Fallout 4
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Csbauder

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  1. blackboy2
    blackboy2
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    Can this mod be used after Aliens begin invading settlements? I've already racked up a couple of stalled settlement invasion quests on my current save.
    1. Csbauder
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      Not that I know of, I haven't able to test it for that. If you try it and it doesn't work for that, I will go ahead and add it to the mod page. What I'd recommend doing, though, is to type the following into the console:

      completequest 00DCMZWorkshopInvadersEventQuest01
      resetquest 00DCMZWorkshopInvadersEventQuest01
      completequest 00DCMZWorkshopInvadersEventQuest02
      resetquest 00DCMZWorkshopInvadersEventQuest02
      completequest 00DCMZWorkshopInvadersEventQuest03
      resetquest 00DCMZWorkshopInvadersEventQuest03
      completequest 00DCMZWorkshopInvadersEventQuest04
      resetquest 00DCMZWorkshopInvadersEventQuest04

      There are also some commands for the Diamond City quests, but I'm not sure if downloading the mod deletes those quests from the Pip-Boy. In the event that it doesn't, uninstall the mod, type these commands into the console, then reinstall the mod:

      completequest 00DCMZWorkshopInvadersEventQuestUniqueDiamondCity
      resetquest 00DCMZWorkshopInvadersEventQuestUniqueDiamondCity

      This should reset all of the quests, and from there it should work just fine.
    2. blackboy2
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      Alright, I'll try that. Thank you!
  2. Csbauder
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    Thank you all for getting this mod to the front page. This is the first mod that I've made that has managed to get there.
  3. BrownCHUBB
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    fantastic work. I'm just wondering if I can mark the esp as light (esl flag) and it wont affect any functionality you think?
    1. Csbauder
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      I've considered making an esl-flagged version. Try it and see what happens. If you encounter any issues or difficulties from doing that, let me know.
    2. BrownCHUBB
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      for sure, I will let you know how it goes.
  4. IVIiru
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    I appreciate this mod, even if the base mod itself isn't very quality.
    1. Csbauder
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      Thanks! I actually have a separate mod that has a few additions for Project Zeta that can be found here. Feel free to check it out. Have fun!
    2. IVIiru
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      Genuinely, my biggest issue with the base mod was the massive amount of cheaty items left around.  Like X-01 power armor, loads of junk to use, stuff like that.  With zero difficulty to the actual mod.  Theres also a lot of issues in Power Armor, like the weapons not working at all.
    3. Csbauder
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      You know, you're kinda right on the power armor part. Hadn't ever considered that. Maybe I'll look into making a separate mod for that.
    4. IVIiru
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      When you're a power armor user in Fallout 4, you get used to getting shafted by mod authors forgetting it exists. 
  5. HenryArchy
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    There is no need to explain off what you have added or modified the Mod since... Say, if you remember... or old enough to remember Basica, QBasica and other ancient IT languages... .... The authors' rights to IP is in such a case, that mod they created for Fallout 4... and sometimes the same codes or packages of codes which they branded as a product applicable for Fallout 4 and Skyrim and other games is not the same thing as if in movies, stories, copyrights... ...

    Now if you write C+, you at C+ cannot say Visual C++ (if they are from different companies or creator) infringe on your rights cos 'many lines of codes' and 'User interface are familiar' repeats or similar as in IP laws for shop names or brand names and designs and book or movie characters. This is different, which if you read the ENTIRE existing IP laws, say... ...

    ... if you write Fallout 4a (modded) and in your lines of codes has no single reference or need for Steam and such, Bethedas can try to sue you cos Fallout 4 is their efforts, but by actual IT IP laws, as reflected by computer coding into DNA and RNA bio-coding, you can't say just because God creates human, you created a creature with DNA 99.1 % similar to Human that the 'X' chicken (mutant) is not yours, and God can claim IP on your creation.

    This is nonsense.

    IP laws has many interesting points which most companies in their self-interests prefer you not to comprehend or dive too deep into, and state judges are usually turning blind eyes or blind themselves or with state interests looking away from the issues which totally crush justice itself. LOL~

    You have made adjustments, it is not even legally changing the Mod or game and selling it which you can. Mothership Zeta itself is from FO3 and if Bethedas sold FO3, can the new buyer sue the Mod owner for selling Mothership Zeta DLC for FO3 when...  behind the name, the engine and effort for the coding and 'rebuilding' are all belonging to the mod owner?

    Unlike books or movies, you can't sue me for building White House in Singapore... ... despite the design and materials used are the same... ... Kekekekekekeke... ... See?

    So that's why accordingly, all the 'Unsteamed' products are not actually pirated. Else... ... many things like C++ and Visual C+ and even related programs in such as Photoshop to other editors and OS... ... This becomes a huge crush.

    So from a legal point of view, I can't say you need to be so bothered.

    In IT programming, if you want to 'build' Fallout 4 for military use, at most just rename it. But even if you don't, it is like me rebuilding White House in Singapore to let the armies practice defending or attacking White House in USA... ... it is the same building, but not the same. See? 

    The nature of IP laws from movies and IT must be respected. Read the laws if you have free time, and understand the hilarious catch hidden in it.

    Which is... if you write your mod patch for Steam or Rent version, and someone go and 'patch' your patch coming up with a non-steam patch version... ... You think you can sue that chap? Hahahaha... ... Don't forget, you yourself have done the efforts to create a patch and add in something of your own to create this own patch or package of codes. You should hence understand what I am driving at, and the funny issues of IP laws for coding products. 

    If you still blur reading this, focus on the DNA codes I brought up here. It is now very trendy in IT top about par-ing DNA codes thingy with IT coding... ... Little did they realise doing so exposes the IP rights issues in the laws of puny mortal brains... ... LOL~ It will be easier to understand. So you created a new breed... with 90% similar 'codes' as human... you do know pigs and chickens and such may share high similar codes eh?

    LOL~!!! 

    Of course, scientists creating new coded creatures won't get sued for IP rights by God... ... but the essence is the same.

    Have fun.
    1. Csbauder
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      I'm just explaining how I fixed the issues so that people have an idea of what to do if they encounter a similar problem in the future. That's all.
    2. HenryArchy
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      "...the original mod is required in order for this mod to be used, so I believe it's entirely within my right to have them included in the mod. They are NOT being redistributed for a separate mod..."

      All my years of diving and burying in literatures of laws covering states and International laws, I do believe my interpretation can pass.

      In any case, if you have any issues about 'rights' on creating... 'mutants', or the mod authors have any issues on their 'rights' vs yours, you may post here, and if I am here or notice or... in the mood, I will help make things clearer.

      Though for those who catch this remark of mine, although 'justice' by the laws does stand on your side, but... as in international laws, many 'non-justice' factors come into play, so if (eg) this author of a patch you are dealing with is Betheda which behind is Bill Gates, and a crappy judge can choose to turn a blind eyes and interpret the IP laws into something that crushes or in conflict with the industry operations or (legal) nature.

      Even if it were not a giant, a stupid judge with lower IQ than required for his or her role can produce funny similar results.

      Have fun.
    3. TheSkidd
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    4. HenryArchy
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      People always said...

      Genius and a mad man appears the same to normal folks.

      HOWEVER... a mad man won't ever be right all the time, but a genius will be right even in a time all perceive it is wrong. LOL~

      Have fun.
    5. zlostnypopolnik
      zlostnypopolnik
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      HenryArchy
      Does the mod work?
    6. VileDirge
      VileDirge
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      Cool story bro
    7. PC237
      PC237
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      Have some self awareness, man.
  6. Technic235
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    the ZetaFix - Four Invasions.esp plugin is looking for ZetaFix.esp as its Master. Is this intentional? Am I supposed to download the default Project Zeta Fixes, then load four invasions afterward?
    1. Csbauder
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      This issue should have been fixed a long time ago, but I guess xEdit just wasn't saving it properly. For now, just load four invasions afterwards.
    2. DRAGONJOE69
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      I posted instructions how to fix this in the bugs tab, and I also found a pathing error in the original file causing the esp to not be installed, I mention a fix for this in the same post
  7. odius
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    The Invasion quest fix does not work for me. I tried running the console commands in pinned comment and those do close the quest, but each quest after still has to be closed manually. Note that I did not install this mod until after I had begun with the invasion quests as I did not know they were broken beforehand.
  8. TimmiBruchpilot
    TimmiBruchpilot
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    I can't get the one mission away from finch farm
    with the invaders
    1. Csbauder
      Csbauder
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      Please tell me the version you are using as well as whether you played on this save with Project Zeta before installing my mod or after.
  9. zlostnypopolnik
    zlostnypopolnik
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    If someone is still using NMM Community Edition, you have to repack this mod manually, put the files in the right place, otherwise the mod will not work.
    Please correct me if I'm wrong.
    1. Csbauder
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      That's entirely possible. This mod is designed for Vortex, so it's only been tested for that. Thanks for the heads-up.
  10. AncientGamer65
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    This might wind up being kinda long-ish, but I want to provide you with the best feedback I can. 

    So, since installing this mod and completing the original, I've only had 2 invasions...superior work, my friend!  Usually by this time in my gaming with  only the original, I'd probably be in the teens right now...the reduction of frequency of the attacks your mod provides is brilliant!

    First attack went spectacularly...no issues at all.

    Second had a couple bumps...

    Firstly, the original mod seems to have a certain radius all around it where the attack happens for the quest to stay active...if you go outside that radius for some reason, you'll get the corner box pop-up "(location) successfully defended itself from alien invasion", but the quest won't complete...this was something that happened in the original mod too.  I was running towards the teleport beacon to destroy it, and i got within 17 yards (? is that the measure of distance the quest marker displays at the bottom of the screen?  well, 17 something, anyway. ) of the beacon to destroy and the quest concluded, but the spaceship was still in the sky.  Reloaded and used a sniper rifle to shoot the beacon from afar (staying within the quest's radius; I was about 50 clicks away) and the objective concluded and went to the next one.

    Normally, with a location like, say, Hangman's Alley, this wouldn't be a problem as the location is pretty compact, but for this particular attack, I was at Starlight Drive-In, and the teleport beacon to destroy was placed beyond 99 yards and I had some running to do...lol.  If the Teleport Beacon  that's needed to be destroyed can be placed close to the center of the attack (like within 50 yards of the spaceship), that would keep this situation from happening, I believe.  But, I'm just a free-consumer with no nodding skillz (lol); I don't even know if you can control where the mod places the Teleport Beacons...just suggesting. 

    The other thing that happened was how long it took for the quest to update...it was in-game hours at times between stages of the quest.  Meaning, play through "Survive Level One", kill all the invaders, find a chair and wait for two or more hours to make the quest advance to "Destroy The Teleport Beacon", for example.

    Found a workaround for this, though...slap down a Quicksave, and when you load it, the quest will advance.  This worked every time without fail.

    The usuals apply here...this was just stuff that happened in ***MY*** game, so your results may vary, or even be better.

    Hope you don't think I'm dogging this mod...this is a BRILLIANT mod and a hell'uva lot better than just failing the quest and entering console commands...everything works in-game now without having to bother with all that nonsense. 

    Hope the feedback helps...off to give you a well-deserved endorsement! 
    1. Csbauder
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      Thanks for the feedback! The quest itself appears to be very janky in general, so it's not surprising that some settlements do some goofy stuff for the quest. Either way, glad it's working. Thanks again. 
  11. GoldSkullKing
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    The reason for the ctd sound during alien invasion seems to be because the size of the enemy's sound file is large.
    1. Csbauder
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      I'm not aware of a CTD related to sound issues. Are you referring to something in the original mod or in this one?
    2. GoldSkullKing
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      Sorry for the late reply. In conclusion, CTD occurred because the original sound file was not changed to WAV and the game could not withstand the sound volume.
    3. Csbauder
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      That's interesting. When I extracted the audio from the .ba2 file, the audio was in the .wav format. Not too familiar with whether or not that is just how it works with BAE, but if that's the case, that's pretty interesting. Kind of an unintended fix then. 
    4. GoldSkullKing
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      Oh, I made a mistake. I had to convert it to an xwm file, not a wav file.
      https://www.nexusmods.com/skyrim/mods/3159/ If you go to this address, you can change the sound file to xwm.
  12. glacialmind101
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    Does this fix the saucer sounding like a vertibird.  Not sure if thats possible or it somehow hardcoded, but thing is a flying immersion destroyer with that sound.
    1. Csbauder
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      I've never heard any sound from the UFOs, personally. For me, they're usually silent. Has anyone else had this issue, as far as you're aware? 
    2. glacialmind101
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      It might have been changed in a later release, if so great.  My experience with the mod is second hand through youtube so likely an earlier build. 
    3. Csbauder
      Csbauder
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      I don't believe there's been multiple releases of Project Zeta, unless that YouTuber had an earlier build somehow. I'd encourage you to try it out for yourself and see if you have the issue, but I've personally never had that problem. I'll keep an eye (or ear, rather) out for that though.
    4. dandiersphinx
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      Any chance you have Zetans - Alien invaders in the Commenwealth installed? that mod has ufo with vertibird sounds for me.