Fallout 4
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Csbauder

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Csbauder

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30 comments

  1. skorm730
    skorm730
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    Can you make it possible for us to send settlers to Mars and build a recruitment beacon there? That'd be really helpful. Love this!
    1. Csbauder
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      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.
  2. Gameboydame
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    Hello. I appreciate this patch. Should the load order be as follows?

    1. project zeta main mod

    2. project zeta fixes

    3. project zeta expanded

    Thanks
    1. Csbauder
      Csbauder
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      Yes
    2. Gameboydame
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      Thanks
  3. oberlin23s
    oberlin23s
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    Hey There, i seem to cant get it running, i istalled the fix aswell but it wont change anything 
    1. Csbauder
      Csbauder
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      What specific issue are you having?
    2. oberlin23s
      oberlin23s
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      bassicly it wont work do i have to download them in an specific order or an specific project zeta version ?
    3. oberlin23s
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      the fix and the workshop both dont work 
    4. Csbauder
      Csbauder
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      Okay, but what do you mean they "won't work." Like the game won't start or what?
    5. oberlin23s
      oberlin23s
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      well game starts but the mod / fix / edit for project zeta does not work. no beacon alien ship change ... 
    6. Csbauder
      Csbauder
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      Are you sure it's enabled?
  4. CrimsonLegion94
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    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. 
    1. Csbauder
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      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.
    2. FEELIAN
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      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...

      P.S. You're cool.
    3. Coldtrain2000
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      I agree with that new request idea!
    4. Ramazt
      Ramazt
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      pls do it
    5. oberlin23s
      oberlin23s
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      how did you get the mod running i could get it to work, is there something im missing ?
  5. BHAitken
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    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.
    1. Csbauder
      Csbauder
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      Just made it. Use the Lite version. Enjoy!
  6. ToastishCat
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    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.
  7. GoldSkullKing
    GoldSkullKing
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    Thank you so much for making it. Personally, I wanted some areas to be like dungeons.
    1. Csbauder
      Csbauder
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      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! 
  8. undercarriage
    undercarriage
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    Does this also include the general fixes to like, invasion and settlement attacks?
    1. Csbauder
      Csbauder
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      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.
    2. undercarriage
      undercarriage
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      Gotcha! I'll give this a try.
  9. BHAitken
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    Still going to have a hard time getting a decent crew on board...

    The problem is that the original mod was more of a demonstration of assets than a complete quest.  So many things would need to be worked on in order to get a proper alien abduction questline out of this.  
    1. Csbauder
      Csbauder
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      I really don't know what the intentions of the original devs were with Project Zeta. All I'm trying to do with this mod is make the main questline less of a snoozefest. In the original, you just shoot a total of 5 enemies and then boom, it's done. No incentive to really explore the ship. With this, your goal is to defeat all of the hostile aliens on board, which are on the bridge and throughout the observation deck, and the weapons are much more worthwhile. It was never really my intention to finish whatever quests the devs hoped to implement, especially since the original devs are barred from interacting with the modding community now that they work for Bethesda; my last attempts to contact them resulted in me being ignored.

      I'm not super experienced with modding or scripting, but I at least felt that there were basic things with the mod that should not have slipped through. Project Zeta Fixes fixed most of those things, and this mod is pretty much just an optional part of those fixes. All of the things I changed were extremely simple edits that can be done in xEdit and CK.
  10. Chapelpluto
    Chapelpluto
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    Hi

    Any chance you can make the transporter that takes you to the commonwealth allow for travel to different settelments? 
    1. Csbauder
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      That would require adding in a whole new UI that allows for people to select settlements, and I also feel that it'd be a bit overpowered. Not really in the cards. Sorry.