Mothership Zeta Crew: The Terran Starship Command

Post » Sat Feb 19, 2011 1:05 pm

Now, people, I know it's been a long time, but everything is almost in place so it's a safe moment to announce a release date!

-You mean like the last three release dates?

-Yes.

-The ones that you completely failed to accomplish?

Well...

-With not days, but MONTHS of difference?

Er...

-I mean, a few days is okay, weeks, maybe, but months? What were you doing out there? Were you kidnapped by aliens?

Shutup.

-Or was it the government? Obviously you're too important to take your mighty bottom down here and telling us what's going on!

Knock, knock.

-Who's there?

Shhh!


-Agh! Outsmarted at my own game! Curse you, Nylonathathep! We shall meet again!

...

Well, as I was saying, the release date of the mod is scheduled to be in... 7 days.

This time I only have graphical glitches to correct and a few last voice lines to implement into the mod. Maybe a bit of extra clutter as well. A week should be more than enough, because I don't plan to make any more drastic changes or rewritting/enhacing the screenplay for the bloody tenth time.

Sorry for the long wait, but it looks like I've finally got it.

Cheers!

P.S.: About the TSC ufo. Well, in next version I'll do a few things, but almost all the work has been focused on the main mod. Here's a few things I'll do.

*Eliminate the take prisoners option until I figure out what the hell is wrong with it.
*Make the UFO inmortal -If yours died, a simple disable-save-enable for the addon should be enough (Not the whole mod)-
*Will look onto the UFO dismiss command.

Thank you all for letting me know of this problems AND providing a solution! :foodndrink:

P.S.S.: Building a fleet? Well, actually I made a few theoretical approaches on how I could do something like that, but it's still on the drawing board. That's a bit too ambitious for me right now. Consider it only a vague possibility for the far future x_X

P.S.S.S.: The aliens are covered in the mod main storyline ;P The fact they haven't shown up yet doesn't mean I've forgotten about them ;)

P.S.S.S.S.:
Not sure if you have any voice actors for the Military Roles yet, I am ex Military (US Army) My MOS Was 11B Airborne. I was with the 82 Airborne 2nd Brigade, I was selected for Q Course (Special Forces) and made it half way through 2nd phase before I had a family Emergency and had to fly back to my home state. While home on Leave I was hit by a drunk driver and to make a long story short after 7years of military service that was the end of my Military Career. (I was in the Hospital for 4 months) Not sure how good of a voice actor I would be but I am 28yo. Drop me a PM and let me know if you are interested.


Unfortunately all male roles are covered for this release x_X I'll be adding more military type characters in upcoming missions, so if you're still interestes then you'll be more than welcome!
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Mr. Allen
 
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Post » Fri Feb 18, 2011 10:40 pm

go d that is great news except for the take prisoners thing I liked that function it allowed me to be a little more personal with it. cuff and collar them and then exicute them personally or move them to whatever prison marker I set
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Charlotte X
 
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Post » Sat Feb 19, 2011 8:27 am

Kewlness.
I've been using the Dismiss code in both http://www.fallout3nexus.com/downloads/file.php?id=1410 and in the TSC mod, in independant ESPs to make mistake correction easier.

So far no snitchups.
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Claire
 
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Post » Sat Feb 19, 2011 4:24 am

you are AWESOME!!! this is the one mod i cant live without and soon it will be my wife!
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Nitol Ahmed
 
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Post » Sat Feb 19, 2011 6:49 am

This mod looks amazing!

Being the alien lover I am, MZ was a disappointment at the end, so this mod looks perfect for me. I need to get this!
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Peetay
 
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Post » Sat Feb 19, 2011 11:02 am

Using this code to replace the move to the placable markers in the Terminal one can cause the Vertibird/Shuttle to appear there.
It replicates the fast travel part which also moves the bird.

This is for movable marker location 1 which is in the first submenu, so two forceterminalback commands are needed to close them all.
This has been put to the test and it has passed the test.
I set SpawnBird to 5 as it had been used at 5 to summon the Transport/Shuttle in other scripts.

ForceTerminalBackForceTerminalBackJ3XVertbirdTransport.moveto J3XCustomPos1Set J3XVertibirdMarkerQuest.spawnbird to 5Player.moveto J3XCustomPos1

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Alycia Leann grace
 
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Post » Sat Feb 19, 2011 4:01 am

Using this code to replace the move to the placable markers in the Terminal one can cause the Vertibird/Shuttle to appear there.
It replicates the fast travel part which also moves the bird.

This is for movable marker location 1 which is in the first submenu, so two forceterminalback commands are needed to close them all.
This has been put to the test and it has passed the test.
I set SpawnBird to 5 as it had been used at 5 to summon the Transport/Shuttle in other scripts.

ForceTerminalBackForceTerminalBackJ3XVertbirdTransport.moveto J3XCustomPos1Set J3XVertibirdMarkerQuest.spawnbird to 5Player.moveto J3XCustomPos1



I thank thee! :D

go d that is great news except for the take prisoners thing I liked that function it allowed me to be a little more personal with it. cuff and collar them and then exicute them personally or move them to whatever prison marker I set


Aye, but I got lots of reports with it, so I better play safe and "quarantine it" while I take a closer look. x_X

Then there's the problem with the insane framerate drop at the bridge when you are facing certain areas... I don't know if I'll ever be able to fix that, because so far I haven't been able to isolate it's cause. :(

Aaanyway... back to work!
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Brandon Wilson
 
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Post » Fri Feb 18, 2011 9:45 pm

I should be getting my internet connection back soon (in a public cafe). So heres hoping I will get to try the new version ^_^

Anything going to happen with regards to Rivet City? Last I recall I made agreements with Rivet to recruit people etc.
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Sheila Reyes
 
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Post » Sat Feb 19, 2011 12:32 pm

Such seem to appear.
I saw Ghoul recruits in Underword which pleased me.

Rigging the "Troop Types" one calls in wil likely be the issue.
J3X had Enclave, BOS, and Anchorage soldiers, selectable in his mod, upon which this is based.

As to the use of the "prison marker" it is a "door" which in essence one cannot see.
Left over from Oblivon. I has the same advantages and disadvantages as a door too.
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Tha King o Geekz
 
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Post » Sat Feb 19, 2011 10:22 am

The mod has been updated on the nexus. Now I'm going to lose consciousness in a corner before my eyes fall out of their sockets x_X

I'll come back later to see if everything works as intended or, as it is becoming a tradition, I've forgotten to pack some files.

Enjoy!
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Ebony Lawson
 
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Post » Sat Feb 19, 2011 11:34 am

Congratulations!
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Lucie H
 
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Post » Sat Feb 19, 2011 11:25 am

hey if anyone can help me i've hit a bit of a snag. i'm trying to gane acess to thel abs area but i've only been able to find Keycard 2. I can't find keycard 1 anywhere
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Nice one
 
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Post » Fri Feb 18, 2011 8:54 pm

this is the best mod EVAR!!!
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Stephani Silva
 
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Post » Fri Feb 18, 2011 8:42 pm

hey if anyone can help me i've hit a bit of a snag. i'm trying to gane acess to thel abs area but i've only been able to find Keycard 2. I can't find keycard 1 anywhere

in the intersection with the fountain there is a dead alien with a note and the key card that you need.

and the other is in a room with some abominations in the living quarters.
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Chris Ellis
 
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Post » Fri Feb 18, 2011 9:45 pm

Well just played the latest version of the mod and damn... It keepsw getting better and better doesn't it? I can't wait for the next update :D
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sara OMAR
 
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Post » Sat Feb 19, 2011 12:03 pm

Glad you're liking it!

I've just published a bugfix update.

Now I'm taking a few "days off" to play other games/mods and get fresh ideas!
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Taylor Bakos
 
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Post » Sat Feb 19, 2011 9:55 am

Version 1.55 has been released!

If you're not too busy playing New Vegas, feel free to take a look at it!

http://www.fallout3nexus.com/downloads/file.php?id=8747

Will publish pictures and all that this days. Now I just need to go faint in a corner x_X
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Lovingly
 
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Post » Sat Feb 19, 2011 3:20 am

Hey glad to see that your still modding, if your ever looking for someone to fire ideas off or supply ideas :-) you know what site to catch me on!!!
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Andrea P
 
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Post » Sat Feb 19, 2011 12:35 pm

Thx for continuing with this marvellous mod.
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Blackdrak
 
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Post » Fri Feb 18, 2011 11:41 pm

Are you going to continue with FO3 ?

Still a good size group not going over to vegas. I was curious if we can expect the finish of your mod?
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matt
 
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Post » Sat Feb 19, 2011 1:35 am

i'm pretty sure we can expecrt that this will be finished before any sort of Shift to New Vegas
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.X chantelle .x Smith
 
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Post » Fri Feb 18, 2011 8:56 pm

New Vegas is still in its kiddy-shoes, until the most common third-party apps are ported there will be not much in FONV.
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Wayne W
 
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Post » Sat Feb 19, 2011 6:04 am

Right now I plan on finishing the mod for Fallout 3.

If I see no one plays it I'll rethink it in the future, but right now I plan on continuing it.

Have a few screenshots of the current version!


http://img828.imageshack.us/img828/8945/boulevard.jpg

http://img827.imageshack.us/img827/4528/computerwatch.jpg

http://img219.imageshack.us/img219/4530/jollybagpipebar.jpg

http://img530.imageshack.us/img530/7523/jollybagpipewaitress.jpg

http://img408.imageshack.us/img408/2450/pianolounge.jpg

http://img139.imageshack.us/img139/395/poolz.jpg

http://img826.imageshack.us/img826/6942/poseidonis.jpg

http://img684.imageshack.us/img684/7462/sauna.jpg
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Amelia Pritchard
 
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Post » Sat Feb 19, 2011 7:37 am

Nylon- Thanks, you have one of the best mods ^_^
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Baby K(:
 
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Post » Sat Feb 19, 2011 5:13 am

The starship fraction is becoming one of the new major powers in the wastes...if you keep it up like this! ;)

Love the underwater city!
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QuinDINGDONGcey
 
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