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?
This changes the activator to harvest the eggs from the FO4.esm, I'm guessing there is also an activator in the NukaWorld.esm that would need to be changed. I don't know if the script will then work on them as well or not. After taking a look at both FO4 and NukaWorld activators, I discovered there are actually 2 activators for each esm. A hatchling activator, (which this mod modified) and a harvesting activator. This is true for Nuka world as well. I changed both hatchling activators, and overwrote them with the harvest activators and it should work without introducing any new scripts, since the hatchling script will now never be called. It is untested but available here.
They are annoying. I wish I could just stomp on them when in PA. I always felt that their attacks shouldn't be noticeable and harmful when in PA. Thank you for the mod.
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!
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.
27 comments
After taking a look at both FO4 and NukaWorld activators, I discovered there are actually 2 activators for each esm. A hatchling activator, (which this mod modified) and a harvesting activator. This is true for Nuka world as well. I changed both hatchling activators, and overwrote them with the harvest activators and it should work without introducing any new scripts, since the hatchling script will now never be called. It is untested but available here.
-1 pet peeve. yay!
Thank you for the mod.
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.