Mothership Zeta bugs

Bugs and glitches/exploits in the Fallout 3 add-on Mothership Zeta.

Possible Glitch with Sally

If your cursor goes over her she automatically speaks to you, it can be annoying (Xbox 360)

Door shield wont go down after you destroy power source.

If you have downloaded the Pitt, you can still hear wernhers distress signal on the ship, unlike any other radio station or broadcast

There's a bug in the cryo-lab where when you go through the operating room and go into cryo-storage when you exit to exit back to the operating room the 2 doors leading to the operating room will be locked and will require a key however there is no key to be found making you have to load a previous save.

-This isn't a bug. Elliot tells you that the lab gets locked and you have to wait for it to unlock itself. It just never does. 79.97.222.212 22:33, 3 August 2009 (UTC)

-There is a teleport pad behind you when facing the generator in the cryo-storage. I do not believe the doors are ever supposed to unlock.

Sometimes teleporters will cease to work even when they should be working. Just turning off and on seems to help.

It may be prudent to leave excess equipment at home before entering the DLC area. As your equipment is taken and put in a container it seems that it has an item limit and keyrings are broken up into all your individual keys (and since you cant drop your keyring, your extra junk may become fodder). It caused my armor, most of my ammo, and all of my meds to completely vanish. Travel lightly Wanderers!

When destroying the generators, if the player enters the Engine Room, and kills all the enemies there, before destroying the last generator, the game will not register the deaths of the aliens, and red cursors will appear, and footsteps can be heard, the player will also be attacked even though the alien corpses are clearly visible. The only way to fix this is by going around and shooting all the corpses of the already dead aliens.(confirmed, Xbox 360)

I found a bug I killed a guardian drone I went to get his drone cannon and it says pipOS error -26 the drone cannon does 145 DMG and is worth 1,000 caps. Actually it says that for all drone cannons.

There is also a problem that occurs after the moonwalk sequence and when the player activates a teleporter to let your companions through to the next area they may never appear and the player will have to start a previous save. Alternatively, if Sally opens the first door but not the second, you can type in the console the movetoqt command to move to the quest marker. This will bring you to the bridge where the alien captain is.

If you drag the "original" Alien's dead body on top of the crashed UFO, before installing Mothership Zeta, the Alien's body will be floating in mid-air after completing it.

For an unknown reason Paulson and Elliot Tercorien may become unarmed, but still have their weapons equiped, causing them to be standing in an unarmed stance, but their weapons floating beside their right hands.

Sometimes after completing Mothership Zeta, parts of some of your companions faces can become see through.

Sometimes Allied characters will have there weapons out upside down.

If you attack Toshiro Kago and he becomes hostile, Elliot may run away and disappear from the game. (Xbox 360)

Alien Workers are marked as hostile, but sometimes (not always) give you negative karma if you kill them, Alien Workers

On the mothership travelling to hallway where Sally was held captive, before entering through the doors there is encounter with one "brotherhood of steel paladin" running out the doors with a minigun. i think its part of the "The Lost Initiate" quest bug. with randomly appearing brotherhood of steel.

Unconfirmed, PC. I told my followers to wait back in my Megaton house before setting out for the crash site. I had Dogmeat, RL-3 and Charon all in tow, plus one user-made follower. Everything went fine untill I returned to Earth. Surprise Surprise, Charon, RL-3 and Dogmeat are there to greet me! They act as if I never told them to wait, either, so taking them back to the megaton home is a mere fast-travel away. First time I had it happen, I was on Patch 1.5, second time 1.7, and I'm using the DVD version with a Games For Windows Live! delete and a few key mods. Maybe the TRASCH and Sharing And Caring Companions mods are causing it? They do edit the companion system...

(Unconfirmed), PC. When you get abducted and the first cut scene is finishing, the aliens freezes and you are stuck, unable to move or progress and hang up, making the DLC unable to complete.

Paladin Hoss (with a rocket launcher and 10mm pistol) and Initiate Pek (unarmed) may appear out of nowhere in Motership Zeta: they helped me with the first 3-4 aliens, but then they died. In my case, loading a previous save did't fix this. (Xbox 360)

If you leave the bridge without restarting the generators, and go through the Crew Quarters section of the ship, you might find when you return to the bridge that it is flooded with aliens. One solution would be to explore the quarters after the other alien ship is destroyed, but if you have saved over your saves and you find the fight impossible to deal with, bring up the console, click on an alien, and type kill. Repeat this until there is a manageable number.

when receiving the objective to disable the death ray if you go into the armory and grab the Destabilizer and test it on the Brahmin you strangely complete the quest and it tells you to go to the bridge (has anyone else got this)

(Is This A Bug?) When I Complete The Quest, This Galaxy Isn't Big Enough..., the teleporter in the bridge that used to lead to the Living Quarters now leads to the Engine Room and I can only access the holding cells, steamworks, The Bridge, and the Engine Room.