (via Pipboy Map) issues, not landing on pads, or hovering at docks:
- If you get "You can only travel to exterior location on a Vertibird" when using Pipboy map it means flying is blocked.
- Flying is Blocked until all Companions have boarded (and you get "Ready to Fly"/"Choose destination.."), or if you have no Fuel.
- If you are unable to choose a destination via Pipboy when using a "block fast travel" mod, then that is a bug in THAT mod.
- When you choose a destination via the Pipboy map the game takes control and this mod stops working, so...
- Manual controls and in-flight Menu based destinations are unavailable.
- If you have an old version of F4SE you cannot Jump out ("E [Land]" is displayed, meaning the game has control of E)
- Note: Survival mode blocks Pipboy map based Vertibird Travel (but Manual and Menu based flying still works).
- Landing accuracy is compromised (the game sucks at accurate landings).
- Only the main Dock on an airship is used - and the VB won't use it if it is occupied.
- You can't jump out with companions.
- If your Vertibird has suffered too much damage (crippled) the game won't let you take off (manual takeoff still works)
Manual and in-flight Menu based Flying/Patroling Questions:
- How do I take off manually? If you have F4SE then press R to takeoff, then use direction keys. If you dont then use the in-flight menu.
- Note: You must wait until takeoff is complete (you get the 'Hovering at...' message) - until then all commands are ignored.
- It won't take-off/ignores the R command! Flying is Blocked until all Companions have boarded (and you get "Ready to Fly").
- Manual flight keys/menu or Patrol wont work (I get 'already flying to Destination')! You need to takeoff manually or engage manual flight.
- I am already flying (I chose a destination to fly to) how do I get manual control? Press R, and VB will stop and hover (eventually).
- How do I get the 'in-flight' menu? Use recall beacon, or look up when Gunner, or ask Pilot/CoPilot (to get a "Pilot Command?" prompt).
- How do I start moving after takeoff? Press W to start flying forward, then press A or D to bank Left or Right, or S to stop and Hover.
- What are the green arrows in the air? This is the path the Vertibird will fly (eventually) IF YOU LET IT.
- VB lurches around/ goes the wrong way/ doesn't listen to controls! You are being impatient. It does what you ask but in it's own way.
- I tell it to go forward and it goes the wrong direction! As above, it is going the long way.
- Note: If you keep trying to force it, though, it could go anywhere. Wait and it will circle around and follows those arrows.
- I don't like/need those arrows! In the MCM set the Manual Flight Path Marker interval to 0/off.
- It stops flying forward after a while! Either you have reached the map boundry, or you have gone 1000m (set in MCM). Press W again.
- It only flies a short distance then stops! You are flying outside the Map so it tries to prevent you going further off-map.
- Why does it fly so close to the ground? The game controls flying and likes to hug the ground. There is no "altitude" setting in the game.
- Can you make it fly at a higher altitude? No. Even if you start high it will eventually reach a mountain then follow the ground level.
- How do I change Altitude? You can only do this while Hovering. Quick press of S to raise altitude by 10m, or longer press to lower altitude.
- Note: If you hold S down for long enough you will get a message and the Vertibird will drop to just above ground level.
- It flies off instead of decending! WAIT. Decending is actually flying to a lower position (marked with a red X) - so the game may go 'the long way'.
- 10m is not enough altitude change! Just press S again, or you can modify the actual Altitude change in the MCM.
- What is the Red Cross? This is where it plans to stop and Hover. It is not displayed if Manual Flight Path Marker interval to 0/off.
- How do I change direction when Hovering? Press A or D to spin. NOTE: It will only spin a quarter turn clockwise (VB's have no 'rotate left').
- The spin is unpredicatable/random (not 90 degrees). If there are hostiles nearby the game tries to spin to them instead.
- How do I stop flying and Land? Choose "Land" from in-flight menu or press E (Note: E defaults to "Jump out if safe" but can be changed).
- How do I stop manual flight and go back to Autopilot? Choose a destination in the Pipboy map.
- Can I use my Gamepad instead of a Keyboard? Yes, the WASD keys correspond to the directions on the Dpad.
- Dpad does not work! The favorites menu MUST be displayed to you use the Dpad for manual flying - F4SE bug - Sorry.
- WASD keys/Dpad don't work! You need F4SE installed (sorry Xbox/VR users). Use the in-flight Menu options instead.
- I am using a steamdeck controller. Sorry, F4SE does not support manual controls on Steamdeck at this time.
- Then how do I get manual controls via in-flight menu with F4SE? Set MCM/Holotape "Manual Flying Takeoff/Enable Key" to "None".
General Flying/going underground/though buildings/off the map:
- It flies through buildings/mountains! Check you have not broken the game's Terrain height data with a bad Mod.
- It flies through trees! Mods that add tall objects (like "A Forest") also don't update Terrain height Data. Talk to that mod's Author.
- It does it only near the map edge. In a Vertibird you can travel outside the map. These areas are unfinished so strange things happen.
- It does it everywhere in Nukaworld! Nukaworld has no Terrain data (Use PRP or this mod). Other Nukaworld mods will also remove that Data.
- This is a mod added area/worldspace. Many mods don't add the Terrain height data to their mod - talk to the Mod's author.
- It only does it sometimes... Flying is controlled by the game, and sometimes it goes wild after attacking something. Game Bug.
- Can I change the altitude the VB flies at? Unfortunately this is controlled by the game and I have found no ini setting for it.
- It stops and Hovers Underground at Red X! Game bug. Manual hovering ignores terrain. Press W, then when it goes above ground press S.
- it 'stutters' (speeds up and slows down) when flying over hostiles! The Vertibird wants to attack them but I am forcing it to disengage.
- Why doesn't it angle the gunner (me) at enemies so I can shoot them? I set the Vertibird to Passive when player onboard to stop this.
- Why Passive? If the Vertibird is set to 'aggressive' it will not fly you to your destination, instead it will chase enemies with you onboard.
- I want it to do this anyway! Then set MCM setting "Vertibird will attack your Enemies only: when unmanned or Gunner onboard"
- The pipboy marker arrow points in the wrong direction! It is your viewpoint, not the Vertibird, and you are looking out the side as Gunner
Flying in your VB to other Worldspaces like Nukaworld/FarHarbor:
- How? You can only do this using the onboard menu options "Fly to Settlement..." (choose a Settlement there) or "Fly to Landing Site...".
- How do I get a landing site listed in "Fly to Landing Site" menu? Drop a "Portable Landing Site Mapmarker" or "Portable Vertipad" there.
- It is hard to destinguish between the Landing Sites listed. Game limitation. Try to pick unique locations if you drop multiple in a worldspace.
OR install "Rename Anything" and rename the Landing Marker/Vertipad via the console (click it and "setname itsnewname")
- I thought you couldn't fly in a Vertibird to Nukaworld etc? You can with my VBs (since 1.6.3-9), but not using the Pipboy map.
- What happens? The game blanks as usual, and after a (sometimes long) wait you will be flying in your VB in the new worldspace.
- Passengers/Companions too? Yes. However the more passengers, the longer the blackout lasts (as I have to reseat them all first).
- It flies a long way before the Blackout! Realism. If you want to minimize this set MCM/Holotape "Vertibird Warps on Travel" to "Player also".
- What does that do? The 'jump' then occurs ASAP, and you end up close to the destination. Also little time passes, so is a 'cheat'.
- If I go for 'realism'? Then the VB flies to the Nuka train station/Nanako residence/the Ocean before jumping (blackout), and takes 1 game hour.
- Can I fly to Mod added worlds (AR2 Oil Rig etc)? Yes, just place a "Portable Landing Site MapMarker" or "Portable Vertipad" there.
- Can I use this for fast travel on survival? YES. Survival mode does not block this.
- What are the limitations? The Landing Site/Settlement must be Exterior, and only 20 non-commonwealth Landing Sites are supported.
Recalling Vertibirds/Cancelling Recall/Recall redirection Questions:
- Where can I recall the Vertibird to? ANYWHERE (that isn't inside), any location, DLC, or mod added World. Even ones like Diamond City.
- How? Use the Recall beacon when there is no Vertibird nearby.
- I have many Vertibirds, which is recalled? The 'current' Vertibird (the one you last rode in, or set as current via recall menu).
- How do I cancel the recall? Use the recall beacon again when the Vertibird is on the way. A recall cancel menu will be displayed.
- I didn't mean to do that! The 'recall cancel' menu has a number of options, including 'continue recall'.
- What else can I do? The menu allows you to undo the recall, send the VB home/another Settlement, or make it orbit/follow you on arrival.
- Where will the VB go when I recall it? It will land near where you were when you did the recall - it does not matter if you are now indoors.
- Will it use a nearby Vertipad/Airship Dock? YES - it prefers to land on these if it can.
- Can I make the VB go to a Settlement without it coming to me first? Yes. Recall it to you, and once you get the message it has taken off -
use the recall again to get the "Recall Cancel" menu. Use this to "Send VB Home" but select the settlement you really want from the list.
- Does a recall use Fuel? Yes (if fuel use is enabled) but at a lower rate than manned travel.
- What happens if it runs out of fuel while travelling? You are notified and the Vertibird lands ASAP.
- It says "Command Failed" and "Vertibird Landed"! If something goes wrong with the recall the VB lands (with Map Marker).
Player boarding Questions:
- Cant Board, with message "A Quest has blocked your Vertibird Access"! Should not happen - but just try to board again.
- What happened? Some BoS Quests block access to (All) Vertibirds for a short time. This is detected and reversed by this mod.
- It keeps happening! The game will continue to try and block the Player until that Quest is complete.
- I can't board (I am in Power Armor)! You may have had a (Co)Pilot Ring on when you entered PA. Remove it from your Inventory.
- I still can't board (player just waits outside)! Vertibird may be Corrupt - use the "Reset Vertibird" recall beacon option.
- I get message "You cannot use this at this time". Game bug - occurs when using Pilot/Copilot Seats. Ignore it.
- I board as gunner but have no Gun/my own gun! Your game has crashed the Vertibird Script. Exit and re-board.
- Why does this happen? Some other mod is using all the script resources (such as Sim Settlements). An issue with your game.
- My companions take a long time to board. Lack of scripting resources or very low framerate on your game.
- Why can't I use my own gun? The game controls the Turret Gunner and is coded for only a Minigun like weapon. Ask Bethesda.
- I boarded but get "You can only travel to External location"! You can't fly yet (need to wait for boarding process to complete).
- When you are able to fly you will get a message "Ready to fly"/"Choose Destination" - then choose your destination.
- I still get the message after "Ready to Fly"! You have enable Fuel usage but have no Cores in the Cargo.
Protection while onboard/Vertibird Doors questions:
- When do the doors close? On take-off, as long as there is no Gunner/Minigun in that door (Requires F4SE to remove the Minigun).
- When do the doors open? Once the Vertibird has finished landing - if Player is the gunner (otherwise doors open when Player exits).
- What protection is there while onboard? The player is immune to drowning, 50% less explosion damage, and has extra Rad resistance (30).
- Can't drown - even when a door is open? That is unimmersive! Vertibirds can land badly (like underwater) so this is a compromise.
- What if both doors are closed? The Vertibird then acts like a sealed box (very high rad resist, no poison damage, even less explosion damage).
- How can I benefit from this extra resistance? Flying as Pilot etc, you can land safely in the Glowing sea (until you exit of course).
- What about protection from bullets? Nothing special, the game 'should' handle this when you are behind the hull metal.
- Can I get extra bullet protection even if doors are open? Yes, you can use the MCM/Holotape "Immune to gunfire" (cheat) settings.
NOTE however, this immunity will not work if your Vertibird is using Stealth Armor (Game bug).
Passengers/Followers (who will Board/Seating/Exiting) Questions:
- Which Races will board? Humans, Supermutants, Assaultrons, Protectrons, Mr Handys, Eyebots, Ghouls, Synths, Children, Dogs, Cats.
- Is that all? Also any NPC/Race with "ActorTypeHuman' or 'ActorTypeSynth' keyword, is in PA, or has a Vertibird 'attach' (seat) keyword.
- They are in above list but not boarding! Make sure the Holotape/MCM "passengers are" setting is set to an option like"All Followers".
- My (mod added) Follower/Companion still won't board! See this Article - They could be lacking a keyword or animations for boarding.
- I gave ADA Sentrybot legs and she won't board now! An Automatron's 'race' is defined by their legs - see above list.
- The Vertibird jumps around when ADA boards! You have used a buggy Automatron body mod on ADA - please report the bug.
- Will my Anime/MLP/Lupin race follower Board? - Yes, they are all based on Humans so all the above conditions apply.
- Where is my Cat Companion? Sitting between the Pilots up front.
- Dogmeat travels in the wrong spot! An AFT bug does this. Trade a "Vertibird Passenger Token" to Dogmeat, then take it back, this will reset Dogmeat's seat.
- Can I get the "Sentinal Power Armor" to board? Yes, transfer a Vertibird Ring to them (like a Gunner or Standing Ring). Make sure Passengers are: All Followers (at least).
- I have more than 3 Followers! They will all board, but as there are only 3 non-gunner/pilot positions they will 'overlap' (this is not an issue).
- Can I change the seat my Follower uses? This is defined by the default keywords they have or the Crafted Ring/Hat they are wearing.
- Where are the Rings/Hats? They are crafted at the Chem Station under "Personal Vertibird". They must be eqipped to work.
- I/my Follower are in PowerArmor so can't equip a ring/hat! Equip them before entering PA, or just transfer them to their Inventory when they are in PA.
- Can a Follower use the Turret (Minigun) or Pilot seats? YES, by equipping them with a ring. See the following sections for more details.
- Can I make my Follower Stand rather than sit (if not in PA)? Yes, Craft the appropriate "Standing Passenger" ring for them.
- Can a Passenger/Follower in Power Armor Sit/Pilot? No, there are no siting animations provided by Bethesda for PA.
- Can a nearby non-follower with a ring board (as a passenger)? Yes,change setting to ""Followers, or have a Passenger Token/Ring", See Article.
- They boarded but when I landed they ran off! The Passenger ring does not override their AI so they are probably returning to their settlement.
- Can a non-Follower use the Pilot/Turret Gunner positions? Yes, but only if they are 'recruirted' to that position (see next following sections).
- My Follower/Passenger exited while flying! Their mod must have taken over (and is running a quest at priority 100 so wins). Mod issue.
- The ring/Hat stops working! The Mod controlling this Follower is interfering. Speak to that Mod's Author. Make them Un-equip then re-equip the ring.
- Passengers won't exit when docked at an Airship! By design. Can be changed in the MCM/Holotape "Passengers exit when".
- My Follower exited when docked at the Prydwen/Airship and fell! They should be transported to the left hand walkway. Report as bug.
- Followers 'jumps' (very high) when exiting! Game Bug. As this can injure them I suggest using a 'Companions have no fall damage' mod.
- Can Passengers "jump out" with me while flying? Yes, but only if Hovering, it is safe for you, and you use the "Jump" key/In-flight Menu.
- (Some) of my Passengers would die if they jumped! Then don't Jump while hovering! Or use E (so only you jump).
- Do BoS Squires board? Yes if the "Passengers are" setting is "All Followers" as they are not considered true 'companions'.
- I select "Board Companions" but they board a different Vertibird! Game bug. They will always board the Vertibird the player last boarded.
- Why does it take so long to get the "Ready to Fly" message? FO4 gives Scripts only 1.2ms per frame to run (shared across ALL mods), therefore slower FPS means all scripts take longer to run. Also the more Companions the more time the script takes.
- I get message "Please wait for Passengers to Board/Unboard". Do as it says a wait a couple of seconds before issuing a VB command.
Using the Pilot/Copilot/Standing Seats:
- Can I fly in Pilot Seat? Yes! You must be wearing the appropriate Ring/Hat before you board, otherwise you will board as the Gunner.
- Where are they? They are crafted at the Chem Station under "Personal Vertibird". One for Pilot and one for CoPilot seat.
- I am in PowerArmor and they don't work! The Pilot Hats/Rings do not work if wearing Power Armor (no Bethesda animations).
- Can a Follower wear them? Yes, any Humanoid Follower can wear these to replace the existing Pilot (who will still travel with you).
- What about mod added Followers? If they have the 'Pilot' animations (i.e. based on the 'human' race) then it should work.
- What about a non-follower? Non-Followers can only be Pilot if 'recruited'. See the following sections.
- My Follower/Recruited Pilot does not talk! Only in-built Pilots have a guaranteed voice as they are created by this mod.
- How do I shoot when Pilot? You cannot fire the Vertibird guns when flying as Pilot/Copilot. Have a Passenger(s) be a Turret Gunner.
- The Vertibird doesn't use it's own guns when I am Pilot! Sorry, the Game prevents this when the Player is onboard.
- How do I defend myself then? Vertibird is automatically set to 'protected' if you are not the Gunner. Or have a Passenger be a Gunner.
- What else should I know? There are no boarding animations for getting into these seats (so you warp into them)
- As (Co)Pilot, the 1st person viewpoint is the best - but it may get messed up when switching to 3rd person and back too many times.
- Don't use the CoPilot (or Right Standing) Hat/Ring when Docking at the Prydwen, as you exit from the right (which is considered "Jumping" so blocked if you would suffer fall damage).
- I look like a child from 3rd person view! Without F4SE this is the only way to get the Pilot viewpoint correct.
- Can I stand at the back? Wear a Passenger left/right standing ring (before entering PA). Entry/Exit animations are poor though (Bethesda...).
- Can a Follower in PA use these "Standing" rings? Yes, but they may swap sides if another Companion is already there.
- I am boarding as Gunner even with a Pilot Ring/Hat! Another mod has caused this. Unequip and re-equip the Ring/Hat.
Player/Follower as Turret Gunner (and 2nd Gunner Position):
- Can a Follower use the Turret Minigun? You can give the Gunner's Hat/Ring to any humanoid follower, and they will take up the position.
- Can a non-follower (like a Settler) use the turret Minigun? Yes, see the next section (recruiting NPC as Turret Gunner).
- Can I have a Gunner in the other Door too? YES! Craft the "2nd Gunner" ring and give it to a Follower.
- Can Followers in Gunner position(s) use the Minigun mods? Yes, but no Scope mods. Change it via the recall menu when onboard.
- They sit in the middle seat holding the Minigun! You have a mod installed after FPV that replaces the Vertibird (such as this).
- PowerArmor wearing Follower won't wear a gunner ring/hat! Have them wear the ring BEFORE they enter Power Armor OR just put the ring/hat in their inventory if already in PA.
- What Followers will work as 2nd Gunners? Any Race based on the in-game "HumanRace" (i.e. work as the main Gunner). This includes any NPC in Power Armor.
- And they are? Currently that would be Humans, Ghouls, Synths, and mod races built on Human (such as Anime).
- Can the Player use the 2nd Gunner Position? Yes, Just equip the 2nd Gunner Ring. The entry/exit animation is dodgy though...
- The 2nd Gunner NPC stands outside with the Minigun! You have a mod that has replaced "Meshes\Actors\Vertibird\CharacterAssets\Skeleton.nif" so is incompatible.
- The Clothing on my Follower resets when they are using the Minigun! Mod Conflict - you have a another mod causing this.
Built-in Vertibird Pilot Types:
- There are 2 types of included Pilot for your Vertibird (set by MCM/Holotape) - Random or Modifiable (or No Pilot at all).
- The Random Pilot is expendable, disappears when killed, and (if dead) is replaced when next you use the Vertibird.
- Their sex and features will change each time you "Change Pilot", and that is also the only time their level is set (to near yours).
- Do not attempt to equip this Pilot with different clothes (etc) as they are often reset by the game.
- NOTE: Mods that Change the Pilot (Like BoS Pilot, or Interactive Pilot) are Random type Pilots so only work if Pilot Type is set to that.
- The Modifiable Pilot is created (initially) with a fixed look, but can be changed by approaching them and pressing E to get the Change Pilot menu.
- This Pilot CAN be equipped with different gear and features. NOTE these changes will carry over to all future Modifiable Pilots you create.
- Modifiable Pilots can only be killed by the Player, or some explosions, unless you select the "Essential" variant - which is unkillable.
- If a Modifiable Pilot is killed, then their body will remain so you can loot them to get back the gear etc you gave them.
- However, If you "Change Pilot" (or change their Gender) their inventory and equipped items will move over to the new Pilot.
- If you change the type of Pilots you use mid game, your current Pilot(s) will not change. You need to use "Change Pilot" to get the new type.
- If you changed settings from Modifiable to Random, then replaced the Pilot, the gear they had previously will be moved to your inventory.
Recruiting In-game NPCs as Pilot or Turret Gunner (Crew):
- Only a "Human Type" (keyword AnimTypeHuman - which includes Synths) NPC, who is NOT a follower of the Player, can be recruited.
- I would recommend NOT trying to recruit NPC's who can be Companions, as they have a quest controlling them. Just make them companions.
- NPC's attached to another Vertibird (i.e. board it when it travels), or have a ring/hat for another seat on a VB, cannot be recruited.
- To make an NPC recruitable you need to equip them with the appropriate Vertibird Ring (Gunner or Pilot only). If they are in PA then just place in their Inventory.
- You can use the console command <NPCsID>.openactorcontainer 1 to transfer and equip the ring. DO NOT add/remove any other items - you may reset them (game bug).
- To recruit them you must be VERY close to them, and in range of your Vertibird to use the "Recruit/Release Turret Gunner" or "Recruit/Release Pilot" Recall Beacon option.
- If the 'recruit' succeeds you will get a confirmation "Turret Gunner recruited"/"Pilot recruited" (but they will still retain their original 'name').
- No message means no recruitable NPC found.
- A 'Recruited' Pilot/Gunner (Crew) will stay with the Vertibird (and guard it) when on the ground, and always fly with their Vertibird.
- Unlike a 'follower' with a Pilot/Gunner ring, 'recruited' Crew will travel in the Vertibird even if you are not onboard.
- By default the Recruited Gunner will take up 2nd Gunner position when you are not on-board, or the primary Gunner position is occupied.
- The Gunner 'can' be made to occupy the main gunner seat when unmanned, but then the VB will require them to do most of the shooting.
- Use the corresponding "Recruit/release Turret Gunner" (or Pilot) Menu option when up close to your Pilot/Gunner to Release them.
- If they are dead then you don't need to be near the corpse - just using the menu option will release them.
- If you use it near another Recruitable Pilot/Gunner, then your current one will be released, and the new one replace will them.
- If you cannot recruit a nearby NPC make sure you are "in their face", they have the Ring equipped, and they are not a Follower.
- A Released Pilot/Gunner reverts back to their original AI, and are no longer managed by this mod, so could become hostile.
- NOTE 1: You only get the "Recruit/Release Pilot" option if you configured MCM/Holotape to have No Pilot (meaning no in-built Pilot).
- NOTE 2: If you equip an in-built Pilot with the Pilot Ring then they will NOT be deleted when you use "Recruit/release Pilot" menu option.
- This (formerly) in-built Pilot will now be a free NPC, as well as recruitable, so will just hang around (sandbox) where you released them.
- Formerly 'Random' Pilot types that you 'release' this way will suffer Resets when left alone, so I would use 'Modifiable' Pilots.
General Vertibird Pilot Questions:
- The Random Pilot is weak! They scale to the player, but only when created. Use 'Change Pilot' to get one closer to your level.
- Can I make the Pilot Invincible? The Modifiable,Essential Pilot type (via MCM "Pilot Vulnerability" or Holotape "Pilot is") won't die.
- Can I replace the Pilot? There are a couple of mods that replace the pilot, including the 'BoS Pilot' option in this mod.
- Alternatively you can set the MCM/Holotape setting to "No Pilot" and 'Recruit" in-game NPC's as your Pilot (see previous section).
- The VB landed without it's Pilot! They are probably dead. Only the in-built "Random" pilot will respawn if killed.
- Can I make my own Pilot? I support you overriding the FPV_Pilot record (via Mod) with any (human type) NPC, See this article.
- I don't want any Pilot! Set MCM/Holotape Pilot setting to "No Pilot" then use Recruit/release Pilot to remove them.
- What happens if I fill the Pilot & CoPilot seats with my own Crew? The Pilot will occupy the 2nd Gunner position.
- What if I fill this position with a Follower too? The Pilot will stay outside and 'appear' where the VB lands when you exit it.
- Can I use the Pilot as a Companion? No, they are a companion of the Vertibird and will follow it, not you.
- The Pilot does not talk when I board! The MCM/Holotape Pilot Voice had to be "Takeoff Comments" before you created/recruited the Pilot.
- They still don't talk! Only in-built Pilots, while in the Pilot/CoPilot seat, will talk. Recruited/Follower Pilots wont.
- Your BoS Pilot option is not working! Some other mod must be overriding it (such as interactive Pilot), or you need to "Change Pilot".
- Still not working! Interactive/BoS/Railroad/Minutemen Pilots mods only work if Pilot Type is set to "Random".
- Will the Minutemen Pilots refer to me as General? Yes (if you are).
- The BoS Pilot is rude to me! It is BoS so that is normal until you join the BoS. Set the Pilot Voice to "None".
- Can I use the BoS Pilot and be an enemy of the BoS? Yes, but see above point.
- I like the BoS Pilot but I HATE the onboard talk! In the MCM/Holotape set Pilot Voice to Standard, then via Recall menu "Change Pilot".
- Can I just have onboard talk with the normal Pilot? Yes, Via MCM/Holotape set Pilot Voice to Takeoff Comments, then "Change Pilot".
- Can I use mod 'abc' to access the Pilot's Inventory? Yes, but don't use Random Pilots (Random Pilots Inventory items are lost when they die).
- I don't want the Pilot's Inventory lost if they die! Make sure MCM/Holotape Pilot setting is one of the Modifiable options.
- What does that do? If the Pilot dies their body remains so you can loot it. You also get a menu if you "Activate" (E) the Pilot.
- Can I change the Pilot's clothes/Weapons in-game? Yes, via the above menu, "Inventory" option gives you access to it.
- You can also use that menu to change their Body (Features), Sex (Gender), or Name.
- I don't get that option! Make sure you did a "Change Pilot" whenever you change the "Pilot Voice" or "Pilot Is" MCM/Holotape setting.
- Will "Change Pilot" lose the items I put in their Inventory? No, as long as the MCM/Holotape Pilot Type Setting is Modifiable.
- The Modifiable Pilot reverts to wearing default gear! Try manually equipping something on any NEW Pilot - at least once.
- The Modifiable Pilot Keeps getting Killed! Set the above MCM/Holotape Pilot setting to "Modifiable,Accessable,Essential" so they can't be killed.
- I selected to change their "Features" and they froze in a funny position, naked! Exit from the Looks Menu and try again.
- I selected to change their "Gender" and they dissappeared! They are nearby, enter then exit the Vertibird if you can't find them.
- My Pilot wanders aimlessly around! It is guarding the Vertibird. Give them a seat near it and they will sit down.
- I don't like the look of my Random Pilot! Use the 'Change Pilot' recall menu option to 'roll' a new one, or set MCM/Holotape Pilot Setting to a Modifiable option, use "Change Pilot", then approach the Pilot and activate them to get a menu.
- My Random Pilot is naked! You must have enabled a Pilot Replacement mod (such as BoS Pilot). Do a "Change Pilot" to refresh the Pilot.
- My Pilot setting keeps going back to "Random"! You must have a Pilot replacement mod installed. They only work with the random Pilot.
Fuel Usage:
- What Fuel? If you enable Fuel consumption then ALL your Vertibirds will use fuel while flying. Unmanned Vertibirds at 1/3 slower rate.
- How do I refuel? Your fuel is derived from Fusion Cores which you place in each Vertibird's Cargo hold.
- When does it use those Cores? A Core will be (completely) consumed automatically when the Vertibird runs out of Fuel.
- Where did the Core go! When a VB runs out of fuel it will consume a whole Fusion core and be 'refueled' by however much was in it.
- My fuel is not empty but the VB has crashed/being scrapped - can I have the remaining fuel returned in a Fusion Core? No, Sorry.
- I use a Core recycle mod and I want the empty core so I can refill it! Enable the setting in MCM/Holotape to return empty cores to you.
- My Vertibird stopped flying and Landed! It ran out of Fuel and has no Fusion Core(s) in it's Cargo Hold.
- My Vertibird won't takeoff! It has no more Fuel (or Fusion Cores in the Cargo hold).
- I have mods that change Fusion core drain! Unfortunately only Repair Bobblehead and Nuclear Physicist Perks reduce FPV Fuel drain.
- However, if you have MCM installed then you can change the Fuel drain rate in the Personal Vertibird settings.
- How do I know how much Fuel is left? Use the recall beacon when onboard/nearby the Vertibird - it is shown at the top.
- What about when I recall/send a Vertibird? Fuel remaining is displayed with the ETA messages.
- What about when it is Following/Patrolling? It should still be in range of the recall beacon.
- If I leave a Vertibird Patrolling, and fast travel away, does it still use Fuel? No. The game stops NPC activity when you are not near them.
- What about if I go Inside (i.e. get a loading screen)? Fuel drain usage stops - as above.
Cargo questions:
- Does "Reset Vertibird" cause Cargo to be lost? No, nor does scrapping the Vertibird at a Workshop.
- How do I access the Cargo Hold? Use the Recall Beacon when near the Vertibird.
- OR if you have "Flyable Personal Vertibird - Interactive Pilot" mod installed then approach the Pilot and select "(E) Command".
- Vertibird Destroyed! Where is my Cargo? Default behaviour is "returned to it's home workshop unless Lootable Vertibirds is installed".
- I have Lootable Vertibirds installed so what then? Then you must find the wreck to recover your loot!
- I always want it returned to me! You can change this behavior in the MCM/Holotape option "When Vertibird Destroyed...".
- What about when I Store/Scrap my Vertibird? It's Cargo is returned to the Workshop that it was scrapped/stored at.
- Could I loose my valuable Cargo? See above. NOTE - if Lootable Vertibirds installed and you did not loot the Wreck before a restart then MAYBE.
- How do I know it delivered Cargo to its Home Workshop? You will get a message when it arrives and how much Cargo was transferred.
- I am using Realism options (use own Ammo/use Fusion Cores). Then these items are NOT removed from the Cargo when it is delivered.
- Is there a limit on it's capacity? At the moment - NO as Vertibirds don't get 'encumbered'. At some point I may fix this.
Power Armor Storage (as Cargo):
- Can I transport full (unoccupied) Power Armor Frames in my Vertibird? Yes, but only one per Vertibird.
- How? Use the last option in Command/recall menu when not onboard and the VB is landed. It will store the PA frame nearest to you.
- Can I 'steal' Power Armor this way (or from locked rooms)? No. You can't store a PA frame unless you have moved it (even a short distance).
- It says it can't find a PA Frame! If the PA frame is in it's original spot then you must enter and move it a small distance away first.
- I did that and it still can't find it! If you just exited the frame it can get stuck in the 'occupied' state (Game Bug). Save and restart game.
- I cannot see the Power Armor in the Vertibird Inventory! No, it is stored seperately.
- How do I unload it? Use the same Recall menu option and the PA will be placed near the Left side VB door (the one with the minigun).
- What happens if the VB is Destroyed? It will be placed near you, the Home workbench, or at the crash site (depending on your "When Vertibird Destroyed.." setting).
- What about if I scrap/Store the VB at a Workbench? It will be placed near the Workbench of that settlement.
- My Vertibird was destroyed but the PA is not near the wreckage! It is dropped from the VB when you get the "destroyed" message. Look there.
- Where are the PA frames really stored? In an secret holding cell (MinutemenHoldingCell, but DO NOT go there as Frames reset).
Turret Weapon (Ammo usage) and Minigun modability Questions:
- Can I use my own Gun? No, the game's Turret animations will break. Most weapons even cause no damage.
- I can't move my aim when using the scope! Known Game bug after switching between 1st and 3rd person using the V (Toggle POV) key.
Use the mouse wheel to switch between 1st and 3rd and back will resolve it. Never use the V key - it is buggy.
- The Minigun moves but my Viewpoint is fixed! Same Game bug triggered by using the V key then changing the minigun mods.
- Can I use mods that change the Vertibird Turret Weapon (such as Lunar/Horizon)? Yes, If you are using the 'stock' weapon settings.
- How to select the 'Stock" weapon? MCM/Holotape setting "Use own Ammo" is set to "Modded".
- What happens if I do not? If "Use own Ammo" is "Yes" or "No" then the Stock weapon is not used so these mods have no effect.
- It is "Modded" - can I change the Weapon Mods? Yes, and they may work if the mod just increases turrent damage (for instance)
- What else does the "Modded" setting do? Designed for Vertibird Minigun Replacer Mods. No default mods added to Miniguns (use in-flight menu to add them if you know they will work) and supports 'use own ammo' (if the replacer mod supports it).
- Some of the minigun options don't work! You have a Minigun replacer/weapons overhaul mod installed.
- I want the minigun mods to work still (even though I have a weapons overhaul mod). Set "use own ammo" to "Yes" or "No".
- The Minigun doesn't shoot/stops! You have "use own Ammo" set "YES" and have no more ammo (5mm) in your inventory, or set to "Modded" and you have a minigun mod that doesn't have infinite ammo.
- My Minigun replacer mod doesn't work! Set "use own Ammo" to "Modded" and DONT select a minigun mod from the in-flight menu.
- My Minigun replacement has infinite Ammo! This is an issue with that minigun replacer mod.
- Using 5mm ammo with the Laser option is un-immersive! Use the optional download to use correct Ammo.
- I use this but now it consumes fusion cells! Specifying a Fusion Core 'works' but seems to give infinite shots so I had to use Fcells.
- I want my NPC turret gunners to use Ammo too. Set "Use own Ammo" to "YES, NPCs Too". NOTE They will only use 5mm (Game issue).
- Do they use Ammo from Cargo hold too? Yes, but they only get 50% (as there may be 2 turret gunners). Player will only get 50% too.
- What happens when they run out of Ammo? They seem to loose the Minigun - this is a game mechanic I can't bypass.
- Is the in-built Explosive Ammo option safe? Yes - Companions and Vertibird are protected from the Explosive Bullets effects.
- I still get damage! You have a mod that updates the Turret Weapon (like Lunar), or increases Explosive force.
- I exited WITH the Minigun! Your game is overloaded and crashed the script. Open the console (~) and type "player.removeitem 64b87 1"
(If you are playing "use own ammo" then instead type "player.removeitem FEnnn8E1 1" where nnn is the ID for this mod)
- My Companion has it! Same issue. Open the console, click on them, and type "removeitem 1299a6 1"
Vertibird Combat/Damage/Repair/Holes in Wings/Friends attack it/VB Destruction questions:
- It attacks everything when I recall it! By design. Either change this in the holotape (to "Attack Enemies: when following"), or call it down (Land) or "Stop Combat" (Via Recall Beacon).
Vertibird will normally only attack Enemies when being recalled TO YOU (not when being sent to a Settlement).
- My Vertibird won't land and says "Your vertibird is in Combat"! Use the recall beacon and select "land near me".
- I did this but it keeps trying to land then takes off again! Someone is shooting at it. Use "land near me" again to force an emergency landing.
- My Vertibird does NOT attack (an) enemy race! Some mod have changed that race's relationships to be considered an Ally/Neutral.
- My Vertibird attacks chickens/radstags (etc)! Normal game setup has them as Player Enemies. Try this mod.
- It is still not shooting some hostiles! Target Verification sometimes fails. Turn off Check Combat targets setting and replay the scene.
- My Vertibird attacks an Ally! This may happen if you leave off the Check Combat Targets setting. If not report as bug.
- I got message "Your Vertibird has gone Rogue"! It tried to attack you/Companions so I force it to land. May require you to 'reset' it.
- The BoS or other Friendly Faction attacks my Vertibird! Game Bug. Try 'Reset Vertibird' option, or wait 2 game days,or Store and recraft it.
- A companion fires on my Vertibird! Same issue. Try talking to the Companion - this usually resets their aggression.
- My Vertibird is stuck "In Combat" and won't follow me! Use the recall beacon and call it to you/make it land near you.
- Why can't my 'patrolling/following' Vertibird have a 'Turret Gunner' NPC? The game disables the Vertibird from shooting if it has a Gunner.
- My Vertibird went invisible! It will use a stealthboy during combat if you put one in the Cargo hold.
- Cockpit Glass broken/Engine on fire! Vertibird is crippled, but will auto-heal itself shortly.
- There are holes in the wings! A Vertibird "extra paintjobs" mod has overridden this mod's fixes for that. Talk to that mod's author.
May also fix itself if you change the Vertibird Paintjob then switch it back, or "Reset" the Vertibird.
- The holes still won't go away! Sometimes the 'cripple' state gets stuck (Game Bug). Reset the Vertibird via the recall beacon menu.
- Pilot/Companion fell out of the Vertibird! Explosions (missiles etc) can cause this. This is a Game mechanic They should reboard.
- The Pilot fell out yet we are still flying! Yeah... The Pilot is not really necessary... Pretend the Bird is still flying on Autopilot.
- Raiders/Beasts won't attack my Vertibird! FPVertibirds have an armor damage threshold that must be exceeded before they register damage (unless it is armor piercing). NPC's don't attack if they know they can't cause damage. Game feature.
- My Vertibird has landed, even though it should be orbiting me! If it's health drops below 30% it will land (you should get a message).
- I want it to continue fighting until it dies! Use the MCM to change "Stop attacking and land when Vertibird Health%..." setting to 0.
- My vertibird died yet it was at 100% health! The "Better Vertibirds" Mod causes this if both engines become badly damaged. Use my patch.
- I want My Vertibird to be indestructible - even to Mini Nukes! , Set the VB to 'invulnerable' via the Recall Beacon when near it.
- My Vertibird was destroyed - what happened to it's Cargo!? Depends on what options you set - see "Cargo Questions" section.
Vertibird using Ammo:
- Can the Vertibird use ammo too (for Realism)? Yes, via optional download.
- What ammo does it use? Depends on the type of Front Guns you select. NOTE Gatling Laser option uses Fusion Cells (FusionCore won't work).
- What happens if it runs out/has none? It won't take off to protect you without Ammo. If it runs out while flying it will become Passive.
- Do I get a message when it runs out? Yes.
Vertibird Damage Repair:
- My Vertibird has low health/is on fire - how do I heal it? Land and it will auto-heal.
- This is unrealistic! Set the MCM setting "Do Vertibirds require repairing" to Yes, then Store and Recraft your Vertibird at any Settlement.
- What happens then? You must now manually repair/heal your Vertibird when it is on the ground, via the Repair option on the recall menu.
- How do I repair it? You must have at least one "Vertibird Repair Kit" in your inventory when you use that option. This will restore 25% health.
- Where do I get these repair kits? Construct them at a Settlement Chemistry Station (under the Vertibird section).
- They need a lot of resources! Yes, but less than 30% of building a new Vertibird! Assuming you are using the Realistic Recipe...
- The Vertibird still Auto-heals! If you have the "Better Vertibirds' patch, make sure you are using the latest V1.1 version.
- The glass remains broken/Wings have hole in them, even though health has returned to 100%! Game bug. Working on it.
Upgraded Hull Armor, Armor/Stealth Plating:
- Can I make my Vertibird tougher? Yes, your Vertibird can "equip" one special item of Armor (plating) that can increase it's damage resistance.
- Where do I get this Armor Plating? Three variants are available for construction in the Chem Station. Other Mods could provide more.
- I cannot find those recipes in the Chem station. You need at least FPV V1.6.4, and they will be under Personal Vertibird section.
- How do I use this Armor Plating? Place it in the Vertibird's Cargo hold and "Equip" it via the "T" key (or Controller equivolent) - like any NPC.
- Why is it expensive to make? It is cheaper than a full T60 Armor upgrade. Also cheaper if you installed FPV "Easy". Or make your own versions .
- What happens when I tell the Vertibird to unload it's Cargo? The currently equipped Armor Plate will not be unloaded.
- Why do I see "Health 120%" messages? Unavoidable - The Dense and Ballistic Armor plate adds a 300 Health buff.
- What does the "Dense" Plating give? Higher Ballistic Damage Threshold, more Energy/Fire/Electrical damage resistance.
- What extra does the "Ballistic" plating give? Even Higher damage threshold, +30% less from explosions, +50% less physical Damage.
- What about the "Stealth" plating? Not as much protection as "Dense" but makes the Vertibird (and passengers) almost undetectable.
- Isn't that Over Powered/unimmersive? So is stealth effects on a piece of gear, or a stealthboy. And shooting will spoil it.
- My Vertibird goes invisible! This has been reported as happening to some people with Stealth Armor. Reason unknown at this time.
- Player/Passengers not "Immune to Gun fire" when using Stealth Armor! Stealth armor effects won't work then so immunity is disabled.
Vertibird Landing questions:
- How do I make the Vertibird Land? Press E if onboard, or use the recall menu and select "Land".
- Where will it Land? At the nearest Vertibird Landing Pad (Vertipad/Helipad/Airship Dock/Landing Marker) otherwise the game chooses.
- Why has it moved when I restart/return to it? Game bug. See next section "The 1 FPS bug/Vertibirds buried in buildings...".
- On recall landing it "bounces" and takes off again! Game bug, there is an enemy nearby. It should attempt to land again nearby.
- It didn't! Instead it has headed off! Game bug - it is returning to it's departure point. Use the recall beacon to recall it.
- I told it to fly to a settlement but when I got there it is missing! Same Game bug - it probably returned to where you left from. Recall it.
- I select a destination in the Pipboy map but the Vertibird doesn't land on Vertipad! Game is in control (see "Game controlled flying" section above). Also read this article.
- I still want more accurate landings though! Choose the settlement via the in-flight menu, or move the VertiPad, or use the Bigger one.
- I don't have space for a Vertipad! Then craft a "Vertibird landing Marker" and place it where you want Vertibirds to land.
- Vertibird won't land on the landing pad (from another Mod)! Put a "Vertibird Landing Marker" on it, or 'patch' it (see this article)
- I cannot make the Vertibird land on in-game Helipads (such as Med-tek, Medford Memorial). These are actually part of pre-combines so do not appear as individual items (so are not seen as a landing pad). There are Mods that fix this (see recommended Mods).
- Vertibird has stopped landing on my Vertipad/no longer says "returning to Landing Pad"! You have added something to the Settlement that has overridden the game's landing point reference (FO4 only allows one). Slightly move the Vertipad (in Workshop) to repoint the reference to the Pad.
- Using "land near me" - it attempts to land then takes off again! It's being shot at. Use "land near me" again to force an emergency landing.
- How do I land accurately on Portable Vertipad? Use "E" (or "Land" via the in-flight menu) when near it, or build it "with mapmarker" and then you can choose "fly to Landing Site..." on the in-flight menu (it will be listed there).
- Vertibird landed strangely - like it is docking! Game bug. This should only happen if you do not have F4SE installed.
- The Vertibird has landed in/under Water! That area has no 'water' navmesh so the game does not know it is water. Game bug.
- The Vertibird just falls forever! You tried to land on ground that has no Collision/Navmesh (i.e. broken). See next question.
- The Vertibird is underground! Take manual control (R) and attempt to 'drop' to ground - long press (S).
- I can walk through the Vertibird! The game removes the Vertibird Collision if something is intersecting it when it lands. Game Bug.
- When I return the Vertibird is UNDER the landing Pad/ has moved off it! See next section (1FPS bug).
- I have more than one Vertipad in a Settlement, how do I select the one to land at?. The "E" or "Land" operation will use the closest unoccupied one.
- If I use Pipboy map/Settlement Menu which one is chosen? The last one you built.
The "1 FPS" bug/Vertibirds buried in buildings/"has moved when I returned" Issue:
- When NPC's become 'visible' (3D loaded) the game moves them to what it considers 'ground' - unfortunately due to a game bug workshop constructions are NOT recognized as 'ground' (This is why Brahman can end up on roofs, settlers inside walls, and Vertibirds buried in buildings).
- Additionally, If a Vertibird is 'caged' inside a building this way it 'jitters' (the physics goes wild) and causes the 1FPS bug.
- I recognize this condition for 'known' Landing Pads (anything the FPV recognizes as a Vertipad) and attempt to fix it.
- However you may get 'lag' when approaching a raised Landing Pad during this 'fix'. I Don't use raised Landing Pads for this reason.
- So, if you just create a raised area and stick a fast travel mat on it this is not recognized so will have this issue.
- I recommend you either: Build your landing area on an existing building or CK added one, OR Put my Vertipad on top, OR put a "Vertibird Landing marker" on top, OR add my FPVVertipad script to the object you want to land on.
- NOTE: You will see my fix happen (Vertibird 'raise' back onto the Vertipad) as the game 'resists' until the FPV is visible.
- DO NOT try and place Vertibirds via the console. The game remembers where Vertibirds land and will move them back there eventually.
- Also my mod only recognizes the place it landed on when implementing the above Landing pad fix.
- Lastly, It only works if the Vertibird is unloaded (you come from far away) when you arrive. If you are near it, and fast travel next to it, it doesn't 'load' so will probably be somewhere unexpected. Fast travel away and back to fix this.
Vertibird Docking Questions (Prydwen and Airship mods):
- The Vertibird won't travel to dock at the Prydwen/goes to Boston Airport instead. The Game prevents this if the Dock is occupied.
This is normally the case if you have not done the Fort Strong quest (there is a BoS Vertibird in the main dock).
You can still use manual flying to get there (take off manually then select 'land' - it should use the Dock if nearby).
Otherwise use the "Fly to Landing Site..." Menu option and choose the Prydwen Dock.
- The arm on the Prydwen does not come down when docking! Being attacked while flying to the Dock causes this. Game bug
- It Docks then immediately departs again, flies around then docks correctly! Game bug.
- When I board the Docked Vertibird as Pilot the Vertibird suddenly moves to ON the gangway! Game bug.
- I choose the Airship in the Recall menu and it stops and hovers in front of the Airship! The dock is occupied (and it could not tell this when it started the trip). Using E or "Land" option (in-flight menu) will cause Vertibird to Dock at an empty Dock.
- I am in the Vertibird, how do I make it Dock in this case? Go to Manual (R) then choose E or "Land" in the recall menu (to Dock).
- How do I force it to Dock at a specific Dock? It will Dock at the nearest RH Dock to you when you issue the Land command.
- Can I make a 'Dock' at a Settlement? Unfortunately craft-able Docks don't work (I tried. Game bug).
- I get "Broken settlement" when I choose "Airship" as a Settlement destination in the Recall menu. Install my 'Airship Home' Patch.
- When I move my "Airship Player Home" my Vertibird is gone! It was left behind - you need to call it with the Recall Beacon.
Player Exiting the Vertibird/Jumping out questions:
- E (Land) ignored on Manual! You don't have F4SE installed (or Xbox/VR) - Game bug. Use Land option off in-flight (recall) Menu.
- I Cant Jump out even though and I am in PA! On Autopilot the game disables the Jump (space) key. Use E or enable Manual flight (R).
- I press E while in PA but I don't jump out! If you see "[E] land" (VR/Xbox/no F4SE), then game controls the E key and remaps it to "Land".
OR you have set the Holotape/MCM setting "Jump out" key option to something other than "E if it is safe".
- How do I jump out in VR/Xbox/without F4SE? Flying manually (or after using "engage manual") you get a "Jump" option on the in-flight menu.
- Can I jump out when moving (not hovering) without F4SE? Yes, but then only via in-flight menu "Jump" choice.
- Note that Passengers can only jump out with you when VB is hovering - by using jump/space key (F4SE) or in-flight menu (jump).
- I jump out and "E) Land" is displayed and I can't activate anything! Game Bug - Use last option in the Recall Beacon menu to fix it.
- I only want to Jump out with the Jump (space) key, and E to always land the VB! In Holotape set "Jump from VB: With Jump key" or MCM "Use this key to jump out: Space/Jump".
- What does this mod consider 'safe' to jump out? You are hovering below ''fJumpFallHeightMin" height, or wearing Power Armor, or have 2 'freefall'/ 'Acrobat' leg armors, or wearing a Jetpack.
- I have a Jetpack mod but it still won't allow me to jump out! The Jetpack mod needs to put the keyword "dn_hasMisc_Jetpack" on the Jetpack.
- I have "no fall damage" via another mod/don't care if I die, so want to always Jump out when I use Jump (Space) key! In Holotape set "Jump from VB: Always via Jump key" or MCM "Use this key to jump out: Space/Jump (even if Unsafe)".
- I can't exit the CoPilot seat when Docked! This is considered "Jumping out" so the above conditions apply.
- I set "When I Exit..." to patrol then jumped out, but the Vertibird landed! It must land first after you exit, but it will then take off again and do the operation you specified.
- I Exited but now my gun is invisible! Game bug. Holster and re-equip your weapon.
- I exited with the Minigun! Your game is overloaded and crashing scripts - see the "Turret Weapon Questions" section for fixes.
- There are no sounds when I exit! Same issue. Try entering and exiting again, or in the console type "rscs 1C0FA3"
- Why does this happen? Some script heavy settlements (eg. SimSettlements) can cause serious script lag/crashes - look in your Papyrus log. (Check the Article "Advanced Debugging" for help on debug logging and useful tools)
- I exit and the viewpoint goes to 3rd person! If you were in 3rd person when you exited this should happen, though without F4SE this detection is inaccurate.
- I can't sprint immediately after exiting! The game is stopping you while it loads the area. You can disable this by setting fPlayerDisableSprintingLoadingCellDistance=0 under [gameplay] in your Fallout4Custom.ini
Vertibird Corruption/sliding sideways/"Command Failed"/Weird activity Questions:
- My Vertibird jumps sideways when I/my Companion boards! You (or companion) have a faulty armor mod that is 'bashing' the Vertibird.
- I restarted the game and am no longer on board the Vertibird! If the Vertibird was outside the Map boundary the game puts you in the Sanctuary Root Cellar (coord 0,0,0 - worldspace 0). You will need to recall the Vertibird to you. Your passengers find their own way home.
- My Vertibird is started to act Weird/not responding normally! All Personal Vertibirds can get corrupted. The game's BoS Vertibirds do not exist for very long so don't show these issues.
- This is a Game fault, and the solution is to "Reset Vertibird" via the Recall Beacon when near it.
- That didn't work! Then use this last option - send it home, then store (tab) and recraft it in the workshop.
- It keeps happening when I (or companion) are wearing clothing from a particular mod! That mod has bad Textures/meshes corrupting the game.
- It still acts Weird when ... - Please report this as some Mods are known to induce Vertibird issues consistently (normally via bad textures).
- What are some symptoms of Corruption? Being unable to Board. Companions exiting PA before boarding. Vertibird slowly moving in straight line through scenery. No travel status messages when recalled. "Command failed" when trying to recall Vertibird. Passengers 'catch fire' when you land. Companions suddenly "hating you" when you use the Minigun. Vertibird being attacked by Allies.
FO4 Script Extender (F4SE) Questions:
- Do I need F4SE? NO - though without it you miss a few features. MAKE SURE you use the "No F4SE" Install option though if F4SE not installed!
- Like? Using the WASD keys for Manual flying, and being able to Jump out with the Jump key.
- Can I get these features without F4SE? YES - they are available on the in-flight menu.
- How do I know F4SE is installed and working? When you board the Vertibird you get the message "Ready to Fly".
If F4SE is NOT working you instead get "Ready, Select Destination" (or nothing!) and there is no option to select the Manual key in the Holotape.
- I get nothing when I enter and my gun is funny/missing! You have not installed F4SE properly (you have the exe/dll, but not the .pex files).
- What other features require F4SE? Stopping Companion Chatter when onboard, Config via MCM menu, Closing Gunner Door, Renaming Vertibirds, Changing Vertibird Fuel drain rate, using Pipboy while flying.
- Pipboy while flying? Without F4SE, opening the Map while flying causes you to drop out of manual flight (and the VB could then fly off anywhere).
- Without F4SE, if you jump out (via "Jump" menu choice) the prompt "Press E) to Land" gets stuck on screen, and you cannot activate anything. Use the recall menu last choice to fix this.
- Why do I need MCM? It offers extra options not available in the Holotape, such as adjustable Fuel drain, Variable VB speed.
- I have an old version of F4SE. Then the Gunner door won't close, and you can't 'jump' out when "E [Land]" is displayed.
Lost Vertibirds (no Map Marker):
- I can't find my Vertibird! Your current Vertibird has a map marker (Plane), but only in the Commonwealth, Far Harbour, or NukaWorld.
- It is my only Vertibird but has no NW/FH Map Marker! Extra DLC features not selected when Installing mod (PC) - or you are on Xbox.
- You can also enable the Vertibird Locator in the MCM/Holotape to get a quest marker on your Pipboy for your current Vertibird.
- I Still can't find it/them! Craft the Vertibird Utility device in the Chem Station. It will allow you to teleport to each Vertibird in sequence.
- They may be flying and I will fall to my death! You are temporarily immune to fall damage when it teleports you.
- It says "No more Vertibirds"! That means you only have one and you are already near it.
Removing/Updating/Downgrading this Mod:
- I want it gone! To remove the mod permanently you need to Scrap ALL your Vertibirds first. (Optional) also scrap rings, beacons etc.
- How do I know I got them all? The Vertipads will no longer appear in the Workshop menu.
- Is there an easy way - I have dozens! Craft the Vertibird Utility device in the Chem Station. It can destroy all your Vertibirds.
- I just want to upgrade! Land the Vertibirds. Do a full save and exit game. Uninstall old verson, install new version, restart game from save. Done! DO NOT restart your game without FPV installed!
- I have lots, how do I know they are all landed? The Vertibird Utility device has an option to Land all Vertibirds (it tells you # flying).
- I restarted the game accidentally before I installed the new version! Don't continue with game. Exit, install new version, restart from above save.
- I want to go back to a previous FPV version but don't want to revert to an earlier save! Scrap/Store ALL your Vertibirds at a Workshop, then go through the same process as if you were upgrading.
Xbox Console restrictions and Issues:
- No features/improvements supplied by F4SE (see above FO4 Script Extender requirements section).
- My Vertibird doesn't have a minigun when landed! This is so the door can close if there is no Turret Gunner.
- E (activate) always causes Vertibird to land, even in PA. I Can't remove "E [Land]" option in Xbox (which prevents jump).
- How do I jump out then? Via in-flight menu, select the "Jump Out" option.
- E (activate) no longer works when I engage manual flying! Game bug - use the "Land" option in the in-flight menu.
- I can't use E to open doors etc after jumping out! Game bug - use the last option in the Recall beacon menu to fix this.
- What are the other limitations? It does not support FOMOD so it is a 'no DLC extras' and 'easy' version of the PC version.
- What does that mean? Automatrons (except Mr Handys) won't board, No Vertibird/Vertipads mapmarkers in DLC's, Easy Build requirements.
- But I have the Automatron DLC and Ada as a Companion! Install the "Flyable Personal Vertibird - Automatron" xbox mod.
- Gamepad does not work for manual flying on Xbox Console! No F4SE support on Xbox. Use the in-flight menu.
FO4 VR restrictions and Issues:
- Player exits Pilot/Copilot seat badly. Game has no 1st person exit animations for (Co)Pilot and VR does not support 3rd person.
- The game's Vertibirds don't have that issue! The game seems to implement special workarounds that are not available via scripting.
- I then get stuck under the Vertibird! Crouch and you can walk out.
- The door with the Minigun doesn't Close! F4SE is required otherwise the Mingun stick out and F4SEVR doesn't support it.
- E (activate) always causes Vertibird to land, even in PA. F4SE is required to remove "E [Land]" function (which prevents jump).
- How do I jump out then? Engage manual flying (via in-flight menu) the select the "Jump Out" option in that in-flight menu.
- E (activate) no longer works when I engage manual flying! Game bug - use the "Land" option in the in-flight menu.
- I have F4SEVR installed but it changes nothing! F4SEVR causes CTD's in this mod if I use it - so I don't.
- Player floats around inside the VB! You have a Mod that is incompatible with Flying (such as "Smooth Movement").
- How do I fly manually? When onboard activate your Recall Beacon, or face and ask the Pilot, for an (in-flight) Menu of flying options.
- Manual flight is uncontrollable from the gunner position! No 3rd person view in VR (you can't see forward) - fly as Pilot/CoPilot instead.
- I can't sprint after leaving the Vertibird! Game bug.Try the ConsoleSetini fPlayerDisableSprintingLoadingCellDistance:Gameplay 0.
Xbox Controller Support (PC):
- Standard Controller buttons work (e.g. Activate (A), Ready (X), Jump (Y), ...) when you enable Controller support in the Game.
- Manual flying uses the Dpad BUT ONLY when the favorites menu is displayed on screen (F4SE bug)
- Alternatively use a mod like Auto Gamepad Switch or "Buffout 4" so you can use both keyboard and Xbox Controller.
Non-English (Multilingual) Version:
- The translations in my language are rubbish! Make your own better ones - see the article Creating Better Translations
Note: the MCM config, and any Hotfix updates, also contain translations (they are not all in the FPVertibird* files).
- Do you support updated translations posted on Nexus? Yes - example is this German one.
- The Installer is in English! Sorry, but FOMOD does not support Multiple languages.
- Your mod on this (non-Nexus/Bethesda) site is out of date - will you update/help me with it? No, this is an unauthorized copy.