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rapzero

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27 comments

  1. soravgoku
    soravgoku
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    Just wondering if all of the containers in the ship are safe for storage, outside of the aforementioned containers on the bridge. I want to use the cargo hold, for cargo:). Great Mod btw.
  2. Hunterdarkwolf
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    Everything but door access works the doors remain inaccessible 
    1. rapzero
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      Which doors are not working for you... ?

      If you are using this mod for the first time using mod v1.2 and already completed all MZ quests, you should just activate alien push button near teleporter in The Bridge to enable access to doors in Engineering Core which is marked inaccessible...

      If you playing or replaying MZ using mod v1.2 and not completed all quests, you should destroy another alien mothership fast enough in final quest to prevent too much damage to your mothership
      or else inaccessible doors will always remain inaccessible when you activate alien push button near teleporter in The Bridge...

      Most problems regarding inaccessible doors can be solved using alien push button near teleporter in The Bridge...
  3. chicagoasylum
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    How does it fair in comparison to the recently unofficial patch as there are quite a bit of conflicts but i assume its safe to install over it? ill endorse regardless because its such a well thought out mod that should have been in base game :)
    1. rapzero
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      Thank you for your endorsement...

      I haven't test the newest unofficial patch yet...
      But, as long as the newest unofficial patch didn't touch anything this mod does, it is safe to install both mod together...

      I will look into the newest unofficial patch when I have free time...
    2. chicagoasylum
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      Thank you and take your time by all means! :D
  4. josephtodd
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    Is there a conversion for this to work with Tale of Two Wastelands? I tried this mod on both FO3 and FNV with TTW and it doesn't work.
    1. rapzero
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      I'm sorry for late reply...

      My mod will not properly works on Tale Of Two Wastelands, it is only for Fallout 3...

      You can try mod from user JLF65 at this link...
      At that page contains all mod made by JLF65 for Tale Of Two Wastelands including Mothership Zeta ReExplore mod conversion...

      Thank you.
  5. JLF65
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    I've been working on a TTW3 conversion since the other guy hasn't released his. While it seems to be working, a number of doors are still locked, like the door in the cryo lab that lets you into the room where they were working on Eliot's squad. I unlocked that door and went through the rest of the cryo lab okay. The airlock door is also locked. I unlocked that and went in, but it's not really working right. The decompression control does nothing, and the door at the other end is also locked. I unlocked that and went outside, but the teleporter at the center doesn't work. If you could give me a hint about where to look into the space walk stuff, I'd appreciate it. If I can't do the space walk, I can't rebuild the death ray generators.
    1. Manan6619
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      Good luck, looking forward to seeing if you figure it out. Never was a fan of the thing in Dead Money and Zeta where you couldn't explore them afterwards.
    2. JLF65
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      Yeah, me neither. I always get a mod for that. I want to be able to go back through at my leisure and sweep the place clean.

      Well, I've verified that the final quest was complete and the post quest is running (DLC05Post). All the scripts were recompiled successfully in GECK with the latest GECK Extender. Found a few that had 'endif' statements before 'elseif' statements. Not sure how those even compiled before, but wouldn't compile until I corrected them. I like that the GECK Extender tells you what fails to compile as the default GECK merely says it fails. What I'm looking for right now is why the airlock is locked. Something somewhere is locking it when it shouldn't be, or something else failed to unlock it when it should be unlocked.

      EDIT: Okay, I figured it out... sort of. The script that primes the space walk in DLC05CoreTeleportersControlSCRIPT doesn't work, for whatever reason. I cut and pasted the code into the activation of that button on the bridge since you're supposed to push it afterwards anyway. If at any time the space walk fails to prime, you can just hit the button again and it's ready to go. I've posted my first version over at the TTW site in the 3.x mod release forum. If anyone else is playing TTW 3.2.x, they can give it a try. After fixing the space walk, I was able to verify that the death ray generators/controls can be fixed and work, and all the various teleporters that can be "fixed" can be and work. One other thing I found is that if you try to go through the maintenance zone for the first time after the game is over, Sally glitches out at random places. So be sure to do that before finishing the main quest. However, if you wait to ask Elliot for cryo grenades and mines until after the main quest, he keeps giving you them forever.

      EDIT 2: Ugh, I'm an idiot. I was working on 1.0. I never noticed I didn't have the latest version of this! Oh, well. Now I'll try converting the current version rather than an old one. D'oh! Sorry about that.

      EDIT 3: Okay, I converted the current MZReExplore. Still needed the fix for the space walk. I also added opening the Cryo Lab Autopsy Door, which was locked. You can now go all the way through the cryo lab. I also fixed the Xenotech Expert perk so that it also boosts the Electro-Suppressor and the Captain's Sidearm. New archive linked over at TTW.
    3. DarianStephens
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      I don't know what you did to make the decompression switch not work, since it's perfectly fine in my port.
      I've also done a bunch of other fixes and improvements, particularly to the portable forcefield, whose code was less than optimal, and could potentially bloat saves. I was also debating whether or not to add this functionality to all the forcefields around the ship, so I've left them alone for now.

      I honestly forgot about this for a while, since I completed Zeta, altering this mod as I went, and then went on to do other stuff.

      The Xenotech Expert change feels like some minor feature creep, since that's not related to re-exploring Zeta.
    4. JLF65
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      I'll try again with the new version and see if there's still that issue with the script. Could be a NV kinda thing since TTW runs on NV. As to the fix for the Xenotech perk, I agree that it's not really the place for that fix - it's more something to include in a main patch, but until it DOES make it into a main patch, it's better off here where it won't use an extra ESP... although with the new plugin limit remover, it's not nearly so desperate anymore to limit the number of esp. It was super-desperate in TTW, which is why I included it there. I think TTW 3.3 will fix the perk when it finally is released, but until then, something needs to fix it, so I'll probably leave it in.
    5. Applejuiss
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      Any updates on this?
    6. rapzero
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      I am working on adding new areas to be explored but I am also being occupied on learning to make some good income from forex trading...
      So, the new updates will surely be delayed, but I hope new updates will be coming in this year...

      Thank you...
  6. rapzero
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    Huh, I'm surprised that this hasn't been done this thoroughly after all these years. Nice work. Hopefully we'll see a TTW version sometime!


    I am happy that you liked my first mod.
     
    For TTW version I can't promise anything but I will see what I can do with TTW, or if someone interested in converting my mod into TTW version, feel free to do that.
     
    Thank you for downloading.
    1. Manan6619
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      Thanks for looking into it! I tried using the TTW Conversion Script to do it myself but I couldn't get it to work.
    2. DarianStephens
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      I'm in the process of converting it, initially as a base to build my controllable deathray off.
      I've updated the scripts to include TTW's changes and fixed some errors, and am playing through Zeta to see how it goes.
    3. Manan6619
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      Interesting, mind if I ask if you're working on it for TTW 2.X or 3.X?
    4. DarianStephens
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      TTW 3.2.x. Sorry if that's disappointing.

      On a side note, do you have any ideas for how a player should acquire the death ray targetter?
    5. Manan6619
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      Nope, I just ditched TTW 2.X a couple days ago in fact - perhaps a bit preemptively, even.

      As for the death ray, do you mean like a target locator type of deal, sort of like ARCHIMEDES and Helios? If I'm catching your meaning correctly, maybe a handful of the aliens managed to launch another beacon down to one of the wastelands. You'd be able to find it in one of the sections of the ship that's normally sealed off after the main story in Zeta - perhaps behind a door that requires a key from the captain. If I could be both a beggar AND a chooser, I'd choose the Mojave Wasteland so that eventually there's the possibility of traveling between the Mothership and Mojave, and subsequently between Mojave and Capitol Wastelands(assuming this can be done somehow without breaking the start of New Vegas). They used this beacon to escape the ship as you and your friends seized it, and set up an outpost(maybe they rendezvous with those aliens that appear in New Vegas with Wild Wasteland?) to work on regaining control of their death ray to retaliate against your hostile takeover. They manage to get most of the way through making their target locator, but it's not yet in working condition when you find it - it'll require the Xenotech Expert perk along with a high Science or Repair check to put the finishing touches on their work. Once you've done that, you've got yourself a working Death Ray Target Locator.

      Or, I misunderstood your question and just thought up an entire quest mod for you for no reason. We'll see.
    6. DarianStephens
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      Definitely in a similar vein to Helios One's superweapon. I want it to not feel like the capital wasteland-style version, so I'm having it operate slightly differently. In particular, I'm planning to have multiple shots (Initially tried a concentrated beam, but having difficulty not targetting the laser itself and quickly moving back to hit you). I'm still undecided if they should go automatically in series, or be a number of charges.
      Either way, it's based on the power of the beam. One thing I'm uncertain about is whether Zeta has multiple death rays. I don't remember if that other ship is just detached from yours or one coming in from elsewhere, but you disable the deathray and can use it against that ship? I'm guessing a less-powerful ship-to-ship one or something.
      Anyway, the charges depend on the power of the beam, so you can have more shots with less damage or a more concentrated single shot.
      I could make a demo video to show off the targetting, since I'm the only person who's seen it yet.

      Y'know, since I have the targetting system already, I could make it part of the quest, so they start firing on you with the deathray, but the targetter ends up burnt out since it wasn't ready? I dunno.

      As for finding that location, there could be some new device attached to the deathray after it's re-enabled which is transmitting to their location. This could mean that they were already planning for an evacuation before you disabled it. I'm not sure how this will make sense, actually. I guess the guys in the outpost didn't realize the deathray was offline as they were building the targetter? Maybe that can be part of the quest, the beam only fires if you haven't re-enabled it yet. Or you can only track the signal once it's back online. Did I say that already?

      I was also considering a mod to launch beacons literally anywhere you want, but I'm not sure how to balance that. Maybe a maximum number and you need to disassemble/recall any you've already sent to relocate them?
    7. rapzero
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      I am happy that someone is developing my mod into TTW.
      Interesting to see the result...
  7. rapzero
    rapzero
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    WOW!!
    I never expected to see a new mod for Fallout 3, and to top it off, a new mod that was exactly what I was looking for.

    I've used the older mods that let you access the Mothership after the parts were locked, but some of them caused crashes, I'm giving this one a try, downloading now


    Did you find anything bad or crashes caused by my mod in your play?
    1. HadToRegister
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      Haven't gotten there yet, but this is one of my favorite DLCs.
  8. Manan6619
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    Huh, I'm surprised that this hasn't been done this thoroughly after all these years. Nice work. Hopefully we'll see a TTW version sometime!
  9. HadToRegister
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    WOW!!
    I never expected to see a new mod for Fallout 3, and to top it off, a new mod that was exactly what I was looking for.

    I've used the older mods that let you access the Mothership after the parts were locked, but some of them caused crashes, I'm giving this one a try, downloading now