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Mothership Zeta Crew Discussion

General help and troubleshooting.
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ArgusMercenary
Posts: 54
Joined: Sun Sep 08, 2013 9:24 pm

Well at least someone figured

Post by ArgusMercenary » Tue Jan 07, 2014 3:02 am

Well at least someone figured out something about that mod. I hope if this problem with the underwater base gets fixed, other problems don't start showing up later. 



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

I noticed that crash in

Post by jaassu » Mon Jan 20, 2014 4:53 pm

I noticed that crash in underwater facility living quarters disappears if you remove/rename the clutter directory.


D:\Program Files (x86)\Steam\SteamApps\common\Fallout New Vegas\Data\Meshes\Mothership Crew\Clutter.old\


Seems that it is probably one faulty mesh, that causes the crash.


Don't know which one, but it is in the clutter directory.



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

MZC crashes might also be

Post by thermador » Mon Jan 20, 2014 5:01 pm

MZC crashes might also be related to the main MZ crash issues: http://taleoftwowastelands.com/content/frequent-zeta-crashes



EnvyDeveloper
Posts: 12
Joined: Mon Jan 20, 2014 5:51 pm

There doesn't seem to be any

Post by EnvyDeveloper » Sun Jan 26, 2014 4:55 pm

There doesn't seem to be any voice for the main commander for some reason :S



ArgusMercenary
Posts: 54
Joined: Sun Sep 08, 2013 9:24 pm

thermador wrote:

Post by ArgusMercenary » Tue Jan 28, 2014 8:51 pm

[quote=thermador]


 


MZC crashes might also be related to the main MZ crash issues: http://taleoftwowastelands.com/content/frequent-zeta-crashes


[/quote]


 


It can't be a coincidence that MZ has those problems and this has problems too. I've never played the mod, but I'm not sure if it has the aliens that caused some of the crashing in MZ. I did check MZC for FOSE scripts, and although it wasn't all that thorough, I only found one, it was somthing about a terminal. That Enclave Commander like addon probably does have a lot of FOSE scripts though. 



Kainschylde
Posts: 136
Joined: Fri Oct 12, 2012 9:47 pm

I've played most of MZC, and

Post by Kainschylde » Sun Feb 02, 2014 3:20 am

I've played most of MZC, and to my knowledge the only aliens in the mod are dead ones since it doesn't start until after you complete MZ.


MZC is so huge it's technically not a mod, it's another DLC. Seriously, it's massive. And large portions of it are only set dressing with no bearing on any quests. Explore the crew decks some time, on their own they're bigger than most of the rest of the ship. Add to that the underwater base Poseideonis, a war with the Western Brotherhood, and a trip to freaking Russia and yeah, I'm not surprised it is such a pain to convert.


Robo-Porn cameraman

McGyver
Posts: 25
Joined: Wed Jan 22, 2014 2:14 am

Well one of the interiors in

Post by McGyver » Mon Feb 10, 2014 1:13 pm

Well one of the interiors in underwater base never worked for me even in FO3 (I mean vanila game without TTW), well the rest all works fine:) Few easy fixable bugs, but that it... 


Thermador, I tried moving some objects in geck... with no result:( Please maybe you remember what exactly you moved? At least in which part of interior? 



McGyver
Posts: 25
Joined: Wed Jan 22, 2014 2:14 am

read previus page, somewhere

Post by McGyver » Tue Feb 11, 2014 2:45 pm

read previus page, somewhere in the middle is a fix



McGyver
Posts: 25
Joined: Wed Jan 22, 2014 2:14 am

Im suffering from same issue,

Post by McGyver » Tue Feb 11, 2014 11:24 pm

Sorry for double posting, battery in my mouse almost gonne,  and im no spare one until morning:(



McGyver
Posts: 25
Joined: Wed Jan 22, 2014 2:14 am

Im suffering from same issue,

Post by McGyver » Tue Feb 11, 2014 11:24 pm

Im suffering from same issue, when everyone telling me sometin is wrong with my MZC....:( I tried few thinks, I even redownloaded and reinstalled mzc few times... Its beyoind my knowledge:(



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