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.
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:
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:
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.
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.
"...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.
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?
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
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.
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.
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!
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.
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.
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.
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.
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.
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.
83 comments
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.
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.
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.
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.
Does the mod work?
with the invaders
Please correct me if I'm wrong.
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!
https://www.nexusmods.com/skyrim/mods/3159/ If you go to this address, you can change the sound file to xwm.