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Mothership Zeta switches not working?!

General help and technical troubleshooting. Ask for help here if you can't find an answer in the FAQ.
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themightyabraxo
Posts: 2
Joined: Fri Jul 18, 2014 1:39 am

Mothership Zeta switches not working?!

Post by themightyabraxo » Mon Aug 18, 2014 10:21 pm

Every switch I've encountered so far during my Mothership Zeta playthrough has been unresponsive. I press them, and the animation plays, but they activate nothing. This also goes for those console things that you can set to explode. The dialog pops up to either open the door, or to explode the console. Neither work. It's really frustrating because I'm stuck where you have to activate the freezer vents on those aliens doing the autopsy on Tercorien's crew. Here's my load order:


 



[X] FalloutNV.esm


[ ] TribalPack.esm


[ ] MercenaryPack.esm


[ ] ClassicPack.esm


[ ] CaravanPack.esm


[ ] DeadMoney.esm


[ ] HonestHearts.esm


[ ] OldWorldBlues.esm


[ ] LonesomeRoad.esm


[ ] GunRunnersArsenal.esm


[ ] Fallout3.esm


[ ] Anchorage.esm


[ ] ThePitt.esm


[ ] BrokenSteel.esm


[ ] PointLookout.esm


[ ] Zeta.esm


[X] TaleOfTwoWastelands.esm


[X] FCOMaster.esm


[X] TTWInteriors_Core.esm


[X] TTWInteriorsProject_Combo.esm


[X] streetlights.esm


[X] Project Beauty.esm


[X] TTW_Bobbleheads.esp


[X] Sunglasses Shipment.esp


[X] FCO - GlowingOne.esp


[X] dD - Enhanced Blood Main NV.esp


[ ] UndergroundHideout.esp


[X] TTW - Fellout.esp


[X] Vurt's WFO.esp


[X] MyNPC.esp


[X] FrankKimble.esp


[X] PerkEveryLevel.esp


[X] Centered 3rd Person Camera - Unraised.esp


[X] MyPre-WarHouse.esp


[X] GNR Enhanced.esp


[X] sunglassescollection.esp


[X] TTWBabyDeathclawCommander.esp


 


themightyabraxo
Posts: 2
Joined: Fri Jul 18, 2014 1:39 am

UPDATE: This is only

Post by themightyabraxo » Mon Aug 18, 2014 11:00 pm

UPDATE: This is only happening in the Cryo Lab.


 



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

Why are all of the FNV DLC

Post by Risewild » Tue Aug 19, 2014 2:20 am

Why are all of the FNV DLC and FO3 related esm's disabled in that loading order? frown


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

Risewild wrote:Why are all of

Post by TJ » Tue Aug 19, 2014 12:55 pm

[quote=Risewild]Why are all of the FNV DLC and FO3 related esm's disabled in that loading order? [/quote]


That's a good question. I have a good question myself: You do realize that with TTW.esm enabled it enables all those plugins (except the crap packs) anyway right?


My project Dash is on Kickstarter!



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Puppettron
Gary
Posts: 1715
Joined: Sat Nov 23, 2013 10:47 pm

he couldn't be on MZ if they

Post by Puppettron » Wed Jun 24, 2015 3:06 am

he couldn't be on MZ if they were disabled, they're clearly not disabled in his LO there.


but yes, the LO is hard to read.  best practice there is to export your LO to a .txt from your mod manager, then copy it to pastebin.com and post the link here


perms:  either a full fireworks display spelling out "Puppettron Made This" anytime a user accesses my content in-game, or just give me credit somewhere.

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