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Mothership Zeta: Crashing When Teleporting To The Bridge

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Trigger115
Posts: 2
Joined: Sat Oct 01, 2022 3:12 am

Mothership Zeta: Crashing When Teleporting To The Bridge

Post by Trigger115 » Sat Oct 01, 2022 3:21 am

So I've had a completely smooth experience so far, up until now and I am frankly stumped and at my wits end. I'm just about to finish Mothership Zeta and I am at the part where I'm at the very end of the Living Quarters and I am just about to use the Teleportation Matrix to The Bridge, but every single time I try to do so it crashes on the loading screen. I've looked all around the threads and have found only one other person who had this issue yet never got any help with it as far as I could see. Here is my load order

FalloutNV.esm
DeadMoney.esm
HonestHearts.esm
OldWorldBlues.esm
LonesomeRoad.esm
GunRunnersArsenal.esm
Fallout3.esm
Anchorage.esm
ThePitt.esm
BrokenSteel.esm
PointLookout.esm
Zeta.esm
CaravanPack.esm
ClassicPack.esm
MercenaryPack.esm
TribalPack.esm
TaleOfTwoWastelands.esm
YUPTTW.esm
A Trail of Crumbs.esm
AidUI.esp
AnotherInteriorMod.esm
AWorldOfPainFO3.esm
B42Bash.esp
B42Descriptions.esp
B42Inertia.esp
B42Inspect.esp
Badmothafucka.esm
BURN - Hardcore Fire Effects.esp
Casino Crowds - TTW Patch.esp
Casino Crowds.esp
Casino Exchange All.esp
Configurable Pip-Boy Light Color.esm
CPI Icons.esp
Cyberware OWB.esp
Cyberware.esm
DLC Enhancements.esp
DNWeathers.esp
ExtendedNVRadio.esp
FafnirUniqueTTWOverhaul.esp
fixy creature.esp
Functional Post Game Ending - TTW Patch.esm
Functional Post Game Ending - Uncut Wasteland & Extra Collection Patch.esm
Functional Post Game Ending.esm
Hitstop.esp
House and NCR Truce.esm
JIP Companions Command & Control.esp
JustAssortedMods.esp
Main And Pause Menus Overhaul.esm
mil.esp
Mr. House Surrenders to the NCR.esm
MTB.esm
NewVegasBounties.esm
Papa Khan and NCR Truce.esm
Quickthrow.esp
Real Unique Gehenna.esp
Rebuild the Capital.esm
Regulators.esm
rockbiter_AnimationSounds.esp
Root 'n Loot.esp
S6S Perks.esp
SaltLakeStories.esm
SD Transporters - AWOP FO3 Patch.esp
SD_Transporters.esp
Securitrons On Alert.esm
Skill Book Checklist.esp
SomeguySeries.esm
SpringvaleGarage.esm
Stash Organizer.esp
Supplemental Ammo Crafting.esp
Tale of Bi Wastelands + TTW NV Speech Checks Patch.esm
Tale of Bi Wastelands + TTW Reputations Patch.esm
Tale of Bi Wastelands.esm
The Mod Configuration Menu.esp
TheOverpass.esm
TLD_Travelers.esm
TTW 3.3.2 Hotfix.esp
TTW FaceGen Fix.esp
TTW New Vegas Speech Checks.esm
TTW Reputations.esm
TTWMergedQuests.esp
TTWTransportalponderEx.esp
TTWZetaRewards.esp
Uncut Extra Collection.esm
Uncut Wasteland.esm
Universal Water Bottling.esp
Vanilla UI Plus.esp
WashingtonsMalevolence.esm

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

Re: Mothership Zeta: Crashing When Teleporting To The Bridge

Post by Risewild » Sat Oct 01, 2022 7:16 am

It's a known bug from Fafnir's "Fallout 3 Unique items Overhaul TTW 3.3".
It's even mentioned in the latest comments of that mod. :geek:
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Trigger115
Posts: 2
Joined: Sat Oct 01, 2022 3:12 am

Re: Mothership Zeta: Crashing When Teleporting To The Bridge

Post by Trigger115 » Sat Oct 01, 2022 8:37 am

Risewild wrote:
Sat Oct 01, 2022 7:16 am
It's a known bug from Fafnir's "Fallout 3 Unique items Overhaul TTW 3.3".
It's even mentioned in the latest comments of that mod. :geek:
Wow, the timing couldn't be better. :lol:
Guess I should disable the mod till the end of the DLC? Or delete it entirely?

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

Re: Mothership Zeta: Crashing When Teleporting To The Bridge

Post by Risewild » Sat Oct 01, 2022 8:56 am

Trigger115 wrote:
Sat Oct 01, 2022 8:37 am
Risewild wrote:
Sat Oct 01, 2022 7:16 am
It's a known bug from Fafnir's "Fallout 3 Unique items Overhaul TTW 3.3".
It's even mentioned in the latest comments of that mod. :geek:
Wow, the timing couldn't be better. :lol:
Guess I should disable the mod till the end of the DLC? Or delete it entirely?
It's some problem with the Captain's Sidearm in that mod.
If you know how to, you could try and remove the Captain's Sidearm changes from that mod and that should fix it (unless there's something else wrong with the mod).

If you disable the mod to pass that part and then enable it again, the game will (most likely) still crash if you use that weapon or if it's just sitting in display somewhere. Also as a general rule, it's not advisable to disable mods during a playthrough, since mods leave records and other junk in the save files and those cause problems when the mod is not there anymore.
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