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  1. Iggdrasil7
    Iggdrasil7
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    Update 1.04:

    1. Added command menu to control the vertibirds: sending to the settlement, flight modes, speed and repair. Some pilots will have its device. Control is performed at a distance from the vertibird no more than 10 m.
    2. Vertibirds will come only after the murder of Kellogg and upon the arrival of the Brotherhood of steel in the Commonhealth. New vertibirds still can create and destroy in the holotape at any time and in any quantity. With self-creation vertibirds in the holotape before the arrival of the Brotherhood of steel auto-generation of vertibirds after arrival will be disabled.
    3. 2.5 times reduced the difficulty of vertibirds and pilots, set by default, due to the death of a large number of young players. Fixed the bug of permanent display of forced X10 vertibird.
  2. Excoter
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    Anyone else having issue with hostile vertibirds, that you cannot destroy them?..

    They keep burning and smocking but nothing will bring em down.
  3. AAAARTEMISSSS
    AAAARTEMISSSS
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    causes a ctd 

    • HostileAviation.esp"

    • Flags: 0x0000000C

    • Form ID: 0xD801C167

    • Full Name: "Frontal Launcher Cryo Right"

    • [RSP+168] 0x7FF686D71858 (char*) "length of fire animation"

    1. Iggdrasil7
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      I did not experience CTD with this mod for several hours of playing in a row.
  4. TheRealZarand
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    Oh hell no. These vertibirds aren't hijacked, its the BOS true colors. 
  5. howiebabey
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    how about adding diff options for enery vertibirds like gat  laser only  galing gun only etc 
    1. Iggdrasil7
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      It is unlikely that this will be added. This will greatly reduce spontaneity.
  6. T0TheWind0w
    T0TheWind0w
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    This mod made the flight from Cambridge Police Station to the Prydwen an aerial firefight. 10/10 will fall to my death again
    1. Iggdrasil7
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      Turn off passing enemy vertibirds in the mod settings if you can’t fly five times in a row.
  7. Sergey12314
    Sergey12314
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     Hello, I really liked your mod. Running away from the helicopter on the highway, I suddenly noticed that he was flying parallel to me and was already spinning the minigun. I died in less than a second, but it was epic and cool. Having loaded, I lived longer - before the landing. I want to warn you that the power of both the helicopter and the landing force was x1, minimal. The paratroopers were unkillable. I was able to somehow watch out for one of them in power armor and launch a rocket, but he survived and only got out of the armor, after there were 5-6 headshots from my best weapon and I was killed. But my damage multiplier is where x8 goes to the head.I'm not a hardcore person, but I really liked your helicopters, they are stronger than the official ones and do not go astray with a .38 machine gun, and they also have more guns. But could you add more settings for the landing, for me, who was killed twice by two random raiders, this is too much. They also seem to be receiving less damage, since the damage multiplier does not work on them.
    A more formulated request, point by point:
    - Ability to disable the landing on the helicopter.
    - Ability to disable power armor for paratroopers.
    - Ability to customize the level of the landing.
    - Ability to customize the health of the troopers and helicopters (coefficients x0.9, x0.8 - x0.5).
    - Ability to customize the damage of the helicopter's onboard armament.
    I have mod, which do damage multiplier higher, and needed more sliders to balance.Tranclated by Google translater.
    1. Iggdrasil7
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      You have interesting suggestions! As the time comes, I will do something from your list.

      To defeat this reckless beast, you need to use proactive tactics. It will not work the first time, it requires careful preparation and training, as well as air support and intelligent well-equipped assistants. It is better to start with the settings for one rotorcraft for several surrounding locations, so that there is where to run and hide. But how much joy the victories will bring!
  8. Apolek
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    This is more of a question really. 

    A long time ago there was a script in this mod that interfered with Amazing Follower Tweaking making friendlies hostile. Had something to do with a follower script under the Vertibird Brain feature. Has that been removed? I couldn't seem to find it anywhere in Fo4edit. 
    1. Iggdrasil7
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      The mod was edited from April to May 2018. Nothing was deleted in the process, only added. The Vertibird Brain parameter, as well as the relationship with the followers of the mod, are not affected.
    2. Apolek
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      K,thx for thew swift reply. This mod used to interfere with AFT on my rig, but it hasn't had an issue so far. The only way to fix the problem was to remove the script, and just let the vertibirds do their thing. So odd. I wonder what changed. Come to think of it I haven't witness one vertibird yet though. But I am only a low level on this playthrough.
    3. Iggdrasil7
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      Vertibirds will appear when an airship of the brotherhood of steel appears on a quest or when turned off and on in the holodisk in any order.
  9. Excoter
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    I love this mod!.. Makes FO so much better game experience.

    One small immersion issue I did found, Gunners birds were black and raider's were green... 
    Was very easy to swap in FO4Edit, but wanted to point it out for others.

    Im still looking for ways to make faction paratroopers, to use faction theme PA colors...
    1. Iggdrasil7
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      Indeed, the game is being transformed for survival in combat conditions. Not every player will like this.

      Aviation black is the color of the elite. Therefore, the vertiberds of the Gunners are painted black. Well, the raiders got the color on a leftover basis.

      Paratroopers, like other soldiers, are not new forms, they are from the original game. Therefore, to change their color, it is necessary to create new forms and make a replacement in the leveled lists of actors.
  10. Kryyss
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    (for v1.04) A great idea poorly executed. The mod author seems to be confusing the frequency of the veribirds with their difficulty, but that isn't why this mod is utterly horrible. The issue is that you end up with veribirds who can spam air strikes every 30 seconds over an area that will one-shot players while dropping off Power Armor wearing troopers armed with Fat-Man launchers or Laser Gatling Guns and are typically 10 levels higher than you if you're in a fresh cell. But keep in mind that even a level 10 raider with a Fat-Man is still likely to kill you in one direct hit so the level of the NPC alone isnt the main concern.

    In short, this mod is very poorly balanced unless you are using mods which also make you very overpowered. The holotape he keeps mentioning will reduce the frequency of the vertibird spawns but not their level scaling, the number of troopers they spawn, their weaponry of if they are wearing power armor or not. It also does not change static spawns like the 5 vertibirds you'll find parked near to Diamond Stadium which promptly turn the area into a deathtrap.

    While it is visually spectacular to see repeated airstrikes over an area which have you running for cover you essentially end up hunkering down in a building and waiting for troopers to walk in the door while you play peek-a-boo taking potshots at the vertibirds and if you happen to get caught without any cover.. well, you'll be reloading an earlier save and thereby losing progress due to being in a no-win situation where you'll be one-shot by either nukes or airstrikes. But even then remember that explosions can damage you through walls so unless you're in a very large building, where you can keep away from the walls and ceiling, you will not survive.

    In terms of future updates, most raiders would not have the skills to repair, maintain or pilot a Vertibird with the exception of the Rust Devils so I'd suggest you ditch the generic Raider NPCs and make them all Rust Devil gang members and bots. What would make sense, if you want to have some added threat from the vertibird other than the mini-gun, is to have them drop proximity mines over the area every 90 seconds or so. Players won't get one-shot and they'd feel that the vertibird also cannot be ignored as the surrounding area becomes progressively covered in landmines.

    (UPDATE) Since uninstalling the game via the method recommended it seems that this only removes the Veritibirds, but their armed escort of Legendary Nuke-launching, Power Armored NPCs remain. For whatever reason now, I'm getting frequent CTD when these large groups are in the area. No doubt due to the numerous scripts running in relation to them. Some spawns are even within sight of fast travel points so its possible to be one-shot as soon as you arrive. I now have large groups of extremely well armed, highly durable, high level, legendary enemies roaming my game making it almost impossible to travel anywhere. I'm now going to have to start a whole new game as a result of this poorly designed mod.

    Hopefully these spawns are only going to appear once, Because I had to use KILL commands in console to deal with this mess:



    This is just the normal legendary gunners, naturally I couldn't drag the 5 Power Armor wearing ones to this spot or the two Assaultrons which came with them. I came up from the basement in the house seen in the background and found the whole town swarming with this small army. Does this look like the mod uninstalled correctly to you?
    1. Iggdrasil7
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      The mod's settings regulate the power of teams and vertibirds on a ten-point scale from the level below the weakest raider to the legendary one. This is the first thing. And secondly, before removing the mod, you must turn off all vertiberds in the holodisk. Then ground support and pilots of the selected points will disappear in the same second. This is mentioned in the short description of the mod. There is also an adjustment of the spawn time from 2-8 to 20-80 hours. Dying in battle through your own inattention, yes, there is such a problem. Don't frighten players unnecessarily. The mod is suitable for vanilla solo walkthrough and for strengthening weapon / clothing mods and companion expansion.
    2. Drivinghard
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      thanks!

      I've been using Flyable Personal Vertibird mod since foreve... and it is a hell of lot more peaceful... like who needs troopers... ?
      might as well just play an Nintendo battle game :(
    3. Iggdrasil7
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      This mod is very useful for acting out a situation when suddenly the enemy has become much more equipped. Whether the player will run away with his tail between his legs or will fight for his homeland.

      Well, in general, it was Pchela who persistently asked to create this mod, otherwise she became bored of flying in splendid isolation.
  11. BlazeWarDog016
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    When I put the files into my Data folder and launch the game up it does not show any new settings; please help! :(
    1. Iggdrasil7
      Iggdrasil7
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      In the latest version, vertiberds appear after killing Kellogg. Create a customization holotype in the workshop if needed. It will be possible to cause the appearance of vertibirds immediately.