I got the key card, but it won't open the door. Does it glitch if you get the card by using the tcl cheat? Is there another way to get in the room where the commander's stasis pod is?
In response to post #47324350. #47424450 is also a reply to the same post.
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Druuler wrote:
Where is the key to the room with the matter transmission pods?
You need the Commander's key card to open that door. If I remember correctly, it is the only Level 5 card for the station.
Earthtopian wrote: I got the key card, but it won't open the door. Does it glitch if you get the card by using the tcl cheat? Is there another way to get in the room where the commander's stasis pod is?
Yes, there is a hidden activator near the secret door to that area. It does rather stand out though, when you look for it. And it is rather odd that the door to the teleportation area will not open with the Commander's key card. o.O I will have to get into the game to verify.
Edit: I did a new run through the station last night. It seems you must have both the Commander's key card and I.D. to access the Level 5 doors through the computer terminals, but you need only one of them (I cannot remember which one) to open the Level 5 doors directly.
i cannot for the life of me get this mod to work, i've done exactly as instructed and unzipped to Data folder, and checked mod in load order... is there something i'm missing?
Could you please explain how it is not working for you? Is the esp not showing up in your load order? Is the entry hatch to the station not showing up in game? Something else happening, or not happening?
i cannot for the life of me get this mod to work, i've done exactly as instructed and unzipped to Data folder, and checked mod in load order... is there something i'm missing?
Started using this today, really enjoy it. Having a few problems with the tardis though. It's nice that you can call it and have it meet you wherever you want, but sometimes I cal it and it just sits there, where Ican't access it. Like it looks like its there, but I can walk through it and can't interact with it. And just recently I found that it's invisible... not sure how that came about, but it's invisible. Also, the texture is wrong, I hoe the texture addon, and will try running without the addon, but the textures are off. Not a huge deal, would be cool if they worked, but I'd settle for it not being invisible.
An invisible TARDIS is completely new to me, although both the collision and texture glitches I have encountered, as mentioned in my last few posts in this thread. To correct the texture problem, you first need to download and install the TARDIS Texture Fix file. I am not sure that NMM will put the contents of the file in the correct place (assuming that you are using it), so I strongly suggest downloading and installing it manually. Also, make sure that you have some form of archive invalidation active. You can use the version included with FOMM and NMM (located on the Tools menu), or use Archiveinvalidation Invalidated, located here. Download and install this manually as well. It is an executable file not a regular mod, so mod managers will not be able to do anything with it. Use one form of archive invalidation only! Do not run both versions at the same time.
Thank you, I will work on this tomorrow and inform you about my findings. For the record, I am using NMM, incase you were wondering. Thanks again for responding, but more so, thank you for responding so quickly.
Started using this today, really enjoy it. Having a few problems with the tardis though. It's nice that you can call it and have it meet you wherever you want, but sometimes I cal it and it just sits there, where Ican't access it. Like it looks like its there, but I can walk through it and can't interact with it. And just recently I found that it's invisible... not sure how that came about, but it's invisible. Also, the texture is wrong, I hoe the texture addon, and will try running without the addon, but the textures are off. Not a huge deal, would be cool if they worked, but I'd settle for it not being invisible.
One is when the TARDIS is moved to a new location, sometimes it is non-colliding and cannot be interacted with. I cannot seem to reliably repeat this bug, but a reloading of the game seems to fix it.
Also, inside the lab area, there is a terminal to enter a detention area. It requires both the L1 and L2 access cards. It bugs when both cards are present in the player's inventory. I was able to address the issue by dropping, whichever one I did not want to access at the time, onto the ground.
The third is that I cannot seem to get any Nightvision Goggle mods to work inside the lab areas which are not illuminated. I do not understand why they would not work at all, and I understand why you set the lighting as it is, but perhaps there could be some accommodation made for those who run NVGs (such as myself).
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I have also noticed the issue with the TARDIS collision. I am not 100% sure, but I think it requires a certain amount of in-game time between summonings to avoid it happening. How much time, I do not know. The Nightvision issue is also one I have experienced. All I can think of to cause that is how the lighting is set up in the GECK. The Nightvision may depend upon how the lighting is set up to cover a cell. That would require there to be lighting assigned even to lightess interior cells, but not set up to activate. My knowledge of the GECK is limited, so I am just guessing at this.
The bug with the key cards in the detention area is something new to me. I normally use the maintanence card to acess the lower level and leave the detention area itself alone until I have either a level 3 key card, or the Station Commander's card (level 5), so that might be why I have never noticed it.
One is when the TARDIS is moved to a new location, sometimes it is non-colliding and cannot be interacted with. I cannot seem to reliably repeat this bug, but a reloading of the game seems to fix it.
Also, inside the lab area, there is a terminal to enter a detention area. It requires both the L1 and L2 access cards. It bugs when both cards are present in the player's inventory. I was able to address the issue by dropping, whichever one I did not want to access at the time, onto the ground.
The third is that I cannot seem to get any Nightvision Goggle mods to work inside the lab areas which are not illuminated. I do not understand why they would not work at all, and I understand why you set the lighting as it is, but perhaps there could be some accommodation made for those who run NVGs (such as myself).
Grab one of the communicators found in the lockers with the power armour and laser pistols (there are usually two, don't know why...). When you use the communicator, you get a menu, and one of the choices is for summoning the TARDIS. This is the only way to initially get the TARDIS. It also comes in handy if you forget where you parked it. XD
I also stongly suggest binding the communicator to one of your quick-slot keys. For some reason, activating it from your Pipboy (or replacer), causes a persistant screen glow, which makes playing a wee bit difficult.
177 comments
You need the Commander's key card to open that door. If I remember correctly, it is the only Level 5 card for the station.
Yes, there is a hidden activator near the secret door to that area. It does rather stand out though, when you look for it. And it is rather odd that the door to the teleportation area will not open with the Commander's key card. o.O I will have to get into the game to verify.
Edit: I did a new run through the station last night. It seems you must have both the Commander's key card and I.D. to access the Level 5 doors through the computer terminals, but you need only one of them (I cannot remember which one) to open the Level 5 doors directly.
Could you please explain how it is not working for you? Is the esp not showing up in your load order? Is the entry hatch to the station not showing up in game? Something else happening, or not happening?
An invisible TARDIS is completely new to me, although both the collision and texture glitches I have encountered, as mentioned in my last few posts in this thread. To correct the texture problem, you first need to download and install the TARDIS Texture Fix file. I am not sure that NMM will put the contents of the file in the correct place (assuming that you are using it), so I strongly suggest downloading and installing it manually. Also, make sure that you have some form of archive invalidation active. You can use the version included with FOMM and NMM (located on the Tools menu), or use Archiveinvalidation Invalidated, located here. Download and install this manually as well. It is an executable file not a regular mod, so mod managers will not be able to do anything with it. Use one form of archive invalidation only! Do not run both versions at the same time.
I have also noticed the issue with the TARDIS collision. I am not 100% sure, but I think it requires a certain amount of in-game time between summonings to avoid it happening. How much time, I do not know. The Nightvision issue is also one I have experienced. All I can think of to cause that is how the lighting is set up in the GECK. The Nightvision may depend upon how the lighting is set up to cover a cell. That would require there to be lighting assigned even to lightess interior cells, but not set up to activate. My knowledge of the GECK is limited, so I am just guessing at this.
The bug with the key cards in the detention area is something new to me. I normally use the maintanence card to acess the lower level and leave the detention area itself alone until I have either a level 3 key card, or the Station Commander's card (level 5), so that might be why I have never noticed it.
One is when the TARDIS is moved to a new location, sometimes it is non-colliding and cannot be interacted with. I cannot seem to reliably repeat this bug, but a reloading of the game seems to fix it.
Also, inside the lab area, there is a terminal to enter a detention area. It requires both the L1 and L2 access cards. It bugs when both cards are present in the player's inventory. I was able to address the issue by dropping, whichever one I did not want to access at the time, onto the ground.
The third is that I cannot seem to get any Nightvision Goggle mods to work inside the lab areas which are not illuminated. I do not understand why they would not work at all, and I understand why you set the lighting as it is, but perhaps there could be some accommodation made for those who run NVGs (such as myself).
Here is my current Fallout 3 loadout for reference:
[X] Fallout3.esm
[X] Unofficial Fallout 3 Patch.esm
[X] Anchorage.esm
[X] ThePitt.esm
[X] StreetLights.esm
[X] BrokenSteel.esm
[X] PointLookout.esm
[X] Zeta.esm
[X] Detect Traps.esm
[X] CALIBR.esm
[X] Apocalypse Armory.esm
[X] Sharing and Caring Companions.esm
[X] Spawn-O-Matic.esm
[X] DCInteriors_ComboEdition.esm
[X] Advanced Recon Tech.esm
[X] busworld.esm
[X] Enhanced Weather - Rain and Snow.esm
[X] Xepha's Dynamic Weather.esm
[X] StreetLights - Wasteland.esp
[X] R.A.C.E. Station.esp
[X] CONELRAD 640-1240.esp
[X] GNR Enhanced.esp
[X] Blank's Magic Hand - Type A - Arrows.esp
[X] Busworld and DCInteriors compatibility.esp
[X] Overgrown World.esp
[X] Explosive Entry.esp
[X] KillableChildren.esp
[X] Auto Aim Fix v1.1.esp
[X] SCC - Talk to Anyone.esp
[X] FreePlayAfterMQ_V05.esp
[X] FPS Grenade Hotkey.esp
[X] Dragonskin Tactical Outfit.esp
[X] DragonskinBonusPack.esp
[X] Dragonskin Tactical Vest.esp
[X] SteinerCombatGear.esp
[X] Detect Traps - Perk.esp
[X] Detect Traps - The Traponator 4000.esp
[X] Detect Traps - DLC.esp
[X] Advanced Recon Tech.esp
[X] Advanced Recon Tech - Detect Traps.esp
[X] Advanced Recon Range Finder.esp
[X] Advanced Recon Armor.esp
[X] Advanced Recon Armor-Easier Stealth.esp
[X] Advanced Recon Gear.esp
[X] AAArmoury.esp
[X] Portable Camp.esp
[X] Portable Turrets.esp
[X] PersonalTerminal.esp
[X] TacGear.esp
[X] H&K PSG-1 Sniper Rifles.esp
[X] 1alexscorpionsnipergear.esp
[X] ColtM4Carbines.esp
[X] Arcenal.esp
[X] ZL-SVD.esp
[X] ZL-MP5 Pack.esp
[X] Strike Controller.esp
[X] M14_EBR.esp
[X] Apocalypse Armory.esp
[X] Apocalypse Armory - DLC Enhancements.esp
[X] MPammo.esp
[X] VashDeagleV5.esp
[X] M1911.esp
[X] SonicScrewdriver.esp
[X] VozaLabs.esp
[X] EnclaveCommander.esp
[X] agcTARDISf3.esp
[X] Enhanced Weather - Radioactive Rain and Snow Plugin.esp
[X] Xepha's Dynamic Weather - Main + DLC Merged.esp
[X] Xepha's Dynamic Weather - Weather Machine (Start Game Added).esp
[X] Xepha's Dynamic Weather - Sandstorms + Armor Damage (FOSE).esp
[X] Xepha's Dynamic Weather - Rain.esp
[X] Xepha's Dynamic Weather - Dynamic Sneak Bonus.esp
[X] DarkNights-Darker.esp
Grab one of the communicators found in the lockers with the power armour and laser pistols (there are usually two, don't know why...). When you use the communicator, you get a menu, and one of the choices is for summoning the TARDIS. This is the only way to initially get the TARDIS. It also comes in handy if you forget where you parked it. XD
I also stongly suggest binding the communicator to one of your quick-slot keys. For some reason, activating it from your Pipboy (or replacer), causes a persistant screen glow, which makes playing a wee bit difficult.