Version 3 Allows Vertibird Wrecks throughout the Commonwealth to be looted too. This version also supports the Vertibird Wrecks that can be found in Nukaworld and Far Harbour (if you have those DLC's).
Patches to support Vertibird Wrecks added by other mods (Rsiyo's location pack, Lima Detachment, More Vertibird Crash Sites, SectorV) are now available in "Optional Files" section. I take Requests, or make your own via this...
Notes: - No Precombines or Worldspace records are modified so will not conflict with any mods like BostonFPS or PRP. - If you loot a vertibird and only find one 5mm bullet then you have a mod conflict. Place this mod after any mod that modifies Vertibirds, or better still make a patch mod. I have created some patches (optional Files) for more common conflicting Mods. - Unfortunately Vertibird Landing Zones has been removed by the author - Use Helipads from Hap instead. - Lootable Vertibirds uses a FOMOD install method so I only support this mod being installed via a Mod manager.
Dude, not all the places from that mod are listed in the "More Vertibird Crash Sites Patch" patch. Sorry for bothering you and thanks :) (Multilanguage version)
I hope they can add all Vertibird crash sites one is wear minuteman top of the building at an dish wear find a locket an Vault 111 Vertibird crash site an enclave shoot down there Vertibird get parts off the an Brother of Steal Vertibird
Tell me the Mod that adds it and I will make a patch. If you use the "Better Console" mod then you can click on it and it will tell you the mod that supplied it
That is one added by Deadlier Deathclaws, so no. However, now that you alerted me to it I have uploaded a patch to make it lootable. Can be installed at any time.
man, i dont know what i'm doing wrong, but i cant get this mod to work, crash sites (even the ones from "More Vertibirs Crash Sites") don't show any prompt to open theiir inventory, im using the Midnight Ride mod guide, and this mod shows no errors when installed, so i dont know what to change.
Nothing can stop that part of this mod working - except the mod's esp not actually being active in your game. However, an invisible container is placed at the same position as the Vertibird, so you will have a problem if a mod moves the Wreck. What mod manager are you using, and what Wreck did you try to loot?
thanks for answering so fast man, i appreciate it, i'm using MO2. I tried the concord one, and a few of the ones added with "More Vertibird Crash Sites", also tried spawning a friendly vertibird via console and shooting it down, same thing.
is there a way for me in game to check if the mod is correctly installed?
In MO2 it is a little difficult as installed mod's only appear if MO2's virtual filesystem is active - like when you are playing the game. There is probably a smart way of doing this in MO2, but I am not an expert. A definitive way is to start playing FO4, then Ctrl-Alt-del to bring up the option to start task manager - this should put FO4 in the background so you can check your game's data directory. There should be "LootableVertibirds.esp" AND "LootableVertibirds - Main.BA2". Also, while the game is paused, in the directory C:\Users\<yourloginname>\AppData\Local\Fallout4 should be a file "plugins.txt". In there should be a line "*LootableVertibirds.esp" - this says to the game that the mod is active.
All this is what the game looks at to know what to run - so is independant of what mod manager you use. They just maintain this info.
I know MO2 has some issues with it's mod load order not lining up with how the game actually loads mods (to be fixed soon I am told) - which can cause issues so who knows... Glad you got it going.
Some more data for anyone with the same issue: I was having issues with the patches loading but then I disabled More Vertibird Crash Sites, Rsiyo's Location Pack and this mod (Lootable Vertibirds). Then I re-enabled in the order of the location mods (More Vertibird Crash Sites and Rsiyo's) then re-enabled Lootable Vertibirds. After booting up the game again, it worked!
Honestly, I have no idea if the ordering thing matters or if it just needed to be toggled on/off. The tip about plugins.txt was super helpful as when I saw the issue the patches didn't have the "*". For anyone who needs it: There is a launch option in MO2 to explore the virtual filesystem and you can navigate to the plugins.txt to view.
Thanks for the mod! (I only have one more crash to find then I can build my very own flyable vertibird! ^_^)
Yes, plugins.txt is what the actual Game looks at to decide what mods to load and in what order (reguardless of what Mod Manager you use). No "*" in front of the esp/esm mod name means 'not loaded' (or 'Activated' in the terms of most Mod Managers). I am surprised MO2 is not activating some mods you load in it. Not sure what is going on there. Though if MO2 has the order wrong (like a patch before the mod it patches) then it may decide the patch is 'missing masters' so not activate it. Can't imagine why it would do that (it should just force masters to be before - like the game does) but... It 'could' be a Loot issue (if you use Loot). I always manually make sure a patch for a mod is after the mod it patches in the list... (makes it easier for me to keep track of what patches are for).
"it does not actually edit any vehicles in the game only adds a Reference to a container that activates when you get to the vehicle so it should be 100% compatible whit most mods as it only add items. Mods that add new settlements will conflict."
i noticed i couldn't loot some of the crashed vertibirds for some reason. this way it shouldn't conflict with other mods and easier to implement? not 100% sure, just my 2 cents. thanks for the mod! :)
My mod doesn't edit anything either and has worked the way you described since 2020.
New wrecks won't work of course (I have a number of patches for them), also there will be issues if an existing wreck is moved. Please report the wrecks you can't loot so I can make a conflict patch for them.
That may be possible via some other mods already. I think the immersive hunting mod allows "looting" of alien spacecraft - and it duplicates the functionality of my mod so allows Vertibird looting. I have not checked if you can loot the crashed jets too.
I have seen this happen in an unmodified game - just Havok weirdness. LB doesn't change the wrecked VB model (it is the still the base game one) so has the same physics. I did try and add a fix but obviously it didn't work.
Vertibird Faction Paint Scheme Mod does not work properly as it changes the paintjob of precombined Vertibirds (like the one on the roof at Concord). Objects that are precombined don't change as the original textures are baked into the Precombine (that is how precombines work).
It only works if it was placed at the bottom of your load order (because that way it could disable precombines so get it's changes dispayed) - not a thing anyone would recommend however. You are better off looking to see if someone has generated new Precombines for it.
I considered doing it, but many of the cells it touches are also touched by many other mods (like Concord) so there is no simple one fix for it. The mod should be replaced instead. There are less problematic ways of achieving the same result (like just placing a new 'slightly bigger' Vertibird in the same position with the new paint scheme). No precombine issues then...
The Zeta invasion mod that has saucercraft fly aout attacking and dropping off Zetans spawns them from remeshed vertibirds... and people using this mod can loot them.
Oh, thank you for the warning. I will check it out. Surprised though as the 'destroyed Vertibird' loot activator is attached to Vertibird debris - a bit slack if that mod reused that rather than create "saucer debris"...
Well, I believe part of the saucer wreckage reverted to Vertibird wreckage, likely because of that very activator. (If you do work around it, making Saucer Wreckage loot for high-end electronics and Alien Powercells (and Brahmin parts) would fit the lore and the infamous stereotypes about flying saucers.)
What Zeta mods have you installed? I can't find any vehicles in Project Zeta, so perhaps an addon written by someone else?
Oh - it's the other one - Zetans. Their UFO's are just Vertibirds with a new skin (they are still the Vertibird Race, so thats why they have the same death process).
Ok, nothing I can do about this as the author just remeshed a Vertibird so it has the original Vertibird death script. By the time the death script triggers the Vertibird (UFO) is deleted so there is no way to tell it wasn't a normal Vertibird. If they wanted to do this properly they would have had a UFO race based on the Vertibird Race (like driveable Cars and my Enclave Vertibird). Then they could add their own death script with UFO wreckage etc.
The Rsiyo's patch requires resaving in the CK as it's throwing errors for us in Texgen - could you update the patch?
The error message is 'Record [STAT:00000001] in File Fallout4.esm is being overriden by record [REFR:00000001] in file RsiyosLocationPatckLVPatch.esp These errors can cause CTD and other serious issues and need to be fixed.'
Some trusted members on my discord confirmed resaving in CK fixes this.
123 comments
This version also supports the Vertibird Wrecks that can be found in Nukaworld and Far Harbour (if you have those DLC's).
Patches to support Vertibird Wrecks added by other mods (Rsiyo's location pack, Lima Detachment, More Vertibird Crash Sites, SectorV) are now available in "Optional Files" section. I take Requests, or make your own via this...
Notes:
- No Precombines or Worldspace records are modified so will not conflict with any mods like BostonFPS or PRP.
- If you loot a vertibird and only find one 5mm bullet then you have a mod conflict. Place this mod after any mod that modifies Vertibirds, or better still make a patch mod. I have created some patches (optional Files) for more common conflicting Mods.
- Unfortunately Vertibird Landing Zones has been removed by the author - Use Helipads from Hap instead.
- Lootable Vertibirds uses a FOMOD install method so I only support this mod being installed via a Mod manager.
(Multilanguage version)
Thanks.
However, now that you alerted me to it I have uploaded a patch to make it lootable.
Can be installed at any time.
Yep, typing error. Shame Nexus uses the title in the file name...
However, an invisible container is placed at the same position as the Vertibird, so you will have a problem if a mod moves the Wreck.
What mod manager are you using, and what Wreck did you try to loot?
I tried the concord one, and a few of the ones added with "More Vertibird Crash Sites", also tried spawning a friendly vertibird via console and shooting it down, same thing.
is there a way for me in game to check if the mod is correctly installed?
There is probably a smart way of doing this in MO2, but I am not an expert.
A definitive way is to start playing FO4, then Ctrl-Alt-del to bring up the option to start task manager - this should put FO4 in the background so you can check your game's data directory. There should be "LootableVertibirds.esp" AND "LootableVertibirds - Main.BA2".
Also, while the game is paused, in the directory C:\Users\<yourloginname>\AppData\Local\Fallout4 should be a file "plugins.txt".
In there should be a line "*LootableVertibirds.esp" - this says to the game that the mod is active.
All this is what the game looks at to know what to run - so is independant of what mod manager you use. They just maintain this info.
I was having issues with the patches loading but then I disabled More Vertibird Crash Sites, Rsiyo's Location Pack and this mod (Lootable Vertibirds). Then I re-enabled in the order of the location mods (More Vertibird Crash Sites and Rsiyo's) then re-enabled Lootable Vertibirds. After booting up the game again, it worked!
Honestly, I have no idea if the ordering thing matters or if it just needed to be toggled on/off. The tip about plugins.txt was super helpful as when I saw the issue the patches didn't have the "*". For anyone who needs it: There is a launch option in MO2 to explore the virtual filesystem and you can navigate to the plugins.txt to view.
Thanks for the mod! (I only have one more crash to find then I can build my very own flyable vertibird! ^_^)
No "*" in front of the esp/esm mod name means 'not loaded' (or 'Activated' in the terms of most Mod Managers).
I am surprised MO2 is not activating some mods you load in it. Not sure what is going on there.
Though if MO2 has the order wrong (like a patch before the mod it patches) then it may decide the patch is 'missing masters' so not activate it.
Can't imagine why it would do that (it should just force masters to be before - like the game does) but...
It 'could' be a Loot issue (if you use Loot). I always manually make sure a patch for a mod is after the mod it patches in the list... (makes it easier for me to keep track of what patches are for).
"it does not actually edit any vehicles in the game only adds a Reference to a container that activates when you get to the vehicle so it should be 100% compatible whit most mods as it only add items. Mods that add new settlements will conflict."
i noticed i couldn't loot some of the crashed vertibirds for some reason. this way it shouldn't conflict with other mods and easier to implement? not 100% sure, just my 2 cents. thanks for the mod! :)
New wrecks won't work of course (I have a number of patches for them), also there will be issues if an existing wreck is moved.
Please report the wrecks you can't loot so I can make a conflict patch for them.
In Tenplines Buff.
Look like a downed hostille vertibird that raided my base less than 2 IG days ago.
It only works if it was placed at the bottom of your load order (because that way it could disable precombines so get it's changes dispayed) - not a thing anyone would recommend however. You are better off looking to see if someone has generated new Precombines for it.
I considered doing it, but many of the cells it touches are also touched by many other mods (like Concord) so there is no simple one fix for it. The mod should be replaced instead. There are less problematic ways of achieving the same result (like just placing a new 'slightly bigger' Vertibird in the same position with the new paint scheme). No precombine issues then...
Oh - it's the other one - Zetans. Their UFO's are just Vertibirds with a new skin (they are still the Vertibird Race, so thats why they have the same death process).
By the time the death script triggers the Vertibird (UFO) is deleted so there is no way to tell it wasn't a normal Vertibird.
If they wanted to do this properly they would have had a UFO race based on the Vertibird Race (like driveable Cars and my Enclave Vertibird).
Then they could add their own death script with UFO wreckage etc.
The Rsiyo's patch requires resaving in the CK as it's throwing errors for us in Texgen - could you update the patch?
The error message is 'Record [STAT:00000001] in File Fallout4.esm is being overriden by record [REFR:00000001] in file RsiyosLocationPatckLVPatch.esp These errors can cause CTD and other serious issues and need to be fixed.'
Some trusted members on my discord confirmed resaving in CK fixes this.
Must have happened when I changed the HEDR version to 0.95 to support FO4VR people.
Have a great week.