Fallout New Vegas

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Ashens2024 and coffinbag

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Ashens2014

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129 comments

  1. BloodRebel269
    BloodRebel269
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    Not sure if anyone else is having this issue, but I'm occasionally hearing the sounds of a vertibird flying overhead even when I'm inside an interior space.
    1. Jayombie
      Jayombie
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      I do not seem to ever see the whirly birds. The plane the plane yes.  Whirly bird no..  not sure why... 

      Yes, it needs to be rare enough to make you go, ohhh look at that... But I have only seen it since installing once and that was briefly in the distance. 

      Sad bird here. ...
    2. Ashens2014
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      in the latest update the vertibird is placed in the wasteland based on a script, and the script uses infomation about the player to determine its placement, the issue you are describing can be removed by adding "isinterior" to the condition checks. so its very easy to fix this, if it is an issue.
    3. Ashens2014
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      fixing this now
    4. Ashens2014
      Ashens2014
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      you are using the GIR version so you can adjust its spawn frequency in the ini @Jayombie
    5. Ashens2014
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      CargoVertibird(GIR).ini - this is the ini name 
    6. Ashens2014
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      Issue is fixed
    7. Jayombie
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      I heard the Vertibird sound effect near a POI I was at, couldn't see it at the time fly over but then I entered the POI..

      Problem I got then was I kept hearing the same Vertibird prop sound on repeat..

      Has anyone had this themselves ?
    8. Ashens2014
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      That is very strange @jayombie - likely a failure on the engines part to do correct attenuation - The model when loaded in is instructed to play a sound on loop - said sound can only be heard by the player if within a radius of the vertibird - so the failure would be here, in attenuation . likely what happend is, the model was loaded with its looping sounds, you changed area and this broke attenuation. this would be an engine bug, can likely fix by reloading? 
    9. Jayombie
      Jayombie
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      Yeah - reloaded in and it stopped..

    10. Jayombie
      Jayombie
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      Is there a way to slow down the fly by. ?. I think its a little to fast (why I keep missing it) and I would like personally to have it going at the same speed as your bomber.
    11. Ashens2014
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      I can update the script to do a cell change check - or worldspace check for unloading - not certain it would work given this might be a sound bug - 

      psudo - 

      if player.getisinterior == 1
      vertibird.disable
      endif - 

      at the moment we only check if the player is outside as a condition for enabling the object - the script doesnt check to see if cell change happens while the model is loaded in - the psudo above would likely remedy this - but it could mean you see vertibird - enter building for 1 seconds - come out and it vanishes 
    12. Ashens2014
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      I was thinking of creating a mod that had vertibirds in numbers we see in the show - maybe like 5-8 flying slowly across the map. 
    13. Ashens2014
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      if I have the rig for this I will probably do it within couple weeks
    14. Jayombie
      Jayombie
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    15. Jayombie
      Jayombie
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      OMG I saw it just in game, went over my head..

  2. OriginalKillerPotato
    OriginalKillerPotato
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    Hi, could you make a version with an NCR Skin?
    1. preswil
      preswil
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      An NCR skin would be an instant download for me!
    2. Ashens2014
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      do you have a reference
    3. preswil
      preswil
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      I think the Bear Force One texture would be great as an NCR skin.
    4. OriginalKillerPotato
      OriginalKillerPotato
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      President Kimball's vertibird could work as a reference
  3. Bayrain
    Bayrain
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    Any chance of a All in One? Or more espless versions of all your animated fly over and vehicle implented mods? Love the mods but updating and merging stuff from my end is more problematic than anything
    1. Ashens2014
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      its just for my own interest - dont reply if it wastes your time - 

      could you list all of the presumably GIR mods you are using?
  4. PanchoElven
    PanchoElven
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    Hi Ashens2014. does your mod affect/compatible on/with Vertibird Player Home made by Hopper31 ? Thanks for doing great work.
    1. Ashens2014
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      Hey panchoelven, long time. I see no reason they will not work fine installed alongside one another! 
  5. Ashens2014
    Ashens2014
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    will upload a GIR compatible version asap. 
  6. DamageHero
    DamageHero
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    Resolving conflicts with strip lights region fix would take a couple of hours.. otherwise, great mod, wish I had the time to make a patch for it because I love this mod.
    1. Ashens2014
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      Yeah it really is unfortunate given imposter regions are so massively useful. your best bets of making this happen is contacting the creator of that mod and asking them to create a patch for GIR which is a modders resource. but its probably unlikely.
    2. DamageHero
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      Just got off from work and cracked open a can of Monster, I might sacrifice myself for mankind and make a patch.

      If I die, I die.
    3. Ashens2014
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      That is probably one of the most requested compatibility patches I have seen across my mods so you might be doing a huge favour to many people. 

      what you would have to do is - 

      find a region on GIR that has an acceptable area - your best bet would be to use sector regions, but according to nehred "strip lights region fix" has no performance impact, so that could indicate you could use a global region, or find a region which most closely resembles the ones that nehred chose to use. 

      if you need any help with GIR - feel free to contact me here or in PM. 

      but once you make that mod compatible with GIR, it will work will all the existing GIR mods.
    4. Ashens2014
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      Assuming you want to do if for GIR and not just the standalone lol.
    5. DamageHero
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      Wait, I thought doing this for every single line of conflict was enough to show both at the same time, solving the issue:



      Please be patient, but I don't really know how the imposter/region thing works in this game.
    6. Ashens2014
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      A patch such as this would have to be done in the GECK if I remember correctly as what you are doing in that image is adding the region data/information to the GIR mod which breaks it. you might be able to do that for the regular version of classical vertibird and that would work. GIR was made to circumvent creating patches using FNV edit due to how labour intensive it is.. 

      so - try applying the logic in the image to the standalone version, the one I just released and it should work.
    7. DamageHero
      DamageHero
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      I see. I'm no modder.. I use the GECK for much simpler things, like editing values inside scripts written by other people.. so this is a no-go for me. I'll have to leave this task to someone else.
      I might still give it a try and make a patch for this specific mod, if you confirm that drag-and-dropping each line and solving the conflicts in FNVEdit will make both mods work as they should. Anyway, thanks for the heads up!
    8. Ashens2014
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      ah so it does appear that the best option is setting this up with "strip lights region fix" nehred to make a patch. but you would basically be asking them to remake the mod . 
    9. DamageHero
      DamageHero
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      Yeah, GIR is gonna have to wait. This mod has a chance to shine though, but it's taking forever... 2 hours was an understatement.
  7. morvar42
    morvar42
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    i would like to use it but the gir version have so many conflict with strip region fix and lucky 38 remastered
    1. Ashens2014
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      and those two mods work fine together without GIR?
    2. morvar42
      morvar42
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      yeah those work without gir
    3. Ashens2014
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      its not by any chance because you are using a patch to make them work together?
    4. morvar42
      morvar42
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      yup
  8. kurfurst63
    kurfurst63
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    can you make this flyable please?
    1. Ashens2014
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      didnt someone already do that?
  9. MrSunshine12345
    MrSunshine12345
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    Just wanted to state again how awesome your mods are and how much I appreciate all the hard work and effort you put into them <3
    1. Ashens2014
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      Thank you! <3
  10. NCRTrooper76
    NCRTrooper76
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    I adore all of your animation mods every, single one makes the game feel more alive if that makes any sense. I was also wondering if it is possible to animate the artillery pieces found at Nellis and the Fort. It would be fantastic to see the Boomers or the Legion firing on their enemies and you could even add a few howitzers to the NCR at key locations. Anyway, good luck in all your future modding endeavors and I hope you keep up the fantastic work!
    1. Ashens2014
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      I apologize for not replying to this message sooner, sometimes I read something and intend to reply later. I really appreciate the support :). it is very possible to animate the artillery piece so that they appear operational. you know I wish nexus mods allowed me to flag certain comments as mod requests, because I have so many and when I actually get back to modding I forget about them all lol. and alot of this stuff isnt difficult to create, just takes a bit of time. so I just started a text document and this is the first thing in it lol.