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Mothership Zeta!


EnzoMafioso

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Hi guys, I'm sorry if this has already been answered ad nauseum. I tried searching and couldn't find anything specific. Alright, so I decided to hop on up to the mothership for the first time. I travel to the crashed ship then get sucked up in the tractor beam deal. The blurry scene with the chittering aliens performing experiments on me takes place. The screen fades and I wake up in a cell. However, my UI has not reappeared and I cannot move in any way. The screen is not necessary frozen, as the force field is still flickering and I can hear it's hum. I have tried sitting in place for several minutes to see if anything happens, but it does not. I can hit escape and bring up the main menu. I can hit ~ and bring up the console. I cannot access the pipboy.

 

Here is some information about my game:


  •  
  • Fallout 3 GOTY edition (PC) (Steam download)
  • Character level 26
  • Main quest is not complete (about halfway through)
  • Only other DLC content completed is Point Lookout.

 

Things I have already tried (unsuccessfully):


  •  
  • Reinstalled base game multiple times.
  • Reinstalled all of my mods.
  • Disabled all mods, loading only Fallout3.esm and DLC .esm's (Zeta still halts in same place).
  • tried console commands 'CAM' and 'TCL' (no effect)

 

Here is my FOMM load order:

[X] Fallout3.esm

[X] Anchorage.esm

[X] ThePitt.esm

[X] BrokenSteel.esm

[X] PointLookout.esm

[X] Zeta.esm

[X] CRAFT.esm

[X] CALIBR.esm

[X] Project Beauty.esm

[X] StreetLights.esm

[X] FO3 Wanderers Edition - Main File.esm

[X] Mart's Mutant Mod.esm

[X] Companion Core.esm

[X] RobCo Certified v2.esm

[X] DarNifiedUIF3.esp

[X] Project Beauty- Broken Steel.esp

[X] Project Beauty- Point Lookout.esp

[X] CRAFT - Activation Perk.esp

[X] WHSpaceMarineArmor.esp

[X] 3EFdrg.esp

[X] Persona_and_Secret.esp

[X] NAPA.esp

[X] Existence2.0.esp

[X] Colossus Headgear.esp

[X] StreetLights - Wasteland.esp

[X] Feng Shui.esp

[X] Feng Shui - Keymap Template.esp

[X] UndergroundHideout.esp

[X] AdvancedReconGear.esp

[X] ASU.esp

[X] FO3 Wanderers Edition - Main File.esp

[X] FO3 Wanderers Edition - DLC Anchorage.esp

[X] FO3 Wanderers Edition - DLC The Pitt.esp

[X] FO3 Wanderers Edition - DLC Broken Steel.esp

[X] FO3 Wanderers Edition - DLC Point Lookout.esp

[X] FO3 Wanderers Edition - DLC Mothership Zeta.esp

[X] FO3 Wanderers Edition - Followers Enhanced (BrokenSteel).esp

[X] FO3 Wanderers Edition - Optional Restore Tracers (automatics only).esp

[X] FO3 Wanderers Edition - Project Beauty.esp

[X] FO3 Wanderers Edition - Project Beauty (Followers Enhanced).esp

[X] WeaponModKits.esp

[X] WeaponModKits - FWE Master Release.esp

[X] WeaponModKits - OperationAnchorage.esp

[X] WeaponModKits - ThePitt.esp

[X] WeaponModKits - BrokenSteel.esp

[X] WeaponModKits - PointLookout.esp

[X] WeaponModKits - Zeta.esp

[X] EVE.esp

[X] EVE Operation Anchorage.esp

[X] EVE - FWE Master Release.esp

[X] EVE - FWE Master Release (Follower Enhanced).esp

[X] EVE Anchorage - FWE DLC Anchorage.esp

[X] EVE - FWE with WeaponModKits.esp

[X] Mart's Mutant Mod.esp

[X] Mart's Mutant Mod - DLC Anchorage.esp

[X] Mart's Mutant Mod - DLC The Pitt.esp

[X] Mart's Mutant Mod - DLC Broken Steel.esp

[X] Mart's Mutant Mod - DLC Point Lookout.esp

[X] Mart's Mutant Mod - DLC Zeta.esp

[X] Mart's Mutant Mod - Project Beauty.esp

[X] Mart's Mutant Mod - FWE Master Release.esp

[X] Mart's Mutant Mod - Project Beauty + FWE.esp

[X] Companion Core DLC Addon.esp

[X] RobCo Certified v2 Mechanist's Edition.esp

[X] RobCo Certified v2 Version Updater.esp

[X] RobCo Certified v2 Zeta Addon.esp

[X] Fellout-Full.esp

[X] Fellout-BrokenSteel.esp

[X] Fellout-PointLookout.esp

[X] Fellout-Zeta.esp

[X] Fellout-pipboylight.esp

[X] Sydney Follower.esp

[X] sydNewFace.esp

[X] JHBCloverPlus.esp

[X] FollowersRelax.esp

[X] Sydney Follower - Load Order Fix.esp

[X] MPatchX2.esp

 

I attached a screenshot of what I am staring at when the game halts.

 

Any help would be greatly appreciated. Thank you!

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I had the same problem with the steam version. You might want to try the unofficial patch and see if that fixes it.

 

Anyway there is a console code that lets you enable your movement. I don't recall what it is but it should be easy enough to find.

 

You might also have the following problems that I ran into.

1. Your cellmate will be missing

2. The little girl that unlocks a door might be missing

3 Paulson might be missing.

4. You might not be able to get through a door near the end of the game

5. Aliens won't have see through helmets

6. a room full of robots won't have a moving belt like it should

7. You might not be able to attack a big thing (II don't want to spoil the game so I'm being vague)

 

Yeah half of these are game killer bugs. It took me longer to figure out how to get around the bugs than play the game. So If I were you I would use a walkthrough. Anytime you come to a point where someone is missing cheat to spawn that person or enable them. Anytime you come to a door that should have been open us the no clip cheat to walk through the door.

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I don't know if they use the same command for Oblivion as they do for this, but open the console and type

 

EnablePlayerControls

 

When a script runs DisablePlayerControls it takes away the UI, it makes it so you can't move and I think you are able to turn, but it depends really on how they changed that in Fo3. They use this script a lot to ensure the player just sits back and watches what unfolds without disrupting the order of things or destroying something before it is meant to be, such as killing a quest guy before he can do something that progresses the quest or kills him anyways, whatever it may be.

 

Just remember, EnablePlayerControls.

 

Be well, sleep well, fight well, live long.

~Ranokoa

 

If this has helped solve your problem then please feel free to Kudos if you believe it be worth it.

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Alright, using EnablePlayerControls (thanks Ranokoa!) I regained my UI elements and once more have control of my character. However, I have control of my character only to run around in circles in my empty cell. There is nobody in there with me, and nothing ever happens. I eventually got bored and used TCL to walk right out. Outside my cell there were two aliens. They were not hostile. In fact, they just stood in place pretty much not doing anything even when I ran up and punched them square in the face. Does anyone have any idea how I can perhaps jump start the action here? Perhaps the SetStage command? I don't really know how to properly use this though. I know the syntax is SetStage <quest id> <stage id> . The quest ID seems to be DLC05MZ1. I have tried fiddling around with some random values for stage id (tried 1-5) with no visible effect whatsoever.

 

 

Anyone have any ideas? Help would be much appreciated.

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A lot of the times, most of the times, they use increments of 10, 20, 30, 40. not 1, 2, 3, 4 etc.

 

Replay the questline from the beginning, count how many times the messagebox is updated and how many "events" happen before you get to the stuck part. You should be able to count down 10, 20, 30 and etc to estimate where you are. Remember, 10 is probably the beginning, the whole obtaining of the actual radio signal, and the beam would probably be 20. After that I can't remember much of what happens in that mod.

 

Be well, sleep well, fight well, live long.

~Ranokoa

 

EDIT: I wish I could actually look it up for you, but I use a separate computer for the internet than my modding computer, which has no net access. Our internet is out and my neighbors don't mind us using theirs, which we barely get in the living room on the laptops, neither are my own so I can't install the programs.

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  • 2 weeks later...

I had the same problem with the steam version. You might want to try the unofficial patch and see if that fixes it.

 

Anyway there is a console code that lets you enable your movement. I don't recall what it is but it should be easy enough to find.

 

You might also have the following problems that I ran into.

1. Your cellmate will be missing

2. The little girl that unlocks a door might be missing

3 Paulson might be missing.

4. You might not be able to get through a door near the end of the game

5. Aliens won't have see through helmets

6. a room full of robots won't have a moving belt like it should

7. You might not be able to attack a big thing (II don't want to spoil the game so I'm being vague)

 

Yeah half of these are game killer bugs. It took me longer to figure out how to get around the bugs than play the game. So If I were you I would use a walkthrough. Anytime you come to a point where someone is missing cheat to spawn that person or enable them. Anytime you come to a door that should have been open us the no clip cheat to walk through the door.

 

 

 

I just replayed this with zero problems. This time around I played it before going to GNR radio in search of the old man. I also had the unofficial patched installed. And I had installed a lot of other modes for my second play but I don't think any of those could have fixed it.

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