Sadly this mod is not compatible with Vertibird Beacon by Butterqup. It just sends the Vertibird straight to the prydwen when used. No matter where you are. It flys to you and after that, instead of landing it will just fly to the prydwen. Would be nice if you could make a compatible version. until then I will sadly stick with the beacon
Indeed, just found this out through gameplay. Was really wierded out how it just went to the Prydwen. Vertibird beacon is really a gamechanger for me, and since I don't have to go there anymore just for the freaking Verti granades, it's not gonna be an important destination anymore, unless for Brotherhood quests. Please try to make it compatible!
Easy to fix. I'll put the instructions step by step, so even players without any experience with the CK can do it themselves: 1. Open VFTFromPrywden.esp with the creation kit 2. Open the VFTTravelToPrywdwen package. 3. Select the Begin/end/Change tab 4. Click on the Properties button 5. Click on the AddProperty button 6. in Type, set it to GlobalVariable 7. in Name type _VFTFromPrydwenSource 8. check OK in this window and the previous one, so you end up again in the package window 9. In the "ON End" square, there is a tab named "Papyrus Fragment", in the text part type: _VFTFromPrydwenSource.SetValue(0) 10. push the compile button in the "On end" square, wait two seconds just in case, then push the Ok button in the lower part of the package form 11. Open the VFTTravelToCambridgePoliceStation Package. 12. Repeat the steps from 3 to 11, you follow for the previous package, for this package instead. 13. Ensure only these windows are opened at most: "object window", "cell view", "render window" "warnings". Unneded if you just follow these steps. 14. Save the file (in the upper left corner, push the second icon or just select File->Save.
This way, the beacon will be fixed each time you are near a landed vertibird you have called from the Prydwen or Cambridge police station (being in the interior of the base isn't enough, you need to be in the exterior when it's landed. No need to wait, one second is enough). So, unless you call a vertibird and decide to walk away or sleep inside, everything will be fine and even if you screw the system, calling another vertibird with the button and seeing it landed it's enough to fix it.
Thanks for the fix amgepo, but I'd maybe revise your steps to:
Open VFTFromPrywden.esp with the creation kit (set it as the active file)
Open the VFTTravelToPrywdwen package.
Select the Begin/end/Change tab
In the On End square, enter the following in the Papyrus Fragment box: ;_VFTFromPrydwenSource.SetValue(0)
In the On End square, click Compile, wait two seconds and then click Ok to savethe package.
Re-open the package and in the On End square click Properties
Add a new property entering GlobalVariable for the type and _VFTFromPrydwenSource
In the On End Payrus Fragment box, remove the semi-colon from the start of the line you entered earlier.
In the On End box click Compile, wait two seconds and then click Ok to save the package.
Repeat steps 2 to 9 for VFTTravelToCambridgePoliceStation
Save the plugin
The reason for changing the steps a bit is that papyrus fragments are really fiddly; you need to create and compile the script then save and re-open the form before you can add any properties, otherwise you get a compiler error that corrupts the script source file. Hell, you might still have that happen anyway, especially if you're using a mod manager, but this way makes it less likely.
Anyway, thanks again for posting the fix for this!
This was my first time with CK, and it took me about an hour, but I figured it out. (Alot of Tutorials weren't really helpful at all. They assumed a base level of knowledge that I just didn't have.) So here are some super-beginner-novice steps to follow amgepo and/or Haravikk's instructions.
First off: I was using MO2 and I needed to open Creation Kit through MO2. This took me about 20 minutes to figure out, as I couldn't get access to any of the plugins by running creation kit on its own. https://www.youtube.com/watch?v=l3FuJA1UGvQ is a good tutorial on getting it set up. (If you download CK from steam, it requires a little extra setup. https://www.reddit.com/r/FalloutMods/comments/uoor1m/fo4_trying_to_open_creation_kit_through_mo2_i/ explains the extra steps)
1. Open VFTFromPrywden.esp with the creation kit a. Once you have CK set up and running, click on File > Data. You'll know you have everything set up properly if you see a list of your plugins. If you just see FO4 Master files, something went wrong during during set up. b. Select VFTFromPrydwen.esp by double-clicking, then click on Set as Active File (the status should be changed from Plugin File to Active File.) Then click OK. c. Wait. I thought CK had crashed, but it takes a bit. You'll know you've completed this step when the title bar reads "Creation Kit 64-bit - [VFTFromPrydwen.esp]"
2. Open the VFTTravelToPrywdwen package. a This took forever, because no one ever explained what exactly a package was or how to get to it. Navigate to the Object Window screen. (If you were like me and immediately closed the Object Window screen because you didn't understand what it was, click View > Object Window) b. search by typing "vft" into the filter box and double click VFTTravelToPrydwen. c. Voilà, I followed amgepo's instructions from here and the rest was pretty self-evident.
This is an amazing mod. Thank you so much for uploading this. I really like your solution for making the player do a cell change with the buttons inside of the prydwen. This mod is also compatible with this prydwen overhaul. I'd also assume as a result of this it's likely compatible with the others as long as the consoles the buttons are on remain on the prydwen. Good immersive mod. Thank you.
This is a great idea. In fact, there should be more of those buttons around the map. Cambridge Police Station, for example, should have one such button allowing the player to request a ride.
There is a glitch where after you have used the goggles to jump from the vertibird, the game still thinks that you are in the vertibird so the option to land is stuck there even after you've jumped out. You won't be able to interact with the environment and the only fixes I have found is to open the pipboy and fast travel to the nearest/current destination which refreshes the hud, fixing the bug, or to quicksave and then reload. It's only a minor inconvenience.
32 comments
until then I will sadly stick with the beacon
1. Open VFTFromPrywden.esp with the creation kit
2. Open the VFTTravelToPrywdwen package.
3. Select the Begin/end/Change tab
4. Click on the Properties button
5. Click on the AddProperty button
6. in Type, set it to GlobalVariable
7. in Name type _VFTFromPrydwenSource
8. check OK in this window and the previous one, so you end up again in the package window
9. In the "ON End" square, there is a tab named "Papyrus Fragment", in the text part type: _VFTFromPrydwenSource.SetValue(0)
10. push the compile button in the "On end" square, wait two seconds just in case, then push the Ok button in the lower part of the package form
11. Open the VFTTravelToCambridgePoliceStation Package.
12. Repeat the steps from 3 to 11, you follow for the previous package, for this package instead.
13. Ensure only these windows are opened at most: "object window", "cell view", "render window" "warnings". Unneded if you just follow these steps.
14. Save the file (in the upper left corner, push the second icon or just select File->Save.
This way, the beacon will be fixed each time you are near a landed vertibird you have called from the Prydwen or Cambridge police station (being in the interior of the base isn't enough, you need to be in the exterior when it's landed. No need to wait, one second is enough). So, unless you call a vertibird and decide to walk away or sleep inside, everything will be fine and even if you screw the system, calling another vertibird with the button and seeing it landed it's enough to fix it.
;_VFTFromPrydwenSource.SetValue(0)
The reason for changing the steps a bit is that papyrus fragments are really fiddly; you need to create and compile the script then save and re-open the form before you can add any properties, otherwise you get a compiler error that corrupts the script source file. Hell, you might still have that happen anyway, especially if you're using a mod manager, but this way makes it less likely.
Anyway, thanks again for posting the fix for this!
im stuck on step 2,
Please help
First off: I was using MO2 and I needed to open Creation Kit through MO2. This took me about 20 minutes to figure out, as I couldn't get access to any of the plugins by running creation kit on its own. https://www.youtube.com/watch?v=l3FuJA1UGvQ is a good tutorial on getting it set up. (If you download CK from steam, it requires a little extra setup. https://www.reddit.com/r/FalloutMods/comments/uoor1m/fo4_trying_to_open_creation_kit_through_mo2_i/ explains the extra steps)
1. Open VFTFromPrywden.esp with the creation kit
a. Once you have CK set up and running, click on File > Data. You'll know you have everything set up properly if you see a list of your plugins. If you just see FO4 Master files, something went wrong during during set up.
b. Select VFTFromPrydwen.esp by double-clicking, then click on Set as Active File (the status should be changed from Plugin File to Active File.) Then click OK.
c. Wait. I thought CK had crashed, but it takes a bit. You'll know you've completed this step when the title bar reads "Creation Kit 64-bit - [VFTFromPrydwen.esp]"
2. Open the VFTTravelToPrywdwen package.
a This took forever, because no one ever explained what exactly a package was or how to get to it. Navigate to the Object Window screen. (If you were like me and immediately closed the Object Window screen because you didn't understand what it was, click View > Object Window)
b. search by typing "vft" into the filter box and double click VFTTravelToPrydwen.
c. Voilà, I followed amgepo's instructions from here and the rest was pretty self-evident.
Doesn't seem like the mod is working anymore, button does nothing on both the prydwen and the police station.
It actually is working, but I had to uninstall and reinstall to get it to work