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) (PC Only) 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. Sometimes not even this is required, and the quest will just randomly be marked as complete.


 * 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. To fix this, try talking to all of the NPCs while Sally is away opening the first door. Then when the door is open, push Sally to the end of the doorway and she'll make her way to the second door instead of turning around and running away.
 * Sometimes all the company may become stuck or run into the wall at the right of the second door if Sally opened the first one.
 * In some cases Sally won't open even the first door when you turn the teleporter on. All NPC's, including her will immediately teleport back to the engine core and run to inaccessible door.
 * It is possible to restore access to the INACCESSIBLE doors after the DLC is completed on the PC version using console commands. Go up to one of the disabled doors, hit the tilde key to enter the console window, and click on the door to see its formID. Then type in "prid 0X00d85f", where X is the formID(for example, if the door's formID is 0100d85f, type 'prid 0100d85f"), then hit enter. Type "disable" again, hit enter then exit the console window. All doors should now be restored.
 * The game may randomly crash whenever you equip Drone Cannon
 * If you have RL-3 as a companion, when you leave the Mothership he will be near the crash site. If you go into the building at Greener Pastures disposal site nearby, he will clone himself. If you tell him to wait, one of the two will become hostile and attack the other.

Xbox 360

 * The World Map in the Pip-Boy incorrectly displays that you are in Megaton on the Capital Wasteland map, it can also display random areas such as Shalebridge or Tennpenny Tower. (Confirmed on Xbox 360)
 * When you kill a Guardian Drone, while searching in the bottom left hand corner (where the weapons image usually is) the drone cannon has a square with a line through it and says Ply05 Error -26 [File Not Found]. The cannon in the looting screen is at full health but when taken the health is less. (Confirmed on PC and 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.
 * Save games may become unloadable (crashing on the loading slides) after saving on the mothership. Pre-abduction saves appear to be unaffected. (Needs Urgent Confirmation)
 * Sometimes while fighting an Alien It will just disappear and may reappear right behind you or somewhere else nearby (Confirmed Xbox 360)


 * Sometimes after completing the spacewalk, and trying to activate the lift for your allies to join, they may never appear, and makes it impossible to have the door unlocked to continue. This may be fixed by uninstalling and then reinstalling the patch. (Confirmed, Xbox 360) Another way to solve this problem is to simply turn off your xbox and then turn it back on. (Needs further confirmation)
 * Sometimes while wearing the Chinese Stealth Armour, portions of Elliot's face will disappear and be see-thru.
 * While in the Cryo-Chamber with Elliot's fallen unit, if you run in to the back room and unfreeze the two living members before Elliot enters the room and begins dialogue the doors can lock permanently preventing any kind of exit. (Needs Confirmation)
 * While in the Experimentation Lab, when you destroy the generator in order to bring down the force-field blocking the exit, the animation for the force-field will disappear, but the door will still be blocked. Firing a weapon at the doorway causes a ricochet (energy impact in the case of energy weapons), just as if the force field were up. Loading a previous save does not seem to fix this. (Needs Confirmation)


 * (Unconfirmed) After updating the game for the Mothership Zeta add-on, two achievements, Shock Value and Death From Above, can become locked again. (Needs Confirmation) (Needs urgent further format clarification, do you mean the 1.5.0.23 Xbox 360 or the 1.7.0.3 PC patch?), (When I updated on the PC version the quests didn't become locked, Maybe only for certain people on the PC version? Maybe only for Xbox 360?).


 * Removing your spacesuit immediately after the outside spacewalk counts Among the Stars as completed, gives 300 exp as normal, then respawns the player back outside with no quest changes, making it infinitely repeatable. (Needs Confirmation)
 * If you have the Gauss Rifle you may use it to knock down any of your NPC friends in the Bridge (assuming they are alive) and when they are knocked down you keep pressing "A" and you can reverse pickpocket and subsequently pickpocket all their unique items. (Needs Confirmation).
 * After completing the Among the Stars quest, and you meet up with Sally and Sonah (I killed the others so I could have their armour), the hologram of the alien will not appear, therefore the door will not unlock and all you can do is stand there and stare at the Earth through the window in the ship. (Confirmed Xbox 360). It seems if Elliot stays alive this problem will not occur. (Confirmed Xbox 360)
 * If you had the Winterised T-51b Power Armour before you got on the ship and the aliens took it (in other words, its with your stuff) when you get it back and if started but never completed the quest, You Gotta Shoot Em' In The Head, you will complete it upon receiving your armour back and you will get the achievement. (Xbox 360 Confirmed).
 * When in the Cryo Lab if you freeze yourself and save your game, while your character is still frozen, and then load that save your character will remain lying down on the ground and won't get back up making that save unusable. Using a previous save is you're only option. (Confirmed Xbox 360)
 * In the Cryo Lab if you teleport out before the generator explodes, it wont register on the game as achieved, You must stay in the room for the explosion. Also the teleporter back to the room will not function, you must reload to get it to work. (Xbox 360 Confirmed)
 * (May not be a bug needs further research) After completing the add-on if you look at any fully repaired assault rifle it has a damage of 62. The rifle does appear to do A LOT more damage and even power armoured units seem to be at risk. Even when not fully repaired the damage is still much higher than normal.
 * (May not be a bug needs further research) As was the case with the U.S assault rifle, the Chinese assault rifle now has an increased damage, 72 MUCH higher than the normal 53.
 * When shooting a chair blood spurts out.
 * Cannot download DLC from the marketplace (needs urgent confirmation) (This is more likely to be a problem with your connection or with the Xbox Live in your area.)