Wow, I just found out that Fallout Nexus cforums are a complete waste of space. Saying anything critical on there of a mod, without any expletives mind you, and you wacked for flaming!
I went there to post a work around for the RobCo Certified Zeta bug, only to find a snotty message form a dipstick mod!
I was going to post the work around here anyway, now it will only be here.
I found that if you disable all the Robco mods in FOMM before approaching the site the 'beam up' cutscene works just fine. You can then save, reactivate the mods, (important, make sure you also activate the updater ESP) and the only problem is you lose your The Mechanist Armour if you had it.*
the Zeta quest then ran perfectly. However on exiting I found my 'bots no longer followed me, so had to resort to going through the deactivate, reactivate process again.
Is the mod worth all that effort? I think so. Yes it does have the potential for making combat too easy, but that's within your control, and the counter is that you get less experience if the 'bots join you in combat of course.
It does give you the opportunity to role play a computer nerd, who couldn't zap his way out of a wet paper bag. :laugh:
*I simply loaded the mechanist mod in the editor (through FOSE, it tells you how in FOSE's readme), created a quest with one stage, inserted
player.additem a0aMechanistPA 1
into the result Script box. Then in game opened the consle and typed in Setstage 01RA 10, 01RA being the ID I gave the quest, and 10 being the stage number I used.
PS Is there anywhere else that one can download mods from where they don't have the 'Gamespot' attitude that they have at Nexus?
[QUOTE=Darth Gavinius;1096098]Distrbution of games, is becoming a little like Democracy (all about money and control) - in the end choice is an illusion and you have to choose your lesser evil.
And everything is hidden in the fine print.[/QUOTE]