This work is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License.
Scripts in this mod are based on scripts in Old World Blues and Mothership Zeta. Do not reupload this mod to external sites without permission. Do not release standalone modified versions of this mod without permission. Patches which modify this mod but do not include it are OK. Do not include this mod in Modpacks, a compilation of many mods that can be installed with a singular download. Listing this mod in Modlists, a list of many mods that link to their original source, are OK.
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Changelogs
Version 3
Removed record edits to the alien radio world object. Its position is now handled entirely within the ufo activator script.
Removed global variable. This is now a local variable in the ufo activator script.
Added lots of sanity checking to the ufo activator script to ensure things dont run when they aren't supposed to.
Version 2
No longer modifies the MZ1 quest script. This should make the mod much more compatible
More specifically: I did a very hacky workaround, I moved the alien broadcast radio to be centered on the alien ship and far below the ground. Saying yes to the message teleports the radio right below the ship, easily within the bounds for the player to be beamed up.
This mod makes it so approaching the crash site no longer forces you to start the Mothership Zeta DLC, instead turning the spacecraft into an activatable, very similar to how you start Old World Blues. In addition, a minor polish pass around the crash site has been done, grounding some power cells and replacing the alien corpse with one from the DLC, lootable and gibbable.
Requires Tale of Two Wastelands.
NOT COMPATIBLE WITH MOTHERSHIP ZETA REHAUL, THIS MOD HAS BEEN FULLY INTEGRATED INTO IT.