Mothership Zeta Crew: The Terran Starship Command

Post » Sat Feb 19, 2011 10:52 am

The series of tubes picture has me interested in this mod, wow! Thanks for posting them, now I have to try this one out :D
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saharen beauty
 
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Post » Sat Feb 19, 2011 11:32 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!



I think that's what he's going for
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Project
 
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Post » Sat Feb 19, 2011 2:32 am

There is an underwater city?

How does that work for this game engine?

This made me wonder as why there are no fish or aquatic life forms other than mirelurks. Plus why no fish of any type what so ever. Off topic. But real shame no such critters =/
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Claire Lynham
 
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Post » Sat Feb 19, 2011 4:10 am

I just (re)registered to tell you that I love the mod and hope that you'll continue working on it - bumped up against the current (I believe anyway) end of the quest chain with a certain BoS Scribe. I hope that's leading in the directions I believe it to be (War with the 'Old' Brotherhood, possibly through the proxy agency of the Lyon's Brotherhood Outcasts).

Still, looking forward to the new versions eagerly.

(Is there any plan to tidy up the animated Valkyrie shuttle model so that it actually has it's cockpit whilst mobile?)

Also, I laughed at the Jolly Bagpipe club - I've never seen a bagpipe drawn like that before (And I'm scottish, I thought I'd seen most of the possible illustrations)
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Emmi Coolahan
 
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Post » Sat Feb 19, 2011 11:46 am

i'm pretty sure we can expecrt that this will be finished before any sort of Shift to New Vegas

Also keep in mind that the Zeta meshes (the majority anyways) are not included in Fallout New Vegas.
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Taylah Haines
 
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Post » Sat Feb 19, 2011 12:18 pm

Unless they suddenly decide aliens can traverse the whole planet....but that may make to much sense lol
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Neko Jenny
 
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Post » Sat Feb 19, 2011 1:05 am

Has this died?
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naomi
 
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Post » Fri Feb 18, 2011 10:26 pm

Nay.
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Verity Hurding
 
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Post » Fri Feb 18, 2011 11:39 pm

<>

Saiden Storm in his SS mod has some manta rays, but they do not seem to work that well, unlike Abbots aqua life in Morrowind.

The manta rays seem all to beach themselves like wrecked ships on a reef and cluttered the docks in Lttle Lamplight so when I was using that mod I ended up turning them off.
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Lauren Dale
 
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Post » Sat Feb 19, 2011 8:23 am

I understand you used ENCLAVE COMMANDER as a bases for parts of this mod and have not had any problems with CTDS.



Posted elsewhere (describes my problem to a tee)

----------------START COMMENT

When playing with Enclave Commander active if I kill or are anywhere near an Enclave soldier that gets killed while I have my own soldiers (from Enclave Commander at least) the game crashes...every single time. It also appears to only happen when I'm in an outdoor cell. Anything indoors, the game is fine. I can't think of what could be causing the issue, other than Enclave Commander. When I deactivate the mod I can kill Enclave soldiers just fine, no crashes (well aside from the typical random crash with Fallout 3)

TheDamned
----------

Nib/J3X : response (July 2009, he does not mod anymore)

v 0.9 have some bugs. I'm hoping to fix them sometime but I'm quite busy right now

I'm pretty sure that the bugs has something to do with a additem command that will crash on power armoured npcs... and it might have something to do with FOOK / MMM.. Anyway, Enclave Commander v. 0.8.a is a special release for those with that bug.

-----------------------END COMMENTS


I'm not using FOOK or MMM, so I'd like to locate that
"additem" on these Power Armor NPCs and perhaps remove them to make the mod more stable.

Anyway, some other thoughts occurred to me.
Enclave Commander NPCs add experience to the player for kills, in addition which may result in the finger or ear being added to dead guys ie the "additem." and possible CTD

Do you use an XP mod
or have the Lawbringer or Contract Killer perks when playing Enclave Commander, and was it the .090 version?

Thanks
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Jaki Birch
 
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Post » Sat Feb 19, 2011 3:17 am

Errrmmm...

The Enclave Commander specific problems should be adressed to J3X himself. The modifications I've made to his work are mostly of an aesthetic manner, trying to avoid touching the scripts. No reiterative crashes related to the Air Support addon have been reported that I know... I've been using enclave commander for a long, long time though, and never experienced such a thing. Killed plenty of Enclave guys with them, and I remember turning in lots of fingers... can't say a 100% sure, though. I think I used "V 0.9 + all expansions" as a base, yup.

As for the fish... well, there ARE some fish, in the form of animated statics. Why statics? Because fish-like "characters" wouldn't work well around poseidonis as it is. You'll have to take my word on that one...
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chinadoll
 
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Post » Sat Feb 19, 2011 4:40 am

>>The Enclave Commander specific problems should be adressed to J3X himself.<<

Thank you for your reply.

I think I have found the problem. I changed a J3X script a bit removing some of his code. I'm testing it now and it looks promising- NO ctd's when hitting the Enclave. This is good news for being able to use your mod as well.


This is the mystery of this game, --and mod. Some people cannot run it while others do not have the problem and aside from changing the mod itself, there seems to be no reason understood what is otherwise affecting it
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Tom
 
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Post » Sat Feb 19, 2011 7:51 am

>>The Enclave Commander specific problems should be adressed to J3X himself.<<

Thank you for your reply.

I think I have found the problem. I changed a J3X script a bit removing some of his code. I'm testing it now and it looks promising- NO ctd's when hitting the Enclave. This is good news for being able to use your mod as well.


This is the mystery of this game, --and mod. Some people cannot run it while others do not have the problem and aside from changing the mod itself, there seems to be no reason understood what is otherwise affecting it


Hehe... computers have a mystical component that we cannot fully comprehend.

I'm interested into what script did you edit and what part of it did you remove. This way it'll be easier to spot the problem in case I start getting reports about this particular crash.
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vicki kitterman
 
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Post » Fri Feb 18, 2011 11:47 pm

>>I'm interested into what script did you edit and what part of it did you remove. <<



open up the geck and REPLACE code to the ENTIRE script J3XVertibirdSolderKillcountScript as follows in your version of Enclave Commander:

----------------cut-----------------------
scn J3XVertibirdSolderKillcountScript

; Script stolen from TalkieToaster's RobCo Certified mod, kudos to him!
; This script makes also sure that the soldiers takes prisioners
; short xptotal
; short xpgain
; short level

begin scripteffectstart
;pms J3XVertibirdSoldierAIShader
end

BEGIN ScriptEffectUpdate

; experience and additem finger / ear coding removed


; Capture Script !
if J3XVertibirdAiQuest.Prisoners && (getav health < 50 || GetCurrentAIProcedure == 16) && IsSpellTarget J3XVertibirdCaptureSelfSpell != 1 && getdead == 0
;player.additem f 1
CIOS J3XVertibirdCaptureSelfSpell
endif
end


--------------------cut--------------------------

For some reason i was getting CTDs every time I fought the Enclave outside with Enclave Commander NPCs of any type. Other people reported the same problem with fighting ANY of the power armor people.

J3X mentioned in a very old post he might have thought "additem" was causing it under certain circumstances--a token(for Kill tracking) and ear or finger are added to the killed creature /person. With power armor victims, this may cause a reproducible CTD .

Removing the XP parts of the script seems to take care of it. Since it seems odd I get fingers and XP for what my men do(its THEIR kill), I do not mind this omission from the mod.


-------------------------------------------------

UPDATE

It seems pretty stable without this code, My squad can fight outside Enclave (and presumibly other power armor soldiers) and no CTDs. However, prisoners may be problematic (the same "additem" exists there as well) I can get consistant CTDs when releasing / confiscating belongings and on ocasion "move to prison marker" or execute.
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Red Bevinz
 
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Post » Sat Feb 19, 2011 9:09 am

>>I'm interested into what script did you edit and what part of it did you remove. <<



open up the geck and REPLACE code to the ENTIRE script J3XVertibirdSolderKillcountScript as follows in your version of Enclave Commander:

----------------cut-----------------------
scn J3XVertibirdSolderKillcountScript

; Script stolen from TalkieToaster's RobCo Certified mod, kudos to him!
; This script makes also sure that the soldiers takes prisioners
; short xptotal
; short xpgain
; short level

begin scripteffectstart
;pms J3XVertibirdSoldierAIShader
end

BEGIN ScriptEffectUpdate

; experience and additem finger / ear coding removed


; Capture Script !
if J3XVertibirdAiQuest.Prisoners && (getav health < 50 || GetCurrentAIProcedure == 16) && IsSpellTarget J3XVertibirdCaptureSelfSpell != 1 && getdead == 0
;player.additem f 1
CIOS J3XVertibirdCaptureSelfSpell
endif
end


--------------------cut--------------------------

For some reason i was getting CTDs every time I fought the Enclave outside with Enclave Commander NPCs of any type. Other people reported the same problem with fighting ANY of the power armor people.

J3X mentioned in a very old post he might have thought "additem" was causing it under certain circumstances--a token(for Kill tracking) and ear or finger are added to the killed creature /person. With power armor victims, this may cause a reproducible CTD .

Removing the XP parts of the script seems to take care of it. Since it seems odd I get fingers and XP for what my men do(its THEIR kill), I do not mind this omission from the mod.


-------------------------------------------------

UPDATE

It seems pretty stable without this code, My squad can fight outside Enclave (and presumibly other power armor soldiers) and no CTDs. However, prisoners may be problematic (the same "additem" exists there as well) I can get consistant CTDs when releasing / confiscating belongings and on ocasion "move to prison marker" or execute.



Thanks a ton! I'll be bookmarking this to give it an exhaustive look in the future.

The prisoner things shouldn't be a problem. I've disabled the "take prisoners" option for now. I've been trying to find what was wrong with it, but haven't been able to spot any problems with it.

Maybe I'll just re-enable it with a warning...

But I digress. I thank you for your contribution to ze cauze!
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Ashley Clifft
 
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Post » Sat Feb 19, 2011 6:14 am

UPDATE

After work there was a couple of hours available and I stayed up until 2am looking at the ENCLAVE COMMANDER 090 mod testing different things:

Virgin GOTY data folder substituted for normal data folder NO mods installed =
Enclave Commander still CTD's (black screen this time no error message).
Hence, abandoned the line of thinking another mod might be causing it (Fallout really looks ugly without DARNified) unless its something in the saved game data.

I though about starting a new game just to see if the crashes occur then. But since OTHER people have reported the same problems in some threads and if something is not stable and unless we know exactly what it is, I'll opt for STABILITY disabling FEATURES.

The prisoner feature looks very promising, however. I had problems with CTD's attempting capture (less frequent than the previous firefights with XP enabled), but I'm fairly certain I have found the problem==the "additem slavecollar 1" on the victims during the capture process..
I disabled that.
NO CTDs attempting capture!!!
The prisoners no longer have bonds or collar, but they are docile and kneeling.

Disabling and reworking some of the code for prisoner interactions has eliminated CTDs there as well. However, I do notice that if too far from the "prisoner transport point" the prisoners traveling there will become hostile again, acquire weapons and become INVULNERABLE.
So I will probably just have them disappear or something (Send to HQ for Interrogation) when selecting that option.

--------------------

UPDATE
RELZ--Enclave Commander 090 - NoFreeRide (Addon)

http://www.fallout3nexus.com/downloads/file.php?id=15462

The code thre might be useful for some aspects of Starship Command. I'm looking over the stats for the robots seeing what changes need to be made (the Protecron is very weak, I fixed that a bit), and am intersted in how you dismiss the shuttle (if its easily adaptable to dismiss the vertibird)
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Kayla Keizer
 
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Post » Sat Feb 19, 2011 3:01 am

A trailer for the mod has been uploaded on youtube!

http://www.youtube.com/watch?v=vLk2vrojZV4

Hope you enjoy it!

(Contains one image or tow of the next mission ;))
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Cameron Garrod
 
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Post » Sat Feb 19, 2011 3:10 am

Nylon glad to see your still working on this fab mob
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lauren cleaves
 
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Post » Sat Feb 19, 2011 1:58 am

A trailer for the mod has been uploaded on youtube!

http://www.youtube.com/watch?v=vLk2vrojZV4

Hope you enjoy it!

(Contains one image or tow of the next mission ;))

Argh, looking very, very nice once again!
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Charles Weber
 
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Post » Sat Feb 19, 2011 3:06 am

Just downloaded this mod V 1 5 6 i think and it is incredible!!! I love it, best mod ever!

Edit: The TSC enclave command thing confuses me, I don't know how to use it, if anyone could help that would be nice. :P
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Kim Bradley
 
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Post » Sat Feb 19, 2011 1:50 am

I have not played this mod yet, I still have to get to Zeta, but if the Enclave Commander mod should work the same way regardless and has its readme included unless significantly changed from its original form.

If not, I have an updated version (Enclave Commander - no Free ride, yes pounding my drum) that is less crash prone and it should work the same way. The Original J3x readme is included as well as my additions in a separate readme, and gives comprehensive instructions of how to use the G command key and call in the shuttle and drop troops (Enclave Commander drops in a Vertibird).

The EC options and EC radio should be in the inventory under AID and allows you airstrikes and calling in the troops using the scroll mouse adjust distance and to place the green marker with the E key. Double tapping the G key does just about all else.
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Antonio Gigliotta
 
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Post » Sat Feb 19, 2011 1:51 am

I have not played this mod yet, I still have to get to Zeta, but if the Enclave Commander mod should work the same way regardless and has its readme included unless significantly changed from its original form.

If not, I have an updated version (Enclave Commander - no Free ride, yes pounding my drum) that is less crash prone and it should work the same way. The Original J3x readme is included as well as my additions in a separate readme, and gives comprehensive instructions of how to use the G command key and call in the shuttle and drop troops (Enclave Commander drops in a Vertibird).

The EC options and EC radio should be in the inventory under AID and allows you airstrikes and calling in the troops using the scroll mouse adjust distance and to place the green marker with the E key. Double tapping the G key does just about all else.


Lol I never downloaded the Enclave Commander mod, this is my first time using mods so... :P

I'll give your info a go later once I get on FO3 :)

yeah I got it to work.
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kiss my weasel
 
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Post » Fri Feb 18, 2011 10:27 pm

This is beast, keep up the awesome work :D
Note: there have been some issues with textures, but it's not a huge deal
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kirsty williams
 
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Post » Sat Feb 19, 2011 11:56 am

My computer is back on line. Huzzah! It's been far longer than I expected, but I've invested this forced parenthesis to work on the screenplay. The screenplay for mission V is about 90 pages long, wich is almost as long as the scripts fore whole movies I've seen as a screenplay anolyst...

I've been delaying the assignment of characters for a long time now. I expected my computer to be fixed in a relatively short period... wich hasn't happened (Actually, I'm workin gon borrowed parts now). Anyway, back to working with the GECK at last!
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rebecca moody
 
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Post » Sat Feb 19, 2011 4:18 am

Wow I love your mod! I had been working on an space based quest revolving around a unique power armor and aliens living under the ocean of europa. I was wondering if you would mind if I were to change its direction and edit it for your mod? It would fit perfectly into it.

Essentially you would complete MZ and then find a beacon on europa and go there, fight through a facility on the surface and then teleport to the under sea facility where the aliens are encountering problems with the primitive native life forms. These lifeforms are parasitic and live off other europan creatures. You find that the aliens are trying to use them to for a power source because of their unique energy system.

The creatures use a cocktail of chemicals to boost the strength and mental abilities of the host and push them to the limit, but they also create antimatter as a result of this and pump it into specific regions of the brain to destroy and parts sentient to the original creature, because of this the parasite slowly transforms the host into its own puppet becoming in control.

Now to put a spin on this to match it to your mod it could be that the aliens discovered a parasitic creature deep under the sea that did this to its host and they aimed to genetically modify it to work on humans. They used it on the creatures in the base which turned them into the large mutated creatures you come across, these creatures were designed to be sent to the zeta ship and when the creatures bit the humans on board they would transmit a parasite egg into the human thus turning them into something similar to an abomination leaving the parasite in control. The aliens genetic engineering would allow them to then control the parasites after this.

This should fit with the story without needing anything changed so you could say that the aliens device to control the creatures should have worked to control the parasites in a human host but did not work as intended on the tyranids and that is why the base is overthrown.

A side quest would be available to you as the captain to actually use one of these parasites to gain the massive power boost that they give. It would be a multistage quest where you progressively get more altered by the parasite but gain more control and less negative effects. A down side of this would be that you could not equip any other armour, you would have to use this one suit of armour that would build with technology over time until you were essentially a WMD.

You would start off getting rad damage from the antimatter, personality losses as well as lots of other losses but as the scientists learn more about this you start to get upgrades to get a personal energy converter to use some of the antimatter to generate energy for ammo and bodily repair etc. You would learn about the alien technology to control the parasite and make it a symbiote. You start to use more alien tech to full convert all antimatter into energy as well as other perks such as overdrive mods and speed boosts like the coyote reflex power armour.

It would be a trade off that became much more worth it over time (you would have to wait X amount of time to get each quest) as well as having to cross the wasteland and spaceship to find various resources to create your power armour such as android components and modified FEV to fuse your DNA with the symbiotes.

I have a lot of the resources gathered up for this as well as a good amount of lore, I just figured it would fit well with your mod and also give a side quest for people to try out!

- Bal
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Sxc-Mary
 
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