All Access Pass Mothership Zeta
⚪ Last updated 2009Preview

🔍 Analysis
- 👍 5.8% endorsement rate — high engagement, a strong quality signal
- 🏆 #147 of 420 Gameplay Effects and Changes mods in this game by downloads
📋 About This Mod
All Access Pass: Mothership Zeta (MZAAP) version 2 (TWO) beta ++++++++++++++++++++++++++++++++++++++ Installation ------------ Install the associated .esp file as with any other plugin. IMPORTANT: Since this mod goes over a DLC however, you must extract Mothership Zeta from GFWL and place it in Data Files. Achievements will not be available. Search PLAYING FALLOUT 3 DLC OFFLINE to learn how to transfer your saves and Data Files. It should be perfectly SAFE to enable this mod before completing the three MZ quests, but as I haven\'t tested the way it interacts with a runthrough in progress more than once, I don\'t feel entirely comfortable with making that assurance. Check it prior if you want to, but since it\'s not useful anyway until after going through, there\'s not much reason to have it enabled until after you beat Zeta and the ship is locked off. Description ------------ REQUIRES MOTHERSHIP ZETA (PC) I, like many of you, was somewhat upset with one particular element of the otherwise decent DLC, Mothership Zeta. This mod fixes Bethesda\'s strange design decision of making almost all of doors in the Mothership inaccessible after the related quest. An Alien Omnikey is located in the bridge stasis pod to further your exploring and audiolog collection towards Alien Archivist. This is a quick and dirty fix that should find itself compatible with most mods. Pretty much every major area on the ship is reopened including the often overlooked Waste Disposal, Engineering Level, and the Space Walk sequence. Yes, you can be beamed up to the Observation Deck again and again. Best used by characters who have already completed MZ. You can already have beaten the questline, no need to load an earlier save file. Use ------------- After a player completes Mothership Zeta and usurps control over the bridge, he or she can grab 1 of several Alien Omnikeys lying around. There\'s one in the Alien Stasis Pod and another underneath one of the staircases next to the observation window. Upon picking up the Alien Omnikey, most of the ship\'s teleporters, doors, airlocks and forcefields will reopen for your looting pleasure. You can now backtrack to most every area of the ship so as to recover any unique weapons and captive recordings you might have missed. Beware, however, as some of your alien foes tend to respawn, providing not only an additional source of ammo and weapons but an additional chance at death also... Areas that should everything work correctly, be at least partially accessible: Biological Research Cargo Hold Cryo Lab Death Ray Control Death Ray Hub Decompression Chamber Spacewalk Engine Room Engineering Core Experimentation Lab Hangar Holding Cells Living Quarters Maintenance Level Observation Deck Research Lab Robot Assembly Steamworks Waste Disposal Weapons Lab Notes / Bugs / Changes CHANGELOG Version 2: Still in \"beta\", but have hopefully addressed various sug
📊 Mod Details
- Game
- Fallout3 Mods
- Author
- ElPolloAzul
- Version
- 2
- Downloads
- 17,383
- Endorsements
- 1,011
- Category
- Gameplay Effects and Changes
- Created
- 8/6/2009
- Updated
- 8/8/2009
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