Just a quick update on this. I'm trying to allow human settlers to be sent to Mars, but it seems like either the original devs rushed Project Zeta big time, or they didn't intend to allow humans to go to Mars. There's good news and bad news here.
Good news is I've been able to allow a recruitment beacon to be placed and it DOES attract settlers.
Bad news is the settlers are aliens and I am currently unable to send any settlers, human or alien, to Mars once they are at a settlement that is not on Mars.
[EDIT] Gonna take a break on trying to add this feature for now. I can't edit the properties of the settlement in Creation Kit, so I'd either need to rebuild the entire settlement or I'd have to like, reverse engineer another settlement mod or something so I can edit the script (which would also require me to learn how to script). In the meantime, I'll upload the version I have that allows a settlement beacon to be placed.
Thank you for making it. I'm still having a lot of fun. However, all other areas except Mars prefer areas full of hostile NPCs, do you have any plans to modify it?
Thanks for your reply. I'm not sure if the enemies will respawn, but the area inside the spaceship, the Zeta spaceship maintenance room, only has friendly NPCs, so it feels a bit awkward. Can you make this area filled with enemies as well?
If I remember correctly, it would have been the hangar area. I think it would be better if the interior of the spaceship, excluding the Martian settlement, was filled with enemies except for fellow Zetas.
Hi, I wanted to know if it is possible to solve the problem with Roger the companion, with the constant exchange of items, with almost every interaction? The same problem exists in fashion, where the companion is a centaur, but gecko and molerat do not have such a problem
Yeah, the biggest feature I wanted to implement when this first came out was more of a Mothership Zeta experience where you actually fight enemies. I do love the invasions, but the ship itself is extremely boring without some combat. Glad you're enjoying it!
Is it possible to unlock full workshop mod on both Mars and the Mothership? I don't recall being able to on the Mothership but I don't remember if Mars allowed it either. Just seems like a waste to have all that room and not be able to turn one into a farm room to support life onboard.
I can, but to me, it seems like it's less of a settlement and more of a player home. You've always been able to use workshop mode on both, but you've never been able to have an actual recruitment beacon for a settlement on Mars. For now, the mothership will stay as a player home unless I receive more requests to have that changed.
Well, I'm honored to be one of those who will add another request!) Please, I understand that this place was intended as a player's home, but HEY, a huge hangar? Even more huge rooms of the ship itself, where, heh, and so there are alien bedrooms?... And besides, it would be nice to put all your companions here...
Is there any way to make a patch that replaces the mods Alien's weapons with the creation club alien weapons and the vanilla one? I appreciate the models and all, but I already have four styles already of alien weapons with each having multiple configurations to play with.
Great mod in my opinion since it felt way too easy just killing the captain and a few other enemies and the ship was just mine. I suggest making it more like how it started out in FO3 by transporting all of the player's items into an alien chest and maybe placing it on the upper deck for the player to receive when they finish off the captain and the other aliens in the cockpit, just to add a sense of challenge.
No, you'll have to download Project Zeta Fixes alongside this. Project Zeta Fixes has like, 4 different versions that would all require separate updates any time I change something, so any time I make a change on this mod, it just makes it easier to update.
37 comments
Just a quick update on this. I'm trying to allow human settlers to be sent to Mars, but it seems like either the original devs rushed Project Zeta big time, or they didn't intend to allow humans to go to Mars. There's good news and bad news here.
Good news is I've been able to allow a recruitment beacon to be placed and it DOES attract settlers.
Bad news is the settlers are aliens and I am currently unable to send any settlers, human or alien, to Mars once they are at a settlement that is not on Mars.
[EDIT]
Gonna take a break on trying to add this feature for now. I can't edit the properties of the settlement in Creation Kit, so I'd either need to rebuild the entire settlement or I'd have to like, reverse engineer another settlement mod or something so I can edit the script (which would also require me to learn how to script). In the meantime, I'll upload the version I have that allows a settlement beacon to be placed.[EDIT 2] Uh, guess I accidentally fixed it.
1. project zeta main mod
2. project zeta fixes
3. project zeta expanded
Thanks
P.S. You're cool.