This could be done but the vehicle would have to be considered a race like power armor is. Then it just has to be able to fly or move differently but one thing that gets my attention about this is how do vertibirds work?
A vertibird is considered a "creature" with its own 'VertibirdRace.' It has limb data just like a dog or ghoul.
The .nif has built-in controllers (which I don't understand yet) and some kind of state machine which determines when the propellors turn on/ off, when landing gear retracts, etc. it seems like a lot of functionality was shunted onto the nif instead of being controlled in CK, which is annoying because I've been trying to mod vertibirds for months with no success, due to the brick wall of nif manipulation.
Something so simple as turning off the cabin and cockpit lights is frustratingly hard... still can't do it, I can see the light emitters attached to nif, I can turn them off, but they turn back on in-game. Really want to know how this whole controller thing works.
My ultimate goal with vbirds is to remove the minigun (or have it switch from side-to-side) and have the doors close when you are in the air. I've never been able to kill anything with minigun anyway... accuracy is poor from such high altitude.
I'm also trying to make more generators for settlements, and again, the same problem. The on/off sound is controlled by the nif itself, has little to do with CK. Like I said it feels like nif's now include a state machine for repaired/broken, on/off, lights, sound, vibration, etc. I can't find where this state machine info is stored so I can't do much about it.
Edit: I'd bet a few dollars that the flight behavior of VertiBirds is directly taken from the flight behavior of dragons in Skyrim. Something about that aimless circling, and the flickering between high-and-low res... no coincidence.
Edit2: There is some kind of furniture markers determining where NPCs can sit or stand within the vertibird, just like a chair or crafting station.
Edited by mkborgelt13, 26 August 2016 - 03:40 PM.