Mothership Zeta Crew: The Terran Starship Command

Post » Sat Feb 19, 2011 12:45 pm

MOTHERSHIP ZETA CREW
The Terran Starship Command



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

Mothership Zeta Spoilers ahead!

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

So, you played mothership zeta and felt a bit disappointed about the mod rewards? (An empty ship about to collapse with not even a simple bed?) Read on then!

What would any sensible person do after taking control of an alien ship in the Fallout Universe? Recruit a crew, repair the ship and create a new organization, of course!

During the MZ quest, someone said “I bet if you had something like this in the wasteland you could even stand against the Brotherhood of Steel” or something like that. That is correct. Having this pile of machinery and using it just to store a few items doesn't seem right, so I decided to create a small mod... which has grown quite a lot with a series of missions that are going to form it's own quest line.

What is the Mothership Zeta Crew mod?

In this mod, the player forms his or her own organization aboard of Mothership Zeta: the Terran Starship Command. The mod includes, for now:

*New areas on the ship (like the new Hangars, the crew quarters, the commander's quarters and a bar)

*New areas in the wasteland

*New Uniforms for the player and the crew

*New meshes & textures (some from other mods)

*A crew (of course) to command. For now only the fully equipped soldiers are recruitable.

*New unique missions (4 for now)

*And... well... a few more things. It's quite large.

Screenshots

http://img205.imageshack.us/img205/6233/valkirieattack1.jpg

http://img203.imageshack.us/img203/3117/valkirieattack2.jpg

http://img190.imageshack.us/img190/8506/valkirieinterior1.jpg

http://img138.imageshack.us/img138/3079/valkirieinterior2.jpg

http://img114.imageshack.us/img114/3904/elpuente.jpg

http://img98.imageshack.us/img98/4632/pasillo.jpg

http://img145.imageshack.us/img145/5567/bedambient.jpg

http://img217.imageshack.us/img217/4048/roomlight.jpg


http://img19.imageshack.us/img19/502/habitacionu.jpg

http://img11.imageshack.us/img11/8732/fallout3200909101655354.jpg

http://img195.imageshack.us/img195/5838/marinesfire.jpg

http://img406.imageshack.us/img406/928/fallout3200909022115398.jpg

http://img268.imageshack.us/img268/7918/fallout3200909022159029.jpg

http://img142.imageshack.us/img142/1023/fallout3200909022130408.jpg

http://img230.imageshack.us/img230/91/commanderview.jpg

http://img22.imageshack.us/img22/9079/commanderclose.jpg

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

Want to give it a try? http://www.fallout3nexus.com/downloads/file.php?id=8747 Take a look at the readme for extra details!
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Breanna Van Dijk
 
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Post » Sat Feb 19, 2011 7:51 am

Nice, I really love to see what you will put together there...great work on the Areas so far and I especially love the redesign on the uniforms ^^ Keep it up !
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daniel royle
 
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Post » Sat Feb 19, 2011 12:33 pm

Awesome mod! This one looks like a must have!
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Breautiful
 
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Post » Sat Feb 19, 2011 5:30 am

I just so had a premonition with this mod. Anywhere outdoor in the wastes the player can activate a hand held device that beams the player up to the ship. And when calling troops in (maybe with the same hand held device), they beam down next to the player. Also the player can call an orbital strike; this one might be more of a challenge to accomplish. What I had in mind with the orbital strike is the player is equipped with a laser pointer that once is pointed and fired on a target, an orbital strike rains down on them. I was thinking along the lines of Liberty Primes laser weapon, sort of like the GDI orbital strike from Command and Conquer.

I'm going to give this mod a try, but think about my ideas.
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Harry Hearing
 
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Post » Sat Feb 19, 2011 7:01 am

You had a premonition indeed!

Everything you said is planned for future versions of the mod hahaha

(Specially the GDI Ion-cannon thing ;P)

But this will take time. I'll have to talk with the enclave commander creator (my personal god) and ask him a few things :P

(The instant teleportation to the ship is actually implemented on the mod... but it lasts for a brief period of time. I'll probably add an improved version of the device as a final reward of the mod, just so I can control the player moves more accurately and can make a decent questline xP)
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Bee Baby
 
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Post » Sat Feb 19, 2011 12:24 pm

Looking forward to it and hope for the best, this mod will surely kick butt once "fully" completed.
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Lucy
 
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Post » Sat Feb 19, 2011 8:38 am

Have a few bug reports if you are interested, some spoilers are included so I will pm you
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Quick Draw
 
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Post » Sat Feb 19, 2011 7:43 am

Have a few bug reports if you are interested, some spoilers are included so I will pm you


Thanks, Crom73!

I'll see what I can do.
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Red Bevinz
 
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Post » Fri Feb 18, 2011 8:35 pm

Great work, Nylon! :)

I haven't finished it but I've laughed a lot
Spoiler
with the jokes of the lead technician (I thought we really required 300 fission batteries! hahaha) and I've already been to ... Oblivion! Putting Oblivion there is just the genius touch! :) )


I love the things you've added
Spoiler
the main hangar looks like the one in Star Wars, it is awesome! and all the crew you've added to the ship makes it a nicer and lively place


Of course, I didn't expect anything less from you after having played Radio Bizarra ;) I love your mods! :)
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Richard Dixon
 
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Post » Sat Feb 19, 2011 3:56 am

Sorry. Wrong Thread.
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jess hughes
 
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Post » Sat Feb 19, 2011 12:02 am

nice mod i played a bit with the earlier version awhile back.

couple of issues im having....
Spoiler
i cant get into anastasia crossing cause the game crashes when i try and enter.
i tried using the movetoqt command but since you have to way points enabled at once it takes me automatically ot the meeting room. perhaps you should only have one waypoint active at a time.

Spoiler
there are a couple of guards that got auto assigned to guard me at rivet city.
i cant get them to stay put (i already have my own army). neither the relax or guard commands seem to do anything as they still follow me around. heres my load order.

Fallout3.esmAnchorage.esmThePitt.esmBrokenSteel.esmPointLookout.esmZeta.esmUnofficial Fallout 3 Patch.esmCALIBR.esmCRAFT.esmMothership Crew.esmFO3 Wanderers Edition - Main File.esmEnclaveCommander-OA-Pitt-Steel.esmEnhanced Weather - Rain and Snow.esmMart's Mutant Mod.esmSharing and Caring Companions.esmStreetLights.esmWaysted_Resource_Pack.esmZeta Inertia Field Balance.espContinuousCyroCreation.espPointLookout_lesstraveltime-3to5days.espPointLookout-nofiring.espThePitt-NoFireFollowers.espAdjustable Perks - Broken Steel.espantagonizer.espARTNightVision-No AP drain.espBlackWolf Backpack.espBobbleheadDelivery.espCaravan Tracking.espCRAFT - Activation Perk.espDarNifiedUIF3.espDCInteriors_Georgtown.espDCInteriors_Mason.espDCInteriors_SewardSq.esp3EFdrg.espEnhanced Tenpenny Suite.espFawkes-warmachine.espTheFoundation.espTheFoundation_SinCity.espFD_Sincity_arena.espGhoulSafariDeluxeBSPittAnch.espHolyWaterPamphletsDisabler.espImproved Turrets.espTurret Terminal Re-Vamp.espLevelersTruckTrailer.espmechanist.espMZ-Weak-EbonTek.esp1PipboyPDA.espPortableCampStuff.espPortable Turrets.espPrincess Better Prompts v1pt1.espradio_fix.espRemoteControlCompanions.esproyphilipsevilwmask.espSP_EFECT - Combat Elevation - Stronger Sneak - 3x.espStreetLights - Wasteland.espTenpennyGhoulsAtPeace.espMore Hotkeys.esp3EFfaceplate.espFO3 Wanderers Edition - Main File.espFO3 Wanderers Edition - UFP Support.espFO3 Wanderers Edition - DLC Anchorage.espFO3 Wanderers Edition - DLC The Pitt.espFO3 Wanderers Edition - DLC Broken Steel.espFO3 Wanderers Edition - DLC Point Lookout.espFO3 Wanderers Edition - DLC Mothership Zeta.espFO3 Wanderers Edition - Optional Restore Tracers.espAlternateStart.espcolossus BOS.espCOL Enclave Hell.espCOL Enclave VER2.espColossus Outcast.espcolossus T51c.espWeaponModKits.espWeaponModKits - FWE Master Release.espWeaponModKits - OperationAnchorage.espWeaponModKits - ThePitt.espWeaponModKits - BrokenSteel.espWeaponModKits - PointLookout.espWeaponModKits - Zeta.espEVE.espEVE Operation Anchorage.espEVE Anchorage - FWE DLC Anchorage.espEVE - FWE Master Release.espEVE - FWE with WeaponModKits.espMart's Mutant Mod.espMart's Mutant Mod - DLC Anchorage.espMart's Mutant Mod - DLC The Pitt.espMart's Mutant Mod - DLC Broken Steel.espMart's Mutant Mod - DLC Point Lookout.espMart's Mutant Mod - DLC Zeta.espMart's Mutant Mod - Zones Respawn.espMart's Mutant Mod - Reduced Wasteland Spawns.espMart's Mutant Mod - Increased Spawns.espMart's Mutant Mod - Feral Ghoul Rampage.espMart's Mutant Mod - Natural Selection.espMart's Mutant Mod - No Corpse Flies.espMart's Mutant Mod - FWE Master Release.espMart's Mutant Mod - FWE with EVE.espSlower Degradation (-95%).espXFO_Weapskill_accuracy_notdmg_mild_FOOK.espBetter Companions Ess.espSydney Follower.espSydney Follower - Load Order Fix.espEssential death time 30 secondes.espEcho_UseBothGloves.espFellout-Full.espFellout-Anchorage.espFellout-BrokenSteel.espFellout-PointLookout.espFellout-pipboylight.espEnhanced Weather - Rain and Snow in Fallout.espEnhanced Weather - Sneak Bonus during Storms.espEnhanced Weather - Weather Sounds in Interiors.esplessviewdistance.espMyPowerArmor.espTenpennyGuardsNoAttack.espBash Patch.espTotal active plugins: 117Total plugins: 122

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R.I.p MOmmy
 
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Post » Fri Feb 18, 2011 8:54 pm

I took a quick look at this mod in FO3edit. I did not see anything which seems to outright conflict with my Phalanx follower overhaul mod (as in, this mod automatically breaking Phalanx). Anything 'crew' related or remotely follower-related makes me want to check that, because some mod authors like, edit the vanilla follower topics and things, which hoses Phalanx good. You had the good sense not to do that.

I did see a whole lot of identical-to-master records (which are usually not for the best and should be removed), and I noticed that the 'player' object definitions have been overridden due to adding a faction directly to it. I'd be scared to do it that way myself.. I'd want to use the script command addtofaction to make that work with the mod.
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Kelsey Hall
 
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Post » Fri Feb 18, 2011 10:09 pm

Thanks Ash! Glad you liked it :)
I hope you still wish to collaborate... if you find time after completing the Batman Outfit ;)

nice mod i played a bit with the earlier version awhile back.

couple of issues im having....
Spoiler
i cant get into anastasia crossing cause the game crashes when i try and enter.
i tried using the movetoqt command but since you have to way points enabled at once it takes me automatically ot the meeting room. perhaps you should only have one waypoint active at a time.

Spoiler
there are a couple of guards that got auto assigned to guard me at rivet city.
i cant get them to stay put (i already have my own army). neither the relax or guard commands seem to do anything as they still follow me around. heres my load order.


Heya! The crashing issue is probably related to the unofficial fallout 3 patch. I read that causes this kind of crap around rivet city, and I experienced crashes and savegame-errors around town even if I had my mod disabled.

The escorts are assigned to you for the mission. I had to add them to another faction.

I took a quick look at this mod in FO3edit. I did not see anything which seems to outright conflict with my Phalanx follower overhaul mod (as in, this mod automatically breaking Phalanx). Anything 'crew' related or remotely follower-related makes me want to check that, because some mod authors like, edit the vanilla follower topics and things, which hoses Phalanx good. You had the good sense not to do that.

I did see a whole lot of identical-to-master records (which are usually not for the best and should be removed), and I noticed that the 'player' object definitions have been overridden due to adding a faction directly to it. I'd be scared to do it that way myself.. I'd want to use the script command addtofaction to make that work with the mod.


I used a token system for the followers, since they are respawning refs. It is similar to the old -and good- companion share and recruit for Oblivion. When I finally add new persistant companions for the mod, I'll leave the game commands alone and create my own ones.

Yeah, the player being added to a faction is obsolete now. I had to do that because the addtofaction command didn't seem to work in some systems for an unknown reason. In the end I decided to make it so the faction was an ally to the player and forget about making him/her truly "join". It's good you reminded me of that. I'll try and clean the player ref on the upcoming version. I don't know about the identical-to-master records... if you can send me a PM telling me about those, I'll see what I can do!
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I’m my own
 
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Post » Fri Feb 18, 2011 11:06 pm

Downloading to crappy laptop. Installing in gaming computer first thing :)

:goodjob:
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Oscar Vazquez
 
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Post » Sat Feb 19, 2011 3:25 am

Downloading to crappy laptop. Installing in gaming computer first thing :)

:goodjob:


Oh come now, that is just an insult. You have to get a good computer to play this game and especially for this mod. I just hope he can implement the ideas posted here.
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Ashley Tamen
 
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Post » Sat Feb 19, 2011 6:23 am

Thanks Ash! Glad you liked it :)
I hope you still wish to collaborate... if you find time after completing the Batman Outfit ;)

Of course I am willing to collaborate ;)
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Alina loves Alexandra
 
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Post » Sat Feb 19, 2011 11:41 am

Oh come now, that is just an insult. You have to get a good computer to play this game and especially for this mod. I just hope he can implement the ideas posted here.

Sorry. Misunderstanding. This is my crappy laptop, that I use around the house casually. That over there, partially in a box, is the computing equivalent of an http://www.youtube.com/watch?v=8sflRVj-YPg. The only reason it's not set up yet is basically a matter of space.. no room for the dual monitors :D
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T. tacks Rims
 
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Post » Fri Feb 18, 2011 9:55 pm

Just wondering if there is any news on version 1.5? :nod:
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T. tacks Rims
 
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Post » Sat Feb 19, 2011 2:06 am

Bad news, I'm afraid x_X

Here's what I posted on the mod page:

Hey people, sorry for the long absence, but something bad has happened.

My silence isn't related with personal life problems or anything like that: the explaination is much simpler.

My computer died three weeks ago. I don't have a clue of what happened to it. (I'm on my Macintosh now)

I've been trying to fix during this last december, to no avail. My cousin came to help me, we managed to make it work enough for me to recover a few vital documents. One of them is the last version of the mod I've been able to find.

I'd post it now, but it is an .esp, and I need to convert it to a .esm using Fallout3Edit, wich I can't use on a Macintosh. I'll try to get some help from another modder, so he or she can do the thing and send it back to me.

The file is incomplete to a degree that I cannot precise (You know, I can't even test it), but it should populate most areas of the ship (Except for the cryo labs, biological research and a few more places), as well as adding a teleport hub to move around the ship and a few messages on your personal computer.

It is incredibly frustrating to see your computer failing like that for no reason (It was sudden: I was modding and BLAM!)

THere might be bugs: like messages appearing on the computer before they should (some of them were meant to appear after you completed their missions), patrol routes that don't work properly and things like that.

Sigh... It's been a very crappy month. I always thought that I was about to solve the problem, and wanted to wait until I had something in my hands to post again, but now it seems that I'll have to get a new computer, and this will take some time, so I'll leave you with what I had done three weeks ago once I get someone to convert it into a master file.

Sigh...


So, I'll continue working on the mod, yes, but this will be once I get my computer fixed (or get a new one). For now, I'll try to make a .esp with this incomplete version of 1.41 so the ship doesn't look so empty on the meantime x_X
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Luis Reyma
 
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Post » Sat Feb 19, 2011 2:52 am

Bad news, I'm afraid x_X

Here's what I posted on the mod page:



So, I'll continue working on the mod, yes, but this will be once I get my computer fixed (or get a new one). For now, I'll try to make a .esp with this incomplete version of 1.41 so the ship doesn't look so empty on the meantime x_X


Well, if your problems are mainly a crashed harddrive you could do what I always do. Buy a new harddrive, and set it as the new master. Then you should be able to access the data on your original drive and use it as a backup.

At least that's what I did back when AVG Antivirus nuked my operating system.

EDIT: Oh, and a suggestion... Not sure if it's possible, but I see you are using the repaired spaceship in the hangar. I think it would be pretty cool if you could make it fly in and land (and take off) just like the Vertibirds do. No clue if this is just an animation sequence, or that any object could be set to follow the predefined landing/liftoff sequence. I suggest this mainly because I dislike the 'Beam me up Scotty' and would like to fly up to the Zeta ship in my own shuttle :P

EDIT2: Not sure about the red/black retexture on the small spaceship by the way. To me it makes it look a bit too much 'Outcast'. The original metal/silver with the logo on the sides would have my preference instead. ;)


Greetz & good luck! :)

Milt
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Thomas LEON
 
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Post » Sat Feb 19, 2011 3:51 am

Hey Nylon, I am sorry to hear that. I thought you were to busy working on your film (by the way, I hope everything went well with it and that you'll be able to to send it to Sitges ;))

I cannot access Dlan since some days ago (I don't know why but the page never loads), so if you need help just contact me here or on Nexus :)

Merry Christmas!
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Melanie
 
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Post » Sat Feb 19, 2011 12:23 am

Right. So I was playing this mod yesterday and it is really, really nice. This has a lot of potential left in it as well and I really can't wait for a finished version. There were some pretty funny parts included as well
Spoiler
(Such as the technician pulling a joke on me and the teleporter to the TES universe)
.

I hope you manage to sort out the computer problems soon, because I can't wait for more awesomeness :P
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Sarah Evason
 
Posts: 3507
Joined: Mon Nov 13, 2006 10:47 pm

Post » Sat Feb 19, 2011 12:46 pm

I love this mod, but I have a question...when I went to the building where the...persons in question...were hiding at the mod start, the building was filled with mutants...not just super mutants, but multiple behemoths.

Is this intended?
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Heather Stewart
 
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Post » Sat Feb 19, 2011 2:59 am

I think so, Elanthil because
Spoiler
there is a way of getting rid of all of them at the same time, without fighting

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The Time Car
 
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Post » Sat Feb 19, 2011 8:01 am

I'm alive! And v 1.41 has been uploaded ;P It's not a major update, though... check the nexus for details!

Thanks, Ash! (I've sent you more info by e-mail ;P).

Glad you liked the mod, Trademark :) Today I got my PC to work again... It's been a refreshing experience heheh

Well, if your problems are mainly a crashed harddrive you could do what I always do. Buy a new harddrive, and set it as the new master. Then you should be able to access the data on your original drive and use it as a backup.

At least that's what I did back when AVG Antivirus nuked my operating system.

EDIT: Oh, and a suggestion... Not sure if it's possible, but I see you are using the repaired spaceship in the hangar. I think it would be pretty cool if you could make it fly in and land (and take off) just like the Vertibirds do. No clue if this is just an animation sequence, or that any object could be set to follow the predefined landing/liftoff sequence. I suggest this mainly because I dislike the 'Beam me up Scotty' and would like to fly up to the Zeta ship in my own shuttle :P

EDIT2: Not sure about the red/black retexture on the small spaceship by the way. To me it makes it look a bit too much 'Outcast'. The original metal/silver with the logo on the sides would have my preference instead. ;)


Greetz & good luck! :)

Milt


Unfortunately, It was the Video card. This meant a hell of a lot of money down the drain x_X Got a new one now. Hope it doesn't burn as well, because it's not mine! Hahah

About the flying ships, Ash might be able to give me a hand on that. We are looking into it now... Might be possible, might not be!

The texture is a different matter, though... I wanted it silvery as well, BUT the rust was very hard to hide while preserving the complexity of the texture x_X I'm no texture wizard, so blachening the whole thing and using chromatic colors was the easiest way for me to get a decent result hahah

I'm finally at the end of this hellish two months of insane work (University, job and other stuff), so, now that I got my PC resurrected, I'll finally be able to focus on the mod again and continue working on the 4th mission!

It was about damn time!
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Jerry Cox
 
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