• Crafted at Workshop stations, with availability influenced by the Gun Nut and Science skills.
• Similar to "Turrets" but with mobility for enhanced enemy detection, suppression, and elimination.
• Detected enemies are optionally marked with a Red Diamond; enabled by default.
• Adjustable settings via any mini-Helipad or a craftable Whirligig Sentry Control Terminal.
• Workshop construction entries for sentries and sentry control terminals are in DEFENSE>WHIRLIGIG. They are created dynamically and hence should (in most cases) be compatible with mods that alter the game's original build menus.
LOAD ORDER: Place this mod's file below all other Vertibird mods in your "load order" sequence, and also below the file of my Whirly companion if installed.
WARNING: This mod might or might not work correctly for Player Characters who have become "bad guys", either by allying with Raiders (etc.) or via the Nuka-World DLC. Use at your own risk if playing a Bad Guy, but please report related issues in as much detail as possible.
WARNING 2: Incendiary Miniguns, Gauss Cannons, and Disruptors have very localized (short radius) Splash/AOE damage upon impact. And of course the Rocket Launcher has wide-area Splash/AOE damage upon impact. Hence their potential to harm nearby friends and allies. So there is risk associated with their construction -- if an NPC is accidentally harmed by a Sentry during a fight, that NPC has a chance of deciding that the Sentry is an enemy, which then causes conflict between them; it is a base-game feature.
NOTE: See the Whirligig Sentry F.A.Q. for further details as well as usage Recommendations and potential Conflicts.
NOTE 2: If you use Nexus Mod Manager (NMM) to install mods and patches, go get the newest version found Here.
• Two new Sentries: Incendiary Minigun and Seeker Rocket • Revised construction materials, skill requirements, and settlement defense values • Combat AI has been tweaked and "ad hoc" sniping shots are potentially more likely • Three selectable idle modes for when a settlement is peaceful: Hover (default), Patrol, and Landed • Engine noise volume is automatically adjusted based upon the presence or absence of regular vertibirds • Helipad lighting can be set for Shadows (default) or No Shadows (to improve graphics frame rate) • Workshop construction entries for sentries and sentry control terminals are now in DEFENSE>WHIRLIGIG (they are created dynamically and hence should [in most cases] be compatible with mods that alter the game's original build menus)
NOTE: Sentry scripting has been extensively redesigned, and as a result of those changes all existing sentries are automatically deconstructed (as in quietly "destroyed") and then recreated and relaunched from their helipads.
Note that a sentry is not like modern battery-powered drones, and is instead intended to be similar to (but very much quieter than) old-fashioned gas-powered Remote-Controlled [RC] aircraft (which had ear-shattering engine noise). So the goal for the current release is not to make sentries "quiet". The goal is to have distinctive engine noise that is quieter than vertibirds have originally (ultra loud when close) and which tapers off fairly quickly.
Spoiler:
Show
1) When regular vertibirds are not in the area ...
The sentries should be noisy when you are relatively close, but should become quieter and then absolutely silent as you move away from them a modest distance (100 feet or so -- roughly 1,500 game units of distance).
How loud they actually sound will of course directly depend on your own audio volume settings while playing. So if you use a relatively quiet game audio volume the sentries might sound very quiet, and if you prefer loud gunfights and have your audio volume set extra high then engine noise might seem to be too loud. Somewhere in the middle is hopefully "just right" or "good enough".
My baseline when tweaking engine noise volume is to have my game audio volume set to where 10mm Pistol shots sound louder than I normally hear while playing. So while testing I tweak settings to hear engine noise at a level that I am happy with, but will then actually be quieter than that during my normal play.
2 ) When regular vertibirds are in the area ...
The sentries will be noisier and be heard from farther away than #1 above (roughly 8,500 game units of distance). Regular vertibirds will have the same noise level as sentries (quieter than vertibirds originally) and be heard across the same distance as sentries, but will not be heard from as far away (30,000 game units) or as loud as they were originally without this mod. The 8,500 game unit range value is my estimate as to when it is important to hear an enemy vertibird approaching or nearby versus when it is far enough away that it doesn't really matter (in which case quiet or even silent is fine).
This is because sentries and vertibirds share the same audio settings, so there needs be a compromise: regular vertibirds are quieter than originally and not heard from as far away in order to ensure that nearby sentries are not excessively loud or heard from absurd distances. Which means a vertibird can be fairly quiet or even silent if beyond the shared audio distance setting, whereas it would otherwise be heard clearly and perhaps loudly without this mod.
[ I am still willing to make adjustments ... but the struggle is that everyone has their own personal view of what is acceptable and what is too loud, so please realize that it is impossible to have a setting that satisfies everyone ]
with the mod zombie walkers, for some reason the sentries will not fire on the zombies. Any ideas on how to fix this? I have asked on the zombie walker mod page to.
An NPC or Creature is considered to be an enemy and attacked if it is (1) currently "hostile" to the player's character or (2) is in a Faction that is defined to be "hostile" to the player's character, or (3) the player character's Faction is "hostile" to it, or (4) if the player character is attacking it and it is not a known "friendly" or non-"hostile".
An NPC or Creature is automatically considered to not be an enemy if it is a member of the player character's faction, or is a member of the workshop NPC faction. And is dynamically considered to not be an enemy if there is no current determination of it being "hostile". These are the primary factors; there are lesser ones too numerous to list.
The state of being "hostile" is typically determined by the game itself, based upon current Faction Relationship settings and NPC/Creature actions. A mod's scripting can directly set an NPC/Creature to be "hostile".
So perhaps there is an issue with how those Zombies and their relationships are defined by that mod's author. In which case, the mod's author would need to make changes to resolve the problem.
For example, if a zombie was originally a workshop NPC, then the author should remove it from the workshop NPC faction as it becomes a zombie and also set it to be a member of a zombie faction that is hostile towards the player's character and/or the player character's faction.
Another example is if the zombie is simply spawned somewhere, it can by default be set as a member of a zombie faction that is hostile towards the player's character and/or the player character's faction, or a script can specifically set it to be hostile.
So I know this is a couple of years old now, but I have an answer for you and anyone else that might run into this problem. Unfortunately it will require console commands so if you don't have access to those this will not help you.
All you need to do is open the console and type in: setenemy 0001c21c 00077c6c 1 1
The setenemy command makes the specified faction "angry" with the player (Faction ID 0001c21c). In our case, faction ID 00077c6c is for the Feral Ghouls (for me at least, though I'm not entirely sure if it is the same between saves/installments). You need the following 1 1 as "true true" to actually set the faction as an enemy to the player. This will also come with the benefit of your followers immediately recognizing zombies as enemies as well, rather than having to initiate combat with each one individually.
there is something with both settlement radar station and Whirligig ... they both cause all settlers to all go out of settlement to find attacker and most of times all will die while out . and something else that when entering workshop to go to defense , loading will become slow ( freeze ) and have to wait between 10 to 20 sec ... Even after uninstalling , its effects ( settlers go out and defense freeze ) have remained !
That is not normal for my mods. Which means that something else is probably causing the problem. Or something you installed is conflicting with my mods and that conflict results in the problem.
The fact that the problem still occurs when my mods are uninstalled seems to indicate that the root cause is simply something else you installed and still have installed -- not my mods -- since my mods can not be affecting your game and the settlers when my mods are no longer present.
Perhaps start uninstalling other things, one at a time or in small groups, to discover what makes the problem stop happening when uninstalled.
I have known instances in the past where the only way to fully clear someone else's mod is to: uninstall the mod, load the current saved game, make a new saved game, completely exit the game (this is important), then restart the game and resume play with that new saved game.
Please add one more Whirligig Sentry: Healer. Similar to the MedicBot mod, this Healer sentry drone flies around healing (if HP is less than a threshold, say 50%) and reviving player and allies. It would be nice to have such a healer drone for combat, unlike all other drone bots which only attack but not heal. Upgraded healer bot could be life leecher bot : the healer drone leeches life from enemies and passes this extra HP on to player and allies.
Super air defense system..10/10...we would really like it if you could turn off the sound on the terminal and set each of the turrets to certain targets
how is that set mode to floating but sometime it went missing no repair required when checked in workshop mode even when save reload or tried with wait in interior cell for a week missing is still missing not return back to sentry base and float there??
there was no settlement attack at all before and after it went missing
Upon further testing it seems this sentry need to reapply the idle activity 1.on cell load 2.on player exit workshop or else the flying thing would not behave as intended
I suspect there is a conflict with something else you installed. My reasoning for that is simply this: my many hours of testing and play never had such problems, and no other players have reported those problems after many thousands of downloads across 5 years of play.
Whirligigs do not seam to add to settlement defence numbers when opening a new settlement, or when a settler asks for defences to be put up. I have to put up reg turrets to complete defence quest...which is ok. Also if I add reg turrets with whiligigs my settlements are attacked less. If I put up just Whrligigs their attacked all the time... it seams. Thanks for the mod !!! This mod is the best mod I ever used for settlement defences. They really Kick Butt.
I really would like an unkillable version, seems like I'm spending more and more time fixing stuff than actually hunting the bad guys. These guys are very cool and they help a lot when the baddies go after your hot babes, food and water. Great MOD!
Looks like a good mod but it causes all Vertibirds to become extremely quiet, almost fully silent. I've tested my game with and without this mod and confirmed something in this mod is causing it. Hopefully there is a fix cause i'd love to have a mod like this in my game
The sentries are vertibirds, just like the regular large ones, and all of their audio is driven by the same animation files. Which means if you adjust the sentry volume you are also adjusting the other vertibirds as well. So adjust the volume (via the sentry's volume feature) to an acceptable compromise for you in terms of what is heard for sentries and what is heard for other vertibirds ... or (sorry to say) simply uninstall this mod.
See the "sticky" post above for further details on what I am able to do and how that scripting works.
I love this mod. Been using it for years now I think. Are they a little OP? Yes but do I play with settings and mods where I need some extra protection around my settlements? YES!
If you ever see this, thank you for the great mod.
I am posting for the first time. I am Japanese. I am typing using Google Translate. Please understand that there are strange words. I am using xTranslator to convert from English to Japanese, but there is an English sentence that I do not understand.
It is the location of ”In the event of an emergeajsf dlawel;ej tu opqw3 97 8rt90- q23yutkl;w3 4ntykl aseghios zty fdviopas ujhdol; fghbnwier yuo pszdfgi wpehab fsda”.
If anyone knows this English, please let me know. I would appreciate it if you could get back to me right away.
449 comments
• Whirligig: "Wireless High-Reliability Independent Government-Issue Gunship"
• Six (6) models available: Minigun, Gatling Laser, Incendiary, Seeker Rocket, Gauss Cannon, Prototype Disruptor.
• Crafted at Workshop stations, with availability influenced by the Gun Nut and Science skills.
• Similar to "Turrets" but with mobility for enhanced enemy detection, suppression, and elimination.
• Detected enemies are optionally marked with a Red Diamond; enabled by default.
• Adjustable settings via any mini-Helipad or a craftable Whirligig Sentry Control Terminal.
• Workshop construction entries for sentries and sentry control terminals are in DEFENSE>WHIRLIGIG. They are created dynamically and hence should (in most cases) be compatible with mods that alter the game's original build menus.
LOAD ORDER: Place this mod's file below all other Vertibird mods in your "load order" sequence, and also below the file of my Whirly companion if installed.
WARNING: This mod might or might not work correctly for Player Characters who have become "bad guys", either by allying with Raiders (etc.) or via the Nuka-World DLC. Use at your own risk if playing a Bad Guy, but please report related issues in as much detail as possible.
WARNING 2: Incendiary Miniguns, Gauss Cannons, and Disruptors have very localized (short radius) Splash/AOE damage upon impact. And of course the Rocket Launcher has wide-area Splash/AOE damage upon impact. Hence their potential to harm nearby friends and allies. So there is risk associated with their construction -- if an NPC is accidentally harmed by a Sentry during a fight, that NPC has a chance of deciding that the Sentry is an enemy, which then causes conflict between them; it is a base-game feature.
NOTE: See the Whirligig Sentry F.A.Q. for further details as well as usage Recommendations and potential Conflicts.
NOTE 2: If you use Nexus Mod Manager (NMM) to install mods and patches, go get the newest version found Here.
• Two new Sentries: Incendiary Minigun and Seeker Rocket
• Revised construction materials, skill requirements, and settlement defense values
• Combat AI has been tweaked and "ad hoc" sniping shots are potentially more likely
• Three selectable idle modes for when a settlement is peaceful: Hover (default), Patrol, and Landed
• Engine noise volume is automatically adjusted based upon the presence or absence of regular vertibirds
• Helipad lighting can be set for Shadows (default) or No Shadows (to improve graphics frame rate)
• Workshop construction entries for sentries and sentry control terminals are now in DEFENSE>WHIRLIGIG (they are created dynamically and hence should [in most cases] be compatible with mods that alter the game's original build menus)
NOTE: Sentry scripting has been extensively redesigned, and as a result of those changes all existing sentries are automatically deconstructed (as in quietly "destroyed") and then recreated and relaunched from their helipads.
Version 2.1
• Fix for unintended conflict with neutral NPCs
Note that a sentry is not like modern battery-powered drones, and is instead intended to be similar to (but very much quieter than) old-fashioned gas-powered Remote-Controlled [RC] aircraft (which had ear-shattering engine noise). So the goal for the current release is not to make sentries "quiet". The goal is to have distinctive engine noise that is quieter than vertibirds have originally (ultra loud when close) and which tapers off fairly quickly.
The sentries should be noisy when you are relatively close, but should become quieter and then absolutely silent as you move away from them a modest distance (100 feet or so -- roughly 1,500 game units of distance).
How loud they actually sound will of course directly depend on your own audio volume settings while playing. So if you use a relatively quiet game audio volume the sentries might sound very quiet, and if you prefer loud gunfights and have your audio volume set extra high then engine noise might seem to be too loud. Somewhere in the middle is hopefully "just right" or "good enough".
My baseline when tweaking engine noise volume is to have my game audio volume set to where 10mm Pistol shots sound louder than I normally hear while playing. So while testing I tweak settings to hear engine noise at a level that I am happy with, but will then actually be quieter than that during my normal play.
2 ) When regular vertibirds are in the area ...
The sentries will be noisier and be heard from farther away than #1 above (roughly 8,500 game units of distance). Regular vertibirds will have the same noise level as sentries (quieter than vertibirds originally) and be heard across the same distance as sentries, but will not be heard from as far away (30,000 game units) or as loud as they were originally without this mod. The 8,500 game unit range value is my estimate as to when it is important to hear an enemy vertibird approaching or nearby versus when it is far enough away that it doesn't really matter (in which case quiet or even silent is fine).
This is because sentries and vertibirds share the same audio settings, so there needs be a compromise: regular vertibirds are quieter than originally and not heard from as far away in order to ensure that nearby sentries are not excessively loud or heard from absurd distances. Which means a vertibird can be fairly quiet or even silent if beyond the shared audio distance setting, whereas it would otherwise be heard clearly and perhaps loudly without this mod.
[ I am still willing to make adjustments ... but the struggle is that everyone has their own personal view of what is acceptable and what is too loud, so please realize that it is impossible to have a setting that satisfies everyone ]
An NPC or Creature is automatically considered to not be an enemy if it is a member of the player character's faction, or is a member of the workshop NPC faction. And is dynamically considered to not be an enemy if there is no current determination of it being "hostile". These are the primary factors; there are lesser ones too numerous to list.
The state of being "hostile" is typically determined by the game itself, based upon current Faction Relationship settings and NPC/Creature actions. A mod's scripting can directly set an NPC/Creature to be "hostile".
So perhaps there is an issue with how those Zombies and their relationships are defined by that mod's author. In which case, the mod's author would need to make changes to resolve the problem.
For example, if a zombie was originally a workshop NPC, then the author should remove it from the workshop NPC faction as it becomes a zombie and also set it to be a member of a zombie faction that is hostile towards the player's character and/or the player character's faction.
Another example is if the zombie is simply spawned somewhere, it can by default be set as a member of a zombie faction that is hostile towards the player's character and/or the player character's faction, or a script can specifically set it to be hostile.
All you need to do is open the console and type in: setenemy 0001c21c 00077c6c 1 1
The setenemy command makes the specified faction "angry" with the player (Faction ID 0001c21c). In our case, faction ID 00077c6c is for the Feral Ghouls (for me at least, though I'm not entirely sure if it is the same between saves/installments). You need the following 1 1 as "true true" to actually set the faction as an enemy to the player. This will also come with the benefit of your followers immediately recognizing zombies as enemies as well, rather than having to initiate combat with each one individually.
Hope this helps!
they both cause all settlers to all go out of settlement to find attacker and most of times all will die while out .
and something else that when entering workshop to go to defense , loading will become slow ( freeze ) and have to wait between 10 to 20 sec ...
Even after uninstalling , its effects ( settlers go out and defense freeze ) have remained !
The fact that the problem still occurs when my mods are uninstalled seems to indicate that the root cause is simply something else you installed and still have installed -- not my mods -- since my mods can not be affecting your game and the settlers when my mods are no longer present.
Perhaps start uninstalling other things, one at a time or in small groups, to discover what makes the problem stop happening when uninstalled.
I have known instances in the past where the only way to fully clear someone else's mod is to: uninstall the mod, load the current saved game, make a new saved game, completely exit the game (this is important), then restart the game and resume play with that new saved game.
Similar to the MedicBot mod, this Healer sentry drone flies around healing (if HP is less than a threshold, say 50%) and reviving player and allies. It would be nice to have such a healer drone for combat, unlike all other drone bots which only attack but not heal. Upgraded healer bot could be life leecher bot : the healer drone leeches life from enemies and passes this extra HP on to player and allies.
set mode to floating but sometime it went missing
no repair required when checked in workshop mode
even when save reload or tried with wait in interior cell for a week
missing is still missing not return back to sentry base and float there??
there was no settlement attack at all before and after it went missing
it seems this sentry need to reapply the idle activity
1.on cell load
2.on player exit workshop
or else the flying thing would not behave as intended
or when a settler asks for defences to be put up.
I have to put up reg turrets to complete defence quest...which is ok.
Also if I add reg turrets with whiligigs my settlements are attacked less.
If I put up just Whrligigs their attacked all the time... it seams.
Thanks for the mod !!!
This mod is the best mod I ever used for settlement defences.
They really Kick Butt.
Great MOD!
Settlement Repair Bot: "Mister Mechanic" can be found Here.
See the "sticky" post above for further details on what I am able to do and how that scripting works.
If you ever see this, thank you for the great mod.
I am using xTranslator to convert from English to Japanese, but there is an English sentence that I do not understand.
It is the location of ”In the event of an emergeajsf dlawel;ej tu opqw3 97 8rt90- q23yutkl;w3 4ntykl aseghios zty fdviopas ujhdol; fghbnwier yuo pszdfgi wpehab fsda”.
If anyone knows this English, please let me know. I would appreciate it if you could get back to me right away.
Honto no imi wa arimasen. Kore wa, sentori no puroguramingu ni era (`bagu') ga aru koto o imi shimasu. [Yumoa]