Apparently there is a bug in version 2.0 that prevent the first quest from start, no matter how many time you wait. The bug also prevent Fireteam from spawn in the Main Hangar, and the Lieutenant leader of the team from spawn in your office when you call him in your computer.
To fix this, download and install previous version 1.5 of the mod: this should make the new NPCs spawn in Main Hangar, and make the first quest start after the proper waiting time. Then you can install the version 2.0 later when close to finish the first quest, to play the second quest Lightwave after it.
I'd mod this myself If I could but why not have the Ares team go to mars on a mission to scout further into the solar system, and maybe to setup a new base on mars or something like that?
The problem is the Olympus is out of propulsion fuel. The ship needs to be refueled as the small attack ships are too small and slow to go to Mars. If someone can do a Mars side quest, then the author will have to address the discovery of some new fuel, perhaps in the tanks on the downed ship on the Moon. I know there was a generator explosion near the hangars in the Poseidonus quest, but the rest of the ship should still be mostly intact and the discovery of the fuel can be authentic. Next, Erebus the underground super research center should quickly discover a means of making the fuel from some common Earth source. Perhaps in California, or Texas that has not been mentioned in the game yet. Just make something up and get the ship moving.
Furthermore have Nylus fix the blasted Death Ray. Every single other center around the Core - Robotics, Cryo, Hangar and Flight Control, and the Security Holding Cells have all already fixed their generators, but the Death Ray generators and the Ray itself are still not fixed. In this new Mars mod, Nylus should be chewed out and a subtle threat of replacement should be made to get him into high gear. The Commander can offer him some added help as a sop perhaps from the Core Chief Engineer, the one with the annoying high pitched voice. After the Death Ray is working and the fuel tanks are full its "Flank speed to Mars, aye aye Commander".
I'm walking all over the place in Canterbury trying to find the blasted generator we're supposed to fix, but every likely candidate we walk around gives us no script to fix the blasted thing. Where is it please or is this another bug? I am tired of running around just trying to find the thing.
There is already a moonbase mod made by strykz and i do want to do more with this quest wise i just cant motivate myself to make interiors haha. I'll eventually get to grips with making them its just a time and patience issue haha. I have many ideas just currently they exceed my capabilities.
Here's an idea. Put a dome over the whole base and that way you don't have to put on spacesuit every time you leave a base building. All space faciliities should have triple redundancy anyway - Outer dome, buildings' life support and finally individual spacesuits.You only need to do it inside the wall and include the Commander's dome.
Is it possible for you to add a patch for fireteam ares to have the weapons from the MZC weapons mod?
For instance thorne with the anti material rifle and your heavy weapons guy with the alien gataling rifle. If you give them the weapons then you have to worry about giving them ammo which all companions in my experience run out of really really fast.
Going to just reply here so I am not spamming up the comments.
I noticed some issues while playing this mod so best let them be addressed. First off the most glaring issue is that you have a Major in 2nd of command to a Lieutenant with Major Rose Thorne. If we go by the US army ranking system then a Major ranks two ranks above a Lieutenant assuming that LT Hayes is a 1st lieutenant.
Thorne should be ranked as a Sergeant instead to keep the rank structure intact. I do relieze you can't use the line "I am Major Thorne, which I am to my enemies." (It is really cheesy btw but in a good way). I think the best way to solve this is for her to introduce her as Sergent Thorne but add in a line about how she wants to someday be promoted to Major so she can be Major Thorne.
2nd issue is that the squad should probably be moved over to a different area than their current place, while this is not an issue now it is possible Nyle will reuse that space for the restructured Artemis squad if and/or when that happens. Moving them over to the left if you are facing the squad by the diplomatic Valkyrie could be a good area as it is unused.
I already mentioned the respawning Brotherhood attack squad at canteburry commons so moving on.
The doors in the underground bunker should not auto close that fast as it makes it almost impossible for the squad to follow behind you. I have had the squad get stuck because the door closes on them too fast and they don;t like opening the doors even if they are unlocked. Rose it also seems does not join in on the mission instead just hangs back at the entrance guarding the door. Probably should have her have some part of the mission.
Last issue needs to be tested a bit more but can't seem to get the squad to show up in tenpenny tower or some of the of the places if I send them off via the lt hayes summon button in the office. Do they just take a few days for them to get there?
A suggestion as well is to add a dialogue tree of asking them questions about themselves and for them to go in more depth on their skillsets. It feels that right now they are sort of bland without any personality especially if you do not have subtitles on since you can miss what they say to each other.
Other suggestion is the patch for the weapons mod as I have said. May wish to give them the berets from the clothing mod, if you want to avoid the helms for now.
Good mod so far however and does have my endorsement.
I shall take a look at your suggestions and see what I can do about incorporating the fixes and suggestions. I was thinking about maybe re-homing them somewhere else possibly off Olympus all together. Im probably being silly but I cant find the weapon mod you mean could you drop me a link? In regards to the equipment as the story line progresses I was looking at giving them unique equipment developed from resources they acquire. Rose being locked out was intentional as it is only a small base and a small quest, she will have a much bigger role in the next mission. Sorry for the slow update schedule I only work on it in fits and starts. Any further ideas or suggestions let me know.
Weapon Mod http://www.nexusmods.com/fallout3/mods/18866/? Clothing Mod http://www.nexusmods.com/fallout3/mods/17542/?
Yea putting them off the Olympus possibly after the base mission may be a good move. Maybe in the lobby of the base would be a good idea. Especially since there are a lot of thunderfist teams running around apparently, well at least a good few.
Upgrading their equipment as it goes on is a good move, always good to see unique equipment after they have worked on it for a good long while.
The molerats respawn by the way in the entrance of the base, this like the BOS respawn is just an annoyance although the BOS respawn is more of one because the merchants out front have the chance to be slaughtered in the crossfire, luckly I have a mod that makes the merchants essential so they don't die, but if someone does not have that mod it may screw their game a bit when wolfgang takes a minigun to the face because he ran into the crossfire.
Take your time on releaseing stuff, I know it is hard work but it is always good to see that people still like the TSC stuff.
I did find a bug. The paladin squad that attacks cataberry grove respawns. So suddenly eight paladins spawn to attack, basically wiping out most of the force there. I also had an outpost there with the outposts mod.
This is just me thinking out loud but wouldn't it make more sense to just replace the members of Artemis instead of ending their legacy by replacing the squad with a now one?
Well to be fair as well as the answers answered up top, but there should be multiple Thunderfist teams. Sort of like how there are multiple navy seal teams out there. Blackguard are probably like seal team six
Hiya , i have so many MZC mods i have lost track. Where in the story line does this take place? and did you come out with a previous mod for MZC i should complete first before downloading this?
hey it triggers automatically at the correct point in the storyline just after the end of the moscow mission. No there is no previous mod before this I only work on this in short burst haha I dont have time or motivation to do more than one mod!
Hey, thanks for the offer think ill take you up on the voice acting. Let me know the details of what you need or the details of the VA's who'd be interested and ill pass along scripts etc
only 2 members of the team survived though and both are unable to carry on with combat so I think that nylon would just make a new team or just leave that part alone.
39 comments
To fix this, download and install previous version 1.5 of the mod: this should make the new NPCs spawn in Main Hangar, and make the first quest start after the proper waiting time. Then you can install the version 2.0 later when close to finish the first quest, to play the second quest Lightwave after it.
Furthermore have Nylus fix the blasted Death Ray. Every single other center around the Core - Robotics, Cryo, Hangar and Flight Control, and the Security Holding Cells have all already fixed their generators, but the Death Ray generators and the Ray itself are still not fixed. In this new Mars mod, Nylus should be chewed out and a subtle threat of replacement should be made to get him into high gear. The Commander can offer him some added help as a sop perhaps from the Core Chief Engineer, the one with the annoying high pitched voice. After the Death Ray is working and the fuel tanks are full its "Flank speed to Mars, aye aye Commander".
For instance thorne with the anti material rifle and your heavy weapons guy with the alien gataling rifle. If you give them the weapons then you have to worry about giving them ammo which all companions in my experience run out of really really fast.
I noticed some issues while playing this mod so best let them be addressed. First off the most glaring issue is that you have a Major in 2nd of command to a Lieutenant with Major Rose Thorne. If we go by the US army ranking system then a Major ranks two ranks above a Lieutenant assuming that LT Hayes is a 1st lieutenant.
Thorne should be ranked as a Sergeant instead to keep the rank structure intact. I do relieze you can't use the line "I am Major Thorne, which I am to my enemies." (It is really cheesy btw but in a good way). I think the best way to solve this is for her to introduce her as Sergent Thorne but add in a line about how she wants to someday be promoted to Major so she can be Major Thorne.
2nd issue is that the squad should probably be moved over to a different area than their current place, while this is not an issue now it is possible Nyle will reuse that space for the restructured Artemis squad if and/or when that happens. Moving them over to the left if you are facing the squad by the diplomatic Valkyrie could be a good area as it is unused.
I already mentioned the respawning Brotherhood attack squad at canteburry commons so moving on.
The doors in the underground bunker should not auto close that fast as it makes it almost impossible for the squad to follow behind you. I have had the squad get stuck because the door closes on them too fast and they don;t like opening the doors even if they are unlocked. Rose it also seems does not join in on the mission instead just hangs back at the entrance guarding the door. Probably should have her have some part of the mission.
Last issue needs to be tested a bit more but can't seem to get the squad to show up in tenpenny tower or some of the of the places if I send them off via the lt hayes summon button in the office. Do they just take a few days for them to get there?
A suggestion as well is to add a dialogue tree of asking them questions about themselves and for them to go in more depth on their skillsets. It feels that right now they are sort of bland without any personality especially if you do not have subtitles on since you can miss what they say to each other.
Other suggestion is the patch for the weapons mod as I have said. May wish to give them the berets from the clothing mod, if you want to avoid the helms for now.
Good mod so far however and does have my endorsement.
I shall take a look at your suggestions and see what I can do about incorporating the fixes and suggestions. I was thinking about maybe re-homing them somewhere else possibly off Olympus all together. Im probably being silly but I cant find the weapon mod you mean could you drop me a link? In regards to the equipment as the story line progresses I was looking at giving them unique equipment developed from resources they acquire. Rose being locked out was intentional as it is only a small base and a small quest, she will have a much bigger role in the next mission. Sorry for the slow update schedule I only work on it in fits and starts. Any further ideas or suggestions let me know.
Thanks for the endorsement
Sulabon
http://www.nexusmods.com/fallout3/mods/18866/?
Clothing Mod
http://www.nexusmods.com/fallout3/mods/17542/?
Yea putting them off the Olympus possibly after the base mission may be a good move. Maybe in the lobby of the base would be a good idea. Especially since there are a lot of thunderfist teams running around apparently, well at least a good few.
Upgrading their equipment as it goes on is a good move, always good to see unique equipment after they have worked on it for a good long while.
The molerats respawn by the way in the entrance of the base, this like the BOS respawn is just an annoyance although the BOS respawn is more of one because the merchants out front have the chance to be slaughtered in the crossfire, luckly I have a mod that makes the merchants essential so they don't die, but if someone does not have that mod it may screw their game a bit when wolfgang takes a minigun to the face because he ran into the crossfire.
Take your time on releaseing stuff, I know it is hard work but it is always good to see that people still like the TSC stuff.