Added an updated file that should fix a good few long-standing bugs/issues. In addition, I added some minor tweaks/improvements to some areas of the mod. It's not an overhaul, just the same mod but... better.
Changelog:
Spoiler:
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-Fixed the crash-prone generator destruction sequence. -Added a console to unlock Rip's cell door in the factory area. -Removed the music track from the club. -Tweaked a door in the club so it doesn't send dead bodies flying. -Toned down the volume of the mothership self-destruct alarm. -Added extra effects for the mothership self-destruct sequence. -Changed the Wilson basement sequence. -Finalized NavMesh in all areas. -Added holographic "iron sights" to all alien weapons. -Added a new, improved female mesh for the BETA suit (credits to Izumiko).
Hi! Great mod. I am noticing one issue, though I am aware this could be a mod overwrite issue. I am on the first quest, and the alien hideouts near NCR Sharecropper and Goodsprings are as expected, but the "Abandon House" near Horowitz Farmstead is littered with junk and has a few mole rats instead of aliens, which I presume to be a bug or its vanilla state. Any idea what could be causing this? Please let me know. Thanks!
It's probably another mod that adds an interior to the same house - I think I remember someone else having the exact same problem (right down to the misspelled "Abandon House" interior).
If you can't find the mod responsible, try opening the console and typing coc AEAlienHideout02, that'll send you straight to the house interior.
Howdy, I'm loving the mod so far! Although I am running into a weird issue. When I go to free Rip, he hasn't spawned, nor does the terminal function. I'm not entirely sure what could be causing this, but I thought I'd ask if you were aware of any similar bugs, and if there is a fix for this.
Are you running into this problem during the alien mothership section, or later on when you free him in the factory?
If it's the latter, that might be due to an edit I made to his cell door in the factory. By any chance, did you download an older version and then update it to the current one?
should i have installed this with vortex..? i've been installing my mods manually and this one was missing textures galore. perhaps i'll try taking texture files from mothership zeta to see if it fixes it.
You could honestly just download this for the nice looking uniform they give you; it's so dapper, and the quests are a nice break for when you get fed up by the other quests you're pursuing. I'm totally recommending it.
It should work with TTW without major issues. However, if you wanted the aliens in this mod to use the Fallout 3 versions of the alien weapons, you'd have to make a small patch.
I don't have TTW so I'm afraid I can't do it, but if anyone wants to make a TTW patch for this mod, go right ahead.
That's all good, so I'll just be getting 2 different versions of the some of the alien weapons from FO3. If so I definitely don't mind the variety and having more diversity amongst the weapons I get to use in both the Mojave and Capital Wasteland. Always love a great Alien mod, can't wait to experience it in a little bit.
This was one hell of a quest mod, I even dare to say this is better than Mothership Zeta
I love the wacky humour of the mod with total carefree and unpredictable situations like that, I dont complain about how short was the questline but it is still sad how anticlimatic was the end like we cleared a club and that it...imo the quest where you are blowing up the ship would have been a more consistant finale If you ask me, and also I am sad that we couldnt at least have a lil reward from our last job rather than "thank you" such as having Rip Rosdower as permanent companion, this goofball deserves more !!
125 comments
Changelog:
-Fixed the crash-prone generator destruction sequence.
-Added a console to unlock Rip's cell door in the factory area.
-Removed the music track from the club.
-Tweaked a door in the club so it doesn't send dead bodies flying.
-Toned down the volume of the mothership self-destruct alarm.
-Added extra effects for the mothership self-destruct sequence.
-Changed the Wilson basement sequence.
-Finalized NavMesh in all areas.
-Added holographic "iron sights" to all alien weapons.
-Added a new, improved female mesh for the BETA suit (credits to Izumiko).
If you can't find the mod responsible, try opening the console and typing coc AEAlienHideout02, that'll send you straight to the house interior.
If it's the latter, that might be due to an edit I made to his cell door in the factory. By any chance, did you download an older version and then update it to the current one?
perhaps i'll try taking texture files from mothership zeta to see if it fixes it.
I don't have TTW so I'm afraid I can't do it, but if anyone wants to make a TTW patch for this mod, go right ahead.
I love the wacky humour of the mod with total carefree and unpredictable situations like that, I dont complain about how short was the questline but it is still sad how anticlimatic was the end like we cleared a club and that it...imo the quest where you are blowing up the ship would have been a more consistant finale If you ask me, and also I am sad that we couldnt at least have a lil reward from our last job rather than "thank you" such as having Rip Rosdower as permanent companion, this goofball deserves more !!
Thank you for making me have fun and laugh.