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Stuck in Mothership Zeta's last main quest "This Galaxy Ain't Big Enough..."

General help and technical troubleshooting. Ask for help here if you can't find an answer in the FAQ.
TJ
Posts: 2181
Joined: Mon Sep 17, 2012 1:06 pm

I haven't personally, but I

Post by TJ » Thu Aug 28, 2014 8:41 pm

I haven't personally, but I can tell you they've all been downloaded 2-3 times. Either people are at least attempting to see if they can progress, or somebody thinks it's a mod.


My project Dash is on Kickstarter!



Zealot
Posts: 21
Joined: Sun Jun 08, 2014 1:22 pm

Isn't that fixable by loading

Post by Zealot » Thu Aug 28, 2014 9:48 pm

Isn't that fixable by loading the file without any mods, saving a new save file, loading it again, and if the player is no longer stuck then the problem must have been some some residual files of some sort?


 



JaxFirehart
Posts: 3003
Joined: Wed Sep 12, 2012 12:33 am

not always

Post by JaxFirehart » Thu Aug 28, 2014 9:53 pm

not always


if a mod makes a scripted change to a vanilla variable that change never goes away


there are also other things that get stuck in a save, but I'm going to try your save here in a minute



TJ
Posts: 2181
Joined: Mon Sep 17, 2012 1:06 pm

Also: if it was that easy

Post by TJ » Thu Aug 28, 2014 10:18 pm

Also: if it was that easy wouldn't you have done it? More importantly than your saves (sorry) we need to know if this is an unintended side effect of some mod, or a flaw in TTW that we need to fix.


My project Dash is on Kickstarter!



Zealot
Posts: 21
Joined: Sun Jun 08, 2014 1:22 pm

TJ wrote:

Post by Zealot » Thu Aug 28, 2014 11:10 pm

[quote=TJ]


Also: if it was that easy wouldn't you have done it?


[/quote]


Well I did do it at your request in the end, but maybe my game is compromised and therefore need validation from another machine regardless. Hence my question.


In the end I can't help but think that the double Elliott Tercorien has something to do with it!



User avatar
Risewild
Posts: 3219
Joined: Mon Oct 01, 2012 9:14 am

Can't run your saves mate.

Post by Risewild » Thu Aug 28, 2014 11:35 pm

Can't run your saves mate.


Everytime I load any of those two saves my game starts playing the FNV intro and then the screen freezes on the intro and I hear Doc Mitchell's going on about how I am awake and asking my name...


Saves are compromised, don't know of anyway to make them work.


Signature:

Zealot
Posts: 21
Joined: Sun Jun 08, 2014 1:22 pm

Risewild wrote:

Post by Zealot » Thu Aug 28, 2014 11:56 pm

[quote=Risewild]


 


Can't run your saves mate.


Everytime I load any of those two saves my game starts playing the FNV intro and then the screen freezes on the intro and I hear Doc Mitchell's going on about how I am awake and asking my name...


Saves are compromised, don't know of anyway to make them work.


[/quote]


 


Oh wow that bad? How on Earth did they get to that point?


Is there any debug tool available other than the console? I feel so useless and badgering you mods.



JaxFirehart
Posts: 3003
Joined: Wed Sep 12, 2012 12:33 am

Risewild wrote:

Post by JaxFirehart » Fri Aug 29, 2014 5:16 am

[quote=Risewild]



Can't run your saves mate.


 


Everytime I load any of those two saves my game starts playing the FNV intro and then the screen freezes on the intro and I hear Doc Mitchell's going on about how I am awake and asking my name...


 


Saves are compromised, don't know of anyway to make them work.

[/quote]


I had the same issue (sorry I didn't get back sooner, was gone all day). I managed to console my way back to zeta, then I died right after getting beamed up to the bridge and haven't been able to test since.



It might help if you gave us a full load order that you were using while playing the rest of the game, I assume you were not playing vanilla all the way through.


I can console my way to the bridge and test, but any results I get are suspect because of the fact that I have to console my way there.



 



Zealot
Posts: 21
Joined: Sun Jun 08, 2014 1:22 pm

I didn't install anything

Post by Zealot » Fri Aug 29, 2014 2:41 pm

I didn't install anything other than EVE. Because I had some meshes missing I stopped using it. I tried to follow the instructions here in the forum, but obviously something didn't go as expected. I did this late June, early July though.


I was also starting the game from fnv4gb.exe for a while, but in the end I was getting crashes from it so I stopped using it.


I also stopped using NMM to launch the game and have been launching it directly from Steam for weeks, and continuing the save game from there. This was the first issue I got.


I did have a lot of issues with Steam trying to patch the game, which prevented me from reaching the main menu. TJ recommended me to check the cache integrity and Steam would download either a file with 0 bytes or 468 bytes or something (not kilobytes, but bytes). Eventually that stopped some weeks ago too.


I really don't think I'm forgetting anything. Maybe it's worth mentioning that I created a thread to report a speech challenge bug with Tulip in Underworld, but I don't think it has anything to do with Mothership Zeta.



Zealot
Posts: 21
Joined: Sun Jun 08, 2014 1:22 pm

Just for posterity, I noticed

Post by Zealot » Sun Sep 14, 2014 11:27 pm

Just for posterity, I noticed on the wiki the following regarding this known vanilla bug:


When entering the observation area, Sally sometimes will go to the large window in the middle of the room and stay there. Unable to talk with her, she'll stay there and won't open the door for you, making it impossible to continue. A way to fix this is to "push" her near the door, and she will unglitch and open the door. Alternatively, use the teleporter to travel back and then come back through it, causing an auto save, then load from this point. But if to no avail, walk up to the door, bring up the console (`) click the door and then type "unlock" which will unlock the door.


So apologies for wasting everyone's time. I shall endeavour to find out more about a bug before asking for help here.


 


In the end I used Jax's suggestion to type 'player.MovetoQT' in the console to move the player to the Quest Target.



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