Mothership Zeta Crew: The Terran Starship Command

Post » Sat Feb 19, 2011 6:30 am

awesome!!!!!! been waiting for this forever!!!!!!
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victoria johnstone
 
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Post » Sat Feb 19, 2011 2:05 am

Wooptidoo :P
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Doniesha World
 
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Post » Sat Feb 19, 2011 6:45 am

I would like to DL this but, are there any compatiablility issues? Will it work with FWE? Does it use FOSE and FOMM?
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Claudia Cook
 
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Post » Sat Feb 19, 2011 7:29 am

I would like to DL this but, are there any compatiablility issues? Will it work with FWE? Does it use FOSE and FOMM?


Dunno about FWE. It uses FOSE and FOMM. I haven't been reported any fatal compatibility issue (Except for some things that alter Mothership Zeta). It mainly focuses on the ship, and the things added to the wasteland are "new", no modifications to other NPC or elements are made, so it should work fine with most mods.

FOSE and FOMM are required.
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Katey Meyer
 
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Post » Fri Feb 18, 2011 11:36 pm

Ok, I'm gonna give it a shot. Thaks. :)
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Marcus Jordan
 
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Post » Sat Feb 19, 2011 3:23 am

are there any....hints.... as to what the 4th quest might entail. and how close is it to being finished, andi also like the idea of being able to teleport troops down, or have them come down in a saucer similar to the enclave commander mod. i would also love to be able to have the officers follow me around. this is an excellent mod though, very good work
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Antony Holdsworth
 
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Post » Fri Feb 18, 2011 9:30 pm

do you know when the update is gonna be released
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Chloe Botham
 
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Post » Sat Feb 19, 2011 2:16 am

do you know when the update is gonna be released


Right now :lol:

You might find that most of your wishes got granted here hahaha

There is no quest yet, but you might find the "optional files" I added to be interesting :D

The mod now has Enclave Commander-ish features implemented on it :) Not just "Implemented". More like "integrated"!

It's not perfect yet (a few of J3X's scripts are resisting to me!) but it works quite well and, in time, I'll manage to get the thing completely polished ;)

I've also established the bases of next mission. Nothing you can see much in-game, but some resources that I'll need to make it more interesting ;P Oh, and a overall armor improvement (different outfits, retexturing... and no more god forsaken blue patches on officer uniforms!).

Can't give full details now. You'll find them on the readme. Must... get... some... sleep. Got a trip tomorrow (might update with screenshots and things like that when I get back) x_X

Blam!
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Jesus Sanchez
 
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Post » Sat Feb 19, 2011 1:00 pm

hey

Grateful if you could upload a vid showing the new features in action. I am tracking this mod on nexus as I think this has alot going for it.
:-)
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Damned_Queen
 
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Post » Fri Feb 18, 2011 11:59 pm

hey

Grateful if you could upload a vid showing the new features in action. I am tracking this mod on nexus as I think this has alot going for it.
:-)


I was planning on doing some sort of trailer... Might add a simple video once a few thing are a bit more polished ;P
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Matt Fletcher
 
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Post » Sat Feb 19, 2011 8:34 am

Umm, is anyone else getting missing stuff in the update, I upgraded to 1.42 and am getting the dreaded big red ! . And before you say I installed wrong, I have been running mods for years. I installed and overwrote, I tried to roll back to 1.41, and now the uniforms are missing. :shrug:
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Stephy Beck
 
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Post » Sat Feb 19, 2011 9:02 am

Just added a missing-mesh fix... did you get it?

The uniform part is what makes me raise an eyebrow, though... The missing meshes were hair ones!
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JeSsy ArEllano
 
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Post » Fri Feb 18, 2011 8:43 pm

Nylonathathep

Many Thanks

To be truthful the whole zeta mod that was released by beth just did not feel right, i would have liked the player to be more involved with the crashing of the small alien ship. This is a story arc that should be done after broken steel, the aliens should be the next bad guys after the enclave.

that's by two cents worth :-)
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Roberta Obrien
 
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Post » Sat Feb 19, 2011 8:34 am

So I'm confused. Is this a work in progress or a finished version and weeding out the bugs?

Zeta was my most favored part of the whole game. I like having all those strange characters coming together to be the rag tag bunch that can kick some ass. Make adventure and save the world in a wacky yet fun way. When Mars Attacks elements mixed with star trek and Dr. Who kicked so much @$$ =)

The best part is having people cover your back while others keep the ship in one piece.
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Ash
 
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Post » Sat Feb 19, 2011 6:36 am

We could say it's being upgraded "one chapter (mission) at a time", but every released version is fully functional by itself. It's just that the story will "stop" until I finish developing the next mission (or extra feature).

Each version is "finished" in the sense that it works with no major issues.

I have the whole plot story more or less written. Guess it should take about 8-10 missions. Working on mission 4 right now. I'm basing Mothership Zeta Crew on the style I saw Giskarduk use on his wonderful Kvatch Aftermath mod, wich grew and grew and grew whith every new version he made.
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Joey Bel
 
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Post » Sat Feb 19, 2011 11:07 am

and still growing lol, if you a fan of giskards work you should call in to his forum. as he is still expanding his mods, modders are more that welcome .
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Jonathan Egan
 
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Post » Sat Feb 19, 2011 12:44 am

Do i need to grab the 1.4 AND the 104mb 1.4.2 ?

Never mind. Didn't see where it said it under the 1.4.2 =/

Found the answer on my own. Yeah grab both.
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Ronald
 
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Post » Sat Feb 19, 2011 12:28 pm

All is good now with the missing uniforms, awesome work BTW :tops:
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Jessica Thomson
 
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Post » Sat Feb 19, 2011 8:17 am

Good to see the problems are solved :)

and still growing lol, if you a fan of giskards work you should call in to his forum. as he is still expanding his mods, modders are more that welcome .


Perhaps once I finish this mod I'll see if a modder team needs assistance... If I joined while I had this in progress, I'd be more of a nuisance and a waste of time for them than any real help! (or forced to abandon the mod haha)
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DeeD
 
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Post » Sat Feb 19, 2011 8:30 am

can you provide any spoilers about the fourth quest?
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Monique Cameron
 
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Post » Sat Feb 19, 2011 8:25 am

{BUG FOUND}

The locked "key needed" door in the olympus leading to the mid section of the ship. The one that opens up into space and you need an airsuit/spacesuit. The game will crash a lot in this area. I think you aren't suppose to go there anyway, but after you get the key card it allowed me to go through the door anyway. I have have my actor walk outside and instantly die, plus then the game as I mentioned crashes to desktop.

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

Idea's for improvements-

1- Being able to take with the player character are the soldiers that "follow me" options provides. The down side to it is the fast travel stops them from following and they run back to their guarding post or aimlessly wander around. IE- they escape. They are insubordinate and deserters need to be shot !! Seriously, can you keep them from running away? =)

2- Being able to give items to subordinates ESPECIALLY SCRIPTED STIMPACKS!! Stimpacks are needed to be used on you minions at at least 50% life/damage. I cannot stress that enough.

Guns and armor, plus any other equipment that I want them to have.

3-"Shall I equip this?" option in talking. Talk to npc-->Give them equipment-->Select in talk/chat "Shall I equip this?" option-->Select what armor and weapons to be equipped for that npc. (force use of healing items, Alien Gel, Food, Blood PAcks, StimPacks etc. "shall I equip this?" on healing items should force the npc to use said healing item)
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Stephanie Kemp
 
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Post » Sat Feb 19, 2011 11:41 am

Yar!

Have you tried the TSC air Support addon?

This adds VERY improved soldiers for you to command ;P

Also: I think I added a warning on the Readme concerning the "space walk" part (as well as in the commander's terminal!). It basically said: stay away from the space walk area! Hehehehhe ;P (I'll solve that in future updates! I intend to have a fully operational ship with no deserted or deadly areas ;P)
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R.I.p MOmmy
 
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Post » Fri Feb 18, 2011 8:57 pm

TSC Air Support, I have this on. Does it work? I say to soldiers, "Follow me". When I fast travel they run away =(

Do you need voice actors? I think you should ask for help with voice acting =)

You did good. 1 man can only do so much. You need others. Ask for help in forums ^_^

After the the Teleport error quests "sandscoomie" Blithkin's voice sounds like a black man. Your voice ends. Black guy voice "Yes? Can I help you?" lol
Very funny sounding error =)
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Jordyn Youngman
 
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Post » Sat Feb 19, 2011 1:12 am

Heheheh I didn't touch the "standard" voices of the crew because I didn't want them to be mute. That's why some of them speak in a... "strange" manner some times! (On top of that, I have to guide myself with the spanish voice version of fallout. This means you'll get different resoults from what I actually get in my game/tests. Can't do much about it... x_X)

I'll need a lot of voice actors for the next mission, but I'll announce that when everything is ready! I don't want to ask for help earlier than it is needed!

(The TSC air Support radio-called soldiers work much better than the normal ones. I adapted that addon -wich is Enclave commander... I doubt you can find any better soldier script x_X- for the sole purpose of not needing to use the "standard" soldiers.)

I didn't apply the Enclave Commander script to the standard TSC soldiers. That's why they still svck hahahah
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Alba Casas
 
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Post » Sat Feb 19, 2011 3:04 am

Standard are funny though. Take soldiers from ground base on Teleport Quest. Fast travel to deathclaws. Enclave ambush. TSC Soldiers...AHH !!! run away !! lol dead.

So you are spanish? I thought your accent was dutch/swedish >_<

=)
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Peter lopez
 
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