Fallout 4

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  1. PJMail
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    FPV with Fallout 4 "Next Gen" update:
    The update doesn't impact FPV basic functionality, however full functionality requires F4SE update 0.7.2, or later, if on FO4NG2.
    All version of FPV run on Pre and Post Next Gen updated systems, it is only F4SE that is version specific.
    Note that F4SE is not supported on FO4VR, Xbox, or Gamepass versions.

    Current Nextgen/F4SE V0.7.2 issues:

    - Minigun turret sticks through door (being verified as an F4SE 0.7.2 bug)
    - Landing gear does not retract on Enclave Classic Vertibird (Flyable Personal Vertibird)

    Please report any new issues with FPV running under FO4NG in the bugs section.
  2. PJMail
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    V1.6.5 is officially released and is now the supported version (minor update on V1.6.4)
    (You can replace V1.6.3-9/V1.6.4 with V1.6.5 mid-game. It is save-game safe. Just choose the same options as the previous install)
    Note: V1.6.5 also contains the optional patches (now moved to old files) for convenience. Depreciated features were removed.
    Ignore messages about missing "FPVRings.esp" and "PAVertibirdNoFSTFix.esp" - they are obsolete and won't cause a problem.
    Remember: Upgrades replaces all previous hotfix/patches so remove them all BEFORE you upgrade to latest Version/Hotfix..
    Other updates:

    • Verticall Milton Hospital Patch V1.2 - Old version never worked properly, this one should!
    • Verticall Cambridge PD Patch V1.1 - as above. Also activates the landing lights when your VB approaches.
    • Better Vertibird patch V1.1 - new version required for FPV 1.6.3-8 or later

    "Fly to any Worldspace in your VB" Known Issues:
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    • You cannot use the Pipboy to fly outside the map - the game does not allow it. Leave a Landing Site MapMarker and "Fly to" it.
    • If you have a lot of Passengers/Slow PC then the blackout could last for quite a few seconds after fast travel ends.
    • If you have significant script lag where you transition to, some of your passengers may still be boarding after the blackout.
    • Sometimes, after Fast Traveling in VB, you get "[You cannot go that way]" messages while onboard. Exiting the VB fixes this.
    • The sound reverts to Interior VB ambience during the blackout - even if you started off in 3rd person view.
    • The Landing Sites in "Fly to Landing Site.." menu use their location as a name. Use "rename anything" to rename the Marker.
    • If the Landing Site is a place the player is not allowed then Player will not travel during the blackout (they will stay in hovering VB).

    Information about Pilot Inventory, Reset issues, and "Modifiable" Pilots:
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    • NPCs with randomized features WILL eventually reset their equipment back to default (keeping Inventory), OR change their face and Sex (with loss of ALL the extra items you gave them).
    • This normally happens if they are left for a long time in an unloaded Cell (i.e. you are a long way away).
    • This appears to be a game 'feature'  as it occurs on any NPC created from Leveled Lists (e.g. to randomize Face/Sex).
    • This is why Companions (or any NPC with an unchanging Face and Sex) are not effected by this bug.
    • The Standard (Random) Pilot, "BoS Pilot", and "Interactive Pilot" (from those mod) therefore has this problem.
    • DO NOT give the Pilot extra items if it is set as "Random", OR replaced by a "Pilot replacer" Mod. YOU WILL LOOSE that stuff!
    • If you 'recruit' an NPC (i.e. a Settler) then these issues can occur to them too. 'Unique' NPC's (like Sturges etc) however do not reset.
    • For this reason FPV now has a 'fixed' Pilot option you choose "Protected,Modifiable,Accessable" or "Essential,..." Pilot types.
    • This Pilot will NOT reset so is safe to give items to equip. Approach the Pilot (when landed), Press E, and you are given a menu of options to change the Pilot however you want (Face, Body, Sex, Inventory, Name).
    • NOTE1: You need to "Change Pilot" after you change the "Pilot Type" (via MCM/Holotape) to get the new improved Pilot.
    • NOTE2: If you use FPV Interactive Pilot, BoS Pilot, Railroad Pilot, etc, then "Pilot Type" needs to be "Random" for them to work.
    • NOTE3: This mod does not give access to 'recruited' Pilots inventory - you will need a separate mod for that.

    Xbox Users: V1.6.4.1 is available on Bethesda.Net
    This Xbox release is PC version V1.6.3-8 merged into a single, Multilanguage Mod.
    V1.6.4.2 (PC version 1.6.4) is currently being worked on.


    MultiLanguage version Users - Please Note:

    If you use an 'improved language' patch mod (made for an earlier hotfix/version), then you will get broken options in the  'Recall Beacon' Menu, Holotape and MCM. Most Hotfixes add new options that will be missing from such language patches.
    Thanks to everyone who supplied valuable feedback, kudos, and bug reports.
  3. PJMail
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    Having Issues while playing? Then check the next two Posts.
    Posts that ask questions already answered here will be ignored.
    This Mod supports XBOX, VR, and all languages.
    Latest PC version is 1.6.5.
    Latest XBOX version is 1.6.4.1 (PC version 1.6.3-8, Easy version, no DLC requirement) See changelog
    The options when Installing the main Mod (Realism etc):
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    - What "Extra DLC features" choice do I use if I have NukaWorld, Far Harbour, and Automatron? DLC MapMarkers and Automatrons
    - And if I am missing one of them? Automatron Vertibird Travel if you have Automatron, otherwise None.
    - I Like Realism!
    Select the 'Realistic' choice - Vertibirds are harder to build, require Fuel and Ammo, and travel in 'realtime'.
    - How "Hard" are Vertibirds to build then? They need Vertibird parts looted from wrecked Vertibirds (or purchased from the BoS).
    - NOTE: You need "Lootable Vertibirds" mod installed to be able to loot wrecked Vertibirds!
    - I don't want that! Install the 'Easy' choice for 'easy build' Vertibirds. The rest of the realism features can be enabled in Holotape/MCM.
    - Less Realism settings: Via Holotape set :-
      Vertibird Warps on Travel: also if Player onboard
      Vertibirds drain Fusion Cores as fuel: No
     
    Turret Minigun does NOT use Ammo
      Vertibirds Autoheal:
    On
    - Or via MCM set  :-
     
    Vertibird shortens travel time by teleporting only if Unseen or Player Onboard
      Does your Minigun use ammunition? NO
      Do Vertibirds drain Fusion Cores while flying? What % per hour? 0
      Do Vertibirds require repairing (Do not Autoheal)? No
    - What is "restricted build" option? This stops you building a VB until the BoS/Railroad/Minutemen give you Vertibird call flares. (DO NOT use if using the "easy" build)
    - What about "BoS Pilots"? Uses the same Pilot NPC's as BoS Vertibirds (So they will be rude to you until you join the BoS).
    - What about other factions? There are Railroad and Minutemen Pilot options.
    - I already have the standard Pilot, can I install this option? Yes, just make sure you use 'change Pilot' to swap the pilot (or... issues/nudity).
    - I already use "FPV - Interactive Pilot" mod, can I use this too? No, they modify the same "random Pilot" record so clash.
    - Can I use the "Modifiable" Pilot type with those mods? No, Only the Random Pilot type.

    Upgrading to the Latest full version:
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    - Make sure any FPVertibirds have landed before upgrading (no need to delete anything).
    - Make sure you Uninstall any FPVertibird Hotfixes/Patches (leave compatibility patches for other mods though).
    - Uninstall any Obsolete patches ("Extra Passenger Rings", "Vertipad Landing Lights", "Improved Hull Armor Patch", "GunStand Patch" etc)
    - Uninstall your outdated FPV version and then install this new version without restarting (answer YES to any overwrite messages).
    - It is recommended you select (at least) the same features you used in the previous version during the installation.
    - Install the latest Hotfix (if any) for this version ONLY and answer YES to any overwrite questions.
    - Make sure you have NO 'FPVertibird' directory under data/scripts, data/meshes, data/materials
    - NEVER restart the game without FPV installed, unless you are removing the mod PERMANENTLY!
       (this mod NEVER requires a 'clean mod installation' as scraping all Vertibirds has the same effect and is safer for your saves)
    - Restart Game. Ignore warnings of missing "FPV..." mods as these were part of the old version/hotfixes and are now built in.
    - If you can, you should Store and Recraft your Vertibird(s) to make them 'new' (but it is not required).
    - NOTE: To use the "Rename Vertibird" option requres F4SE, Rename Anything, and Textinputmenu installed.
    As always - Please report any new issues ASAP (I may have forgotten something or introduced a bug)

    Installing/Replacing a hotfix:
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    - Hotfixes without a 'multilanguage' version can be used on both the "English Only" and "Multilanguage" mod variants.
    - Make sure you uninstall ALL previous hotfixes/patches, then install the hotfix you want, and answer YES to any overwrites.
    - No need to delete/recreate any Vertibirds

    Downgrading to an older version:
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    - Remove any special armor/inventory you gave to your Pilot(s).
    - Scrap/Store (or Destroy) ALL your Vertibirds. If you have lots then craft the "Vertibird Utility" to Destroy them all.
    - There is NO need to scrap/destroy Vertipads, Landing lights, Recall Beacons, or Passenger Rings and Hats.
    - Go through the above "Upgrade" process (but install the version you wish to downgrade to instead of the latest).
    - Rebuild your Vertibird(s) again

    Doing a Clean Reinstall:
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    - NEVER start the game between any of the following steps, as you will get errors and loose your existing VB's etc!
    - Uninstall any FPV Hotfix, Patch, or language Mod (leave compatibility patches for other mods though).
    - Uninstall the main FPV Mod. You should have NO fpvertibird directory under data/scripts, data/meshes, data/materials.
    - ReInstall the main FPV mod (multilanguage or English only).
    - You should select (at least) the same features you used in the previous installation, BUT leave Install Mode as Standard.
    - Install the Latest Hotfix - if any - (multilanguage or English only - same as the main mod) and answer YES to any overwrite questions.
    - If using Multilanguage, install the latest FPV Language fix mod you can find on Nexus for that version only (optional).
    - Start your game from your last save, as normal.
    - If you want to change any of the MCM settings - this would be a good time.
    - (optionally) Store (Tab) and recraft your Vertibird(s) at any of your Settlements (this will make sure they are also Clean).

    Uninstalling FPV completely:
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    - Remove any special armor/inventory you gave to your Pilot(s).
    - Scrap ALL your Vertibirds. This way you will not loose any of their Cargo/stored PA frames.
    - Recommended: Craft a "Vertibird Utility" and select "Destroy all vertibirds" to make sure everything is gone.
    - Recommended: Scrap/destroy Vertipads and Landing lights. Recall Beacons, Passenger Rings, and Hats can be left (or scrap for parts).
    - If all your Vertibirds are scrapped/destroyed you should no longer have a "Vertipads" item in the Workshop menu (under Structures).
    - Exit game and uninstall All FPV mods.
    - Restart your game. No need for a new game.

    Fixes and new features in V1.6.4/1.6.5
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    - You can fly to a Settlement/Marker in another worldspace while onboard the VB! (only via the "Fly to... menu options though).
    - You will fly to a reasonable travel point (Nuka Station/Nanako Residence/Out in the Ocean) before 'jumping' to destination Worldspace.
    - New Holotape/MCM option on the "Does Vertibird warp" setting - "Even when Player Onboard". This bypasses travel to that Jump point.
    - Craftable "Vertibird Landing Site MapMarker". Carry in your inventory and drop  them anywhere - any Worldspace.
    - If dropped in the commonwealth they will appear on the Pipboy Map (up to 10), but ALL will appear in the Menu item "Fly to Landing Site..." .
    - Same applies if you build a Portable Landing Pad (and select 'Build with Map Marker") - But only one works in Commonwealth/Nuka/FarHarbor.
    - You can fly to them, as well as acting as accurate landing location when you call a Vertibird to you. Usual inaccurate landing when using map!
    - New Holotape option "Vertibird Tracking". Places a Marker in your Pipboy map (and Locator Quest) - shows position of current Vertibird.
    - New Craftable "Passenger Seat" ring. Equip on the Player so they can sit in the middle seat.
    - New "Patrol current position" option on In-flight menu (Same as Patrol/Orbit but with you onboard).
    - If MCM/Holotape Pilot Setting is "No Pilot" you will have the option to recruit as Pilot ANY humanLike NPC equipping a Pilot Ring.
    - That NPC should then act as a normal Pilot (guard the Vertibird when landed etc) until you release them.
    - Once released their original AI will be active so watch out if you recruited a hostile!

    (Includes all features/fixes from earlier versions)
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    New Features included from V1.6.3-8
    - Lootable (Accessible Inventory) Pilots now have a change menu invoked by E when near them to change Gender, Inventory, outfit, and Looks.
    - Added "Portable Landing Marker" crafted at Chem station, to carry with you and drop anywhere to mark where Vertibirds should accurately land.
    - Add support for the VB Front guns requiring/using Ammo (new Realism option). Optional Download required to enable.
    New Features included from V1.6.3-7
    - New Realistic "Repair" funnctionality can be enabled (in place of the current AutoHeal ability of Vertibirds).
    - Prevent Stealing of Power Armor from locked cages.
    - Menu option (Recall Beacon Menu) to stop VB combat.
    - Prevent VB Landing 'through' dummy Vertibirds at Boston Airport/Prydwen.
    - "Standing Seats" Rings should work for Power Armored NPCs just like the Turret Gunner Rings
    - Don't show Red X if Flight Markers turned off.
    - Pilot Voice now controlled by Global setting rather than BoS Pilot Mod. Add options to Holotape and MCM.
    New Features included from V1.6.3-6
    - Better support for latest version (1.27) of Liga
    - Improved Compatibility with Custom Camera mod (MCM bug)
    - Prevent/handle Player entering Vertibird after it takes off unmanned.
    - Minigun mod selection now remembered when you exit and re-enter VB (does not reset back to MCM/Holotape setting).
    - Fix Left side Minigun stand so it doesn't clip through closed doors, and add a Right side Minigun stand (requires F4SE)
    - Allow one set of Power Armor to be stored onboard (each) Vertibird.
    - Allow extra Armor to be crafted and equiped by Vertibirds (to increase armor resistance for higher player levels)
    - Vertibird will now Flee (land) at 30% health, and more reliably.
    - Support having multiple "new Constructable Vertibird" variants installed simultaneously.
    - Prevent Vertibird being Damage by Bloatflies
    - Reduce Passenger blast (explosion) damage by 50% if both Vertibird doors are closed.
    - All Passengers have increased explosion and bullet resistance when onboard.
    New Features included from V1.6.3-5
    - If all doors closed then you are completely protected from Radiation.
    - Make small section of Map south east of Glowing Sea no longer "Off the Map" (for mods like SotS that put content there).
    - Long press S (drop to ground) now will also put you above ground if you are below it (in case you end up inside a mountain).
    - Only "Modded" option of "Use own Ammo" setting will use default "Minigun_Vertibird" weapon (Reset Minigun patch not required).
    - Display Vertibird %Health while in combat
    - Force Vertibird to Flee combat (land) if Health drops below defined level (default 15%). Add MCM option to adjust this value.
    - Extra "Passengers Are:" option: All Companions, and only Followers with Ring/Hat/Token.
    - Better failure checking on "Engage Manual Control" operation, and improved support for High FPS games.
    - Allow "Reset Vertibird" option to fix Vertibirds created by cheating with the Console (placeatme FExxx808)
    - Improved stopping logic (when flying on manual) to reduce chance of stopping inside mountains.
    - Improved reposition of Vertibird on elevated landing pads on Game restart (now attempts up to 4 times)
    - Improved Vertibird 'on death' cleanup to reduce chances Companions get 'stuck' and no longer follow you.
    - Model (Mesh) easier to override by other mods such as Vertibird Body Replacement Mods.
    - Fix issue where using E) while hovering would cause player to jump out unchecked (only happened if no F4SE)
    - Fix issue if you have a (Co)Pilot ring equipped when you Enter PowerArmor, you won't be able to board the Vertibird if still in PA.
    - Fix (Co)Pilot viewpoint sometimes too high (only happened if F4SE not installed).
    - Fixed detection of 'occupied landing pad' (ignore disabled objects on landing pad).
    - Option to fix stuck "E) to land" will only appear if required (after player jumps out of Vertibird when F4SE not installed)
    New Features included from V1.6.3-4
    - Speed up boarding when you have lots of followers (try to), and simplify "Passengers are:" options.
    - Add "open Pilot Inventory' option to Recall Beacon Menu for people not using Quicktrade/Interactive Pilot mods
    - Add Vertibird Speed choices in Holotape (for non-MCM users)
    - Add Pilot Config options in Holotape (for non-MCM users)
    - Allow Mod added Cat followers to board and they now have their own Seat (between the Pilots).
    - Add detection of 'Correct' Docks (ones for LH Door exit) when doing a manual 'land' near an airship.
    - Force 'Vertibird Travel' package on companions too, so Mods like Heather Casdin no longer need a patch to shoot Minigun.
    - Add Ring variations of (Co)Pilot Hats into Chem Lab recipes (so 'Rings replace Hats' mod no longer required).
    - Remove green 'friend highlight' from your own Vertibird when using FoF Scope on Minigun.
    New Features included from V1.6.3-3
    - Fixed issue where Dismissed Companions may board if "All Followers" MCM setting chosen and they are nearby.
    - Fixed Pilot deleted (until Takeoff) if "Lootable" and "Change Pilot" used, and stopped their inventory being returned to Player.
    - Fixed Pilot Hostility on recovery if set to "Essential" and enters Bleedout (lying on ground).
    - Fixed issue where some Mod added followers won't stay onboard.
    - Improved Hull Armor now included in Hotfix (seperate patch no longer required) so includes the following features:-
    - Beasts (and any unarmed/melee attacks) cause no damage to the Vertibird
    - Bleeding Damage (such as from Swords and Rippers) now causes no damage
    - All ballistic damage has to exceed a damage threshold (50) before it has an effect. So Ballistic damage is now 'weapon damage - 50'.
    - Armor piercing rounds will negate a proportion of this threshold, based on the level of armor piercing, up to 100%.
    - Energy damage also has a Damage Threshold of 5% of the VB's Energy Resistance (so 15) it must exceed.
    New Features included from V1.6.3-1
    - [VR} Better support for Player as Gunner (boarding/exiting issues)
    - Fix various issues with "Use own Ammo" when "Modded" selected (e.g. Turrent guns using unplayable ammo - such as default Minigun)
    - Fix for various strange outcomes when Vertibird Destroyed while Player onboard (when they survive the resulting explosion)
    - Fix issue where killing the Pilot would cause another to immediately appear (potentially creating a large mound of bodies).
    - (attempt) to fix issue where Mini-Gunners knocked out of the Vertibird would re-board but their Minigun would now be un-modded.
    - [VR] Fix Player Viewpoint when Pilot/CoPilot.
    - [VR] Fix issue where Recall Beacon would not activate an orbiting Vertibird, instead attempt to recall it (with 'too close' failure message)
    - Force board of passengers on takeoff (in case they had exited unintentionally while VB was grounded - say by an explosion)
    - Minor improvements to Attack target Verification code (less script heavy).
    - Allow Recalling an Orbiting Vertibird that is stuck in Combat by forcing it to be unaggressive (thus stop all further Combat)
    - Static Minigun will no longer appear if 2nd Gunner exits while flying, causing a 'double image' (Game bug. Requires F4SE).
    New features included from V1.6.3
    - Add "Open Cargo Hold" option on in-flight menu (so player can refuel FPV with Fusion Cores while flying)
    - Fixed Tesla Mod triggering 'infinite sound loop' bug when used by a Companion (as Turret Gunner).
    - Revert ballistic damage to default on the appropriate Projectile mods of the Turret Minigun (as I made them OP by mistake).
    - Better support for Vertibird Minigun Replacer/Damage enhancement mods.
    - Pilot is now optional, or can me made 'essential' (unkillable), via new MCM seting.
    - Pilot's inventory is now accessable, and won't be lost if they are killed (set via above MCM setting).
    - Quicktrade Redux now works on the Pilot - for access to their inventory/changing their outfit.
    New features included from V1.6.2-4
    - Using E (activate), when in flying Vertibird, now attempts to land on any nearby LandingPad/Dock, rather than just anywhere.
    - Allow "Recall Redirection" option "Return Vertibird Home" to bring up Settlement menu so any Settlement can be specified ('Home" is highlighted)
    - Support mod-added landing Pads using the "BOSHelipad01" Static.
    - PA wearing Turret Gunners no longer make 'stomping' noises (Game bug effecting all Vertibird Travel)
    - Recall beacon works on-board even if you have Player set to "invulnerable to Bullets" (Ghosted).
    - Updated German Translations (Thank you ME47)
    - MCM Vertibird Speed setting now used whenever the Vertibird takes off (except Orbit which is fixed to 100%)
    New Features included from V1.6.2-3
    - PowerArmor wearing Companions can now use both Turrets. See FAQ (Companion as Turret Gunner) for details.
    - Audible alarm on Low fuel (when Vertibird configured to consume fuel and player onboard).
    - Prevent Fusion Core in player's PowerArmor from draining when in Vertibird (Game bug effecting all Vertibird travel)
    - Prevent Assaultron Companions Head Laser charging when on Vertibird (as they can't fire it anyway).
    New Features included from V1.6.2-2
    - Companions who exit the Vertibird at a Dock will now be transported to the walkway if they fall out, so Dock exiting can be enabled.
    - Mitigation for the "PowerArmorPerk" permanently stuck issue (but only if you aren't already effected) via PAVertibirdDockFix.esp patch.
    New Features included from V1.6.2-1
    - Orbit (Follow Me) will now follow you everywhere (including when you Fast Travel - even to DLC's etc).
    - Message "Please wait until Passengers have Exited" should no longer occur once everyone is off the Vertibird.
    New Features included in V1.6.2
    - The Pilot will now occupy the 2nd Gunner position if both Pilot & Copilot seats are taken (and will fire the Minigun).
    - Craftable Vertibird Landing Marker (like fast travel mat, but for Vertibirds)
    - (Optionally) Return Spent fusion cores to Vertibird Home Workshop/Player Inventory (MCM setting).
    - Fixes to explosive bullets Mod so as to not hit Player, Vertibird & Passengers, and make them immune to turret Weapon damage.
    - Remove Hover Marker (Red X) once we arrive at at.
    - When flying on Manual, Stop before Hover Marker (Red X) so that we don't hover inside mountains etc.
    - Front Guns can now be changed even when FPV is in combat (unless it is actually hovering and shooting).
    - Modifications to Commonwealth Manual flying boundry to be a bit closer to Player's map boundry. (detection of "off the map")
    - Hopefully resolved issue with Pilot exiting in 'seated' position, being left behind, falling out, etc.
    - Stop Vertibird accepting new flight commands while Passengers are Boarding/Disembarking (stops FPV getting confused)
    - Re-arrange 'On Landing Do...' menu to have 'no action' option as first choice (like other menus).
    Features included from V1.6-1
    - Allows older F4SE versions to be recognized and work with FPV.
    Features included from V1.6
    - Extra Passenger Rings and Landing Lights now included in base mod.
    - Now able to Name each Vertibird via Recall Menu. Requires extra mods - see FAQ.
    - Vertibirds won't fly until all passengers have boarded ('ready to fly'/'Ready choose destination' is displayed)
    - Improved Installer (sets options based on available DLC's etc)
    Features included from V1.5.2-7
    - If you have F4SE installed you can open the Pipboy while flying and it will not disengage manual.
    - Settlements with Interior Workbench can now be set as Vertibird 'Home' Settlement (such as Airship player home)
    - Manual flying now marks the point were the Vertibird is going to Hover at with a Red X (so just wait and let it get there!)
    Features included from V1.5.2-6
    - Allows for a Companion to act as 2nd Gunner in the opposite Doorway (requires 2nd Gunner ring to be crafted and equipped)
    - Expected Forward manual FlightPath now marked with green arrows (so you know where you will EVENTUALLY head to)
    - New MCM option to control spacing of these arrows (or remove them if you don't like them).
    Features included from V1.5.2-5
    - New option to force Companions to Board/Exit Vertibird (when Landed).
    - Added missing 'Jump Out' menu options (for those without F4SE support)
    Features included from V1.5.2-4
    - Supports Land, Send, and Recall (Menu commands) to Airship Docks (that are not already occupied).
    - Fix Game bug where you cannot re-enter any Vertibird when you first land at a Dock.
    - More feedback on Manual flight Commands.
    - Supports flying to Alternate Docks on Airships (such as Airship Home - requires Patch).
    Features included from V1.5.2-3
    - Supports Children and BoS Squires (BoS Quest "Leading by Example") as passengers.
    - Supports Docking at non-Prydwen Docks (such as Airship Player home)
    - Supports landing Lights on Vertipads (Landing lights can be crafted in Workshop under Vertipads Menu)
    - Recalls can be cancelled or diverted - using the recall beacon during recall brings up an menu of options.
    - Support for Complete Model change (such as Classic Vertibird Replacer - requires Patch in Optional Downloads)
    Features included from V1.5.2-2
    - Companion as Turret Gunner (using Gunner Hat/ring) now fires Minigun (Projectile mods work as well).
    - If Jump (space) key used while hovering, everyone should jump out of Vertibird (if safe for Player). Player only exits still if E used.
    - Extra Install option to use actual BoS Pilots (with Voice that can be disabled)

    Known Issues remaining
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    - Companions may still board the Vertibird if commanded to "Stay" (depends on Companion mods you have installed). Game bug.
    - "E [land]" does not work if flying on manual and F4SE is not installed. Game bug. Use in-flight menu "Land" command.
    - Recalled Vertibird sometimes 'bounce lands' (immediately takes off again). Game Bug. It should try landing again, or Use "Land" again.
    - Vertibird may 'hijack' player and fly off instead of landing. Same Game bug. Retry the Land command (either E or in-flight menu "Land")
    - Rotor noise continues for a time after rotors have stopped. Game Bug. The sound is not syncronised to the animation.
    - Changing from 1st to 3rd person and back can sometimes mess up viewpoint when in Pilot Seat. Game bug, Can't fix.
    - Sometimes Vertibirds will still move off their Landing Pad, even with my mitigations. Game Bug. See FAQ "The 1FPS bug".
    - POV switching via the V key can cause the Turret Minigun Viewpoint to be be locked. Game bug. Use mouse wheel instead of V key.
    - The "Change Features" option of the Pilot can cause them to be stuck in an action, naked. Exit from the Looks menu and try it again.
    - Sometimes, after Fast Traveling in your VB, you get "[You cannot go that way]" messages while onboard. Exiting the VB fixes this.
    - The sound reverts to Interior VB ambience during the Fast Travel blackout - even if you started off in 3rd person view.
    - If the "Fly To" Site is a place the player is not allowed then Player will not travel during the blackout (stay in hovering VB).
     If a BoS quest puts a VB on your dock when flying to the Prydwen, you will stop and hover there. Press E to use other dock.

    Xbox Console and VR Support
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    - The mod works fine on VR and Xbox BUT does not use F4SE/F4SEVR so has none of the features offered by those addons (see FAQ).
    - F4SEVR (V0.6.20) is ignored as the F4SEVR functions used by FPV result in CTD.
    - Xbox version is on Beth.net - and is the 'easy', NoDLC version of V1.6.3-5 (pre-release version)
    - There is no Turret Weapon visible on landed Vertibirds in the Xbox version (to resolve a Door closing issue)

    Enhanced Realism Options (can be enabled in Holotape/MCM):
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    - Vertibirds consume fuel (Fusion cores) when flying. The rate is lower with the some perks (Nuclear Physicist etc) or it is Unmanned.
       NOTE: This rate can be modified in the MCM settings for this mod.
    - The Turret Minigun consumes your Ammo when you are using it (regardless of what mods are on it)
      NOTE: The Ammo in the Vertibird's Cargo hold will be used first, then it will start using ammo from your inventory.
      NOTE: The default is all minigun projectile options use 5mm Ammo. This can be changed with an optional download.
    - NPC's using the Turrent Minigun(s) can also (optionally) use 5mm Ammo.
      NOTE: Only 5mm Ammo will be used, reguardless of Projectile option (game issues), and NPC's will also get 50% of the Cargo ammo.
    - The Vertibird itself can use ammo for it's front guns (via optional download). It will become passive when it runs out.
    - Vertibird unmanned flights (Recalls or Sends) travel the whole distance in real time (no 'shortcuts') so expect longer ETAs.
    - Building a Vertibird is Harder - requires more resources and requires "Vertibird Parts" (looted from Wrecks or purchased from the BoS).
      NOTE: This 'hard' build requirements can only be enabled by selecting the "Realistic" option during mod install.
      NOTE: Looting Vertibird Wrecks requires the extra mod "Lootable Vertibirds" by me.
    - Vertibirds will not AutoHeal, so require you to construct "Vertibird Repair Kits" to apply to them to restore their health.

    Optional Downloads:
    Careful - Some Mod managers see these as the same as the main mod and will ask if you want to
                   "uninstall the older version" - say no to this.

    Power Armor Targeting HUD Patch
    - My improved version of this PA Helmet feature
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    - Generic PA Targeting HUD conflicts with the FoF HUD Scope option on the Vertibird Minigun so this mod turns off the PA HUD when onboard the Vertibird.
    - It also improves the PA HUD by also highlighting Friends (green), Enemies (Red), Sleeping NPCs (Blue), Dead NPCs (Yellow), and Synth Settler infiltrators (purple).
    - Also includes common Targeting HUD fixes (such as only working for Player)..
    - NOTE! HUD only active if you are sneaking or have weapon drawn (and disabled during conversation).

    Classic Vertibird Replacer Patch - Changes your FPV to also use the FO3 Vertibird design
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    - Your FPV Vertibirds will now use the Classic design like all the other Vertibirds (including any additional changes added by other mods)
    - Make sure the Vertibird Replacer Mod is after FPVertibird in you load order.
    - Fixes the seating so no passengers travel 'outside'.
    - Any issues with Faulty animations, etc - report them to that Mod's author Not me (that mod has no new animations for the model)
    - However - The 2nd Gunner position and Cat seat are not available.

    More Patches for Supported Mods (that need them to work better with FPV)
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    Airship Player Home Patch - allows use of the other Docks for FPV
    - When you select "airship" as a destination "Settlement" in the Recall/in-flight menu the Vertibird will fly to an unused Dock (instead of the one used by the Airship's Vertibird).
    - Doesn't alter the Airship mod, or effect what happens if you select the airship in the Pipboy map.
    - Fixes issue of this mod removing the MHD data (causing Vertibirds to fly through buildings).
    Better Vertibird Patch - So Vertibird will flee/land before both engines are on fire (as BV will destroy the Vertibird then).
    Damn Apocalypse Loot Module Patch - Adds Vertibird Parts back into DA's loot VB list.
    - NOT required if FPV placed after the DA loot module, or you are using "Easy" VB recipe, or you don't use Lootable Vertibirds.
    Immersive Hunting Overhaul Patch - Adds Vertibird Parts into Loot salvaged from Vertibirds.
    - NOT required if you are using the "Easy" VB recipe. Don't use Lootable Vertibirds if using IHO.
    Verticall Patches - so they are recognized as Vertipads by FPV
    - These make the Vertibird Land, Recall, Send menu options recognize these Verticall Helipads when you are near them.
    Sunshine Tidings Overhaul Patch - Makes the Helipad work as destination for Vertibird Travel to this Settlement.
    Atomic World Patch - MHD Fix so vertibirds don't fly through the Terrain and structures added by this mod.
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    Install Issues/Bugs? - If the mod doesn't work properly after Install/upgrade, check here FIRST!
    Common Vortex/NMM/MO2/Unmannaged Install issues or unexpected DLC requirements
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    - Use the manual option to download this mod, then use "Install from file" with your Mod Manager (more reliable).
    - Vortex versions prior to V1.5.6 has a bug that won't let you select "Extra DLC Features". Make sure Vortex is up-to-date.
    - If you do not have all the DLC's then make sure the "Extra DLC Features" is set to "None" (if it isn't already)..
    - If you want the Keyboard/Gamepad to control Manual Flight you must also install F4SE.
    - NMM sometimes treats Patches/optional files as an update to the main mod and offers to 'uninstall' it. Say NO.
    - If you do not use a Mod Manager and just extract the files (not Recommened) then you are installing the "Realistic", All DLC's version
    - Vortex/MO2 won't allow me to install the "Paint Jobs for Vertibirds" mod. Install the optional patch first.
    - Make sure when installing Hotfixes that your Mod Manager understands the included "FPVertibird - Main.ba2" is an override.

    No Vertibird under Special in Workshop. No Recall beacon, Hats, or Rings in Chemistry Bench
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    - Make sure the Mod is installed with a Mod Manager AND Activated.
    - Make sure you installed the latest Hotfix 9 only if you are using V1.6.3 (otherwise just use 1.6.4 - no hotfix required).
    - If you copied files from the mod into your Data directory This is not supported. Use a Mod Manager.
    - If you get the message "Some of the enabled plugins depend on others that are not enabled" then change "Extra DLC Features".
    - If you do not have all DLC's installed, make sure you selected "None" for the "Extra DLC Features" during install.
    - If you installed by using the "Mod Manager Download" button, try "Manual Download" and "Install from File" in you Mod Manager.
    - Check the file "C:\Users\\AppData\Local\Fallout4\Plugins.txt" for the lines "*FPVertibird.esp" and "*FPV_Armored.esp".
    - NOTE: Recall beacon, Hats, Rings, Vertipad Kits, Holotape etc are in a separate "Personal Vertibird" menu in Chem station
    - NOTE: All Vertipads are in their own "Vertipads" section under "Structures" in workshop menu (exists only if you have built a Vertibird)

    Recall/Command Menu doesn't open when you are onboard
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    - This occurs if the "FPVertibird - Main.ba2" supplied in a mod is missing (bad installation via your mod manager).
    - This can also occur when using MO2 if it places FPV_Armored.esp before (above) FPVertibird.esp in the Load order.
    - Apparently the latest version of MO2 has resolved this, but I have not been able to confirm this.
    - Another reason could be something consuming all Script resources (like SS2). Go well away from a settlement and recall your VB.
      If it returns to you then the install is fine but your scripting resources are being overutilized.

    No Gun/Your own gun when you board
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    - Did you wait until you got the message "Ready to Fly"/"Ready, Choose Destination"? With many Companions it can take a few seconds.
    - The same issues that cause no Recall Beacon menu (see above) will cause this, so check that guide first.
    - Check your Fallout 4 Data directory for (at least) the following files: FPVertibird.esp, FPV_Armored.esp, FPVertibird - Main.ba2
    - Make sure there are no fpvertibird directories under Data/scrips, Data/meshes & Data/materials.
    - Note: If you are using MO2 then check this when your game is paused and minimized, or use the MO2 directory explorer function.
    - Enable logging ("Advanced debugging") and look for errors in your Papyrus.0.log (in documents\my games\fallout4\logs\script).
    - If you have existing FPVertibirds you will also see in there an INFO message for each one. Their version should be at least 1.639

    Some operations in the Recall Menu (or Holotape) are Wrong/Missing/out of order/Lookup Failed
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    - This occurs if the scripts (in FPVertibird - Main.ba2) are from a dfferent version/hotfix than the mod (esp) files.
    - "Your Personal Vertibird is already here" is also a symptom of this.
    - This can occur if you install a hotfix, and/or your mod manager does not activate FPV_Armored.esp in the hotfix OR places it before FPVertibird.esp.
    - Alternatively, if you upgraded but still have some script files in your Data/scripts/fpvertibird directory - that will cause it too.
    - It also may occur if you have an outdated mod installed that requires this mod (eg. FPV Pilot/Paintjob Mod or Sorting patch for FPV).
    - If you are using the Multilanguage version and use an optional translations mod, then that mod may be out-of-date.
    - Make sure your Mod Manager has both esp's activated (especially FPV_Armored.esp needs to be active).
    - If the "Load/Unload Power Armor into Cargo" menu choice is missing then that suggest it is not active/installed.

    Invisible Vertibird, or Game crashes on loading screen (if Multilanguage)
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    - Your Mod manager has failed to copy/link the "FPVertibird - Main.ba2" file into your game.
    - I have missed strings for your language in the above archive...

    Game Crashes (CTD) when exiting Workshop menu or Vertibird
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    - "Classic Holstered Weapons" is known to be one cause of this, so you need to update the CHW config.
    - Either download and install "Classic Holstered Weapons ini Patch" (optional Files), or update ClassicHolsteredWeapons.ini :-
    - Put "ExcludedNPCFormId_FPVertibird=FPVertibird.esp|808" under "[ExcludedForms]"
    - If you use Warbird for FPV you need to also add "ExcludedNPCFormId_FPVWarbird=FPVWarbird.esp|807" as well.
    - If you have Enclave Classic Vertibird (FPV) then add "ExcludedNPCFormId_FPVClassicFO3VB=FPVClassicFO3VB.esp|801" too.
    - NOTE: If you are using MO2 then you need to make these changes via the MO2 ini configuration section.

    No Config Holotape/MCM menu
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    - You have to craft the Config Holotape at the Chemistry Station (I hate mods that force it into your Inventory).
    - No MCM? You need MCM installed and F4SE installed/running.

    CTD when you open Workshop Mode/Workshop Menus all messed up/Missing
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    - CTD when entering Workshop can occur if you remove mods that adds Workshop Menus/items (without using that mods 'uninstall' process).
    - Another symptom would be entirely missing menus (such as no 'Special' menu). Note the Vertipads menu doesn't appear initially.
    - My mod will correct the 'Structures' menu, but none of the other workshop menus - so you may need to 'repair' those menus yourself.
    - If you need to repair your Workshop Menus, use a mod like SMM -. Read that mod's description for info on why this happens.
    - If you are missing the Vertipads menu (and you have just built a Vertibird) save and restart your game.

    Can't Build the Vertibird (stays as red outline even though you have all the requirements)
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    - Finding a place to build it can be difficult, try rotating it side on and move around until it turns green.
    - You can't build it on badly navmeshed ground or with obstacles (base game issue - not my mod). Spectacle Island is particularly bad.
    - Normally you CANNOT build the Vertibird on the Vertipad (the game does not recognize that as 'flat ground'!).
    - If all else fails - try using a mod like Place Everywhere...

    No Manual Control/R (Readyweapon) does nothing/F4SE not working?
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    - Did you get "Ready to Fly" message after Companions have Boarded? You can't fly manually via WASD/Dpad if you didn't.
    - If you get "Ready, Choose Destination." instead it means your F4SE installation is not working or not supported (VR/Xbox).
    - without F4SE you can still fly manually, but only by using menu options available via the recall beacon or "Pilot Command".
    - If you have F4SE then Check it's working by typing GetF4SEversion in the console (~). It must be at least 0.6.23 (or 0.7.2 for NG)
    - Did you follow the instructions for installing F4SE (like starting your game via f4se_loader.exe)?
    - Are you on SteamDeck? If so - sorry - F4SE does not support the Steamdeck Controls.
    - Did you press R to take off first? If you are already flying to a Map destination, did you press R to go manual?
    - Check the "Manual Control key" is set to "Ready Weapon" in the Holotape/MCM (or use the key you set it to).
    - Make sure no other mod has taken over the R key when you are onboard (If so then change the button via the MCM/Holotape).

    Some mod complains of "F4SE version mismatch"
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    - FPV includes scripts from F4SE because some people fail to install F4SE properly (they forget the .pex files)
    - These are from the latest F4SE (which doesn't cause issues if you use an eatlier F4SE), but are V27 script versions.
    - If you have an earlier version of F4SE (and didn't install it via your mod manager) then you may get a version warning message.
    - To fix, either - Install F4SE correctly, or place F4SE after FPV in your Mod Manager, or reinstall FPV using the "No F4SE files" option

    When you use the Recall Beacon it does nothing and is then missing from your Inventory
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    - Some mod has set the player to "Ghost" (immune to physical damage). This breaks many game mechanisms, including FPV.
    - Via the console (~) do the command player.setghost 0 then try the recall beacon again. This will verify this is the problem.
    - If that is not the issue then some mod is consuming all script resources so the Recall beacon script isn't getting time to run.

    You get "Your Personal Vertibird is already here" when you use the Recall Beacon near your Vertibird.
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    - You are running old fpvertibird scripts somehow. Make sure there is no fpvertibird directory under "Data/scripts".
    - If you use MO2 then you can only check this when the game is running. Ctrl-Alt-del (background) the game so you can check.
    - if you installed the main V1.6.3 mod with "Loose files" or "debug" selected, then a Hotfix/Patch, this will occur (fix with a clean reinstall).
    - Make sure your mod manager replaced the "fpvertibird - main.ba2" correctly if you installed a Hotfix/patch.
    - Enable debug logging (as per this article) and look for an FPvertibird "INFO" message in your papyrus.log.0. It should say version 1.638
    - No message, a lower version, or an ERROR message about version mismatch means you are running old fpvertibird scripts.

    You get "You cannot use this at this time" when using other Vertibirds (e.g. VFT or flight from Cambridge PD).
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    - You are wearing a Vertibird Ring/Hat. Unequip it and try to board again
    - Note that Companions with Vertibird Rings/Hats may interfere/act buggy when boarding non-FP Vertibirds.

    You get "You can only travel to exterior location on a Vertibird" when you choose a Pipboy Destination.
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    - Can be because you are trying to travel to another worldspace (DLCs, Diamond City, etc) - not allowed by the Game. Use "Fly to" menu.
    - If you have enabled Fuel Consumption then having no fuel will also cause this message.
    - If Boarding has not finished (you have not received the "Ready to Fly" message) you may get this.
    - Otherwise it can be due to slowly running game/script lag. Close and re-open the Pipboy map should resolve this.

    You get "Fast travel currently unavailable from this location" when you choose a Pipboy Destination.
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    - You have installed a mod that disables fast travel (such as "Immersive Fast Travel"). See if the Author (or I) have a patch to support VBs.
    - The game has temporarily disabled all Fast Travel.

    The Vertibirds don't Work/act strangely/won't let you board/vanish/CTD/etc
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    - See the section "No Gun/Your own gun when you board" first - otherwise :-
    - Some other 'rideable something' Mod is taking over the Vertibirds. Mod conflict.
    - Your mods are too much for your PC/game and is causing script crash/dumping/lag. This mod is heavily scripted for landing and takeoff.
    - CTD's while flying over built up areas (especially Boston) are an indicator your PC is running out of resources - not an issue with this mod. The NPC's and landscape being loaded as they come into view is too much for your PC - especially if you have the VB's flying faster.
    - If Vertibird is just started acting odd, then it's game state can get corrupted. Use the "Reset Vertibird" option in the recall beacon menu.
    - If you get "Command failed" when trying to recall it this also means it's state is corrupted. It should auto-repair so try the recall again.
    - If "Reset Vertibird" doesn't fix it then at a settlement "store" then Recraft it.
    - Hard to fly on Manual? Treat WASD keys as "instructions" to the Pilot which flies in it's own way in it's own time. It's not a bug. See FAQ.

    Consumables/Hotkey functions from other mods don't work onboard?
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    - If you set the "Passenger/Player Vulnerability when Onboard" to "Player also Immune to Gunfire" then the player is set to "Ghost".
    - The game has a bug whereby this also makes certain Magic effects no longer apply to the Player.
    - Many Hotkey/Consumed/Quickkey triggers (such as WestTek optical effects) use Magic effects so will be broken and no longer work.
    - As correct functioned of the magic effect is used to replace a consumed object in your inventory, they will dissappear from it too.

    What is the PAVertibirdDockFix.esp for?
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    - This is a patch for Power Armor Game Bugs that are not specifically for FPVertibirds, so can be placed anywhere (or disabled).
    - Why would you move/disable it? it can conflict with other mods that modify Power Armor, so seperating it was a better option.
    - FPVertibirds will not be effected if you move/disable it. It fixes the Stuck PA Perk bug.

    My improved Power Armor Mod no longer works correctly
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    - The above mentioned PAVertibirdDockFix.esp changes the PA Effect Enchantment to prevent the stuck PowerArmorPerk Game bug.
    - This may conflict with a PA mod that also update this effect. Place your PA mod after PAVertibirdDockFix.esp in your load order.
    - If that fixes it then I recommend you also set the Holotape/MCM setting "Keep passengers on board when Docked" to "NO".
    - Currently known effected mods are listed in the "Mod Conflicts" section on the Description page. Report yours if it is not there.

    Changing some Holotape/MCM settings does nothing!
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    - The Holotape/MCM settings are overall game style settings, not realtime changes. You should not have to change these often.
    - Front guns/Minigun/Vertibird Skin settings are "Initial" ie. what a new Vertibird gets. They don't change existing ones (use recall menu for that).
    - Use the Recall & Command beacon (even when inside the Vertibird) to change the above for that Vertibird in real time.
    - All other Holotape/MCM settings are applied when a Vertibird is boarded/takes off, and are not rechecked until it lands.
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    FAQ - Please check here for your issue before posting a Question/Error report.
    Building Vertibirds (How to, Requirements, Vertibird Parts):
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    - Where to find Vertibirds in build menu? In Special section (up arrow after you open the workshop menu)
    - Can't find anywhere to build the Vertibird? It is Big so Workshop needs a large clear area, and correct orientation (side on works best).
    - Can't find Vertibird Parts? Buy them from the Quartermaster on Prydwen, Danse, or loot from Vertibirds you shoot down/find Wrecked.
    - Apparently if you use America Rising mod then you can also buy them from the Enclave Quartermaster.
    - Where to find Vertibird Wrecks? They are spread around the Commonwealth and at some Military outposts.
    - Can't loot Vertibirds wrecks for Parts? You need Lootable Vertibirds mod installed. Was meant to be part of this mod anyway.
    - Don't want to go to that effort? Reinstall the mod and choose the "easy" option - no Vertibird parts required then.
    NOTE: If you 'spawn' a Vertibird via console (placeatme FEnnn808) you must use the "Reset Vertibird" option via the Recall Beacon before the Vertibird will work properly.

    Building Vertipads (Landing Pads), the Portable Kit version, Landing Markers, and Landing Lights:
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    - Where are the Vertipads (landing Pads)?
    Ones for Settlements are under "Vertipads" in the "Structures" Workshop menu.
    - Portable Landing Pads/Markers (craftable in the Chemistry bench) are for NON-Settlement locations ONLY.
    - There is no Vertipads menu!
    It does not exist until you create at least one Vertibird. You may need to exit Workshop and re-enter.
    - The big Vertipads are hard to place! Game issue. I create them somewhere then use E to grab and move them. Or use Place Everywhere.
    - They only sit on top of foundations! If you want to embed them in a roof/concrete foundation you need to use Place Everywhere.
    - Can I build them on top of  a platform? Yes, but the game doesn't always see the raised platform so will sometimes land 'through' them.
    - I have more than one Vertipad in a Settlement, which one is used?
    Only the last one you built is recognized by the game.
    - Then how do I use the others? Approach the Settlement on manual and "land" will use the nearest unoccupied one.
    - I built one from the "Kit" but it isn't used when I fly to the Settlement! Only Workshop created Vertipads can be 'the settlement landing pad"
    - What is the Vertibird Landing Marker? Like the 'fast travel mat" but just for Vertibirds (and works better). It's considered a "Vertipad" by FPV.
    - How do I add Landing Lights? Under "Vertipads" in the Workshop are 2 sorts. Construct as many as you like and place them on/near a Vertipad.
    - How do they work? The small sort flashes when a Vertibird is approaching. The large one turns on when it has landed.
    - Can I also use these on Docks (such as Airship Player Home)? Yes, if you can construct them when outside.
    - I don't like them, can I make my own? Yes - see the article.
    - How do I get the Portable Vertipad kit? Create the kit in the Chemistry Station, and keep it in your inventory until you want to build it.
    - How do I build it? Drop the kit from your inventory and exit pipboy. A "Ghost" Vertipad will move wherever you are facing.
      When you are happy with it's position don't move it for a few seconds and a build menu will appear.
    - There is no 'Vertipad ghost' when I exit Pipboy! It goes back into your inventory if you are in combat or Conversation.
    - Where can I build it? ANYWHERE. Any Worldspace (as long as it isn't Internal). In the air if you want to.
    - What is the "MapMarker" option? This option means that Pad will appear in the "Fly to Landing Site..." list, and on the Pipboy Map.
    - I selected to have a MapMarker but now my previous one is not on the Pipboy Map! Only one Portable Vertipad can have a Map Marker.
     Pipboy Map Markers only exits in Commonwealth, Nukaworld, and Far Harbor - but ALL the pads appear in the Landing Sites list.
    - How do I remove a Portable Vertipad? When close to it you get a "(E) Dismantle" option to return it as a Kit to your Inventory.
    - What is the Portable Recall Landing Marker? Like the Portable Vertipad, they are created in the Chemistry Station and carried with you.
    - How do I use them? Just drop one from your inventory and Vertibirds will fly to it when you recall them (so you can control where they land).
    - Can I recover/reuse them? Yes, just select them (E) and they will go back into your Inventory.
    - What is the Portable Landing site Mapmarker version for? Same as the Recall version but also appears on the Pipboy map/Landing Sites list.
    - How many MapMarker types can I place? Unlimited, but only 10 (Commonwealth located) will appear on the  Pipboy Map.

    Flying to Landing Sites (via Recall Beacon - PC Only):
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    - What is the "Fly to Landing Site..." menu item? It is a list of all Portable Landing Markers and Pads with "MapMarkers".
    - I can't tell them apart! If you have "Rename Anythng" installed then you can rename Landing markers/Pads, otherwise only their location appears.
    - How do I do that? Use the Console (~), select the Landing pad/Marker, and type setname "the landing pads new name"
    - It isn't working! This is a bug in current Hotfix 9. You need hotfix 9j (at least), and then pick up and re-drop the Marker/Pad.
    - Can I fly to the ones in another Worldspace/DLC
    with my Passengers? YES! Since Hotfix9 you can fly ANYWHERE in your VB.
    - When I fly to a landing site via Pipboy map I don't land exactly on it! Flying via Pipboy Map is game controlled and inaccurate. Use the Menu.
    - Not all my Landing Markers/Pads are listed! Currently only 10 Commonwealth, and 20 everywhere else, locations are listed.
    - There is no Pipboy Map Marker for the ones I place outside of the Commonwealth. Yes, I have not yet found a way to do it.

    Flying to Settlements (via Recall Beacon):
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    - My settlement does not appear on the list! Only Settlements correctly registered to the Game's settlement system appear here.
    - I get "Settlement is broken - cannot use." when I choose my settlement! This settlement has registered only it's interior workbench.
    - Can this be fixed? Yes, but would require a patch to that mod to link the Interior to the exterior Workbench.
    - Can I fly to a settlement in another DLC/Mod? Yes. Note you will head out to a 'jump point' before getting a loading screen.
    - Can I travel there without going to that jump point? Yes, Set "Vertibird Warps when: Unseen or Player onboard" in MCM/Holotape.
    - When I "Fly to Settlement..." it does not land on the Landing Pad there! The last landing Pad you built there (in Workshop) is the destination. If you scrap that Pad there will be no Landing Destination (even if you had other Pads). Slightly move your other Landing pad in Workshop to flag it as the new Destination.

    Controlling your Vertibird (using Recall Beacon):
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    - How do I control it? Construct a Recall Beacon at the Chemistry Bench. This (poorly named) device has all the controls.
    - Where exactly is the Holotape/recall beacon/Rings etc found? Under "Personal Vertibird" at a Chemistry Bench.
    - How do I use it? It is an 'AID' item - you select it in your Inventory to activate it. It is not consumed though, so you only need one.
    - Using the Recall Beacon 'consumes' it, but it is immediately replaced in your inventory.Close & reopen the menu if you can't see it.
    - As the Recall Beacon is an 'Aid' item it can be equipped as a favourite. I recommend this (as it saves opening the Pipboy to use it).
    - I 'consume' it and nothing happens! If a mod has made you 'ghost' (immune to weapons) then it won't work. In console type "player.setghost 0".
    - What does it 'recall'? If no Vertibird is nearby then using it commands your Vertibird to return to you (from wherever you left it).
    - Where can I use it? Onboard to Control Vertibird Flight/select Weapons, Outside (near a Vertibird) to customize/command that Vertibird.
    - Can I control Vertibird Flight another way? If flying as (Co)Pilot, look at the Pilot and select '[R] Pilot Command?'.
    - Pressing R while it is displayed is just another way of bringing up the 'in-flight' (Recall Beacon) menu.
    - The prompt keeps disappearing and re-appearing! Annoying game bug - you just have to try and press R as soon as it re-appears.
    - The Pilot does not have this option! You have "FPV - Interactive Pilot" mod installed which has it's own menu.
    - What about 'manual' flight? If you have F4SE then you can use the WASD keys (or Gamepad Dpad) - see manual flying section below.
    - Can I use the Recall Beacon when the Vertibird is flying near me (orbiting etc)? Yes, you do this to make it stop (land) etc.
    - What else can I do while it is flying? You can change it's front guns (as long as it isn't shooting) or tell it to fly off to a Settlement.

    Crashing (CTD) while flying:
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    - My game crashes while flying! Nothing to do with this mod. When flying, the game is loading and unloading NPC's, while rendering terrain under you. Many mods can't handle rapid activation and de-activation, which is made worse the faster you fly. Check what mods effect the area you are approaching when the CTD occurred. Turning on Papyrus debug logging may help to show you the issues.
    - Can I get more info? If you install Buffout 4 then you will get more info than others may be able to help with.

    Settings/Vertibird Customization:
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    - How do I change my Vertibird(s) guns/colour etc? Use the Recall Beacon when near it - it changes anything for that Vertibird only.
    - What is the Holotape/MCM for then? They change 'gameplay' settings for ALL Vertibirds, so settings for how you play your game.
    - Holotape/MCM Settings don't change my existing Vertibird? Many settings are only defaults for when you first create a Vertibird.
    - Vertibird Skin, Front guns, Home base, Name etc can then be changed uniquely for each Vertibird via the recall beacon when near it.
    - Can I change the Vertibird when onboard? Use the Recall Beacon while onboard, but only the Minigun mods can be changed.
    - The rest of the menu options that appear are flight commands for your Vertibird (referred to as the "in-flight" menu).

    Changing Vertibird Name:
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    - Can I rename the Vertibird(s)? Yes, if you have F4SE installed use the option "Rename Vertibird" off the Recall Beacon Menu.
    - The "Rename Vertibird" menu option does not work! You need F4SE, Rename Anything, and TextInputMenu mod installed.

    Changing Vertibird Skins (colors):
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    - How do I change it's Skin/Color? When near near your Vertibird  use the recall beacon and select "Change Vertibird Skin.
    - I changed it in the Holotape/MCM and nothing happened! These only set it for any NEW Vertibirds you later create.
    - Do you supply alternative skins in this mod? I Do not supply Vertibird Skins (other mods do) - I just support them.
    - When I select "Unique" the Vertibird is Purple! You need to install a Vertibird skin for this option to work.
    This option just uses Textures in the "Textures/FPVertibird/Skinnedverti" directory. If there are none then you get a purple Vertibird.
    - How do I get a "Unique" Skin? Install Paint Jobs for Vertibird (the Personal Vertibird option). The skin you select during install is then available when you select  'unique' in the above menu (Note: if using Vortex/MO2 you may need to first install the patch in optional files). Note: I only need the texture files from this mod. All the esp files are ignored.
    - Can I use textures from another Vertibird mod? Yes, just copy them into the above directory.
    - I want more Skin choices! Install a  Mod that add extra choices into the 'Change Vertibird Skin' list (see recommended Mods).
      Camoflage paint jobs adds 8 extra, while FPV - Paint Jobs has a download that allows you to use Paint jobs from the VFPS mod.
    - I want Minutemen/Gunner/BoS/Railroad ensignia on my Vertibird. Install VFPS and above FPV - Paint Jobs mods.
    - What order should these mods be? Only one mod that adds extra Skin choices, and one mod that adds a "Unique" skin, is supported.

    Game controlled Flying (via Pipboy Map) issues, not landing on pads, or hovering at docks:
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    - If you get "You can only travel to exterior location on a Vertibird" when using Pipboy map it means flying is blocked.
    - Flying is Blocked until all Companions have boarded (and you get "Ready to Fly"/"Choose destination.."), or if you have no Fuel.
    - If you are unable to choose a destination via Pipboy when using a "block fast travel" mod, then that is a bug in THAT mod.
    - When you choose a destination via the Pipboy map the game takes control and this mod stops working, so...

    • Manual controls and in-flight Menu based destinations are unavailable.
    • If you have an old version of F4SE you cannot Jump out ("E  [Land]" is displayed, meaning the game has control of E)
    • Note: Survival mode blocks Pipboy map based Vertibird Travel (but Manual and Menu based flying still works).
    • Landing accuracy is compromised (the game sucks at accurate landings).
    • Only the main Dock on an airship is used - and the VB won't use it if it is occupied.
    • You can't jump out with companions.
    • If your Vertibird has suffered too much damage (crippled) the game won't let you take off (manual takeoff still works)

    Manual and in-flight Menu based Flying Questions:
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    - How do I take off manually? If you have F4SE then press R to takeoff, then use direction keys. If you dont then use the in-flight menu.
    - Note: You must wait until takeoff is complete (you get the 'Hovering at...' message) - until then all commands are ignored.
    - It won't take-off/ignores the R command! Flying is Blocked until all Companions have boarded (and you get "Ready to Fly").
    - But I am already flying (I chose a destination via the Pipboy)!
    Press R, manual control will engage, and VB will stop and hover (eventually).
    - How do I get the 'in-flight' menu? Use recall beacon, or look up when Gunner, or ask Pilot/CoPilot (to get a "Pilot Command?" prompt).
    - How do I start moving after takeoff? Press W to start flying forward, then press A or D to bank Left or Right, or S to stop and Hover.
    - What are the green arrows in the air? This is the path the Vertibird will fly (eventually) IF YOU LET IT.
    - VB lurches around/ goes the wrong way/ doesn't listen to controls! You are being impatient. It does what you ask but in it's own way.
    - I tell it to go forward and it goes the wrong direction!
    As above, it is going the long way.
    - Note: If you keep trying to force it, though, it could go anywhere. Wait and it will circle around and follows those arrows.
    - I don't like/need those arrows!
    In the MCM set the Manual Flight Path Marker interval to 0/off.
    - It stops flying forward after a while! Either you have reached the map boundry, or you have gone 1000m (set in MCM). Press W again.
    - It only flies a short distance then stops! You are flying outside the Map so it tries to prevent you going further off-map.
    - Why does it fly so close to the ground? The game controls flying and likes to hug the ground. There is no "altitude" setting in the game.
    - Can you make it fly at a higher altitude? No. Even if you start high it will eventually reach a mountain then follow the ground level.
    - How do I change Altitude? You can only do this while Hovering. Quick press of S to raise altitude by 10m, or longer press to lower altitude.
    - Note: If you hold S down for long enough you will get a message and the Vertibird will drop to just above ground level.
    - It flies off instead of decending! WAIT. Decending is actually flying to a lower position (marked with a red X) - so the game may go 'the long way'.
    - 10m is not enough altitude change! Just press S again, or you can modify the actual Altitude change in the MCM.
    - What is the Red Cross? This is where it plans to stop and Hover. It is not displayed if Manual Flight Path Marker interval to 0/off.
    - How do I change direction when Hovering?
    Press A or D to spin. NOTE: It will only spin a quarter turn clockwise (VB's have no 'rotate left').
    - The spin is unpredicatable/random (not 90 degrees). If there are hostiles nearby the game tries to spin to them instead.
    - How do I stop flying and Land? Choose "Land" from in-flight menu or press E (Note: E defaults to "Jump out if safe" but can be changed).
    - How do I stop manual flight and go back to Autopilot? Choose a destination in the Pipboy map.
    - Can I use my Gamepad instead of a Keyboard? Yes, the WASD keys correspond to the directions on the Dpad.
    - Dpad does not work! The favorites menu MUST be displayed to you use the Dpad for manual flying - F4SE bug - Sorry.
    - WASD keys/Dpad don't work! You need F4SE installed (sorry Xbox/VR users). Use the in-flight Menu options instead.

    General Flying/going underground/though buildings/off the map:
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    - It flies through buildings/mountains! Check you have not broken the game's Terrain height data with a bad Mod.
    - It flies through trees! Mods that add tall objects (like "A Forest") also don't update Terrain height Data. Talk to that mod's Author.
    - It does it only near the map edge. In a Vertibird you can travel outside the map. These areas are unfinished so strange things happen.
    - It does it everywhere in Nukaworld! Nukaworld has no Terrain data (Use PRP or this mod). Other Nukaworld mods will also remove that Data.
    - This is a mod added area/worldspace. Many mods don't add the Terrain height data to their mod - talk to the Mod's author.
    - It only does it sometimes... Flying is controlled by the game, and sometimes it goes wild after attacking something. Game Bug.
    - Can I change the altitude the VB flies at? Unfortunately this is controlled by the game and I have found no ini setting for it.
    - It stops and Hovers Underground at Red X!
    Game bug. Manual hovering ignores terrain. Press W, then when it goes above ground press S.
    - it 'stutters' (speeds up and slows down) when flying over hostiles! The Vertibird wants to attack them but I am forcing it to disengage.
    - Why doesn't it angle the gunner (me) at enemies so I can shoot them? I set the Vertibird to Passive when player onboard to stop this.
    - Why Passive? If the Vertibird is set to 'aggressive' it will not fly you to your destination, instead it will chase enemies with you onboard.
    - I want it to do this anyway! Then set MCM setting "Vertibird will attack your Enemies only: when unmanned or Gunner onboard"
    - The pipboy marker arrow points in the wrong direction! It is your viewpoint, not the Vertibird, and you are looking out the side as Gunner

    Flying in your VB to other Worldspaces like Nukaworld/FarHarbor (PC only):
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    - How? You can only do this using the onboard menu options "Fly to Settlement..." (choose a Settlement there) or "Fly to Landing Site...".
    - How do I get a landing site listed in "Fly to Landing Site" menu? Drop a "Portable Landing Site Mapmarker" or "Portable Vertipad" there.
    - It is hard to destinguish between the Landing Sites listed. Game limitation. Try to pick unique locations if you drop multiple in a worldspace.
      OR install "Rename Anything" and rename the Landing Marker/Vertipad via the console (click it and "setname itsnewname")
    - I thought you couldn't fly in a Vertibird to Nukaworld etc? You can with my VBs (since 1.6.3-9), but not using the Pipboy map.
    - What happens? The game blanks as usual, and after a (sometimes long) wait you will be flying in your VB in the new worldspace.
    - Passengers/Companions too? Yes. However the more passengers, the longer the blackout lasts (as I have to reseat them all first).
    - It flies a long way before the Blackout! Realism. If you want to minimize this set MCM/Holotape "Vertibird Warps on Travel" to "Player also".
    - What does that do? The 'jump' then occurs ASAP, and you end up close to the destination. Also little time passes, so is a 'cheat'.
    - If I go for 'realism'? Then the VB flies to the Nuka train station/Nanako residence/the Ocean before jumping (blackout), and takes 1 game hour.
    - Can I fly to Mod added worlds (AR2 Oil Rig etc)? Yes, just place a "Portable Landing Site MapMarker" or "Portable Vertipad" there.
    - Can I use this for fast travel on survival? YES. Survival mode does not block this.
    - What are the limitations? The Landing Site/Settlement must be Exterior, and only 20 non-commonwealth Landing Sites are supported.

    Recalling Vertibirds/Cancelling Recall/Recall redirection Questions:
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    - Where can I recall the Vertibird to? ANYWHERE (that isn't inside), any location, DLC, or mod added World. Even ones like Diamond City.
    - How? Use the Recall beacon when there is no Vertibird nearby.
    - I have many Vertibirds, which is recalled? The 'current' Vertibird (the one you last rode in, or set as current via recall menu).
    - How do I cancel the recall? Use the recall beacon again when the Vertibird is on the way. A recall cancel menu will be displayed.
    - I didn't mean to do that! The 'recall cancel' menu has a number of options, including 'continue recall'.
    - What else can I do? The menu allows you to undo the recall, send the VB home/another Settlement, or make it orbit/follow you on arrival.
    - Where will the VB go when I recall it? It will land near where you were when you did the recall - it does not matter if you are now indoors.
    - Will it use a nearby Vertipad/Airship Dock? YES - it prefers to land on these if it can.
    - Can I make the VB go to a Settlement without it coming to me first? Yes. Recall it to you, and once you get the message it has taken off -
    use the recall again to get the "Recall Cancel" menu. Use this to "Send VB Home" but select the settlement you really want from the list.
    - Does a recall use Fuel? Yes (if fuel use is enabled) but at a lower rate than manned travel.
    - What happens if it runs out of fuel while travelling? You are notified and the Vertibird lands ASAP.
    - It says "Command Failed" and "Vertibird Landed"! If something goes wrong with the recall the VB lands (with Map Marker).

    Player boarding Questions:
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    - Cant Board, with message "A Quest has blocked your Vertibird Access"! Should not happen - but just try to board again.
    - What happened? Some BoS Quests block access to (All) Vertibirds for a short time. This is detected and reversed by this mod.
    - It keeps happening! The game will continue to try and block the Player until that Quest is complete.
    - I can't board (I am in Power Armor)! You may have had a (Co)Pilot Ring on when you entered PA. Remove it from your Inventory.
    - I still can't board (player just waits outside)! Vertibird may be Corrupt - use the "Reset Vertibird" recall beacon option.
    - I get message "You cannot use this at this time". Game bug - occurs when using Pilot/Copilot Seats. Ignore it.
    - I board as gunner but have no Gun/my own gun! Your game has crashed the Vertibird Script. Exit and re-board.
    - Why does this happen? Some other mod is using all the script resources (such as Sim Settlements). An issue with your game.
    - My companions take a long time to board. Lack of scripting resources or very low framerate on your game.
    - Why can't I use my own gun? The game controls the Turret Gunner and is coded for only a Minigun like weapon. Ask Bethesda.
    - I boarded but get "You can only travel to External location"! You can't fly yet (need to wait for boarding process to complete).
    - When you are able to fly you will get a message "Ready to fly"/"Choose Destination" - then choose your destination.
    - I still get the message after "Ready to Fly"! You have enable Fuel usage but have no Cores in the Cargo.

    Passengers (who will Board/Seating/Exiting) Questions:
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    - Which Companions types will board? Humans, Supermutants, Assaultrons, Protectrons, Mr Handys, Eyebots, Ghouls, Synths, Children, Dogs, Cats.
    - Is that all? Also any NPC/Race with "ActorTypeHuman' or 'ActorTypeSynth' keyword, is in PA, or has a Vertibird 'attach' (seat) keyword.
    - They are in above list but not boarding! Default (Holotape/MCM) setting is set to only include standard game companions, so change it.
    - My (mod added) Companion still won't board! Set the MCM/Holotape passenger setting to "All Followers"See this Article
    - Can a non-follower with a ring board?
    Yes, if the above setting is set to ""Followers, or have a Passenger Token/Ring", but see Article.
    - I gave ADA Sentrybot legs and she won't board now!
    An Automatron's 'race' is defined by their legs - see above list.
    - The Vertibird jumps around when ADA boards! You have used a buggy Automatron body mod on ADA - please report the bug.
    - Will my Anime/MLP/Lupin race Companion Board? - Yes, they are all based on Humans so all the above conditions apply.
    - Where is my Cat Companion? Sitting between the Pilots up front.
    - I have  more than 3 Companions! They will all board, but as there are only 3 non-gunner/pilot positions they will 'overlap' (this is not an issue).
    - Can I change the seat my Companion uses? This is defined by the default keywords they have or the Crafted Ring/Hat they are wearing.
    - Can a Follower use the Minigun/sit in the Pilot seat? YES, by equipping them with a ring. See the following sections for more details.
    - Can I make my Companion Stand rather than sit? Yes, Craft the appropriate "Standing Passenger" ring for them.
    - My companion/Follower exited while flying! Their mod must have taken over (and is running a quest at priority 100 so wins). Mod issue.
    - Passengers won't exit when docked at an Airship. By design. Can be changed in the MCM/Holotape "Passengers exit when Docked".
    - My Companion exited when docked at the Prydwen/Airship and fell! They should be transported to the left hand walkway.
    - Companion 'jumps' (very high) when exiting! Game Bug. As this can injure them I suggest using a 'Companions have no fall damage' mod.
    - Can Companions "jump out" with me while flying? Yes, but only if Hovering, it is safe for you, and you use the "Jump" key/In-flight Menu.
    - (Some) of my Companions would die if they jumped! Then don't Jump while hovering! Or use E (so only you jump).
    - Do BoS Squires board? Yes, but only if the Passengers setting is "All Followers" as they are not considered 'companions'.
    - I select "Board Companions" but they board a different Vertibird! Game bug. They will always board the Vertibird the player last boarded.
    - Why does it take so long for "Ready to Fly" message with many  Companions? FO4 gives Scripts only 1.2ms per frame to run (shared across ALL mods), therefore slower FPS means all scripts take longer to run. Also the more Companions the more time the script takes.
    - I get message "Please wait for Passengers to Board/Unboard". Do as it says a wait a couple of seconds before issuing a VB command.

    Using the Pilot/Copilot/Standing Seats:
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    - Can I fly in Pilot Seat? Yes! You must be wearing the appropriate hat (or Ring) before you board, otherwise you will board as the Gunner.
    - Where are they? They are crafted at the Chem Station under "Personal Vertibird". One for Pilot and one for CoPilot seat.
    - The hats are ugly! There is also a ring version you can craft (the Hats however give you a SPECIAL Buff).
    - I am in PowerArmor and they don't work! The Pilot Hats/Rings do not work if wearing Power Armor (no Bethesda animations).
    - Can a Follower wear them? Yes, any Humanoid Follower can wear these to replace the existing Pilot (who will still travel with you).
    - What about mod added Followers? If they have the 'Pilot' animations (i.e. based on the 'human' race) then it should work.
    - How do I shoot when Pilot? You cannot fire the Vertibird guns when flying as Pilot/Copilot. Have a Passenger(s) be a Gunner.
    - The Vertibird doesn't use it's own guns when I am Pilot! Sorry, the Game prevents this when the Player is onboard.
    - How do I defend myself then? Vertibird is automatically set to 'protected' if you are not the Gunner. Or have a Passenger be a Gunner.
    - What else should I know? There are no boarding animations for getting into these seats (so you warp into them)
    - As (Co)Pilot, the 1st person viewpoint is the best - but it may get messed up when switching to 3rd person and back too many times.
    - Don't use the CoPilot (or Right Standing) Hat/Ring when Docking at the Prydwen, as you exit from the right (which is considered "Jumping" so blocked if you would suffer fall damage).
    - I look like a child from 3rd person view! Without F4SE this is the only way to get the Pilot viewpoint correct.
    - Can I stand at the back? Wear a left/right standing ring (before entering PA). Entry/Exit animations are poor though (Bethesda...).
    - Can a Companion in PA use these "Standing" rings? Yes, but they may swap sides if another Companion is already there.
    - I am boarding as Gunner even with a Pilot Ring/Hat! Another mod has caused this. Unequip and re-equip the Ring/Hat.

    Companion as Turret Gunner (and 2nd Gunner Position):
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    - Can a Follower use the Turret Minigun? You can give the Gunner's Hat/Ring to any humanoid, and they will take up the position.
    - Can I have a Gunner in the other Door too? YES! Craft the "2nd Gunner" ring and give it to a Follower.
    - Can Followers in Gunner position(s) use the Minigun mods? Yes, but no Scope mods. Change it via the recall menu when onboard.
    - Where can I craft the Rings/Hats? Craft them in a Chemistry Station (under Personal Vertibird).
    - They sit in the middle seat holding the Minigun! You have a mod installed after FPV that replaces the Vertibird (such as this).
    - PowerArmor wearing Follower won't wear a gunner ring/hat!
    Have them wear the ring BEFORE they enter Power Armor OR just put the ring/hat in their inventory if already in PA.
    - What Followers will work as 2nd Gunners? Any Race based on the in-game "HumanRace" (i.e. work as the main Gunner).
    - And they are? Currently that would be Humans, Ghouls, Synths, and mod races built on Human (such as Anime).
    - Can the Player use the 2nd Gunner Position? Yes (FPVertibird V1.6.6 or later only). Just equip the 2nd Gunner Ring.
    - The Clothing on my Follower resets when they are using the Minigun! Mod Conflict - you have a another mod causing this.
    - The ring/Hat stops working! The Mod controlling this Follower is interfering. Speak to that Mod's Author.

    Recruiting In-game NPCs as Turret Gunner (V1.6.6 or later Only):
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    - Only a "Human Type" (keyword AnimTypeHuman - which includes Synths) NPC, who is NOT a follower of the Player, can be recruited.
    - To make an NPC recruitable you need to equip them with the Vertibird Gunner Ring (only). If they are in PA then just place in their Inventory.
    - To recruit them you must be VERY close to them, and in range of your Vertibird to use the "Recruit/Release Turret Gunner" Recall Beacon option.
    - A 'Recruited' Gunner will stay with the Vertibird (and guard it) when on the ground, and always fly with their Vertibird.
    - A 'follower' with a Gunner ring, however, will only travel in the Vertibird when you do (and the Recruited Gunner will become 2nd Gunner).
    - Use the "Recruit/release Turret Gunner" Menu option when up close to your Gunner to Release them (unless they are dead).
    - If you use it near another Recruitable Gunner, then your current one will be released, and the new one replace will them.
    - If you cannot recruit a nearby NPC make sure you are "in their face", they have the Gunner Ring equipped, and they are not a Follower.
    - A Released Gunner reverts back to their original AI, and are no longer managed by this mod, so could become hostile.
    - If the Gunner Seat is occupied (or the VB is unmanned) then they will occupy the Second Gunner position.
    - They 'can' be made to occupy the main gunner seat when unmanned, but then the VB will require them to do most of the shooting.

    Protection while onboard/Vertibird Doors questions:
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    - When do the doors close? On take-off, as long as there is no Gunner/Minigun in that door (Requires F4SE to remove the Minigun).
    - When do the doors open? Once the Vertibird has finished landing - if Player is the gunner (otherwise doors open when Player exits).
    - What protection is there while onboard? The player is immune to drowning, 50% less explosion damage, and has extra Rad resistance (30).
    - Can't drown - even when a door is open? That is unimmersive! Vertibirds can land badly (like underwater) so this is a compromise.
    - What if both doors are closed? The Vertibird then acts like a sealed box (very high rad resist, no poison damage, even less explosion damage).
    - How can I benefit from this extra resistance? Flying as Pilot etc, you can land safely in the Glowing sea (until you exit of course).
    - What about protection from bullets? Nothing special, the game 'should' handle this when you are behind the hull metal.

    Built-in Vertibird Pilot Types:
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    - There are 2 types of included Pilot for your Vertibird (set by MCM/Holotape) - Random or Modifiable (or No Pilot at all).
    - The Random Pilot is expendable, disappears when killed, and (if dead) is replaced when next you use the Vertibird.
    - Their sex and features will change each time you "Change Pilot", and that is also the only time their level is set (to near yours).
    - Do not attempt to equip this Pilot with different clothes (etc) as they are often reset by the game.
    - NOTE: Mods that Change the Pilot (Like BoS Pilot, or Interactive Pilot) are Random type Pilots so only work if Pilot Type set to that.
    - The Modifiable Pilot is created (initially) with a fixed look, but can be changed by approaching them and pressing E to get the Change Pilot menu.
    - This Pilot CAN be equipped with different gear and features. NOTE these changes will carry over to all future Modifiable Pilots you create.
    - Modifiable Pilots can only be killed by the Player, or some explosions, unless you select the "Essential" variant - which is unkillable.
    - If a Modifiable Pilot is killed, then their body will remain so you can loot them to get back the gear etc you gave them.
    - However, If you "Change Pilot" (or change their Gender) their inventory and equipped items will move over to the new Pilot.
    - If you change the type of Pilots you use mid game, your current Pilot(s) will not change. You need to use "Change Pilot" to get the new type.
    - If you changed settings from Modifiable to Random, then replaced the Pilot, the gear they had previously will be moved to your inventory.

    Recruiting In-game NPCs as Vertibird Pilot (PC only):
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    - If you set the MCM/Holotape setting Pilot type to "No Pilot" then you get the option to "Recruit" an NPC as a Vertibird Pilot.
    - Only a "Human Type" (keyword AnimTypeHuman - which includes Synths) NPC, who is NOT a follower of the Player, can be recruited.
    - To make an NPC recruitable you need to equip them with the Vertibird Pilot Ring (only), and they cannot be in Power Armor.
    - To recruit them you must be VERY close to them, and within range of your Vertibird to use the "Recruit/Release Pilot" Recall Beacon option.
    - A 'Recruited' Pilot will stay with the Vertibird (and guard it) when on the ground, and always fly with their Vertibird.
    - A 'follower' with a Pilot ring, however, will only travel in the Vertibird when you do (and the Recruited Pilot will become CoPilot).
    - NOTE: If your Vertibird already has a Pilot then that Pilot will be released first (or deleted if an in-built Pilot).
    - Using the "Recruit/release Pilot" Menu option without a nearby Recruitable Pilot will result in your Vertibird having No Pilot (V1.6.5).
      NOTE: With V1.6.6, however, you need to use that option when up close to your Pilot to Release them (unless they are dead).
    - If you cannot recruit a nearby NPC make sure you are "in their face", they have the Pilot Ring equipped, and they are not a Follower.
    - If it still doesn't work then make sure you don't have "Rings Replace Hats" installed (then you have 2 craftable Pilot Rings - one doesn't work).
    - Released Pilots revert back to their original AI, and are no longer managed by this mod, so could become hostile.
    - Note that you cannot access the inventory of a recruited Pilot via the Vertibird Menus at this time. You need to use some other mod.
    - If you equip an in-built Pilot with the Pilot Ring then they will NOT be deleted when you use "Recruit/release Pilot" menu option.
    - This (formerly) in-built Pilot will now be a free NPC, as well as recruitable, so will just hang around (sandbox) where you released them.
    - Such a 'Free' Pilot is not a Settler or Companion so has limited usefulness (except as a future recruited VB Pilot).
    - Note: Formerly 'Random' Pilot types that you 'release' this way will suffer Resets when left alone, so I would use 'Modifiable' Pilots.

    General Vertibird Pilot Questions:
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    - The Random Pilot is weak! They scale to the player, but only when created. Use 'Change Pilot' to get one closer to your level.
    - Can I make the Pilot Invincible?
    The Modifiable,Essential  Pilot type (via MCM "Pilot Vulnerability" or Holotape "Pilot is") won't die.
    - Can I replace the Pilot?
    There are a couple of mods that replace the pilot, including the 'BoS Pilot' option in this mod.
    - Alternatively you can set the MCM/Holotape setting to "No Pilot" and 'Recruit" in-game NPC's as your Pilot (see previous section).
    - Can I make my own Pilot? I support you overriding the FPV_Pilot record (via Mod) with any (human type) NPC, See this article.
    - I don't want any Pilot! Set MCM/Holotape Pilot setting to "No Pilot" then use Recruit/release Pilot to remove them.
    - What happens if I fill the Pilot & CoPilot seats with my own Crew? The Pilot will occupy the 2nd Gunner position.
    - What if I fill this position with a Follower too? The Pilot will stay outside and 'appear' where the VB lands when you exit it.
    - Can I use the Pilot as a Companion? No, they are a companion of the Vertibird and will follow it, not you.
    - The Pilot does not talk when I board! The MCM/Holotape Pilot Voice had to be "Takeoff Comments" before you created/recruited the Pilot.
    - Your BoS Pilot option is not working! Some other mod must be overriding it (such as interactive Pilot), or you need to "Change Pilot".
    - Still not working! Interactive/BoS/Railroad/Minutemen Pilots mods only work if Pilot Type is set to "Random".
    - Will the Minutemen Pilots refer to me as General? Yes (if you are).
    - The BoS Pilot is rude to me! It is BoS so that is normal until you join the BoS. Set the Pilot Voice to "None".
    - Can I use the BoS Pilot and be an enemy of the BoS? Yes, but see above point.
    - I like the BoS Pilot but I HATE the onboard talk! In the MCM/Holotape set Pilot Voice to Standard, then via Recall menu "Change Pilot".
    - Can I just have onboard talk with the normal Pilot? Yes, Via MCM/Holotape set Pilot Voice to Takeoff Comments, then "Change Pilot".
    - Can I use mod 'abc' to access the Pilot's Inventory? Yes, but don't use Random Pilots (Random Pilots Inventory items are lost when they die).
    - I don't want the Pilot's Inventory lost if they die! Make sure MCM/Holotape Pilot setting is one of the Modifiable options.
    - What does that do? If the Pilot dies their body remains so you can loot it. You also get a menu if you "Activate" (E) the Pilot.
    - Can I change the Pilot's clothes/Weapons in-game? Yes, via the above menu, "Inventory" option gives you access to it.
    - You can also use that menu to change their Body (Features), Sex (Gender), or Name.
    - I don't get that option! Make sure you did a "Change Pilot" whenever you change the "Pilot Voice" or "Pilot Is" MCM/Holotape setting.
    - Will "Change Pilot" lose the items I put in their Inventory? No, as long as the MCM/Holotape Pilot Type Setting is Modifiable.
    - The Modifiable Pilot reverts to wearing default gear! Try manually equipping something on any NEW Pilot - at least once.
    - The Modifiable Pilot Keeps getting Killed! Set the above MCM/Holotape Pilot setting to "Modifiable,Accessable,Essential" so they can't be killed.
    - I selected to change their "Features" and they froze in a funny position, naked! Exit from the Looks Menu and try again.
    - I selected to change their "Gender" and they dissappeared! They are nearby, enter then exit the Vertibird if you can't find them.
    - My Pilot wanders aimlessly around! It is guarding the Vertibird. Give them a seat near it and they will sit down.
    - I don't like the look of my Random Pilot! Use the 'Change Pilot' recall menu option to 'roll' a new one,
     or set MCM/Holotape Pilot Setting to a Modifiable option, use "Change Pilot", then approach the Pilot and activate them to get a menu.
    - My Random Pilot is naked! You must have enabled a Pilot Replacement mod (such as BoS Pilot). Do a "Change Pilot" to refresh the Pilot.
    - My Pilot setting keeps going back to "Random"! You must have a Pilot replacement mod installed. They only work with the random Pilot.

    Fuel Usage:
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    - What Fuel? If you enable Fuel consumption then ALL your Vertibirds will use fuel while flying. Unmanned Vertibirds at 1/3 slower rate.
    - How do I refuel? Your fuel is derived from Fusion Cores which you place in each Vertibird's Cargo hold.
    - When does it use those Cores? A Core will be (completely) consumed automatically when the Vertibird runs out of Fuel.
    - Where did the Core go! When a VB runs out of fuel it will consume a whole Fusion core and be 'refueled' by however much was in it.
    - My fuel is not empty but the VB has crashed/being scrapped - can I have the remaining fuel returned in a Fusion Core? No, Sorry.
    - I use a Core recycle mod and I want the empty core so I can refill it! Enable the setting in MCM/Holotape to return empty cores to you.
    - My Vertibird stopped flying and Landed! It ran out of Fuel and has no Fusion Core(s) in it's Cargo Hold.
    - My Vertibird won't takeoff! It has no more Fuel (or Fusion Cores in the Cargo hold).
    - I have mods that change Fusion core drain! Unfortunately only Repair Bobblehead and Nuclear Physicist Perks reduce FPV Fuel drain.
    - However, if you have MCM installed then you can change the Fuel drain rate in the Personal Vertibird settings.
    - How do I know how much Fuel is left? Use the recall beacon when onboard/nearby the Vertibird - it is shown at the top.
    - What about when I recall/send a Vertibird? Fuel remaining is displayed with the ETA messages.
    - What about when it is Following/Patrolling? It should still be in range of the recall beacon.
    - If I leave a Vertibird Patrolling, and fast travel away, does it still use Fuel? No. The game stops NPC activity when you are not near them.
    - What about if I go Inside (i.e. get a loading screen)? Fuel drain usage stops - as above.

    Cargo questions:
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    - Does "Reset Vertibird" cause Cargo to be lost? No, nor does scrapping the Vertibird at a Workshop.
    - How do I access the Cargo Hold? Use the Recall Beacon when near the Vertibird.
    - OR if you have "Flyable Personal Vertibird - Interactive Pilot" mod installed then approach the Pilot and select "(E) Command".
    - Vertibird Destroyed! Where is my Cargo? Default behaviour is "returned to it's home workshop unless Lootable Vertibirds is installed".
    - I have Lootable Vertibirds installed so what then? Then you must find the wreck to recover your loot!
    - I always want it returned to me! You can change this behavior in the MCM/Holotape option "When Vertibird Destroyed...".
    - What about when I Store/Scrap my Vertibird? It's Cargo is returned to the Workshop that it was scrapped/stored at.
    - Could I loose my valuable Cargo? See above. NOTE - if Lootable Vertibirds installed and you did not loot the Wreck before a restart then MAYBE.
    - How do I know it delivered Cargo to its Home Workshop? You will get a message when it arrives and how much Cargo was transferred.
    - I am using Realism options (use own Ammo/use Fusion Cores). Then these items are NOT removed from the Cargo when it is delivered.
    - Is there a limit on it's capacity? At the moment - NO as Vertibirds don't get 'encumbered'. At some point I may fix this.

    Power Armor Storage (as Cargo):
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    - Can I transport full (unoccupied) Power Armor Frames in my Vertibird? Yes, but only one per Vertibird.
    - How? Use the last option in Command/recall menu when not onboard and the VB is landed. It will store the PA frame nearest to you.
    - Can I 'steal' Power Armor this way (or from locked rooms)? No. You can't store a PA frame unless you have moved it (even a short distance).
    - It says it can't find a PA Frame! If the PA frame is in it's original spot then you must enter and move it a small distance away first.
    - I did that and it still can't find it! If you just exited the frame it can get stuck in the 'occupied' state (Game Bug). Save and restart game.
    - I cannot see the Power Armor in the Vertibird Inventory! No, it is stored seperately.
    - How do I unload it? Use the same Recall menu option and the PA will be placed near the Left side VB door (the one with the minigun).
    - What happens if the VB is Destroyed? It will be placed near you, the Home workbench, or at the crash site (depending on your "When Vertibird Destroyed.." setting).
    - What about if I scrap/Store the VB at a Workbench? It will be placed near the Workbench of that settlement.
    - My Vertibird was destroyed but the PA is not near the wreckage! It is dropped from the VB when you get the "destroyed" message. Look there.
    - Where are the PA frames really stored? In an secret holding cell (MinutemenHoldingCell, but DO NOT go there as Frames reset).

    Turret Weapon (Ammo usage) and Minigun modability Questions:
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    - I can't move my aim when using the scope! Known Game bug after switching between 1st and 3rd person using the V (Toggle POV)  key.
     Use the mouse wheel to switch between 1st and 3rd and back will resolve it. Never use the V key - it is buggy.
    - The Minigun moves but my Viewpoint is fixed! Same Game bug triggered by using the V key then changing the minigun mods.
    - Can I use mods that change the Vertibird Turret Weapon (such as Lunar/Horizon)? Yes, If you are using the 'stock' weapon settings.
    - How to select the 'Stock" weapon? MCM/Holotape setting "Use own Ammo" is set to "Modded".
    - What happens if I do not? If "Use own Ammo" is "Yes" or "No" then the Stock weapon is not used so these mods have no effect.
    - It is "Modded" - can I change the Weapon Mods? Yes, and they may work if the mod just increases turrent damage (for instance)
    - What else does the "Modded" setting do?  Designed for Vertibird Minigun Replacer Mods. No default mods added to Miniguns (use in-flight menu to add them if you know they will work) and supports 'use own ammo' (if the replacer mod supports it).
    - Some of the minigun options don't work! You have a Minigun replacer/weapons overhaul mod installed.
    - I want the minigun mods to work still (even though I have a weapons overhaul mod). Set "use own ammo" to "Yes" or "No".
    - The Minigun doesn't shoot/stops! You have "use own Ammo" set "YES" and have no more ammo (5mm) in your inventory, or set to "Modded" and you have a minigun mod that doesn't have infinite ammo.
    - My Minigun replacer mod doesn't work! Set "use own Ammo" to "Modded" and DONT select a minigun mod from the in-flight menu.
    - My Minigun replacement has infinite Ammo! This is an issue with that minigun replacer mod.
    - Using 5mm ammo with the Laser option is un-immersive! Use the optional download to use correct Ammo.
    - I use this but now it consumes fusion cells! Specifying a Fusion Core 'works' but seems to give infinite shots so I had to use Fcells.
    - I want my NPC turret gunners to use Ammo too. Set "Use own Ammo" to "YES, NPCs Too". NOTE They will only use 5mm (Game issue).
    - Do they use Ammo from Cargo hold too? Yes, but they only get 50% (as there may be 2 turret gunners). Player will only get 50% too.
    - What happens when they run out of Ammo? They seem to loose the Minigun - this is a game mechanic I can't bypass.
    - Is the in-built Explosive Ammo option safe? Yes - Companions and Vertibird are protected from the Explosive Bullets effects.
    - I still get damage! You have a mod that updates the Turret Weapon (like Lunar), or increases Explosive force.
    - I exited WITH the Minigun! Your game is overloaded and crashed the script. Open the console (~) and type "player.removeitem 64b87 1"
      (If you are playing  "use own ammo" then instead type "player.removeitem FEnnn8E1 1"  where nnn is the ID for this mod)
    - My Companion has it!  Same issue. Open the console, click on them, and type "removeitem 1299a6 1"

    Vertibird Combat/Damage/Repair/Holes in Wings/Friends attack it/VB Destruction questions:
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    - It attacks everything when I recall it! By design. Either change this in the holotape (to "Attack Enemies: when following"), or call it down (Land) or "Stop Combat" (Via Recall Beacon).
      Vertibird will normally only attack Enemies when being recalled TO YOU (not when being sent to a Settlement).
    - My Vertibird won't land and says "Your vertibird is in Combat"! Use the recall beacon and select "land near me".
    - I did this but it keeps trying to land then takes off again! Someone is shooting at it. Use "land near me" again to force an emergency landing.
    - My Vertibird does NOT attack (an) enemy race! Some mod have changed that race's relationships to be considered an Ally/Neutral.
    - My Vertibird attacks chickens/radstags (etc)! Normal game setup has them as Player Enemies. Try this mod.
    - It is still not shooting some hostiles! Target Verification sometimes fails. Turn off Check Combat targets setting and replay the scene.
    - My Vertibird attacks an Ally! This may happen if you leave off the Check Combat Targets setting. If not report as bug.
    - I got message "Your Vertibird has gone Rogue"
    ! It tried to attack you/Companions so I force it to land. May require you to 'reset' it.
    - The BoS or other Friendly Faction attacks my Vertibird! Game Bug. Try 'Reset Vertibird' option, or wait 2 game days,or Store and recraft it.
    - A companion fires on my Vertibird! Same issue. Try talking to the Companion - this usually resets their aggression.
    - My Vertibird is stuck "In Combat" and won't follow me! Use the recall beacon and call it to you/make it land near you.
    - Why can't my 'patrolling/following' Vertibird have a 'Turret Gunner' NPC? The game disables the Vertibird from shooting if it has a Gunner.
    - My Vertibird went invisible! It will use a stealthboy during combat if you put one in the Cargo hold.
    - Cockpit Glass broken/Engine on fire! Vertibird is crippled, but will auto-heal itself shortly.
    - There are holes in the wings! A Vertibird "extra paintjobs" mod has overridden this mod's fixes for that. Talk to that mod's author.
      May also fix itself if you change the Vertibird Paintjob then switch it back, or "Reset" the Vertibird.
    - The holes still won't go away! Sometimes the 'cripple' state gets stuck (Game Bug). Reset the Vertibird via the recall beacon menu.
    - Pilot/Companion fell out of the Vertibird! Explosions (missiles etc) can cause this. This is a Game mechanic They should reboard.
    - The Pilot fell out yet we are still flying! Yeah... The Pilot is not really necessary... Pretend the Bird is still flying on Autopilot.
    - Raiders/Beasts won't attack my Vertibird! FPVertibirds have an armor damage threshold that must be exceeded before they register damage (unless it is armor piercing). NPC's don't attack if they know they can't cause damage. Game feature.
    - My Vertibird has landed, even though it should be orbiting me! If it's health drops below 30% it will land (you should get a message).
    - I want it to continue fighting until it dies! Use the MCM to change "Stop attacking and land when Vertibird Health%..." setting to 0.
    - My vertibird died yet it was at 100% health! The "Better Vertibirds" Mod causes this if both engines become badly damaged. Use my patch.
    - I want My Vertibird to be indestructible - even to Mini Nukes! , Set the VB to 'invulnerable' via the Recall Beacon when near it.
    - My Vertibird was destroyed - what happened to it's Cargo!? Depends on what options you set - see "Cargo Questions" section.

    Vertibird using Ammo:
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    - Can the Vertibird use ammo too (for Realism)? Yes, via optional download.
    - What ammo does it use? Depends on the type of Front Guns you select. NOTE Gatling Laser option uses Fusion Cells (FusionCore won't work).
    - What happens if it runs out/has none? It won't take off to protect you without Ammo. If it runs out while flying it will become Passive.
    - Do I get a message when it runs out? Yes.

    Vertibird Damage Repair:
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    - My Vertibird has low health/is on fire - how do I heal it? Land and it will auto-heal.
    - This is unrealistic! Set the MCM setting "Do Vertibirds require repairing" to Yes, then Store and Recraft your Vertibird at any Settlement.
    - What happens then? You must now manually repair/heal your Vertibird when it is on the ground, via the Repair option on the recall menu.
    - How do I repair it? You must have at least one "Vertibird Repair Kit" in your inventory when you use that option. This will restore 25% health.
    - Where do I get these repair kits? Construct them at a Settlement Chemistry Station (under the Vertibird section).
    - They need a lot of resources! Yes, but less than 30% of building a new Vertibird! Assuming you are using the Realistic Recipe...
    - The Vertibird still Auto-heals! If you have the "Better Vertibirds' patch, make sure you are using the latest V1.1 version.
    - The glass remains broken/Wings have hole in them, even though health has returned to 100%! Game bug. Working on it.

    Upgraded Hull Armor/Armor Plating:
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    - Can I make my Vertibird tougher? Yes, your Vertibird can "equip" one special item of Armor (plating) that can increase it's damage resistance.
    - Where do I get this Armor Plating? Two variants are available for construction in the Chem Station. Other Mods could provide more.
    - I cannot find those recipes in the Chem station. You need at least FPV V1.6.3-6, and they will be under Personal Vertibird section.
    - How do I use this Armor Plating? Place it in the Vertibird's Cargo hold and "Equip" it via the "T" key (or Controller equivolent) - like any NPC.
    - Why is it expensive to make? It is cheaper than a full T60 Armor upgrade. Or make your own versions in a mod.
    - What happens when I tell the Vertibird to unload it's Cargo? The currently equipped Armor Plate will not be unloaded.
    - Why do I see "Health 120%" messages? Unavoidable - The Armor plate adds a 300 Health buff.
    - What does the "Dense" Plating give? Higher Ballistic Damage Threshold, more Energy/Fire/Electrical damage resistance.
    - What extra does the "Ballistic" plating give? Even Higher damage threshold, +30% less from explosions, +50% less physical Damage.

    Vertibird Landing questions:
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    - How do I make the Vertibird Land? Press E if onboard, or use the recall menu and select "Land".
    - Where will it Land? At the nearest Vertibird Landing Pad (Vertipad/Helipad/Airship Dock/Landing Marker) otherwise the game chooses.
    - Why has it moved when I restart/return to it? Game bug. See next section "The 1 FPS bug/Vertibirds buried in buildings...".
    - On recall landing it "bounces" and takes off again! Game bug, there is an enemy nearby. It should attempt to land again nearby.
    - It didn't! Instead it has headed off! Game bug - it is returning to it's departure point. Use the recall beacon to recall it.
    - I told it to fly to a settlement but when I got there it is missing! Same Game bug - it probably returned to where you left from. Recall it.
    - I select a destination in the Pipboy map but the Vertibird doesn't land on Vertipad!  Game is in control (see "Game controlled flying" section above). Also read this article.
    - I still want more accurate landings though! Choose the settlement via the in-flight menu, or move the VertiPad, or use the Bigger one.
    - I don't have space for a Vertipad! Then craft a "Vertibird landing Marker" and place it where you want Vertibirds to land.
    - Vertibird won't land on the landing pad (from another Mod)! Put a "Vertibird Landing Marker" on it, or 'patch' it (see this article)
    - I cannot make the Vertibird land on in-game Helipads (such as Med-tek, Medford Memorial). These are actually part of pre-combines so do not appear as individual items (so are not seen as a landing pad). There are Mods that fix this (see recommended Mods).
    - Vertibird has stopped landing on my Vertipad/no longer says "returning to Landing Pad"! You have added something to the Settlement that has overridden the game's landing point reference (FO4 only allows one). Slightly move the Vertipad (in Workshop) to repoint the reference to the Pad.
    - Using "land near me" - it attempts to land then takes off again! It's being shot at. Use "land near me" again to force an emergency landing.
    - How do I land accurately on Portable Vertipad? Use "E" (or  "Land" via the in-flight menu) when near it, or build it "with mapmarker" and then you can choose "fly to Landing Site..." on the in-flight menu (it will be listed there).
    - Vertibird landed strangely - like it is docking! Game bug. This should only happen if you do not have F4SE installed.
    - The Vertibird has landed in/under Water! That area has no 'water' navmesh so the game does not know it is water. Game bug.
    - The Vertibird just falls forever! You tried to land on ground that has no Collision/Navmesh (i.e. broken). See next question.
    - The Vertibird is underground! Take manual control (R) and attempt to 'drop' to ground - long press (S).
    - I can walk through the Vertibird! The game removes the Vertibird Collision if something is intersecting it when it lands. Game Bug.
    - When I return the Vertibird is UNDER the landing Pad/ has moved off it! See next section (1FPS bug).
    - I have more than one Vertipad in a Settlement, how do I select the one to land at?. The "E" or "Land" operation will use the closest unoccupied one.
    - If I use Pipboy map/Settlement Menu which one is chosen? The last one you built.

    The "1 FPS" bug/Vertibirds buried in buildings/"has moved when I returned" Issue:
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    - When NPC's become 'visible' (3D loaded) the game moves them to what it considers 'ground' - unfortunately due to a game bug workshop constructions are NOT recognized as 'ground' (This is why Brahman can end up on roofs, settlers inside walls, and Vertibirds buried in buildings).
    - Additionally, If a Vertibird is 'caged' inside a building this way it 'jitters' (the physics goes wild) and causes the 1FPS bug.
    - I recognize this condition for 'known' Landing Pads (anything the FPV recognizes as a Vertipad) and attempt to fix it.
    - However you may get 'lag' when approaching a raised Landing Pad during this 'fix'. I Don't use raised Landing Pads for this reason.
    - So, if you just create a raised area and stick a fast travel mat on it this is not recognized so will have this issue.
    - I recommend you either: Build your landing area on an existing building or CK added one, OR Put my Vertipad on top, OR put a "Vertibird Landing marker" on top, OR add my  FPVVertipad script to the object you want to land on.
    - NOTE: You will see my fix happen (Vertibird 'raise' back onto the Vertipad) as the game 'resists' until the FPV is visible.
    - DO NOT try and place Vertibirds via the console. The game remembers where Vertibirds land and will move them back there eventually.
    - Also my mod only recognizes the place it landed on when implementing the above Landing pad fix.
    - Lastly, It only works if the Vertibird is unloaded (you come from far away) when you arrive. If you are near it, and fast travel next to it, it doesn't 'load' so will probably be somewhere unexpected. Fast travel away and back to fix this.

    Vertibird Docking Questions (Prydwen and Airship mods):
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    - The Vertibird won't travel to dock at the Prydwen/goes to Boston Airport instead. The Game prevents this if the Dock is occupied.
       This is normally the case if you have not done the Fort Strong quest (there is a BoS Vertibird in the main dock).
      You can still use manual flying to get there (take off manually then select 'land' - it should use the Dock if nearby).
      Otherwise use the "Fly to Landing Site..." Menu option and choose the Prydwen Dock.
    - The arm on the Prydwen does not come down when docking! Being attacked while flying to the Dock causes this. Game bug
    - It Docks then immediately departs again, flies around then docks correctly! Game bug.
    - When I board the Docked Vertibird as Pilot the Vertibird suddenly moves to ON the gangway! Game bug.
    - I choose the Airship in the Recall menu and it stops and hovers in front of the Airship! The dock is occupied (and it could not tell this when it started the trip). Using E or  "Land" option (in-flight menu) will cause Vertibird to Dock at an empty Dock.
    - I am in the Vertibird, how do I make it Dock in this case? Go to Manual (R) then choose E or "Land" in the recall menu (to Dock).
    - How do I force it to Dock at a specific Dock? It will Dock at the nearest RH Dock to you when you issue the Land command.
    - Can I make a 'Dock' at a Settlement? Unfortunately craft-able Docks don't work (I tried. Game bug).
    - I get "Broken settlement" when I choose "Airship" as a Settlement destination in the Recall menu. Install my 'Airship Home' Patch.
    - When I move my "Airship Player Home" my Vertibird is gone! It was left behind - you need to call it with the Recall Beacon.

    Player Exiting the Vertibird/Jumping out questions:
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    - E (Land) ignored on Manual! You don't have F4SE installed (or Xbox/VR) - Game bug. Use Land option off in-flight (recall) Menu.
    - I Cant Jump out even though and I am in PA!  On Autopilot the game disables the Jump (space) key. Use E or enable Manual flight (R).
    - I press E while in PA but I don't jump out! If you see "[E] land" (VR/Xbox/no F4SE), then game controls the E key and remaps it to "Land".
     OR you have set the Holotape/MCM setting "Jump out" key option to something other than "E if it is safe".
    - How do I jump out in VR/Xbox/without F4SE? Flying manually (or after using "engage manual") you get a "Jump" option on the in-flight menu.
    - Can I jump out when moving (not hovering) without F4SE? Yes, but then only via in-flight menu "Jump" choice.
    - Note that Passengers can only jump out with you when VB is hovering - by using jump/space key (F4SE) or in-flight menu (jump).
    - I jump out and "E) Land" is displayed and I can't activate anything! Game Bug - Use last option in the Recall Beacon menu to fix it.
    - I only want to Jump out with the Jump (space) key, and E to always land the VB! In Holotape set "Jump from VB: With Jump key" or MCM "Use this key to jump out: Space/Jump".
    - What does this mod consider 'safe' to jump out? You are hovering below ''fJumpFallHeightMin" height, or wearing Power Armor, or have 2 'freefall'/ 'Acrobat' leg armors, or wearing a Jetpack.
    - I have a Jetpack mod but it still won't allow me to jump out! The Jetpack mod needs to put the keyword "dn_hasMisc_Jetpack" on the Jetpack.
    - I have "no fall damage" via another mod/don't care if I die, so want to always Jump out when I use Jump (Space) key!  In Holotape set "Jump from VB: Always via Jump key" or MCM "Use this key to jump out: Space/Jump (even if Unsafe)".
    - I can't exit the CoPilot seat when Docked! This is considered "Jumping out" so the above conditions apply.
    - I set "When I Exit..." to patrol then jumped out, but the Vertibird landed! It must land first after you exit, but it will then take off again and do the operation you specified.
    - I Exited but now my gun is invisible! Game bug. Holster and re-equip your weapon.
    - I exited with the Minigun! Your game is overloaded and crashing scripts - see the "Turret Weapon Questions" section for fixes.
    - There are no sounds when I exit! Same issue. Try entering and exiting again, or in the console type "rscs 1C0FA3"
    - Why does this happen? Some script heavy settlements (eg. SimSettlements) can cause serious script lag/crashes - look in your Papyrus log.  (Check the Article "Advanced Debugging" for help on debug logging and useful tools)
    - I exit and the viewpoint goes to 3rd person! If you were in 3rd person when you exited this should happen, though without F4SE this detection is inaccurate.
    - I can't sprint immediately after exiting! The game is stopping you while it loads the area. You can disable this by setting fPlayerDisableSprintingLoadingCellDistance=0 under [gameplay] in your Fallout4Custom.ini

    Vertibird Corruption/sliding sideways/"Command Failed"/Weird activity Questions:
    Spoiler:  
    Show

    - My Vertibird jumps sideways when I/my Companion boards! You (or companion) have a faulty armor mod that is 'bashing' the Vertibird.
    - I restarted the game and am no longer on board the Vertibird! If the Vertibird was outside the Map boundary the game puts you in the Sanctuary Root Cellar (coord 0,0,0 - worldspace 0). You will need to recall the Vertibird to you. Your passengers find their own way home.
    - My Vertibird is started to act Weird/not responding normally!
    All Personal Vertibirds can get corrupted. The game's BoS Vertibirds do not exist for very long so don't show these issues.
    - This is a Game fault, and the solution is to "Reset Vertibird" via the Recall Beacon when near it.
    - That didn't work! Then use this last option - send it home, then store (tab) and recraft it in the workshop.
    - It keeps happening when I (or companion) are wearing clothing from a particular mod!
    That mod has bad Textures/meshes corrupting the game.
    - It still acts Weird when ... - Please report this as some Mods are known to induce Vertibird issues consistently (normally via bad textures).
    - What are some symptoms of Corruption? Being unable to Board. Companions exiting PA before boarding. Vertibird slowly moving in straight line through scenery. No travel status messages when recalled. "Command failed" when trying to recall Vertibird. Passengers 'catch fire' when you land. Companions suddenly "hating you" when you use the Minigun. Vertibird being attacked by Allies.

    FO4 Script Extender (F4SE) Questions:
    Spoiler:  
    Show

    - Do I need F4SE? NO - though without it you miss a few features.
    - Like? Using the WASD keys for Manual flying, and being able to Jump out with the Jump key.
    - Can I get these features without F4SE? YES - they are available on the in-flight menu.
    - How do I know F4SE is installed and working? When you board the Vertibird you get the message "Ready to Fly".
    If F4SE is NOT installed (or working) you instead get "Ready, Select Destination" and there is no option to select the Manual key in the Holotape.
    - What other features require F4SE? Stopping Companion Chatter when onboard, Config via MCM menu, Closing Gunner Door, Renaming Vertibirds, Changing Vertibird Fuel drain rate, using Pipboy while flying.
    - Pipboy while flying? Without F4SE, opening the Map while flying causes you to drop out of manual flight (and the VB could then fly off anywhere).
    - Without F4SE, if you jump out (via "Jump" menu choice) the prompt "Press E) to Land" gets stuck on screen, and you cannot activate anything. Use the recall menu last choice to fix this.
    - Why do I need MCM? It offers extra options not available in the Holotape, such as adjustable Fuel drain, Variable VB speed.
    - I have an old version of F4SE. Then the Gunner door won't close, and you can't 'jump' out when "E [Land]" is displayed.

    Lost Vertibirds (no Map Marker):
    Spoiler:  
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    - I can't find my Vertibird! Your current Vertibird has a map marker (Plane), but only in the Commonwealth, Far Harbour, or NukaWorld.
    - It is my only Vertibird but has no NW/FH Map Marker! Extra DLC features not selected when Installing mod (PC) - or you are on Xbox.
    - I Still can't find it/them! Craft the Vertibird Utility device in the Chem Station. It will allow you to teleport to each Vertibird in sequence.
    - They may be flying and I will fall to my death! You are temporarily immune to fall damage when it teleports you.
    - It says "No more Vertibirds"! That means you only have one and you are already near it.

    Removing/Updating/Downgrading this Mod:
    Spoiler:  
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    - I want it gone! To remove the mod permanently you need to Scrap ALL your Vertibirds first. (Optional) also scrap rings, beacons etc.
    - How do I know I got them all? The Vertipads will no longer appear in the Workshop menu.
    - Is there an easy way - I have dozens! Craft the Vertibird Utility device in the Chem Station. It can destroy all your Vertibirds.
    - I just want to upgrade! Land the Vertibirds. Do a full save and exit game. Uninstall old verson, install new version, restart game from save. Done! DO NOT restart your game without FPV installed!
    - I have lots, how do I know they are all landed? The Vertibird Utility device has an option to Land all Vertibirds (it tells you # flying).
    - I restarted the game accidentally before I installed the new version! Don't continue with game. Exit, install new version, restart from above save.
    - I want to go back to a previous FPV version but don't want to revert to an earlier save! Scrap/Store ALL your Vertibirds at a Workshop, then go through the same process as if you were upgrading.

    Xbox Console restrictions and Issues:
    Spoiler:  
    Show

    - No features/improvements supplied by F4SE (see above FO4 Script Extender requirements section).
    - My Vertibird doesn't have a minigun when landed! This is so the door can close if there is no Turret Gunner.
    - E (activate) always causes Vertibird to land, even in PA. I Can't remove "E [Land]" option in Xbox (which prevents jump).
    - How do I jump out then? Via in-flight menu, select the "Jump Out" option.
    - E (activate) no longer works when I engage manual flying! Game bug - use the "Land" option in the in-flight menu.
    - I can't use E to open doors etc after jumping out! Game bug - use the last option in the Recall beacon menu to fix this.
    - What are the other limitations? It does not support FOMOD so it is a 'no DLC extras' and 'easy' version of the PC version.
    - What does that mean? Automatrons (except Mr Handys) won't board, No Vertibird/Vertipads mapmarkers in DLC's, Easy Build requirements.
    - But I have the Automatron DLC and Ada as a Companion! Install the "Flyable Personal Vertibird - Automatron" xbox mod.
    - Gamepad does not work for manual flying on Xbox Console! No F4SE support on Xbox. Use the in-flight menu.

    FO4 VR restrictions and Issues:
    Spoiler:  
    Show

    - Player exits Pilot/Copilot seat badly. Game has no 1st person exit animations for (Co)Pilot and VR does not support 3rd person.
    - The game's Vertibirds don't have that issue! The game seems to implement special workarounds that are not available via scripting.
    - I then get stuck under the Vertibird! Crouch and you can walk out.
    - The door with the Minigun doesn't Close! F4SE is required otherwise the Mingun stick out and F4SEVR doesn't support it.
    - E (activate) always causes Vertibird to land, even in PA. F4SE is required to remove "E [Land]" function (which prevents jump).
    - How do I jump out then? Engage manual flying (via in-flight menu) the select the "Jump Out" option in that in-flight menu.
    - E (activate) no longer works when I engage manual flying! Game bug - use the "Land" option in the in-flight menu.
    - I have F4SEVR installed but it changes nothing! F4SEVR causes CTD's in this mod if I use it - so I don't.
    - Player floats around inside the VB! You have a Mod that is incompatible with Flying (such as "Smooth Movement").
    - How do I fly manually? When onboard activate your Recall Beacon, or face and ask the Pilot, for an (in-flight) Menu of flying options.
    - Manual flight is uncontrollable from the gunner position! No 3rd person view in VR (you can't see forward) - fly as Pilot/CoPilot instead.
    - I can't sprint after leaving the Vertibird! Game bug.Try the ConsoleSetini fPlayerDisableSprintingLoadingCellDistance:Gameplay 0.

    Xbox Controller Support (PC):
    Spoiler:  
    Show

    - Standard Controller buttons work  (e.g. Activate (A), Ready (X), Jump (Y), ...) when you enable Controller support in the Game.
    - Manual flying uses the Dpad  BUT ONLY when the favorites menu is displayed on screen (F4SE bug)
    - Alternatively use a mod like Auto Gamepad Switch or "Buffout 4" so you can use both keyboard and Xbox Controller.

    Non-English (Multilingual) Version:
    Spoiler:  
    Show

    - The translations in my language are rubbish! Make your own better ones - see the article Creating Better Translations
    Note: the MCM config, and any Hotfix updates, also contain translations (they are not all in the FPVertibird* files).
    - Do you support updated translations posted on Nexus? Yes - example is this German one.
    - The Installer is in English! Sorry, but FOMOD does not support Multiple languages.
    - Your mod on this (non-Nexus/Bethesda) site is out of date - will you update/help me with it? No, this is an unauthorized copy.
  6. PJMail
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    Locked
    Sticky
    The "Stuck Power Armor Perk" Issue:
    WARNING
    - Nasty game bug occurs when you go inside any Airship and leave PA suited Companion(s) in the Vertibird (Fixed in V1.6.3).
    Spoiler:  
    Show


    Problem - A Perk on that Companion may become permanent - currently the PowerArmor Perk on Companions who were in PA.

    Effect - The PowerArmor Perk is left on that companion when they exit PA, which gives the Companion "no fall damage", and confuses some mods into thinking they are still in PA. One mod reported with this issue is "NPC Outfit Manager".

    Prevention - 1.6.2-2 or later includes a change to the prevent this Perk getting stuck on companions. Once installed, Companions already in PA need to exit and re-enter their PowerArmor for the hotfix to take effect on them. As Danse never leaves PA he can be ignored.
    Otherwise - You can change the setting (that keeps Companions onboard while Docked) to "Off" as they will no longer fall to their death.

    Recovery - Currently there is no fix for companions who have already been affected by this bug ('RecycleActor' will not fix it).
    If you have a mod that gives you're companion problems then you will just have to leave them in Power Armor when using that mod.
    Mod added Companions can usually be deleted and 'rehired', or do a clean re-install of that Companion mod, so can be fixed.

    Testing - Select the Companion in the Console (when not in PA) and type "hasperk 1f8a9". A result of "1.00" indicates they still have the PowerArmor Perk. Problem mods use this test to know a NPC is wearing PA (instead of "wornhaskeyword furnituretypepowerarmor")
  7. MM10000
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    Is the a Vertibird blueprint that i need to find to construct them?
  8. MaxDrechsler
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    Can you add option to adjust the altitude of flight? (non manual mode)
    Constantly passing through the textures of trees and buildings... Lags are also reduced, because there will be no NPC loading on ground.
    1. PJMail
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      Passing through trees and buildings is because mods don't update the MHDT on the cell when they add high objects. Vertibirds use this because Bethesda is lazy. See the FAQ (General Flying/going underground/though buildings/off the map:).
      Concerning flight height, this is also covered In the FAQ, basically this is game controlled and I have found no way to change it.
    2. MaxDrechsler
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      I play with your mod all the time, it's just great. It would be great to add, in addition to the pilot, a crew of up to 6 people, who would occupy all seats in the VB and guard it after landing, as one pilot is doing now. :)
    3. PJMail
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      Do you use the foreign language version of FPV? I will be updating to V1.6.6 soon and that will allow you to recruit a Gunner too (so at least 2 crew to guard your VB).
    4. MaxDrechsler
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      I will run to test :D
    5. MaxDrechsler
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      Russian language. 
      After press button to recruit gunner - nothing happens
    6. PJMail
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      You equipped the NPC with the Gunner ring first, and then were very close to them when you used did the "Recruit Gunner"?

      Do you normally use the Multi-language version of FPV?
    7. MaxDrechsler
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      In stable version multilang - good.
      What NPC i must recruit? Companion/settler?
    8. MaxDrechsler
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      Omg... its working... (settler)
      Amazing!
    9. MaxDrechsler
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      When the helicopter is patrolling, it turns counterclockwise, that is, left sideways board. A new gunshooter always sits on the right (not left) side during a patrol, regardless of the ring he is wearing.
    10. PJMail
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      Yes, that is deliberate. If they use the main Gunner Turret the Vertibird acts differently (Game hard coded).
      The Vertibird just points the gunner side at the hostiiles and expects the Gunner to shoot them.

      If you want this you need to use the MCM - there is an option "(Optional) Turret Gunner NPC is", set it to "Recruitable Main Gunner" and they will use the main gun.

      Also only the "Vertibird Gunner" ring works for recruiting. The recruit will then use whichever side is available.
    11. PJMail
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      I will be pre-releasing V1.6.6 Multilanguage soon if you play your game in Russian.
      You will be able to relace you existing version with this without loosing anything.
      Just uninstall the old version, install the new V1.6.6 Multilanguage, and restart your game.
    12. PJMail
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      V1.6.6 Multilanguage has be (pre)released.
    13. MaxDrechsler
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      Thank you! 
  9. CaptainDA3
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    Amazing mod, highly recommend, works, the author is still trying to make it better, he listens to people's requests, lotta fun, cool as fuck. 10/10
    1. PJMail
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      Thank you! People just need to realize this mod has a lot of QoL features even if you just use it as a "Fast Travel" alternative to the BoS one.
  10. MikeCobalt
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    Hey :) I have this and the "Vertibird Faction Paint Schemes" however every time I try to first rezz the bird, it's only the standard or Purple (Thats only on Unique 3). I'm trying to get the Minutemen Paint.
    1. PJMail
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      The FAQ above. Changing Vertibird skins. You need a mod to add those VFPS skins into the list. Details in that section.
    2. MikeCobalt
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      :) Thanks, I figured it out a bit ago, It's good and Very Blue now. The mod is actually quite good, it's definitely a "Force Multiplier", already ran across some of the Rust crew, I'd imagine that "Minutemen" emblem was the last thing they saw.
      Very good mod :)
    3. PJMail
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      Thanks. I can't make Models or Textures so I added the famework in my mod others can then add them in to.
  11. KingstonPrince7
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    I'm experiencing two issues: the manual control it's really annoying because the Vertibird left and right keys does whatever they want, if I try turn left the damn vertibird goes to the right, and if I try turn right the vertibird goes to the left, I'm trying to reach the glowing sea but the vertibird is behaving randomly; and the second issue is that I'm getting a lot of logs even if I didn't enabled them on the installer.

    EDIT: I'm just wasting my time with this mod, I've been trying to control the damn thing for one hour and I can't go through the glowing sea, it's impossible to control. I was able to arrive to the center of Boston without any issue, but now it's impossible to play with it.
    1. PJMail
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      If you can't be bothered to read any of the FAQ before blaiming the mod, how can I help you?
      Read the "Manual and in-flight Menu based Flying Questions:". This is not a flight-sim mod. Vertibirds are NPCs, not chairs.
      They travel in the direction you want 'eventually' - that's what the arrows are for - so you know where they will go.
      You give no information -what logs? Why do you think they have anything to do with this mod? The vertibird logs are in a special file/directory.
  12. JasonDayspring
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    I ate the Command and Recall beacon...

    Gulp and gone.

    I did get a message that my vertibird was on the way to me, but the beacon is apparently a tasty snack instead of a reusable item.  Not sure how that happened.  I installed with Vortex, and I don't have any of the incompatible mods.

    Anyone else run into this?

    Also, not sure if this is how it's supposed to be, but my "Pilot" is a dog.  He got shot out of my Vertibird on the way to pick me up.  I saw him fall and go splat while I was using VATS to try and save my Vertibird from the Supermutants that managed to kick my ass at hide and seek for several minutes before I just decided to ignore the random gunshots whizzing past my head, have a light snack of my radio beacon, call my ride and leave. 

    (Turns out they were on top of a building.  I couldn't see them, or find how to easily reach them, but they were in the perfect spot to use my precious new toy piloted by the world's smartest dog as target practice.)

    Edit.  I hadn't played in  a few years, and hadn't looked at mods in much longer, so it's probably due to updating the mod without cleaning my save.  Going to start over after checking nexus for anything else shiney.  That will most likely fix the problem.  If not I'll edit later.  (Probably a while, 4 kids and not a lot of time to play, it'll take a while to get a vertibird again.)  I still think the glitches were funny.
    1. PJMail
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      I know if the player is set as 'ghost' by some mod (impervious to bullets) then most magic effects are broken so the recall beacon will be lost, but it also won't work, so not sure what mod conflict could cause this.
      Also having the dog onboard on recall sounds like the save is a mess. I would scrap and recraft the Vertibird.
    2. JasonDayspring
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      Ok, I now use the beacon instead of eating it, and my pilot was a guy, but I wanted to change him to a Minuteman, and instead of reading up on how, I relieved him from duty.  He was replaced by a dog...  Then a child.  Then another child, then another dog, then a series of cats before I finally got an adult back...

      I'm using FPV interactive pilot, so that could be it, or it could be one of the other several dozen mods I'm using.  It doesn't seem to use any modded creature that is typically aggressive, because I have way more of those and it only grabbed the mod added pets, and kids, so I'm unsure how it selects a random pilot and which of my mods is breaking it.

      It does seem to really want to have a cat fly me around, as there were more cats than everything else combined, but it's not really an issue as it did cycle me back to an adult eventually.  And it's only visual, as I could talk to the dogs and cats.  /shrug  Just funny, and not worth the time to worry about.  Thought I would give an update.  lol 

      Edit: Am I supposed to be able to assign the beacon to a hotkey?  It only worked from within the pipboy menu.
    3. PJMail
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      That's funny! FPV interactive Pilot replaces my Pilot so then out of my control - but I will look at it and see if I can work out what could have happened.

      Concerning a hotkey - I mean a favorite. When in the menu highlight the beacon and press Q and assign it to a number.
    4. JasonDayspring
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      I can assign it to a hotkey, but using it from a hotkey doesn't do anything.  It only works from within the pipboy menu.

      /shrug  I'm using over well 300 mods, a few conflicts and oddities are to be expected.  I'm just glad I stopped eating it.  lol

      I thought the pilot just added options to yours.  Sorry about the confusion.  And as I said, it was more funny than anything to worry about.

      Everything else about the mod is absolutely amazing though.  I love having air support as needed, and I've called it just to fly me up to the freeway overpass a few times.  Taking me back and forth to collect new power armor.  Extra storage.  It's changed how I explore and I can't imagine going back to not having it.
    5. PJMail
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      Everyone uses the favourites menu to use the beacon. It HAS to work as it is basic game functionality (eating food).
      What happens when you assign it to a number and use that number?
    6. PJMail
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      And there is no way you can be getting non-human NPC's unless your NPC Leveled Lists are completely broken.
      All Pilots are generated at random from the LcharBoSPilot leveled list supplied by the Base game.
    7. JasonDayspring
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      Edit:  You were right.  I had changed my hotkeys for the quick items, and messed up what keys they were assigned to.  I used it by accident, and it worked.  I fixed my bindings, and now it works fine.  /facepalm

      As to the leveled lists being broken, I wouldn't be surprised.  I'm using several mods alter and add NPCs and creatures.

      I used to install mods manually, and do extensive testing and editing in the player made modding tools.  On average it pushed my install times to well over 80 hours (Manually adding scrap repair to Weapon Mod kids in FO3 was hours of work by itself.) before I had everything working together properly.  

      Now I use Vortex, and as long as it doesn't crash constantly I just ignore it and play.  (And if it does, I just uninstall the mod causing it) I don't even remember the old process.  So far the only problems I've had with this modlist are that my companions randomly go silent, and I have to wait for them to do one of the added animations to reset, (or load a save) and the issues with the pilot.
    8. PJMail
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      It does sound like some rogue mod has injected into the wrong leveled list so added a more generic list into the BoSPilot one.
      I have to rely on a certain level of stability in people's game (but am constantly surprised...) but what you found is 'new'.
      Lucky that leveled list is only used for Vertibird Pilots, so when you see a BoS Vertibird without a Pilot - you will know why - the dog didn't want the job!
  13. ComradeAnonAnonson
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    Odd problem, can't seem to get it to work out any way. Whenever I open the Recall Beacon next to the vertibird, it opens the menu and shows the options, but for most if not all of the options when I click them, it instead does the function of whatever is two spaces above it. I noticed this first when trying to select "Change Vertibird Paintjob," and the only thing it did was have my companion get in or out of the vertibird, which is the button two spaces up.

    I have downloaded "Vertibird Faction Paint Schemes" and "Flyable Personal Vertibird - Paintjob (Option 9 0.5x)," as well as Lootable Vertibirds, but I don't think any of these are the issue. 

    Has anyone else seen similar happening?

    Edit: No paintjobs work when I go to "Set as Current Vertibird", which pulls up the menu for changing paintjobs, but all of them are just the default.

    Also, haven't been able to get any NPC assigned as Pilot or find any way to get a pilot to appear, in the crafting workbench the Pilot's Hat appears along with I think all the other hats, but the only rings I can find are for the second gunner for whatever reason.
    1. PJMail
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      You installation of the mod is completely broken.
      As per the "Install issues" Post (Some operations in the Recall Menu (or Holotape) are Wrong/Missing/out of order/Lookup Failed), out of order menu operations means FPV_Armored.esp is not activated.
      If using MO2 I would make sure it does not have that before FPVertibird.esp (MO2 has a bug).

      I would follow the "Clean Reinstall" guide in the third post down.
  14. BerserkerDre
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    I love this mod, but is there a way to prevent the vertibird to fall through the landing platform? I have to go on workshop mode to put the vertibird back on it every single time I fast travel or load a new game...
    1. PJMail
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      Is this a raised landing pad? The game is bugged and tries place the VB on the 'ground'. If you land on the raised landing pad I will move it back there for you when the game moves it, however if you manually move it I won't (and the game will resist that).
      Check the FAQ above - section The "1 FPS" bug/Vertibirds buried in buildings/"has moved when I returned" Issue:.
    2. BerserkerDre
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      Thank you so much, with your information I came to the conclusion that in order for it to land on a raised vertipad, the vertipad has to be on top of flooring, so I made a raised huge platform of concrete flooring and placed the pad on top of it, now the bird lands there everytime. Thank you for this wonderful mod
    3. PJMail
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      The game relocates NPCs on startup, which is very annoying as it ignores workshop constructions (a game bug). Glad you found a way to work with that.
  15. JimboJones7
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    I've had a look through all information here but I can't seem to find an answer for where exactly any loot I place into the Vertibird's Cargo hold goes if I tell it to go home, unload, and then return. Assuming my 'home' is say Hangman's Alley, does the vertibird return there and place items into the workshop inventory? 
    1. PJMail
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      Yes, it puts them into the workshop container for the settlement. I have never tried with a difficult to land settlement like Hangman's Alley, but it should work regardless of where it lands. Worse case it gives up and doesn't unload the cargo...
    2. JimboJones7
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      Thanks! I can confirm it did land and transfer the items. That said I do have the extended apartments mod for Hangman's, and I made a special rooftop area requiring *several* elevators to reach the landing pad. Fantastic mod, thank you for all the hard work.
    3. PJMail
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      Thanks for that! I did double check the code and realized I had given it quite a wide leaway for difficult Settlements anyway.
  16. Gilibran
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    Finally moved on from Pchela to your mod since Pchela just keeps having issues, especially on start up it just not working without repeated "repairs" and "major overhauls, just to script heavy i guess.

    Pchela is still a great mod though i would still recomend, but i'm not dissapointed I made the switch to Flyable Personal Vertibird. My Vertibird UH-1H sound mod works great with yours. To be honoust that's my only benchmark, does it work with that  ;-) ;-) 


    I only ran into 1 issue I am almost certain relates to Flyable Personal Vertibird. My West Tek goggle switch got removed when boarding the Vertibird!? 

    This was using the West Tek dummy ESP and old version of Fast Helmet which did not have the MCM option to set a hotkey for nightvision but relied on FO4 hotkeys to assign the West Tek NV switch.

    I know that's an old mod, so it's probably not worth chasing down the cause, but the fact that something causes something to be removed from your inventory is worth keeping an eye on, should you get more reports about it.

    Again I am not and cannot be 100% sure it's your mod only that it never happened with Pchella but did happen each time I boarded Flyable Personal Vertibird. It could very well be it's another mod that runs a script that got overwritten before and is now free to do what it does.

    Otherwise, i love it, as solid a mod as anyone could which for and does exactly what you tell it does.


    Now just to find someone willing to make a Huey replacer for Vertibirds ;-) 
    1. PJMail
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      I definitely don't touch the player inventory on boarding except to add and remove the Minigun if you are the gunner - like all Vertibirds must. I think you are confused with the way 'consumables' like the Westec switch work. You consume it and it triggers a magic effect which replaces the consumed item and does whatever. If you are set as 'Ghost' (immune to bullets) there is a game bug that stops such magic effects running, so the item is consumed, does nothing, and is not replaced. If you set the "passengers and player" immune to bullets option then that is 'ghost' setting.

      I do warn of this in the FAQ. In fact the recall beacon works the same way so I have to have special code while onboard as that ghost setting breaks it for me too.

      I regret adding the option, but I didn't know of that bug at the time.

      Annoying Bethesda bugs...
    2. Gilibran
      Gilibran
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      • 44 kudos
      That explains alot, thanks
    3. PJMail
      PJMail
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      • 166 kudos
      I will break that info out into it's own section so people can find it easier in the future. Shame the Nexus search is rubbish.
    4. MaxDrechsler
      MaxDrechsler
      • member
      • 0 kudos
      Yeah, UH-1H the best mod for FPV.