Fallout New Vegas
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Roy Batty

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RoyBatterian

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21 comments

  1. RoyBatterian
    RoyBatterian
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    If you can't load a save before you finish fighting with Soma, and you are using v1.1. Open console and type "setstage dlc05mz1 35" to continue the DLC.

    I should test my mods. *Roog hangs head in shame*
  2. Painlieeer
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    Maybe i completely missed them but i finish the DLC without picking up my stuff, where is it now and how can i get it?
    1. RoyBatterian
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      Reload your save just before or after the spacewalk. The container is in the room after the airlock.
  3. pharaon3
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    Any plans to patch Delay DLC Redux or TTW - Mothership Zeta Rewards?
    1. RoyBatterian
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      Nope, I don't patch mods I don't use sorry.
    2. pharaon3
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      I understand.

      Thanks for keeping up the work.
    3. KotovChaos
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      I'm just curious what confict it would even have with either of those mods expecially Delay. almost no mods confict with Delay (or simply need to lose) because it's one script about when you get the DLC not anything in the DLC itself.

      I looked in XEdit. Zeta Rewards doesn't have ANY conflicts. Delay had one that was easy to fix yourself in Edit and one that Hardcore should probably win. I'm not sure the second conflict actually matters as I think it's just a reference list in a different order and not an actual conflict. I'll test it soon enough.
    4. RoyBatterian
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      You can't fix the Delay one in xEdit because it's a script conflict, that requires GECK and recompiling the script.
  4. Asesinamen
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    Would it be possible for you to release a Fallout 3 version of this, please? It’s right up my alley.
    1. RoyBatterian
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      I can probably do that, yes.
  5. Narlo445
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    First time I played Zeta I completely missed the box of all my stuff and played it almost exactly like this intends. I hated it then but now I like the challenge and think this mod is perfect for my next run!
    1. RoyBatterian
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      Right on
  6. FinalFrog
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    Looks like this has a minor conflict with Delay DLC Redux. I think I can fix it myself, but there's one thing I'm not sure about.

    In the script DLC05MZ1QuestScript this mod changes two references to DLC05PlayerContainerREF to DLC05PlayerContainerREF2, which makes sense, It's just changing the container the items get put into. But it also removes the following lines above the RemoveAllItems commands that were added by TTW and appear to be some sort of sanity check or fix designed to prevent issues caused by all items being removed:


                let TTWGenericHandler.arHotkeys := SaveHotkeys
                call TTWRemoveItemFixFunction

    @RoyBatterian was this removal intentional or is it something new the TWW devs added in 3.3 which was accidentally left out when this mod was updated?
    1. RoyBatterian
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      This was old code to handle hotkeyed items that has since been fixed in JIPLN on the engine level and is no longer needed. It's all being removed from 3.3.1 as a result as well.

      Trust us, we know what we're doing.
    2. FinalFrog
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      Cool! Thanks for the response!
  7. darthbdaman
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    Me: Mothership zeta couldn't possibly be worse
    Roy: Hold my beer
    1. LucyTheSuccubus
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      The thing is, I rarely use any of my non Alien weapons on Zeta so it wouldn't even make much difference for me. Even item wisely I mostly resort to the Alien healing items or whatever. The Alien items are just OP in general.
  8. Ghost8919
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    Always wanted a mod like this. Thank you kindly!
  9. PSI7
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    Based.
  10. itsbooby
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    <('.'<)(>'.')>
    *moonwalks away from mothership zeta*
    follow me...
  11. TrueVoidwalker
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    poggers