Mothership Zeta bugs

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

All platforms

 * After receiving the Xenotech Expert perk in the Weapons Lab, the player can continue to activate the 'range' by pressing the button and spawning more level-based enemies. This exploit can be maintained indefinitely allowing for as much experience as the player has ammunition. Note that there is also a healing gate in close proximity that should remain unaltered to achieve the best results. (Not a bug or an exploit)


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


 * 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 (Xbox 360) will fix this.


 * 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.


 * 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. (This could be explained because you are in a ship orbiting the earth)


 * 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.


 * When you get General Chase's Overcoat in the garbage disposal area, it will appear as a suit of Winterized Combat Armor.


 * In the Cryo Labs when you get to the point where you have to freeze the Aliens to continue, in the room there will be three Wastelanders (or Elliot Tercorien's squad if he came with you.) The dead, frozen bodies will be on the tables, with a leg or arm sticking up in the air. Although that is supposed to happen because they're frozen, if you use the "grab" command on any of the corpses, the limbs will become limp, and they will fall as if they were a regular corpse.


 * There have been times when looking down at the Earth just after the Space walk, Earth's image will just become black.


 * When using the drone cannon in VATS, the shots are fired straight even though the projectiles have weight, making them fall to the ground usually before coming near the target.

PC

 * When the PC gets abducted and the first cut scene is finishing, the aliens may freeze and the PC may get stuck, unable to move or progress and the game hangs up, making the player 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.
 * If still stuck try bringing up the console using the "`" key and typing "enableplayercontrols"


 * 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.


 * Anytime during the "This Galaxy Isn't Big Enough..." quest, after activating the Engine Core teleporter to bring Sally and any of the other surviving NPC's up, and after being given the objective to "Disable The Death Ray" and/or "Make Your Way To The Bridge", these objectives may auto complete, moving you to the objective "Defeat the Alien Captain" without any interaction by the player. There does not appear to be a specific trigger for this happening and it may happen at any time without any notification given to the player that these objectives have been completed. This results in you being unable to complete "Disable the Death Ray" quest and prevents you from entering the Living Quarters area. Saving the game with the problematic objectives still incomplete on a frequent basis, and reloading your game if they auto complete without the players interaction does work, but is very tedious. Once these two objectives have been properly completed by the player, there does not appear to be any ill effects to any of the other objectives in this quest. Hopefully this problem will be addressed in a future patch.


 * When you go the the Bridge to defeat the Alien Captain in the final mission, after Sally comes through the teleporter and opens the first door, all NPC's (including Sally) may 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.
 * If the above options don't work, 'tcl' cheat to get through the door and finish the DLC.




 * It is possible to restore access to the INACCESSIBLE doors after the add-on is completed, 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 the 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.


 * After the main quest, some aliens that you do not kill or respawn can become allied with you.


 * After the quest 'Among the Stars' Sally will open the first door, but for the second door she will go on the opposite side of the door where vent is absent and just stand there after a while assuming the door is opened.


 * When looting individual items from the environment, (usually belongings of captives on shelves, in the Cryo Lab, for example) upon picking up an item, an adjacent item may appear out of nowhere. The items that appear are usually armor or clothing. This is probably a graphical glitch.


 * In the Robot assembly area, the long, multi-room assembly line encased in glass is poorly scripted as you can see the grey "out of bounds" area through gaps in the floor, walls and ceiling of the giant "assembly vessels". Also, at the end of the assembly line, there is a simply a wall which the partially assembled robots appear from. The robots also disappear in the last "assembly vessel".
 * After you complete Mothership Zeta and return to the Capital Wastes, the game will crash if you rest or enter the Citadel (needs confirmation.)
 * When you come out of the alien holding cells at the start after talking to Somah, then go hit one of the chairs in the area just past the healing archway, the chairs will bleed and have the target getting hit sound activating
 * The game might crash on some machines when trying to listen to the captive recording #12.

Xbox 360

 * Upon entering the Weapons Lab, no weapons would fire when I pulled the trigger. They would fire on their own when exiting the pause menu or PIP BOY. The Drone Cannon would fire like a machine gun, making survival even more difficult. Loading a previous save carried the bug to that point in the game. The only cure was restarting the console. (X-Box 360)
 * If you target enemies as they are waking up from cryo-sleep (standing inside the cryo-pod but targetable) in V.A.T.S you may become trapped in V.A.T.S and have to reload your save.


 * After defeating the first aliens in the cell at the beginning, Somah will keep fighting the player to the death.


 * After completing Mothership Zeta the character/lone wanderer may be bathed in a red or orange light. This may be a result of a teleporter lighting effect continuing after you have teleported. Restarting the Xbox seems to fix the problem. Another solution is to set yourself on fire with a Heavy Incinerator to reset the glow effect. Unequipping your armor may also fix the problem.


 * After destroying Cryo Labs generator, it becomes impossible to leave the area both via the transporter and via the doors the player entered through (they're marked as Requires Key)


 * 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 the 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 simply pick up a combat knife somewhere to use insteadof his Samurai sword (which means you can't shoot his Katana out of his hand to get it without killing him).
 * In the Cargo Hold, when going to unlock Reid Underwood's safe with the terminal it fail to unlock the safe and thus making it impossible to obtain his stash. There is no way to fix this. (Needs Confirmation)


 * 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. (Confirmed.)
 * Sometimes when the player picks up the Drone Cannon Ex-B (correctly labeled on the floor) it will turn into a regular Drone Cannon.


 * 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 options do appear, choosing to activate an arch does nothing).


 * When entering the Garbage Disposal area, teleporters may lock. You have no choice but to load up a previous save and avoid that area. This may also happen in the Living Quarters. (Exiting the game and restarting it can fix this bug)
 * If the player completed "This Galaxy Ain't Big Enough..." quest and heads back to the Capital Wasteland and goes back on Mothership Zeta, Paulson will still be there, but the NPCs' will tell you that he left the ship.


 * Save games may become unloadable (crashing on the loading slides) after saving on the mothership. Pre-abduction saves appear to be unaffected. (Confirmed) (A fix was restarting the Main Quest in Mothership Zeta and saving and loading to the original unloadable file) (Fix does not work all the time)


 * Sometimes while fighting an Alien, It will just disappear and may reappear right behind you or somewhere else nearby.


 * 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.


 * 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. (Confirmed) (Needs Urgent Confirmation Clarification)
 * Saving and loading the save again should fix this.


 * If you have the Gauss Rifle you may use it to knock down any of your NPC allies 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. (Confirmed, Xbox 360 - Any knocked down character can be looted and reverse pickpocketed although you may have to wait for them to be knocked down again after planting the items on them).


 * After completing the Among the Stars quest, and you meet up with Sally and Somah, 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, It seems if Elliot stays alive this problem will not occur.


 * If you had the Winterized T-51b Power Armor in your inventory before you got on the ship and the aliens took it, 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 armor back and you will get the achievement.


 * 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.


 * 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 a save to get it to work.
 * In the Cryo Lab, if you freeze Elliot, you will be able to pickpocket him when he is on the floor without negative karma.


 * When shooting any chair, blood will come out. (Confirmed Xbox 360)


 * After finishing the add-on and entering the Engineering Core, the game may constantly crash while loading back to the Bridge. (Confirmed on Xbox 360)


 * After the spacewalk, Somah may not teleport to the Observation Deck with the others. If you teleport back to the Engineering Core, she will still talk about the Death Ray and give you the quest to destroy it. Then if you teleport back, she follows. (Needs Urgent Confirmation)


 * After finishing Mothership Zeta, the player may not be able to return to the ship once he/she sets foot on the wasteland, due to crashes during the loading screen. (Confirmed on Xbox 360)


 * After completing Mothership Zeta (and returning to the wasteland and then coming back to the ship at a later time), you can't use any doors or portals except for the one to the engineering block and the door to the Steam Works. (This is not a glitch, after completing the Mothership Zeta Main Quest, the game locks all other portals and doors. It is part of the game though keep in mind that Bethesda may change this.)


 * The console will freeze when you go through the portal to the Bridge from the Engineering Core.( Clear cache issue)


 * The console will freeze when going to the Bridge from the Capital Wasteland while overencumbered.( Clear cache issue)


 * (May not be bug) After destroying the attacking alien ship the Earth may be missing sections. (Confirmed on Xbox 360 a large black diamond of sorts takes the place of certain parts of the ship) A version of this "glitch" occurs on the PC. If you no-clip and look and the earth at different angles in front or under the Bridge, graphical pieces appear and disappear, even if the earth cannot be seen through the front window of the Bridge. It may be that the earth is not supposed to be seen at all and the glitch is actually seeing earth. This would make sense considering access to the weapon on the bridge. The story may be that the ship was re-positioned, in reality this means that the graphical representation of earth may have been disabled only at viewing angle from the Bridge. The glitch may be seeing through or past an unloaded black texture.( may be a re-install issue, as with the pitt. tho bethesda has not confirmed this a new version may have been put up)


 * After falling from the elevator in the maintenance level, jumping up the scrap pile to the character's rear may result in being trapped and requiring a reload.


 * After completing the spacewalk if you happen to have Chinese Stealth Armor in your inventory its condition will be broken (Confirmed) (Did not happen to me. I put the Chinese Stealth Armor back on after the spacewalk and it was not "broken".)


 * After a certain point in Mothership Zeta, you will not be able to use the health generators (needs confirmation, happened to me sometime after the weapons lab)


 * After using the teleporter to access the ships bridge, upon walking forward your character falls through the ship. After reloading the save you are unable to walk forward and your shots will stay in mid-air. If the rounds are explosive, they will NOT explode. (Needs Urgent Confirmation)


 * The Holotape that accompanies General Chase's Overcoat may fail to play i.e choosing to "Play Audio" fails to produce any sound and MAY cause the game to crash soon afterwards. (Confirmed but game didn't crash)


 * Trying to acquire the 2nd Drone Cannon Ex-B MAY cause the game to crash when trying to pick it up (needs urgent Confirmation )


 * While working on destroying the Mothership Zeta power generators in the 3 sections needed for the quest "Among the Stars" the Paulson character died while in the hangar so I am not sure if he is bugged (though I found no Alien teleporters operable that could be buggged) but as for Somah and Elliott Tercorien, the first time the NPC's assisting the Lone Wanderer each needed to use a teleporter (to escape the Cryo Storage area for Tercorien and to get down from the 2nd floor to the first floor in the Robot assembly section for Somah) they each froze on or near the teleporter and would not follow "The Lone Wanderer" nor did any dialogue box open up where one could ask them to continue to follow the Lone Wanderer. In each case it was necessary to return to a prior "save" of the game and start over and eventually the bug was fixed and the NPC's would follow and continue until their assistance was finished helping the Lone Wanderer for the needed help in this quest.


 * After getting to the observation deck with Sally, Paulson, Elliot and Somah ALL of the characters just stand there and do nothing thus halting the Lone Wanderer's progress through the Mothership....


 * Maintenance level teleporter is lit up but doesn't work.


 * After getting the "Xenotech Expert" perk and moving on to the experimentation lab, your character will simply disappear in 3rd person mode, this can be fixed by restarting your Xbox.


 * After completing Mothership Zeta if you try to enter Tenpenny Tower the game will freeze.


 * Upon returning to mothership zeta the teleporters to and from the engineering core as well as the teleporter back to earth may glitch/ malfunction and no longer work stranding you in space. Activating them is the same as activating thin air, as such it is always recommended that a save is created prior to returning to Mothership Zeta.


 * At the end of the spacewalk, when you are transported up by the beam, you can see your arms and hands, but your hands are wearing fingerless gloves rather than the spacesuit gloves. Later, you are wearing the spacesuit gloves.


 * If you had a follower before beginning Mothership Zeta, then upon completion and returning to the Wasteland, it will be possible to hire another follower.

PS3

 * When first beamed up to the mothership, the game may freeze at the probe scene. This can be fixed by deleting the game data cache and reloading a save from the wasteland. (confirmed)
 * When returning to the wasteland, your followers may be at the beacon waiting for you even if they were asked to wait at your house. As there are often sentry bots and Albino Radscorpions around, make sure they are well armoured before you leave for MZ.