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  1. piber20
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    Make sure you have the latest version of the mod before you report bugs.


    I have recently become aware that there are some bad wabbajack mod lists out there that install old versions of Mothership Zeta Rehaul, despite it not being available for download. I'm very unhappy with this.

    Please make sure your mod is up-to-date! I try to put the version of my mods in the esp/esm description, though I don't know if mod lists hide this information. I would straight up just reinstall my mods after loading your mod list!
  2. Nomporu
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    thanks for the update! cool to use rehaul 4.0 with ttw 3.3.3?
    1. piber20
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      Not sure. You need to start a new game for this update so if you're starting a new game you might as well update to 3.4.
    2. Nomporu
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      damn, new game required even if the mothership zeta hasn't been started yet? friend's in the middle of a playthrough with this mod and hasn't interacted with the crashed ship yet.
    3. piber20
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      If they haven't started mothership zeta, it MIGHT be okay, but it's hard to be sure with this game. Im leaning towards giving it a shot then, but definitely expect to find bugs
    4. Nomporu
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      okay, thank you! i probably won't have them update then just in case.
  3. ThatAutisticDude
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    Would it be possible to add a Facegen patch for CKR? As this mod seems to cause Facegen issues that I didn't have before
  4. AutumnTides
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    Been using this mod for a few years now and still love it as much as when it first came out. Absolute staple in all my Tale of Two Wastelands playthroughs and I can't play without it. I've also spent the last week finally giving The Frontier a try and have been playing through that and REALLY enjoying it. So much so that I want to try to add an alien beacon to the Frontier's game world and make it possible to beam to and from here at the Zeta teleportation matrix the same way you can beam to the Capital Wasteland and the Mojave. Turn the game into Tale of Three Wastelands so to speak lol
    I don't have much modding knowledge though, so I'm not sure where to begin. I'm assuming it can't be too difficult and all I'd have to create some new activators and edit some scripts, right? I'm just not sure what specifically it is I would have to edit. If it is more difficult than I realize then it's no big deal; I can just stick to using coc console commands to warp back and forth between the Mothership and the Frontier
    1. piber20
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      Once The New Frontier rework is out, something I am considering to add to this mod is a way to teleport to The Frontier. At this point though I don't want to add even more alien encounters, it would probably end up being something that you build yourself or hack together like at The Sink.

      Adding a new teleport point is relatively simple if you already have GECK knowledge. For a proper teleport to The Frontier I would recommend making it activate TTW's enable NV wasteland UDF though.

      Appreciate the kind words
  5. Matty06
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    This mod is how MSZ should've been from the start, it's a must have!

    If I may, I would suggest two improvements for eventual future updates:

    1) the companions actively work against the "kill no workers" challenge, as they will hunt the workers down and fail the challenge for the player.
    It'd be great if they could receive the companion wheel, a personal perk and the possibility to set them passive like the FNV companions. And perhaps we could keep them as followers outside of MSZ too?

    2) I assume that pretty much everyone uses Stewie's Tweaks nowadays, and one of its features is that it allows us to use repair kits from the repair menu. It would be cool if the alien repair kits could work the same way as the vanilla repair kits, although I'm not sure it's something you can do from your end.


    Thank you for your mod!
    1. piber20
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      1. I am aware of a few oddities, I think there's something that especially frenzies Tercorien after the cryo sequence (likely intentional to show that he's mad about what aliens did to his men) but I've been having trouble trying to find specific causes. I'll do some deeper testing when I get the chance. I thought I made it not count when a companion kills but that sometimes fails.

      2. 100% has been on my mind but I am unaware of how I would do such a thing, unfortunately. 
    2. Matty06
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      There is also something wrong with the "Alienated" challenge (deal damage with alien weapons), the challenge is not available and according to the GECK you have locked it, but I can't figure out how to unlock it in-game. I have completed MSZ at this point, so I'm not sure if I should report this as a bug or not.
    3. piber20
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      Weird. I'll take a look next update.

      I locked some alien stuff so the player won't be shown alien mechanics until starting Mothership Zeta, but that one really should only be set to show zero progress is disabled since the player can find alien weapons before mothership zeta. Maybe I missed doing that. 
  6. insightmethod
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    anyone have any problems with space not loading in right?? i use nasa accurate stars but as far as i knew it was just a texture replacer. Trying to figure out whats causing it because i cant even see thru the ground window when the aliens threaten the group with the space laser the first time after the spacewalk section which was all solid baby blue for the sky lol it mite have something to do with the ttw recent update but im not 100%
  7. Nomporu
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    updated to 4.0 mid save, approached the crash site for the first time, got no objective and immediately sucked up into the DLC which i believe is the vanilla behaviour, the changelog says there's supposed to be a quest when you discover it and i recall with previous patches you needed to interact with the ship to enter the dlc, probably just updating-mid save jank and also not a big deal that it behaves like this but thought i'd mention it regardless.
    1. piber20
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      That sort of behavior actually is indicative of another mod replacing the mothership zeta start quest. Place mothership zeta near the end of your esms and try again. If the bug still happens, try the intro quest replacer esp from the optional files and put it at the end of your load order and see what happens 
    2. Nomporu
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      is DelayDLCRedux.esp supposed to go higher (lower priority) than MothershipZetaRehaul.esm? that's the only thing in xEdit that I can see that'd maybe be impacting it, there's some other random stuff being overwritten but nothing i can see that'd overwrite the quest.

      edit: nevermind, realised this is a literal impossibility, and tested with MothershipZetaRehaul.esm as low as it can go, still no quest & got sucked up automatically, must be mid save jank i guess.
  8. Meebsy
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    Do I need the "Intro Replacer Patch" if using DLC Delay Redux?

    I read the Changelog and Description but I guess I'm having one of those moments where it's just not clicking unless told as on point as can be.

    I also noticed that on the new version of Goodies they implemented a DLC delay function; which in their own words makes DLC Delay Redux redundant, but it doesn't seem to touch the quest script.
    Is "Intro Replacer Patch" needed for that?
    1. piber20
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      Ough, I'm honestly not sure with that one. It sounds like they do something with scripts now. Try without it and see how it goes, grab TTW Quick Start and start a new run and pop yourself out the vault real quick and see what happens.

      To tell you the truth, if it doesn't work, I'm not sure if the replacer patch will fix it either if it's some weirdness with it being scripted.
    2. Meebsy
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      I should of paid more attention because if I did I would of remembered that Goodies; made by Qolore7, is primarily for New Vegas and so the focus would be there and doesn't touch the DLC delays for Fallout 3.
      Looking at the INI settings for it shows it covers NV DLC only.
      So your patch should work for TTW Fallout 3 side, just not sure about the NV side of things.
  9. lrralex
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    Good job im adding it to my game
  10. anything that should be on top of containers is almost always floating initially until interacted with.
    1. Nomporu
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      no clue why i can't edit my messages, hate that i'm spamming but after fully completing the DLC with Zeta Rehaul installed, besides the post i'm replying to, and the other one about Bi Wastelands, here are the remaining points I'd like to bring up:
      -For people who don't want the modified transportalponder, there should just be an option to disable that part of the quest completely instead of making the new one... then immediately replacing it with the old one, making that part of the quest pointless.
      -If you do not want to do the above point, add a recipe to turn the transportalponder back into the modified one, i find it odd that you make the new one... can change it back, but not chose to get the modified one ever again?
      -as other people have mentioned, the door just, does not open to let the samurai through at the end and the door remains locked permanently.

      otherwise amazing mod and definitely a something that i would recommend to literally anyone playing TTW!
    2. piber20
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      Being unable to get the modified one back sounds like a bug... oops. I'll try to address this for 4.0
    3. Nomporu
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      yeah once i turned my regular one into the modified one from this mod, i could change it back to the regular one, but not back to the modified one again. (but like i mentioned in my long ah message, i would love just an option in the ini to completely prevent the quest from even triggering, i use the extended transportalponder mod, i will never want it replaced)
    4. piber20
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      For upcoming 4.0 I added some more robust conditions and recipes for the transportalponder, so hopefully this won't be a problem once that's out.

      I won't add an INI to stop that quest from starting, but I am considering adding an INI to remove the objective and other things that salvage the transportalponder into the modified one, effectively removing that item from the game and having the reward of that quest just be the teleporter that links The Sink to Mothership Zeta. We'll see.
    5. Nomporu
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      that sounds great! just it obviously feels odd from the player side to do a part of a quest to convert your transportalponder, just to immediately convert it back haha
  11. Arazhiest
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    Great mod. Played it on TTW 3.3.2a with around 300 mods installed - no bugs encountered. But there’s one catch: I didn’t kill any alien workers and received the "Friend of the Stars" perk as expected. However, I never found the new quest that’s supposed to be available if you spare the workers. Maybe I missed it somehow.
    There is a quest there, right? Or am I wrong? I noticed that some quest failed after I accidentally killed a worker, so I reloaded.
    1. piber20
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      The quest is there as a technicality to better notify you when the challenge fails. Unfortunately other than them no longer being scared of you, no fully realized quest exists. The description is bound for a rewrite tbh. I am considering making them give you little gifts though, like people in Megaton do.

      Given new advancements in nvse plugins, I think I can straight up display the quest failed text on the screen without needing an associated quest now, so I may actually remove it.
    2. Arazhiest
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      Thanks a lot for the clarification and for taking the time to explain it.
  12. Anachorite
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    remarkably thoughtfully crafted