Mothership Zeta Crew: The Terran Starship Command

Post » Sat Feb 19, 2011 3:01 am

problem resolved now. thanks and Great Mod!
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Stephanie Valentine
 
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Post » Sat Feb 19, 2011 2:11 am

I am interested in trying out for the voice acting so I'll be sending something soon most likely. Never done this before mind so may end up chickening out.

Although my accent may not fit into the falloutverse at all (Generic British)

~EDIT~

One thing kinda bugs me about this mod. Aside from the intermittent errors (which are to be expected)
The soldiers all use an Earth rifle.
This bugs me. Shouldn't they use the alien rifles? We'd have a gigantic stockpile of em after all.
Other than that I've found it to be exceptional for a mod. The lack of options in dialogue can be a bit meh but its understandable due to how much this would add to the voice acting load.
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james reed
 
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Post » Sat Feb 19, 2011 1:04 am

I'd love to do some voice acting for your mod, and there are others I know who may help as well. While I myself am more of a technical theatre person, I have taken acting classes my entire life, and am surrounded by extremely skilled actors.

Send me an e-mail. van.harrison@gmail.com

I can perform (or try to) any part you need me to.
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I’m my own
 
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Post » Sat Feb 19, 2011 3:17 am

The next release is FINALLY 100% functional and ready for release. All that's left are the voice lines from the actors.

Well, I already said everyone could send their lines... but I need the samples to assign the characters! x_X

Without voice samples, I can't assign you any linessssss!!!!! :facepalm:

Anyway, time for application is almost up. I'm planning on sending the Screenplay to the voice actors tonight... ad there's no turning back then.

But anyway, there'll be more missions in the future!
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Angel Torres
 
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Post » Sat Feb 19, 2011 4:11 am

If you ever need VA Work again I’d be glad to take the job soon as I can get a Mic and download audacity. But until t hen my only acting experience remains about six years of Theater. Classes hopefully I’ve learned a thing or two in there. Oh yeah and I did do a bit of voice work once or twice at some conventions but that’s about this. By the way I can't quite peg your accent. Russian, German?

Also some suggestions I posted in the Nexus Topic

Enclave Commander has an Orbital strike option that basically drops a nuke onto the target from space. Could you do something like this but instead make it Fire the Death Ray at the target? Just curious. Ofcorse that will probably be MUCH later on once you get around to a quest to repair the generators. Oh and a suggestion on unit types. They should really as a rule carry alien weapons instead of Earth Weapons. After all what good is all that alien tech if no one is going to use it? For example replace the Heavy unit with a Guardian Drone or at least swap out his weapon for the Drone Cannon. See where I’m getting with that? Also another suggestion if I may. Instead of using RobCo Computers why not take the Alien computers and utilize them for the TSC. I’m thinking that it would be a good idea for the TSC to make FULL use of the Alien equipment. Perhaps start with RobCo, Vault-Tec, Nuka-Cola and other such Earth company stuff and THEN move on to starting a new TSC based company known as XenoTech or something like that. Also you maybe could incorporate something to work into Global Travel System and do something like that for SPACE TRAVEL! What comes to my mind there is the ability to use the ships as a means of travel in new areas and the ability to start TSC Camps in places like Pittsburg and Maryland (The Pitt and Point Lookout patches respectively) but instead of making them rely on those mods to do so create a system for placing these camps wherever so it wouldn’t rely o n other mods but it would be able to be incorporated into them. Just ideas and suggestions I know a LOT of this if it gets taken into account at all will have to come way after other priorities and such
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Romy Welsch
 
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Post » Sat Feb 19, 2011 7:23 am

ok fix the major crash prob, but now that am in the mods iv seen some wierd stuff on the skin, such as my Commander uniform whos a set of hole O_o and outside of the toxic plant full of muty, seem that when you put a base next to the teleporter beacon the crashed alien ship reappir, and just to know is the rivet city counsil location permanent? i usually have nothing against space extension of a cell but i think it as gone a little to far in that case. Maybe put the door to there local in front of the bar at the lowess lvl? Was the dommage of the new weapon ,on the ship, wanted to be so high (well when reach max small gun it do about 127 dommage, a bit more than the unic chiness assault rifle)? Found the scribe from the counsil chamber had some probleme leaving his desk , and he show me a invisibul wall than ran a few time under the floor.

i would have a idea thought, remimber the marine stuck in the cryo lab if you bring the doctor with you? If we do leave them in cryo stasis think in long term run the new enclave could save them?

Also i have:

fallen in love with the chancelor and the power core scientific voice actor!!!!
and realy like the horriginality you put in this mods, realy didn expect to have a animation when i rescu the enclave renegate, nor to see a DnD reference, miniature, "[censored]", oblivion, the Fly, and the wink of the power core scientific about quest that required a huge amought of item XD
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Joe Alvarado
 
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Post » Sat Feb 19, 2011 8:13 am

more ideas headed your way. first off there should be a quicker rout to the bar. as it stands the only rout I can find is through the Death Ray Control which takes forever to get to. also replace the Mr. Handy with a Support Drone and add Purifoed Water to the list of the ships available food and drink
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Philip Lyon
 
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Post » Sat Feb 19, 2011 10:19 am

Thank you all for your suggestions! Unfortunately, my plans for the mod are already a bit too insanely huge already, so I'll probably won't be able to implement most X_x

All reported bugs go into the list, though, but bugfixing is a bit random: If I can'r reproduce the bug, I can't fix it :(



more ideas headed your way. first off there should be a quicker rout to the bar. as it stands the only rout I can find is through the Death Ray Control which takes forever to get to.


Well, there's the teleporter network I aded in the previous version...

Also i have:

fallen in love with the chancelor and the power core scientific voice actor!!!!


Ehehe Thanks! So far, I've done all the voice acting myself, except for Chancellor Truman wich was voiced by DEIMO 5, who is a really cool voice actor. On the upcoming version there will be more voice actors, because there's a limit to how many characters the same person can voice ;P

In fact, all that's left for the next version to be finished and published is to implement the voices into it, and the actors are already recording their lines!

P.D.: I'm considering to fuse all DLC packs on the next version. It would make it necessary for players to have all of Bethesda's expansions, but it also would exponentially expand my resources when building scenarios AND allowing compatibility with the story. For example: How can I make a reference to Elder Lyons if there is no way for me to add a variable to detect if the player decided to
Spoiler
nuke the pentagon
at the end of Broken Steel? I'll think about it during the pre-production phase of the next mission, after v1.5 has been released.
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james tait
 
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Post » Sat Feb 19, 2011 8:59 am

the teleporter network? where is that exactly? its not the planet to ship teleporter a nd i can't seem to locate it. and i'd advise gainst diong a whole b ig t hing that requires all the plugins and isn't a modular add on l ike TSC Commander. it generates complications for some users and can very well limit a users ability to play the mod. you can releas several DLC patches for the mod and it would be a far better solution. consideirng that if a user so desires he or she can use FO3Edit to merge the plugins (I think)
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how solid
 
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Post » Sat Feb 19, 2011 7:54 am

the teleporter network? where is that exactly? its not the planet to ship teleporter a nd i can't seem to locate it. and i'd advise gainst diong a whole b ig t hing that requires all the plugins and isn't a modular add on l ike TSC Commander. it generates complications for some users and can very well limit a users ability to play the mod. you can releas several DLC patches for the mod and it would be a far better solution. consideirng that if a user so desires he or she can use FO3Edit to merge the plugins (I think)


I'll see what I do with that in the future. There are other more immediate mathers at hand right now ;P

The inside-ship teleporter network has many entrances. One of them should be at the frontal part of the bridge (down the stairs , in front of the big window). Of course, that will be if you talked to the lead technitian to ask him to UPDATE the ship to the newest version. (Or are using the latest version of the mod from the very beginning.)
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Melly Angelic
 
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Post » Sat Feb 19, 2011 2:21 am

K thanks. Worked like a charm magnificent work you've done here again now my only criticism would have to be not making thorough use of alien tech I noticed you used nearly all alien tables in the bar but no chairs. which is understandable for the booths but (to me) comes across as odd with standard chairs that’s one thing I liked about the commander computer room specifically it used both alien chairs and tables. Again it would also make more sense if soldiers and other staff made full use of alien weapons. Like instead of an assault rifle why not a disintegrator also someone made a sleepable stasis chamber with sleep mesh can't find the original but I found a mod that uses it.
http://www.fallout3nexus.com/downloads/file.php?id=11759
Again I’m probably being redundant sorry about that I’m going to stop now before I come across as pushy
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TIhIsmc L Griot
 
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Post » Sat Feb 19, 2011 12:39 pm

Thank you all for your suggestions! Unfortunately, my plans for the mod are already a bit too insanely huge already, so I'll probably won't be able to implement most X_x

All reported bugs go into the list, though, but bugfixing is a bit random: If I can'r reproduce the bug, I can't fix it :(


soooooo is the rivet city counsil location permanent?
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Hannah Barnard
 
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Post » Sat Feb 19, 2011 12:47 am

Just a note. I tried using TSC Commander Command "take to prison marker" on Colonel Autumn and whenever I do so he starts attacking everybody and gets killed. Even if I confiscate his weapon and ammo. Furthermore when I try and use the release command the game crashed
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Dragonz Dancer
 
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Post » Sat Feb 19, 2011 3:43 am

Says I can't edit so have to double post. But the Purge Area command is broken the troops start running around but nothing else happens. They don’t start shooting or anything
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Timara White
 
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Post » Sat Feb 19, 2011 12:08 am

Can't wait for the long-awaited next version, Nylon... Also, tnu, the Purge Area command works just fine for me, they run around because they are scouting for enemies to kill.
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Lily Evans
 
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Post » Sat Feb 19, 2011 10:18 am

the anticipation is killing me. but more ideas your way. make better use of Alien workers they arn't hostile so maybe they can be incorperated into the crew. as well maybe a merchant to sell some of the rarer alien te ch like Drone Canons and such as well as maybe also maybe start to incorperate the worker drones a nd support drones and guardian drones into the mod but yeah the incredibly fin ite nature of Drone canons was what botherd me the most becuase i only had so many to spare and had to save up and repair them with the Epoxy and i'd be damned if i didn't pick every single one up hehebut yeah he could sell stuff like the drone canon and the alien power cells and such.
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Tiffany Holmes
 
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Post » Sat Feb 19, 2011 12:53 pm

I think the aliens in the crew would be kinda odd. I mean, we just destroyed a second ship. Basically having taken over the first and murdered most of its crew to do so =/

Different races though....Who's to say the "When Mars Attacks" type are the only ones to visit the planet =)

Obviously a lot more work though....creating art, animations, etc etc.....
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louise hamilton
 
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Post » Sat Feb 19, 2011 11:32 am

I also think that It would be cool to have some aliens in the crew, I almost can see "Mr. Spock" in my crew :)
I think that it would be problematic and time consuming to create new type of alien, there is a way to use normal aliens at least four options:
1)rebel alien faction join our crew
2)turn aliens into slaves, collar included(I think that collar would be problematic because from what I understand aliens are creatures) something like Vortigaunts in half life 2 that are enslaved by Combine.
3)brainwashing the aliens.
4)finishing alien work on Abominations creating intelligent alien-human hybrid or something like that

I would make me very happy if the next version comes out really soon because i am going on holiday and I will be back in few weeks :(

I hope that you won't abandon this mod when fallout new vegas comes out, I am a little afraid because few modders plan to do so with they mods I hope you are not one of them.
I don't know what are you future plans for the mod but it would be cool to visit different planet like moon, mars and others, some thing like walking in space suit on the surface of the moon first human on the moon for MANY years or visiting some kind of alien facility on one of planets in our solar system it could exist because second mothership showed up really fast so it could be staying near different planet in our solar system or there is even a possibility that there is some kind of human facility on different planet, I believe it could exist because I've read some info about Van Buren and I found interesting information here it is"The U.S. government's real plan to survive a nuclear war was simply to find another planet to live on after blowing up this one. A spacecraft designed to ferry the human race to another planet was either under construction or ready to go before the War. The plan was for the government to flee to the oil rig, and then leave in a spaceship for another planet. The Enclave, however, was not able to get Bloomfield Space Center ready before the Reds launched, and simply abandoned the space center." or "In November, 2076, the Enclave seized control of Bloomfield Space Center. They knew nuclear war was just around the corner, so they tried to refit the Hermes-13(rocket) and convert it into a vehicle that would take selected personnel (mainly themselves) off-planet, destination yet to be determined." I don't know how did they plan to survive using the ship, only way I can see is that they had some kind of colony on different planet but I don't know how could the build it maybe with help of aliens since we don't know what kind of relations had u.s government had with aliens before war in fallout world but that's just a theory.

I also think it would be cool if could give us an an answer to question from mothership DLC what happend to Sally sister maybe you could do it as some kind of side quest or something, it would be cool if she still is alive somewhere on the ship frozen or turned into the abomination but a "good" one with intelligence intact.

I wanted to say that I like your jokes(gender switch, oblivion) in the mod I hope we see more of them in the future maybe you could make a joke about Elvis since aliens were interested in him as proven in fallout in special encounter with alien ship with two bodies of alien one of them had picture of Elvis Presley so who knows what happend to him :)

ps.sorry for long post
ps2.sorry for bad english
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yessenia hermosillo
 
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Post » Sat Feb 19, 2011 1:33 am

as for the use of the existing aliens i thoguth it could be wor ked into an interesting quest. the aliens that are lefct on the ship and you find a way to communicate with them. or somthing it could be a nice way to provide exposition as to what the aliens were tryingt to do make it into a nice quest opprotunity
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gemma
 
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Post » Sat Feb 19, 2011 3:15 am

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.


EDIT: As a side note, Im not sure how hard it would be. But adding some ribbons or a Dress Cord would really add some detail to the uniforms
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Shannon Lockwood
 
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Post » Sat Feb 19, 2011 11:58 am

This looks badass, I wish my PC wasn't so old!!!
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Aman Bhattal
 
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Post » Fri Feb 18, 2011 9:59 pm

I noticed that the Ship to Wasteland transports in this mod are not disabling/enabling the various radio stations when I had taken one to the surface and noticed GNR and the others remained disabled as they were when I took the beacon up to the ship.

This also holds true for transport involving the shuttle, apparently.

Good mod all in all, btw. :)

Edit: Is there a means to summon the transport to you in the Wasteland or other world map areas?
Never mind, I found it. the E key,
I use an alternative default keymapping similar to Oblivion's.
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Markie Mark
 
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Post » Sat Feb 19, 2011 6:37 am

It seems that J3X left some code in place allowing one to "Dismiss" the shuttle.

By using this code with a Dismiss button in the J3XVertibirdComMessageAirSupport menu, one can effectively dismiiss the shuttle.

Code added in script fo this new button would be: Set J3XVertibirdMarkerQuest.bird to 2
It references the script on the Vertibird/Shuttle Ref.

Which may beat leaving the craft as a sitting duck for stray bullets to be hitting, which can make a big prob, if one has not removed the capability to go booom from the shuttle.

Edit: Tested and comfirmed. It does work. :)
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Ella Loapaga
 
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Post » Sat Feb 19, 2011 8:12 am

yeh, that would be an improvement i mean.. calling the shuttle in as im getting shot to death with missiles and what not can be a real pain when i go to get in and it blows up..

if you remove that im sure TSC Air Support would be used alot more! i know i would!

as for the including of all DLCs that sounds good! finally expanding the reach of the TSC!

also a suggestion:
so after reading the email about "fancy ranks" i thought to myself "what if we could build a fleet?" so how about a fleet of smaller ships that we can order about? and maybe a larger shuttle or a personal cruise ship for the commander that has some guns?

now i know im asking for alot, but the thing i want most out of that is the cruise ship with 3 decks perhaps.

but its the one mod i cannot live without! good luck!
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Pawel Platek
 
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Post » Fri Feb 18, 2011 10:01 pm

yeah DLC support (again patches would probobly be best for those who don't ahve the other DLCs could still use this mod) just imagen extending The Pitt in order to allow you to support the efforts to find the cure by using advanced alien technology and also ano ther suggestion. some how incorperate Toshiro Kago, Paulson, and Somah in? like a quest to find them and maybe bring them back? also maybe somthing a little different fro the Soldier armor somthing more spacey maybe even a retexture of the Samurai Armor? that'd be pretty cool.
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Georgine Lee
 
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