Version 1.1 update - - Nov 15 2010
Video here: http://www.youtube.com/watch?v=O8yu9TEDJBE <--- These things may be spoilers for you if you already know you're going to use the mod, so be aware of that. Video contains the entire scene where you first end up with the Baby Deathclaw, and then, it has a fight scene showing the maximized follower version of the Deathclaw (mostly grown up and with its special upgrade in effect).
Adds a Viable Deathclaw Egg to the world. Go find it and see what happens when you carry it around for a few hours.
Main download location: http://www.finhosting.fi/~fallout/downloads/NVBabyDeathclawCommander-1-1.zip
For those who feel the driving desire to download from nexus: http://www.newvegasnexus.com/downloads/file.php?id=37388
Almost everything I can think of to say about this mod is kinda a spoiler. So anyway, here:
Makes a single deathclaw follower which starts out as a hatchling.
Pick its name out of 37 names.
Be aware that if when it grows to where it will not accept food any more, if you fire it, it will leave forever (for now, this will change version 2).
Where is the egg?
Care and Feeding:
It will be willing to eat once every game hour. It grows as you feed it, this includes its size, damage output, and health pool. You know it has stopped growing for you when it does not eat your food any more. It will take 50 feedings for it to be full size.
Appearance:
Basics about a special ability it can get:
It begins to gain a special ability due to an event which either you can trigger by giving
it a certain item, or, it can get the item on its own, depending on which enemies you fight.
Details of how to trigger special ability it can get:
Future things planned for version 2:
After it is advlt-like for a while, another event will kick in. Details some other time.
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Known issues/caviats:
It does not swim. It doesn't have the animations for it and it glitches if I force it to swim.
Sometimes it sinks a little bit into the landscape (but at least it never launches).
Some ground structures may give it mobility problems (such as, short groups of steps).
It is not scripted into ANY of the game's doors or moveto systems. I don't know how much of a problem this causes.
Feeding schedule may not play nice with mods that change the game's timescale (in particular, something which lengthens it).
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please tell me if the baby deathclaw seems to permanently stop eating before it changes to its last appearance, or if anything breaks.