Fallout 4 vertibird mods

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This change will prevent the heli engine sounding like an annoying locomotive. RandomStartDelay = 1.0 //for playing engines slightly out of sync Running = Firespitter/Sounds/sound_fscoptermain cfg but right before //PART END, add this: clip = Firespitter/Sounds/sound_fscoptermain So why cant there be away to disable the requirement for having already been somewhere before you can fly there. There are several places in the story arc where you can simply just fly to a couple of locations and handle business. PS: If you want a working sound file, you can edit the part.cfg with the following additional lines:įind this block and comment it all, it should look like this: Immersive Vertibird Travel - posted in Fallout 4 Mod Requests: Um why must we visit a place before we can fly there To me it makes vertibird travel almost useless. Yes, the extensible arm works as intended, with a little patience you can tether your vertibird just like (or almost like) it’s seen in Fallout 4. Look for the following variables and replace them in the file (create a backup if you wish) with these values: minPowerProduction = 170 Kerbal Space Program\GameData\Firespitter\Parts\Engine\FS_copterRotorMain\part.cfg The Vertibird has its own info screen when you launch it for the first time (toggle with i) that will let you know all of the action groups and its basic operation, and please, make sure to edit the following part for a working craft, otherwise it won’t take off (stock config has a very weak engine): Modded and tweaked: be advised!! EDIT THE PART.CFG AS STATED BELOW