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Quetzlsacatanango
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Mothership Zeta Crew Discussion

Anyone tried it?

It seemed to work fine at first, but after some progress I found myself unable to save, and crashing instead.

Tried a new character and got the same result.

I eventually found that if I loaded a save after retrieving the sandcroomie, I would eventually become unable to save. Saves from before that point continued to work fine.

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Edited by: thermador on 10/31/2013 - 08:17
Aconagent1
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I would take it up with the
I would take it up with the mod creator, I've never heard of a "Sandcroomie" but it doesn't sound vanilla so this mod shouldn't do anything to it

-Conso

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The sandcroombie is part of

The sandcroombie is part of the mod, its a crystal that powers the teleporter. In the quest mentioned, it has to be retreived from the Deathclaw Sanctuary.

Robo-Porn cameraman

sabre300
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I need help with installing

I need help with installing the mod. I'm having trouble with the installation. Can anyone tell me how?

thermador
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Read the FAQ and watch the

Read the FAQ and watch the videos as needed.  Everything you need should be there or linked from there. 

tizerist
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I'm having trouble myself. I

.

 

sesmu
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Would it be possible for

Would it be possible for someone to post a converted esm? I keep trying to open it with nvedit as outlined in the FAQ. Crashes everytime using a fresh ESM. I don't know what I'm doing wrong, but it seems to persist through about everything. Thanks a bunch!

Befo
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I was able to open MZC in

I was able to open MZC in FNVEdit to change it's master with no issues. 

1) I downloaded the file manually from the FO3 Nexus.

2) I used the "Add Mod From File" option on NMM to install the mod in FNV.

3) I opened FNVEdit

4) I waited 15 minutes for FNVEdit to load

5) I scrolled down to MZC and opened up the File Header, changing the master from Fallout3.esm to FalloutNV.esm

6) Save and Exit FNVEdit

I had no issues, and I am currently running through the vanilla MZ addon to test MZC. (So far the only little thing I have noticed is that Sally gets a little quick on her grenade scripts.)

 

/befo

tizerist
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Hey, actually, I am almost at

.

 

Shadow
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MZC is like, the best Fallout

MZC is like, the best Fallout mod of all time!  You'll experience some crashes in Poseidonis, just turn your settings ALL the way down (except for textures) in the launcher.  Doing this should let you complete the quest there.  No other problems anywhere else.

tizerist
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Just remembered you're

Just remembered you're supposed to recompile the mod first, before what Befo said, cause it''s an FOSE mod.

zezia
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when i try to recompile the

when i try to recompile the scripts for the tsc commander mod geck crashes on can anybody help

Shadow
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Maybe try using the FNV

Maybe try using the FNV version of TSC Commander?

cjb135691
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I looked around and i didn't

I looked around and i didn't see any other posts for this so i thought i would ask it. Has there been any thought as to making a plug in or something that will allow full access to the whole ship after completing the dlc. I know there are mods that do this.

tizerist
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You could just use the F3

You could just use the F3 mods that do that. I'm gonna be doing that later today. It's easy to convert these types of mods. You could be waiting a while for a TTW plugin, who knows?

Shadow
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Why don't you just use Zeta

Why don't you just use Zeta Crew?  It does that and a whole lot more.

cjb135691
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Could never get that running

Could never get that running and I just got my mod content down to a safe level and eliminated a severe world wide texture issue it was creating that was trashing the entire game. So i'm kinda afraid to install anymore mods now and risk having all the texture issues come back again. I know absolutely nothing about mod technical editing techniques accept for changing a mods master in FNVEdit and maybe changing a few things here and there on a mod in geck. so i don't reall what to try all that stuff and risk creating problems i can't fix.

Shadow
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No idea why it wouldn't work,

No idea why it wouldn't work, it's exactly the same as any smaller mod.  Just drop the folders in your data directory, change the master to FalloutNV.esm, active in a mod manager, and then make sure archive invalidation is activated.  Not exactly very hard.  Even a beginner should be able to figure it out in a relatively short amount of time.

thermador
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Combined four threads on

Combined four threads on Mothership Zeta Crew into one. 

Please search before posting new threads - it is very helpful for others to have all information and questions about a particular subject in one place! 

tizerist
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Ok, thanks, one thread is

Ok, I've been trying to recompile MZC for hours.

Firstly, I can now load up the nvse version of geck. Now, because MZC requires multiple masters you have to apply the bAllowMultipleMasterLoads=1 trick to the geck's ini. Done that. After I choose the mod from the list, geck tries to load it, but crashes every time, even after trying Windows Data Execution and CFF explorer.

I'm stumped. I guess this is a massively complicated mod, totally not designed to work on the nv geck, and I'm just a newbie to this stuff. I'll try again tomorrow I think.

 

Shadow
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Worked fine for me.  Just don

Worked fine for me.  Just don't set MZC as the active file, instead save everything as a new plugin when you get it loaded.  I crashed originally, but I think that fixed it.

tizerist
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Still crashes even if I set

Still crashes even if I set it as plugin file.

Actually this also happens with F3's 'Mini Hideout - Katanas'

Shadow
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Try this.

Try this.

File Attachments: 

tizerist
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Thanks Shadow, all went well

Thanks Shadow, all went well until I got to this point, a Starship officer cap on the table shows as a !!!, despite the guy in front of me wearing, what I think may be another MZC cap. All other types of uniforms, objects etc seem to be in place correctly.

File Attachments: 

Shadow
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Yeah, I just switched the

Yeah, I just switched the model with the TSC Vegas version.  That seems to work fine.  So far no other missing meshes.

tizerist
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Right, I see. How can I

Right, I see. How can I elimate that then, maybe by deleting that item from the mod you gave me or something

Shadow
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I didn't do anything but

I didn't do anything but recompile the scripts in the Geck with that .esp.  You're going to have to download TSC vegas, and find and switch that mesh out yourself.

tizerist
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Hmmm, still not working, even

Hmmm, still not working, even after replacing

Meshes\Armor\Mothership Crew\Cap\StarshipCap.nif

Meshes\Armor\Mothership Crew\Cap\StarshipCapgo.nif

with the TSC versions, unless it's something in the armour folder...

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I have the same issue as

I have the same issue as tizerist on that missing mesh (the one shown in his screenshot.) It also seems to be in the Captain's storage room on one of the shelves. 

I just finished the vanilla Zeta DLC and started up MZC, so I'm glad someone put up the version with updated scripts. I'll DL that now. 

EDIT: Do I use the mzc_recompiled_scripts.esp with the regular Mothership Crew.esm or as a replacement for it?

 

 

/befo

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Shadow, this is off topic (my

Shadow, this is off topic (my bad), but would you be willing to recompile the scripts for two other mods? 

Amy Wong Companion - http://fallout3.nexusmods.com/mods/10577

MERC 2 - http://fallout3.nexusmods.com/mods/12400

/befo

tizerist
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Befo, you're supposed to run

Befo, you're supposed to run it alongside it. Anyway, I'm gonna look at some other mods till this problem is cleared up a bit. I tried physically ripping the cap out with FNVEdit, but that made the game crash, mwah haa haaa and all that

 

Befo
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Cool, thanks tizerist. If you

Cool, thanks tizerist. If you figure out how to fix that <!> box let me know!

 

/befo

Shadow
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Try redirecting the mesh like

Try redirecting the mesh like I suggested a few posts up :)

I did it at the .esp level rather than just by copying and pasting the mesh.  It really isn't that big of a problem, and shouldn't take more than a few minutes.

No, I'm not going to recompile any scripts.  I only posted MCZ because I already had the .esp file ready to go.  Just follow the tutorial to the letter and you should be fine.

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Yeah, I started on Amy Wong

Yeah, I started on Amy Wong today and ran into a few issues. Hopefully I'll get it figured out. 

I think I can swap out the meshes as you suggest if I knew which entry it was. Do you happen to remember the name or Editor ID?

/befo

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When I tried physically

Ah I see, so we need to put that file in the MZC esp. Will try later.

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Hmmmm mission to underwater

Hmmmm mission to underwater facility is giving me a lot of crashing. I can't go into living quarter to get medicine for McManus. Could this is be related to TTW? Below is my load order. Could anything interfere with this mod? I will also search for answer on TSC forum too.

File Attachments: 

"Why so serious, son?"

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I forgot to add I am using

I forgot to add I am using Shadow's recompiled version. Thank you Shadow for sharing your file.

"Why so serious, son?"

Shadow
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I helped some guy on the Zeta

I helped some guy on the Zeta Crew Nexus topic awhile back with the same problem.  It can't be more than a few pages from the front.  Sorry that I don't really feel like explaining it again right now though. :)

zezia
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since the new version for ttw

since the new version for ttw came out will mzc still work with ttw

Aconagent1
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Try converting it and seeing

Try converting it and seeing what happens! This is an alpha project right now, right on the main screen it says that the team is not inclined to do mod support while in alpha, therefor YOU should do it if you want it done. The conversion instructions are in the alpha 'download section' I believe

*Edit* Sorry if I sound like a jerk XD, wasn't suggesting anything. If I was you I would find some other people to do it as well and if there is a bug, compare with them, if everybody gets the bug, have the most experienced of you try and fix it in the GECK. I'm sure a lot of people would appreciate bugfixes for such a popular mod

-Conso

zezia
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ok

ok

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Does anything special have to

Does anything special have to be done to make Mothership Zeta Crew work for 2.0+ (anything beyond the standard conversion)

TJ
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The standard conversion

The standard conversion itself has changed for TTW 2.0+. I'm gonna go with do that to the ESM then load up Shadow's patch and make sure it still does what it's supposed to.

Anyone above that has the missing mesh issue, the easiest way to take care of it is copy the editor ID of the hat that dude next to him is wearing and add it to his inventory in place of the hat he has. If it's the same in game open your console, click on the object, type gbo, write down what you see, find it in the GECK, Fix it in the GECK. gbo only works with nvse though, so you'll need that.

"In the world of entertainment, there are very few things as good..... as Fallout."

"... That's why we're going out of our way to make our game less Fallout."

zezia
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Hello when i converted the

Hello when i converted the Mothership zeta crew mod I try the mod but when i try to talk to one of the npc it has no voice what should I do?

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IIRC MZ Crew is not

IIRC MZ Crew is not compatible with TTW at the moment .

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MSCZ requires FOSE. The

MSCZ requires FOSE. The default conversion process will work, but the scripts with FOSE functions will not work as intended or at all.

Call me Pat. Senterpat is too much to type.

zezia
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I was able to update the mzc

I was able to update the mzc scripts to nvse but one of the npc voice is missing the dialog works fine but no sound or lip sync. Also all the other npcs that have custom voices works fine.

Nevermind got it working

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Yeah, no one has fixed it, I

Yeah, no one has fixed it, I poked at the NIF that the World Model references and it doesn't have an applied texture like the non 'go' version of the .NIF. Beyond that, no idea how to fix, this is all new to me. >.< 

Edit: Opps! Ment that as a "Quote", I am referring to the StarShipCap.NIF and StarShipCapGo.NIF files, StarShipCap has an applied texture and StarShipCapGo.NIF doesn't and since the 'go' version is suppose to be the World Model, no texture it's gonna probably show ! ... I'm gonna try to replace the 'go' version with the non 'go' version and pray. >.< Also got to do a *lot* of editing to update the food items to restore hunger. >.< Not looking forward to it. 

Also, I had luck with using FNVEdit to uncheck the ESM flag in the MZC .esm, renamed it .esp, loaded that into G.E.C.K, and recompiling the scripts, before renaming it back and using FNVEdit to reset the ESM flag. It's working with only the Major's voice missing. I'll have to poke at that too.

Update: Nope, it's screwed. I get up to the point where we're in the underwater base, powered on the power plant, release the tyranids, go upstairs, talk to Ruiz, go downstairs, and every time I try to enter Intersection 2 it CTD. I turned off all mods but the ones needed by TTW and MZC and same deal, so... Going to have to reload from a much earlier save and abandon MZC for now until someone does an (un)official port that works. 

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Is anyone working on getting

Is anyone working on getting this thing working for TTW? I've heard there's a conversion in Nexus but the guy who made it can't seem to solve a problem with a certain room that causes crashing. The mod also doesn't work with 2.2. 

BelGarion
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ArgusMercenary wrote:

ArgusMercenary wrote:

Is anyone working on getting this thing working for TTW? I've heard there's a conversion in Nexus but the guy who made it can't seem to solve a problem with a certain room that causes crashing. The mod also doesn't work with 2.2. 

It works except for that crashing room in the underwater base, I'm running 2.2A and played fine up until that point. Beyond that point is impossible, don't know why. :( 

thermador
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BelGarion wrote:

BelGarion wrote:

ArgusMercenary wrote:

Is anyone working on getting this thing working for TTW? I've heard there's a conversion in Nexus but the guy who made it can't seem to solve a problem with a certain room that causes crashing. The mod also doesn't work with 2.2. 

It works except for that crashing room in the underwater base, I'm running 2.2A and played fine up until that point. Beyond that point is impossible, don't know why. :( 

If someone wants to post their converted .esp or .esm file, please do.

One thing that has worked in the past to solve CTDs in certain cells is to open the cell that is crashing in the GECK, zoom out and select all objects, rotate them or move them a certain amount, then move them all back to where they were (manually, not with undo).  Then save.  No idea why this works, but it seems to reset something.

Otherwise, yeah it's probably a bad mesh that needs to be fixed somehow.

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