This is a fairly large edit to the mod's original structure, a few other people and myself have tested it quite a bit without running into any issues, but there might still be some lingering problems we failed to catch. Let me know what you think, and if you run into anything!
I'm currently using the TTW version, only problem I'm having is when asking the robot to teach me to fly, it blacks out and then my character is stuck, as if waiting for a prompt by the robot to confirm it has taught me to fly the vertibird? any fix for this as I wanted to try flying the thing. great mod btw.
Hrm. In previous versions this was due to having an outdated NVSE plugin breaking the script and causing the entire sequence to lock up. According to what the Nexus is telling me, you haven't downloaded all the requirements so make absolutely certain they are all installed and up to date.
Is there a way in xedit to make the vertibird a bit tougher? The thing is like wet tissue paper in terms of durability and find myself having to land very often. Other than that I must give you your flowers because this mod is very well made save a few things (No markers for quests and POI)
It is possible, but you will need to use the GECK to edit a few scripts, otherwise a few other checks will break.
If you still want to, you can increase the health of "PVHVertibirdCreature" directly. For the scripts you will need to edit "PVHVertibirdScript" and "PVHGeneralQuestScript" to change any "750" to be the new health value.
nice TTW patch. i was working on making one myself but yours is way better. also how do you make a script to enable/disable things after a matter of days? i already have all the ref ID's in place but i can't figure out how the script works.
Generally you need a quest script running that tracks the game days, here's a VERY rudimentary example script
Spoiler:
Show
This script would be attached to a quest. The moment the quest starts, it would set a variable to one week in the future, and then after that week has passed, it will enable something. Scn EnableAfterWeekQuestScript Int iState Float fTargetGameDay
Begin Gamemode
if iState == 0 Set fTargetGameDay to (GameDaysPassed + 7) ;This will set it to be one week from the moment this quest starts Set iState to 1 elseif iState == 1 if GameDaysPassed >= fTargetGameDay ;GameDaysPassed has surpassed the target date set above REF.Enable Set iState to 2 endif endif
thank you so much for responding and even being very fast to help. so far the script still isnt working however im sure i just have the script quest set up wrong in some way. the mod im working on expands the brotherhood of steel as a faction and what im working on right now is simply a script to get them to rebuild their bunkers after the lockdown is over. if you wouldnt mind it would be very helpful to have someone i can get scripting advice/directions from. i understand if you would rather not or if you are unable and if you pointed me to where i could learn the necessary scripting that would of course be very helpful too. if you do decide to help further i will of course credit you along with others if you would like. thank you for your time. also sorry if my wording was confusing as it is midnight for me.
I'm playing with Open World DC, which disables the main quest. How can I start the quest to get the vertibird in TTW without having to complete "The Waters of Life" quest?
You can still go to the Mojave and claim it if you want, but if you don't want to do that, I'm not sure if this will work properly without breaking something else in Open World DC, but try using the console command `CompleteQuest MQ05`.
After that wait a few in game hours and it should start the new quest.
That would likely indicate you are using an outdated version of JohnnyGuitar NVSE. The texture is swapped dynamically to whatever the current worldspace's Pip-Boy map is through a function from that plugin.
Can some one please tell me what is the key to stop manually piloting the vertibird. When I do it works all good i just cant land and get out im just stuck unless i reload the save. Please help
hey so bit of a question hopper would it be possible to allow the vertibird to use GRA ammo? I've tried to use the ammo types but it just reverts back to the default ammo if you use GRA but I've tried HP and AP for the MGs but the missile only has HV and there isn't a variation of the fatman in the vanilla game dont know if you haven't done this because its a limitation with the vertibird or not but I think it would make strafing and bombing runs a little bit more interesting
Alright, everyone. The main 4.00 update is now live after a few weeks of testing by various people. The TTW patch is still being worked on, but I wanted to get this out now since as far as I can tell, it's done. Please let me know if you run into anything, but have fun!
If you are installing this on a current save in which you already have the Vertibird, the quest will need to be restarted. Apologies for that, but if you want to skip the initial repair quest you can use the following command to set up everything as if you had just completed the quest normally:
You mad lad, thank you so much! I'm 100% genuine when I say this is probably my favourite mod- I have an unhealthy obsession with vertibirds (long story short, my wife and kids left me ever since I converted my semi-detached house into a vertibird)
Question about the planned TTW patch, is this to add the Fallout 3 locations to the terminal? I am aware that there is another mod that does add this, no idea if it's compatible with the 4.0 update however
Also second dumb question, I intend on using another mod that changes the interior (nothing against this one, I just liked the other one), would that still be compatible? (It's Liberty's Interior, specifically)
same thing as sunshine's second question basically but yeah if you could get liberty's interior to work with the updated version that would be great :D now I can finally listen to black sabbath while being a menace in the skies of the Mojave
The TTW version will completely overhaul how the Vertibird is acquired, as you will be able to get it in DC past a certain point in the main quest, and yes, it will have DC and Fallout 3 DLC locations in it, along with the capability to travel to/from the Mojave as well once you've reached it.
As for your second question, all previous interior mods will need to be updated to work with the new version. I know that's a slight inconvenience, but in the long run I feel it will be easier as after they update for this version, they should no longer need to update each time I do.
950 comments
This is a fairly large edit to the mod's original structure, a few other people and myself have tested it quite a bit without running into any issues, but there might still be some lingering problems we failed to catch. Let me know what you think, and if you run into anything!
Is there a way in xedit to make the vertibird a bit tougher? The thing is like wet tissue paper in terms of durability and find myself having to land very often. Other than that I must give you your flowers because this mod is very well made save a few things (No markers for quests and POI)
If you still want to, you can increase the health of "PVHVertibirdCreature" directly. For the scripts you will need to edit "PVHVertibirdScript" and "PVHGeneralQuestScript" to change any "750" to be the new health value.
This script would be attached to a quest. The moment the quest starts, it would set a variable to one week in the future, and then after that week has passed, it will enable something.
Scn EnableAfterWeekQuestScript
Int iState
Float fTargetGameDay
Begin Gamemode
if iState == 0
Set fTargetGameDay to (GameDaysPassed + 7) ;This will set it to be one week from the moment this quest starts
Set iState to 1
elseif iState == 1
if GameDaysPassed >= fTargetGameDay ;GameDaysPassed has surpassed the target date set above
REF.Enable
Set iState to 2
endif
endif
End
After that wait a few in game hours and it should start the new quest.
Thank you this mod is great!
Might've went overkill in correcting it, but it works now.
If you are installing this on a current save in which you already have the Vertibird, the quest will need to be restarted. Apologies for that, but if you want to skip the initial repair quest you can use the following command to set up everything as if you had just completed the quest normally:
SetStage PVHQuest1 100
Question about the planned TTW patch, is this to add the Fallout 3 locations to the terminal? I am aware that there is another mod that does add this, no idea if it's compatible with the 4.0 update however
Also second dumb question, I intend on using another mod that changes the interior (nothing against this one, I just liked the other one), would that still be compatible? (It's Liberty's Interior, specifically)
Thanks!
As for your second question, all previous interior mods will need to be updated to work with the new version. I know that's a slight inconvenience, but in the long run I feel it will be easier as after they update for this version, they should no longer need to update each time I do.
But.... does this mean no Jenkins..?!