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Mothership Zeta Crew Discussion

General help and troubleshooting.
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zezia
Posts: 23
Joined: Fri Jan 18, 2013 10:32 pm

when i try to recompile the

Post by zezia » Sat Feb 02, 2013 9:31 pm

when i try to recompile the scripts for the tsc commander mod geck crashes on can anybody help



tizerist
Posts: 235
Joined: Mon Sep 17, 2012 10:24 am

You could just use the F3

Post by tizerist » Sat Feb 02, 2013 9:32 pm

You could just use the F3 mods that do that. I'm gonna be doing that later today. It's easy to convert these types of mods. You could be waiting a while for a TTW plugin, who knows?



cjb135691
Posts: 137
Joined: Fri Nov 09, 2012 5:20 am

I looked around and i didn't

Post by cjb135691 » Sat Feb 02, 2013 9:32 pm

I looked around and i didn't see any other posts for this so i thought i would ask it. Has there been any thought as to making a plug in or something that will allow full access to the whole ship after completing the dlc. I know there are mods that do this.



cjb135691
Posts: 137
Joined: Fri Nov 09, 2012 5:20 am

Could never get that running

Post by cjb135691 » Sat Feb 02, 2013 9:33 pm

Could never get that running and I just got my mod content down to a safe level and eliminated a severe world wide texture issue it was creating that was trashing the entire game. So i'm kinda afraid to install anymore mods now and risk having all the texture issues come back again. I know absolutely nothing about mod technical editing techniques accept for changing a mods master in FNVEdit and maybe changing a few things here and there on a mod in geck. so i don't reall what to try all that stuff and risk creating problems i can't fix.



Shadow
Posts: 40
Joined: Wed Jan 09, 2013 3:11 am

Why don't you just use Zeta

Post by Shadow » Sat Feb 02, 2013 9:33 pm

Why don't you just use Zeta Crew?  It does that and a whole lot more.



Shadow
Posts: 40
Joined: Wed Jan 09, 2013 3:11 am

No idea why it wouldn't work,

Post by Shadow » Sat Feb 02, 2013 9:33 pm

No idea why it wouldn't work, it's exactly the same as any smaller mod.  Just drop the folders in your data directory, change the master to FalloutNV.esm, active in a mod manager, and then make sure archive invalidation is activated.  Not exactly very hard.  Even a beginner should be able to figure it out in a relatively short amount of time.



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

Combined four threads on

Post by thermador » Sat Feb 02, 2013 9:36 pm

Combined four threads on Mothership Zeta Crew into one. 


Please search before posting new threads - it is very helpful for others to have all information and questions about a particular subject in one place!  smiley



tizerist
Posts: 235
Joined: Mon Sep 17, 2012 10:24 am

Ok, thanks, one thread is

Post by tizerist » Sat Feb 02, 2013 10:26 pm

Ok, I've been trying to recompile MZC for hours.


Firstly, I can now load up the nvse version of geck. Now, because MZC requires multiple masters you have to apply the bAllowMultipleMasterLoads=1 trick to the geck's ini. Done that. After I choose the mod from the list, geck tries to load it, but crashes every time, even after trying Windows Data Execution and CFF explorer.


I'm stumped. I guess this is a massively complicated mod, totally not designed to work on the nv geck, and I'm just a newbie to this stuff. I'll try again tomorrow I think.


 



Shadow
Posts: 40
Joined: Wed Jan 09, 2013 3:11 am

Worked fine for me.  Just don

Post by Shadow » Sun Feb 03, 2013 1:19 am

Worked fine for me.  Just don't set MZC as the active file, instead save everything as a new plugin when you get it loaded.  I crashed originally, but I think that fixed it.



tizerist
Posts: 235
Joined: Mon Sep 17, 2012 10:24 am

Still crashes even if I set

Post by tizerist » Sun Feb 03, 2013 5:03 am

Still crashes even if I set it as plugin file.


Actually this also happens with F3's 'Mini Hideout - Katanas'



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