This is magnificent - I always put off (or ignore) locations with these little b****rs because I hate them so much, and The Castle clear out was so horrible. But now I can explore without fear (well, at least fear of having little things scuttle up to me and be really hard to hit!) Thank you!
Great mod that I didn't know I've always needed, but sadly the nukalurk eggs from the DLC's nuka cola bottling plant are unaffected. Would it be possible to make it work with those?
Honestly, I would consider this an immersion mod. I mean seriously, are all Mirelurk eggs going to hatch the second you approach them? That's just WEIRD. Nature doesn't work that way. It makes it more immersive to be able to collect the eggs :).
Thanks for sharing this, it's the kind of mod you don't know you wanted until you give it some thought. I may understand this wrong (non-native English speaker) but does the 1.2 version make it so that only previously harvestable eggs are harvestable, and the ones that would hatch before now effectively do not hatch but aren't harbestable either? I'm hoping so because I play with scarcity mods, food among them, and while I do love me some omelettes too, I'm afraid of being too easily able to swim in the stuff (no pun intended).
I added the mod in my playthrough after I took the castle with the minutemen. Now when the castle is loaded all eggs that can potentially hatch are replaced with lootable eggs. The problem is that happens every time as when the eggs are not present in that location the game spawns them anew.
Good idea. Mirelurk Hatchlings add nothing to the game Radroaches didn't already add and are an annoyance at best. They aren't worth your ammo. Mostly I let companions kill them - they gotta get kills in somehow, and it's amusing when MacCready takes credit for killing a hatchling. "Impressed yet?" No, not really. But I'd rather they not be there. So, downloaded.
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Thanks for sharing this, it's the kind of mod you don't know you wanted until you give it some thought. I may understand this wrong (non-native English speaker) but does the 1.2 version make it so that only previously harvestable eggs are harvestable, and the ones that would hatch before now effectively do not hatch but aren't harbestable either? I'm hoping so because I play with scarcity mods, food among them, and while I do love me some omelettes too, I'm afraid of being too easily able to swim in the stuff (no pun intended).
Now when the castle is loaded all eggs that can potentially hatch are replaced with lootable eggs.
The problem is that happens every time as when the eggs are not present in that location the game spawns them anew.
Good stuff!