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.
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.
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.
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?
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.
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
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
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.
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.
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.
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.
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!
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 .
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!
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.
129 comments
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. ...
Problem I got then was I kept hearing the same Vertibird prop sound on repeat..
Has anyone had this themselves ?
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
could you list all of the presumably GIR mods you are using?
If I die, I die.
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.
Please be patient, but I don't really know how the imposter/region thing works in this game.
so - try applying the logic in the image to the standalone version, the one I just released and it should work.
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!