Fallout 4

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Athelbras

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  1. Athelbras
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    Latest Update: v1.34

    • Added a fix for a vertibird audio glitch that could be caused by "alternate start" mods
    • Simplified the deployment script to minimize potential problems
    • Added scripting to stop combat if mistakenly attacking friendlies or non-hostile neutrals
    • Added a "Place in Inventory" option that can be used during deployment / landing to recover from issues
    • Camera is now directed towards the deployment sequence when launching Whirly for the first time

    The v1.31 patch for Nuka-World is unchanged for this update and is compatible with v1.34 - so no need to update if you have it already.

    NOTE: when you invoke the Whirligig Controller, the list of commands is *scrollable*; i.e. there are more functions than you initially see in that window.

    NOTE 2: Unfortunately, it is not possible to create an .ESL version of this mod.

    If you use Nexus Mod Manager (NMM) to install mods and patches, go get the newest version found Here.
  2. Athelbras
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    Whirly Nuka-World Patch

    Install this patch for Whirly if you have the Nuka-World DLC. You may delay installing this patch until you actually begin playing that DLC. You should install it right away if you are already playing the Nuka-World DLC.

    This patch fixes the problem of Whirly attacking the Player Character after certain decisions are made during the Nuka-World DLC.

    Position this patch *below* the main Whirly mod in your list (load order sequence) of installed mods.

    If you still experience that attack problem, please post your information or send me a private message. Ideally, please specify the Nuka-World DLC quests that have been completed (both partially and completely) when the problem occurs.
  3. Athelbras
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    Known Conflicts (updated 12/09/17):

    • Whirly is known to have conflicts with these mods: Root Cellar Player Home, Finished Basement - Sanctuary Root Cellar, and Remnant Bunker Player Home. Whirly will not be present if any of those mods are installed. The same could be true for other "root cellar" mods.

    • In general, it is best to position Whirly as low in your "load order" sequence as possible; especially below any/all mods related to Vertibirds and the Sanctuary Root Cellar. And if Whirly can't be found initially, then look for a mod conflict.

    • Unlimited Companion (Follower) Framework and Amazing Follower Tweaks both have conflicts with Whirly by forcing standard "companion" dialog/command interactions, which can seriously "break" my scripting and Whirly's subsequent behavior. The same holds true for other mods that override NPC behavior to force being a companion. Those kinds of mods can be installed, and used on other NPCs where appropriate -- but *never* use them to "recruit" Whirly, or to manage Whirly, or interact with Whirly, or affect Whirly in any way. Never force Whirly to be managed in any way by some other mod. Instead, always use Whirly's own Controller functions.
  4. jad31te
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    I just wanna say before I say anything else that I love Whirly! He has been my companion for 4 plus years and I really do not want to make a playthrough without him! but he recently started to act up and honestly I do not know if it is a mod conflict so I came here to ask for help. For some reason the other day almost every time i load my game i get that initial overlay where you pick him up in the basement?  that overlay loads every time I load the game and i just clicked take and kept playing. However today I realized all the times i hit take I am actually collecting whirly's in my inventory.  so basically I have him deployed and have 5 extras in my inventory. 

    He is a wonderful companion and I have never had a problem with him before at all. any advise would be appreciated. 
    1. Athelbras
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      Gee, that is very strange.  You should never be able to pick him up more than once.  It sounds like either Whirly's static model there is being reset each time you load the game, or maybe the entire mod is being restarted each time.

      I confess that I do not understand what you mean by "initial overlay".  Please explain, as best you can?

      Does his controller also reappear on the shelf, or just Whirly?

      Did you install one or more other mods which affect Sanctuary in any way?  If so, what are they?

      Have you been given a sequence of missions to improve him over time?  Or maybe those do not occur because of the repeated reappearance of Whirly in the basement?

      [ Thank You for the very kind remarks ]
    2. jad31te
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      Thank you so much for your speedy response, After troubleshooting last night I believe my issue was the mod " Do your job codsworth "  I love both mods and did not have an issues before but I restarted the game and unchecked the codswoth mod and had zero issues. Then readded it codsworth mod after I deployed whirly.  So far  no issues at all :) 

      The controller and Whirly and all his documentation is in the basement with the codsworth mod installed but apperantly it was still breaking him somehow. 

      The overlay I was talking about is a picture of him that pops up when i click on him to pick him up off the shelf. 

      Anyways Whirly, Dogmeat and I are off on another adventure .. Thank you for trying to help me and for creating this wonderful mod . 
  5. tonysuns
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    Heyo! SO I understand Whirly isn't compatible with certain root cellar player home mods.  However, is it possible to get him via the console than? Or that won't work too? Thanks!

    I ask because the Remnants bunker is a needed mod for the galactac mercs mod, and I really want both whirly and galactac. Hence the question. Thanks!
    1. Athelbras
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      I figure people simply decide which mod(s) to use or not used when there are conflicts, based upon what is most interesting to keep.  So no support for getting around conflicts.
    2. tonysuns
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      Ah okay thanks. I did some testing myself, as long as you first pick up and USE whirly, you can then install the remnants bunker mod and Whirly will still be working.
    3. Athelbras
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      Nice!  Glad it worked out for you.
  6. Farazon1234
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    Is there anything you can do to help with this. found with ReSaver 
    Spoiler:  
    Show
            The save file was successfully loaded.

    • Read 18.4 mb in 1.7 seconds.
    • F4SE co-save was loaded.
    Potential problems were identified
    There are 183 stacks and 171 frames, which may indicate a problem.

    whirligigsentryscript occurs the most often (146 occurrences)

    1. Athelbras
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      Don't know the "what" or the "why" of it, so no clue how to investigate.  Shrug.  Perhaps just ignore it.  Haven't had issues that affect game-play in quite a few years.
    2. Farazon1234
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      My understanding it's something that causes a scripting error that causes several instances of the aliases quest(s) to run.
    3. Athelbras
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      Do you happen to have a saved game with which a new instance of the error can be made to occur easily?

      If so, I might then be able to associate that newest error occurrence with a specific activity or scripting event, if provided with that saved game for investigation ...
  7. MacKos
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    Just want to repot that my Whirly can enter buildings sum how i have a few mods that makes game think his a eyebot im not sure if this will help in a update or not but i love your mod.
  8. customusername
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    Would you be interested in a custom model for this mod?
    I got some spare time and modeling experience.
  9. junkheadog
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    i love the whirly but i wish that there was a remake of it so that way theres more compatibility and possibly more weapons to have for said whirly and etc
  10. alildevil
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       I found the whirly flew it around a bit and really liked it, so I just wanted to say thank you


    1. Athelbras
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      Glad you like it -- enjoy!!!
  11. palhex
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    That vertibird sound made me sick. Is there any way to reduce this sound ?
    1. Athelbras
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      Equip the Whirligig Controller and select the "[ Other Settings ]" option, then select "Audio Volume", and then select "Quieter Engine Sounds".
  12. nekitwin2
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    Are there any hopes for the implementation of shoulder latched version?
    1. Athelbras
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      Interesting that you inquire about that. Shoulder-latching was the only way to create Whirly in the original release (which was for Fallout New Vegas) because I was unable to offer Whirly as a companion at that time due to technical limitations -- Whirly as a companion was in fact my original goal (not shoulder-latching). Later, with the assistance of another mod author, I was eventually able to provide a companion release as well.

      For this game, Fallout 4, a companion was possible immediately, so I never gave thought to the idea of doing a shoulder-latching release. And at this moment in time, I do not know if it is even feasible -- the technical capabilities of Fallout 4 are significantly different from Fallout New Vegas in many ways.

      So ... I will add it to my list of things to consider in the future, for a time when I am between projects and thinking about what to work on next. Thank you for posting!
    2. nekitwin2
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      Thanks for the reaction to my post
  13. letmeindamnit
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    I know you probably consider your work here done, but in the chance that you still take requests could you please add an option to tune down the rotors' noise? Thank you.
    I love the tactical layer your mod added to my game.
    1. letmeindamnit
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      My lazy ass just found out that you already did. Good work!