Mothership Zeta bugs

'Please write your comments in third person'' and put them in the correct section. Any comments who are not written in third person or are mis- or non-categorized will be moved to this article's talk page. Thanks.  Bugs and glitches/exploits' in the Fallout 3 add-on Mothership Zeta''.

All platforms

 * For an unknown reason Paulson, Elliot Tercorien and Somah 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.


 * Paladin Hoss (with a Flamer and 10mm pistol), Initiate Pek (unarmed) and/or Brotherhood of Steel Paladin may appear out of nowhere in Motership Zeta. This is part of the Lost Initiate quest bug. Loading an older save doesn't seem to fix this. (Confirmed PC)


 * If a container is opened on its side with one's back to an unmovable object, the player will be pushed into the object or wall and become stuck even when the container is closed, only noclip (tcl) or reloading a save will fix this. (Confirmed Xbox 360, PC)

PC

 * When you get abducted and the first cut scene is finishing, the aliens may freeze and you may get stuck, unable to move or progress and the game hangs up, making you unable to complete the add-on.
 * There may be a way to fix this. If you happen to be running a mod called "Purge Cell Buffers", then that may be what was causing this bug. Try disabling PCB for the duration of Mothership Zeta and you should be able to get past this cutscene.


 * Two invisible turrets (perhaps more) in the Living Quarters section. Though they do not attack, when you come within range your 'Hidden' status will change to 'Detected'. They can be destroyed through conventional fire or explosives if one pinpoints their location.


 * 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.


 * If you ask Sally "Are there any cool secrets on the ship" (her Child at Heart option) then interrupt her as she climbs into the vent (near the closed door she opens to show you her stash) she will reset and run back to the engine core, leaving the room locked permanently (Confirmed with the Xbox 360 version as well).


 * When you go the the Bridge to Defeat the captain in the final mission, after Sally comes through the teleporter and opens the first door, all NPC's (including Sally) immediately return back through the teleporter and all stand at the door downstairs which is inaccessible, which means you cannot continue any further through the mission as you need Sally to open all the doors.

Xbox 360

 * 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.


 * If you attack Toshiro Kago and he becomes hostile, Elliot may run away and disappear from the game.


 * If you have not yet completed Who Dares Wins, upon entering Mothership Zeta, the game may alert you that you've discovered the presidential metro location. The "Who Dares, Wins" quest now has "enter presidential metro" marked as completed.


 * After you finish your space walk, Elliot's forehead is see-through. It may be he was supposed to have foil wrapped around his head (you can ask him "what's that you've got there?" and he'll call it a "teleport blocker" despite the fact that there's nothing actually there) this may be a reference to the mind control blockers the kids wore in the movie Signs. Elliot apparently watches a lot of movies, as he seems to draw from these to explain why the aliens want us. Somah also presents the same bug.


 * Toshiro Kago may spawn without his signature Samurai's Sword (that's normal), and will simply pick up a combat knife somewhere, and use that instead (thats not normal, plus it means you can't shoot his Katana out of his hand to get it without killing him).


 * When in the Experimental Weapons area, after you head to the far end where Radscorpions and Raiders spawn in a room below for you to test your weapons on, Albino Radscorpions will spawn constantly (around 20 were noted) and will stand around trying to find a way to attack you. The Xenotech Expert perk may also be awarded even if you didn't attack any of the targets. (It is unknown whether or not this is intentional, or a bug. Needs confirmation.)


 * After you blow up the controls on the wall in the Robot Assembly room, you can actually walk through the glass right beside the wall and be in the assembly line. Nothing except the glass around it is solid.
 * If you die or change the difficulty immediately after using the first healing arch there is a possibility that further healing arches will not be usable, either to heal or modify (although the option does appear, choosing to activate an arch does nothing).
 * After obtaining the Samurai's Sword from the Garbage Disposal area, teleporters may lock. If you exit the game and reload a previous save, it can be fixed. (Needs confirmation)
 * Save games may become unloadable (crashing on the loading slides) after saving on the mothership. Pre-abduction saves appear to be unaffected. (Needs confirmation)