Mothership Zeta Bugfixes and Full Ship Access

⭐ ⭐ (262 endorsements) 📥 5,865 downloads 📌 v1 📅 8/5/2009
⚪ Last updated 2009

By bboyser8 · Gameplay Effects and Changes

⬇ Download Mod Source: Nexus Mods ↗ 📅 Updated: 8/5/2009 📅 Created: 8/5/2009

🔍 Analysis

  • 👍 4.5% endorsement rate — high engagement, a strong quality signal
  • 🏆 #369 of 420 Gameplay Effects and Changes mods in this game by downloads

📋 About This Mod

Fixes some small bugs and allows access to the whole ship after the main quest.

Fixes two minor bugs in Zeta: The Anchorage Quartermaster\'s Shipment not working correctly and General Chase\'s Overcoat not having the proper model. In addition, it allows full access to the entire ship after the main quest EXCEPT for the Waste Disposal Area if you have already completed it or have already started the final quest (\"This Galaxy Ain\'t Big Enough...\"). An important note: Using this mod with a save that has already completed Zeta will result in you being locked out of the Engineering Core, and only new copies of General Chase\'s Overcoat will have the proper model. A couple details about what\'s going on in this mod: With the Waste Disposal Area, in the original code its actually disabled 3 times over the course of the DLC: When you finish the area, when you destroy the 3 generators, and when you finish the main quest. I kept it from disabling it the last two times, so as long as you haven\'t already started the third quest and haven\'t visited the area you should be able to go to it, although no promises on it working. As for visiting the rest of the ship, they do something weird. They activate a marker located in the engineering core and disable the teleporter to the Observation Deck. There has to be a script or something SOMWHERE that deals with locking all the doors and unlocking the door from the teleporter, but I have yet to find it. Instead, I\'ve kept it from enabling the marker so that the doors don\'t lock, stopped the teleporter to the Observation Deck from deactivating, and then ran in to issues with the door from the bridge teleport. To get around this, I changed the door to use a nonexistent key and unlocked in the quest end script (Which is something used a lot in the rest of the DLC). As for General Chase\'s Overcoat, this is more my inexperience with modding showing. I think its more a problem with the GECK than anything else and FO3Edit might fix it, but whenever I tried to modify the model on the overcoat it wouldn\'t allow me to browse the internal data files. So I copied another item in the DLC (A copy of Colonel Autumn\'s Uniform that uses the Overcoat model), modified it to use the stats for the Overcoat, and placed it in the trunk instead.

📊 Mod Details

Game
Fallout3 Mods
Author
bboyser8
Version
1
Downloads
5,865
Endorsements
262
Category
Gameplay Effects and Changes
Created
8/5/2009
Updated
8/5/2009

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