New Improved Genetically Modified Lurks

⭐ ⭐ (108 endorsements) 📥 3,440 downloads 📅 5/11/2009
⚪ Last updated 2009

By RunningBare · Miscellaneous

⬇ Download Mod Source: Nexus Mods ↗ 📅 Updated: 5/13/2009 📅 Created: 5/11/2009

🔍 Analysis

  • 👍 3.1% endorsement rate — high engagement, a strong quality signal
  • 🏆 #54 of 229 Miscellaneous mods in this game by downloads

📋 About This Mod

I am classifying this as a new mod because ..well it is so vastly different from the old one, this is not an update to the old genetically modified miniature mirelurks as they are incompatible. Please rate thank you. Well, it seems Moira

Note, the New Improved Lurks Update fix is the original file that places the tank where the bobblehead machine was, with the bobblehead machine moved sideways along with the workbench, see images. I\'ve added two more esp\'s, a corner tank, this will place the tank in the corner by the door, and an upstairs tank, this will place the tank where the nukavending machine was if you had purchased it, you will now find that in the bedroom, do NOT use all three esp\'s you will just end up with the last one to load taking priority. Sorry I forgot to provide a readme with these two but the instructions are in the description, I will provide a seperate readme later. ---------------------------------------------------------- Changes No more navmesh island, the tank navmesh is now connected to the main navmesh in both the megaton home and tenpenny suite, for this reason I have placed tall collision box above the tanks, there should be enough space between the top of the tank and the bottom of the collision box for you to place your own stuff on top of the tank but not enough space for creatures and NPC\'s, because there is no more navmesh island any NPC\'s you have in the house will no longer try to take a swim in the lurk tank, this however might manifest a problem with the lurks having so much freedom, I\'ve not had the problem myself and the lurks do appear to stay contained within the tank, if you notice they are out of the tank, then leaving the cell and returning should fix this, note that I cannot do much about it as I\'m cramming creature AI\'s into a space smaller than they like, that\'s down to the game engine, but I have put a check in place to reduce how often this might happen in the form of a trigger box wrapped around the tank. It\'s the same file name, let it overwrite the old one and you should be able to continue where you left off. ------------------------------------------------------------ This version now has lurk tanks for both the Megaton home and the Tenpenny player suite, and they come with a lot more features! Instructions for install 1. first if you have my old miniature mirelurks installed then remove it, while I did manage to have both running I\'m not supporting it, I also found it possible to have both new tanks in my megaton home and the tenpenny player suite at the same time, but again I will not support this as the scripts share global variables and will most likely interfere with each other, besides, I think you will have enough responsibility taking care of one tank ;-) 2. Extract Lurktank_V2.esp to your Fallout 3 DATA folder, then using FOMM or the launcher select it. 3. Load your game and head over to Craterside supply, you will see a new computer towards the rear left side of the shop, this computer is public and contains information regarding lurk care, at the very rear of the shop you will see a demonstration(display only) tank with a newly hatched lurk and a fully grown(a

📊 Mod Details

Game
Fallout3 Mods
Author
RunningBare
Version
N/A
Downloads
3,440
Endorsements
108
Category
Miscellaneous
Created
5/11/2009
Updated
5/13/2009

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