Mothership Zeta Crew Discussion

General help and troubleshooting.
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Quetzlsacatanango
Posts: 11
Joined: Wed Sep 19, 2012 8:12 pm

Mothership Zeta Crew Discussion

Post by Quetzlsacatanango » Mon Dec 03, 2012 2:39 pm

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.



Aconagent1
Posts: 157
Joined: Sun Dec 02, 2012 5:38 pm

I would take it up with the

Post by Aconagent1 » Mon Dec 03, 2012 8:23 pm

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

Kainschylde
Posts: 136
Joined: Fri Oct 12, 2012 9:47 pm

The sandcroombie is part of

Post by Kainschylde » Mon Dec 03, 2012 9:59 pm

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

thermador
Posts: 773
Joined: Tue Aug 07, 2012 2:24 pm

Read the FAQ and watch the

Post by thermador » Sat Feb 02, 2013 9:27 pm

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



tizerist
Posts: 234
Joined: Mon Sep 17, 2012 10:24 am

I'm having trouble myself. I

Post by tizerist » Sat Feb 02, 2013 9:28 pm

.


 



tizerist
Posts: 234
Joined: Mon Sep 17, 2012 10:24 am

Hey, actually, I am almost at

Post by tizerist » Sat Feb 02, 2013 9:30 pm

.


 



Shadow
Posts: 40
Joined: Wed Jan 09, 2013 3:11 am

MZC is like, the best Fallout

Post by Shadow » Sat Feb 02, 2013 9:30 pm

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.



Befo
Posts: 44
Joined: Thu Jan 24, 2013 3:59 am

I was able to open MZC in

Post by Befo » Sat Feb 02, 2013 9:30 pm

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
Posts: 234
Joined: Mon Sep 17, 2012 10:24 am

Just remembered you're

Post by tizerist » Sat Feb 02, 2013 9:31 pm

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



Shadow
Posts: 40
Joined: Wed Jan 09, 2013 3:11 am

Maybe try using the FNV

Post by Shadow » Sat Feb 02, 2013 9:31 pm

Maybe try using the FNV version of TSC Commander?



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