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Mothership zeta with v2.4, two strange problems

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jaassu
Posts: 58
Joined: Mon Feb 18, 2013 1:14 pm

Mothership zeta with v2.4, two strange problems

Post by jaassu » Sat Jan 04, 2014 12:49 pm

I have got two major problems with zeta, first was when starting the quest, when i went to crashed alien ship, game stuck at the transition when i should have lifted into the spaceship, game started some animation and and then came back, but i could not move and could not use pitboy.



This was pretty much identical problem which i had also when i had a transition into Tranquility Lane, when i sat on the pod some animation started and then animation stopped and i was still in the pod and unable to use pitboy.



I had to use console command to move to the spaceship and start the quest.



Then there are a few missing meshes, robotic assembly and waste disposal seem to have a few.



Other major problem was when ending the quest, the teleport to wasteland did not work and had similar problem, it started some animation and then came back, and i was still in the ship, after that also the teleport to the engineering core stopped reacting.



The quest "galaxy ain't big enough" ended immediately after the spaceship was destroyed, but the final objective "Defeat attacking alien ship" was not marked as completed.



Using Fallout 3 Game of the year disc. 64 bit windows 7 with 16 mb ram.



Mod load order is the same as in installation page, tried without any additional mods from a clean save but did not help.


are the problems that i have had on my playtrough on whole game so far and all are related to transitions with some animation.


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thermador
Posts: 773
Joined: Tue Aug 07, 2012 2:24 pm

Do you have any pip-boy

Post by thermador » Sat Jan 04, 2014 3:41 pm

Do you have any pip-boy-altering mods installed, even if they aren't activated?  Things like Readius, A Familiar Friend, or Pip Boy Remover?  Have you EVER had a pip-boy-altering mod installed on this copy of Fallout NV?


 



jaassu
Posts: 58
Joined: Mon Feb 18, 2013 1:14 pm

No, i have only a project

Post by jaassu » Sat Jan 04, 2014 3:55 pm

No, i have only a project nevada and a few popular quest mods and haven't had any pitboy mods, i started v2.4 on the clean installation with project nevada and some texture packages. I haven't had other problems so far.



Gribbleshnibit8
Posts: 481
Joined: Sun Nov 04, 2012 2:06 am

Relevant. http://fallout

Post by Gribbleshnibit8 » Sat Jan 04, 2014 6:06 pm

Relevant. http://fallout.wikia.com/wiki/Pip-Boy
Also, if you're using a custom race, that can cause issues.

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chucksteel
Posts: 1388
Joined: Wed Aug 15, 2012 3:20 pm

Just FYI the TQL issue with

Post by chucksteel » Sun Apr 06, 2014 2:41 am

Just FYI the TQL issue with not being able to see the watch has to do with changes made in the engine between FO3 and FNV. There is nothing to be done about it it's just the way it is. If I remember correctly you can see the watch if your sitting and pull up the pipboy but when standing it doesn't work. 



charlie2good
Posts: 6
Joined: Wed Sep 24, 2014 8:42 pm

Just to add my own findings,

Post by charlie2good » Sat Jun 06, 2015 11:51 pm

Just to add my own findings, for anyone else who experiences the alien table freeze problem - I did two things. One, I dismissed ED-E (I thought maybe the game was having trouble auto-dismissing it) and two, I disabled the Zan AutoPurge Protector mod, after reading a post on Nexus by someone who had the same issue. After that, it progressed normally.



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