The mod works and doesn't work. Carry wight is increased, and the crab charges at the enemies...but never actually does damage. Not even an attack animation.
Did some more testing and looking. It can attack, but sometimes it just freezes up and won't move, or sometimes it'll do that thing I mentioned where it charges without attacking. I think if I have no followers and it gets the first hit in, it does fine, but I can't confirm yet.
Thanks for your mods! :) One issue I have with the crab is the fact that it digs in the ground even inside buildings, which obviously makes no sense at all as this is still a regular mudcrab and not a ghost..
Another mod came out that fixes that issue, but I cant afford 2 esp slots to simply fix bethesdas shit.. any chance you could update your mod to prevent the digging, at least inside buildings? Other mod I mean has the ID 18187 on the nexus.
I'm a bit late, but FYI that mod (either version) has no conflicts with this one, can be changed into an ESL in xEdit, and is also mergeable into your bashed patch.
I bet EVERY single mudcrab can do that, you've just never seen them inside buildings or in odd places before. This pet mudcrab is only unique in appearance, it shares the same AI as the rest of them and this mod proves that. The dwarven mudcrab is my favourite pet and I love this mod for making him better. Although sometimes he doesn't respond when you activate him to store stuff or give him a command, I notices this usually happens after his health has been completely drained, killing him yourself sometime solves this issue but I would really love to see it fixed.
Not related to this mod, but I installed the mudcrab and ended up corrupting about 5 hours of saved games. Might be only me. I use MO2 and probably should never have done it. The only save that worked was the one right before I bought the crab in game. After that every save CTD and the crab was the only thing I had added. Since I lost so much progress I decided to delete him and go back to a save before the mod was even downloaded and installed and I opened the letter. The little fckr is useless anyway.
Lesson learned: always check your saves. No fun to come back the next day and find nothing loads. XD
Bethesda claims it downloaded the crab, but this mod still shows red in NMM, is this normal? Should I be able to see the CC files in NMM like I can for DLCs?
Hey, thanks for making this. I too was annoyed by insta-psychic-courier notification. I was wondering if you might be able to make it so the cute little fellow wouldn't trip trap triggers? I have my game modded so followers won't trip triggers and I carefully avoid them, just to be smashed in the face by a swinging log. I turn around and what do I see? My little mudcrabber is sitting on the trap trigger!
Hey! That's a tricky one, as I'm not sure if it's going beyond the scope of this mod - but equally, it seems ridiculous to have a whole extra esp just to stop him triggering traps. I'll have to think about it!
Started a new game, do you mean? The condition for the courier delivering the note is for you to have defeated Nimhe for Calcelmo. If you've already done that, the courier will deliver it right away.
Yes, I started a NEW game.Made a new character and everything. I am using LAL and started off in Whiterun. The dude ran up to me and gave me a letter to adopt the crab.
I’m sorry to say I’m stumped by that! I’ve looked over all the relevant records again and I just can’t see why that would happen. Perhaps if someone else has the same problem and comments we can narrow it down :/
Maybe instead of having a courier deliver the notice, you could lay notices around various shops and taverns around Markarth. In that way, the player can simply randomly come across the notice and start the quest by reading it. I think it would be a lot more simple to edit the quest in that way, rather then trying to make the courier deliver the notice to the player.
Also, could you add some decent carry weight to the Mudcrab, so it can be more useful than just a handy Jailbreak companion?
Could do, but I'm trying to preserve the content that was in the Creation Club file as much as possible! Since the original file started the quest with a letter from Calcelmo, I'd like to keep that in the game :) Regarding the carry weight, yes I can! I don't want to unbalance things, but I'll look into it.
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Did some more testing and looking. It can attack, but sometimes it just freezes up and won't move, or sometimes it'll do that thing I mentioned where it charges without attacking. I think if I have no followers and it gets the first hit in, it does fine, but I can't confirm yet.
One issue I have with the crab is the fact that it digs in the ground even inside buildings, which obviously makes no sense at all as this is still a regular mudcrab and not a ghost..
Another mod came out that fixes that issue, but I cant afford 2 esp slots to simply fix bethesdas shit.. any chance you could update your mod to prevent the digging, at least inside buildings? Other mod I mean has the ID 18187 on the nexus.
Skyrim:Dwarven Armored Mudcrab (creature) - The Unofficial Elder Scrolls Pages (UESP)
Might be only me. I use MO2 and probably should never have done it. The only save that worked was the one right before I bought the crab in game. After that every save CTD and the crab was the only thing I had added. Since I lost so much progress I decided to delete him and go back to a save before the mod was even downloaded and installed and I opened the letter. The little fckr is useless anyway.
Lesson learned: always check your saves. No fun to come back the next day and find nothing loads. XD
Also, could you add some decent carry weight to the Mudcrab, so it can be more useful than just a handy Jailbreak companion?
Regarding the carry weight, yes I can! I don't want to unbalance things, but I'll look into it.