Yeah it makes the alien weapons a lot better thanks. Yeah this seems to be happening to me as well. A little mini ATS-500 in doorway and only says goodbye, and no barter menu comes up. Would be nice if you could either redo it as maybe just a vendor or terminal, or remove it from mod. Otherwise great mod really like the freeze on the Captain's Sidearm. Oh if you kill the ATS-500 you get Doc Hoff's key, and not the key for his container.
Having the same problem as Metalmessiah924. Small npc named ATS-500 hanging out in the doorway from the room with the healing archway and the captain's room. Dialogue options with the intercom consist of a single goodbye option. The other parts work fine, such as the Captain's Sidearm utilizing a freeze effect, increased damage on weapons. Still have not found any Inertia Suppressors however. Any known conflicts or a necessary load order for the mod?
The intercom on the workbench doesnt seem to to work. I only get one dialog option and it only leaves the dialog screen. There is no barter menu. Also, this extremely tiny person named "ATS 500" is in the same room and he doesnt do anything either. =/ Maybe I'm not doing something right?
When i saw this i was very much amazed. I played for an hour, and immediately i knew i downloaded the right mod. Zeta originally felt like a rip off as the alien weapons are mostly rubbish other than the auto Destablizer. Thanks, and I will give my endorsement when my hour is up.
By the way, can you tweak the stats of the other wepaons or apparel in this dlc? I think you left out the katana (The super plasma pistol stands on its own), and apparel wise i do want to see some changes in the space suite and General Chase's Jacket...
I am actualy not sure about your Inertia Suppression device. I understand that you don't want lower level players to spam it, but by the time a player gets up to lvl 20-30, they probably will have pretty much 70-85 DR anytime. Time wise is fine, but I don't see the use of it. You can always give it a better boost during lower levels and less of a gap between the higher levels (for example: 1-5= 5DR, 5-10= 15DR, 10-15= 20DR, 15-20=25DR, 20-30= 30DR...this is already plenty (unless the player used some mod to lift the DR barrier at 85 to some thing higher, 50DR is not going to help much)
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Can this be used in Mothership zeta crew?
Any known conflicts or a necessary load order for the mod?
By the way, can you tweak the stats of the other wepaons or apparel in this dlc? I think you left out the katana (The super plasma pistol stands on its own), and apparel wise i do want to see some changes in the space suite and General Chase's Jacket...
I am actualy not sure about your Inertia Suppression device. I understand that you don't want lower level players to spam it, but by the time a player gets up to lvl 20-30, they probably will have pretty much 70-85 DR anytime. Time wise is fine, but I don't see the use of it. You can always give it a better boost during lower levels and less of a gap between the higher levels (for example: 1-5= 5DR, 5-10= 15DR, 10-15= 20DR, 15-20=25DR, 20-30= 30DR...this is already plenty (unless the player used some mod to lift the DR barrier at 85 to some thing higher, 50DR is not going to help much)
I never made my Spanner mod, if you want you can contact the guy who made the original wrench mod and ask for permission to use his resources
http://www.fallout3nexus.com/downloads/file.php?id=2299
I haven't tested it myself yet but anything is better than the incomplete spanner in zeta
That's for Vista I believe
c
That's for XP
please note that I believe Local Settings is a hidden folder on XP, and I have no clue for Vista
I'm not sure on the full paths though.