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Dogmeat Troubles

General help and technical troubleshooting. Ask for help here if you can't find an answer in the FAQ.
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TTWaster2
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Joined: Fri Jul 01, 2016 11:45 am

Dogmeat Troubles

Post by TTWaster2 » Fri Jul 01, 2016 12:07 pm

I see that others in the past have had the problem where Dogmeat stopped responding properly. Looking at the dialogue in FNVEdit may not give any clue as to which mod is over-riding his behavior. I recently had to do a bit of head-scratching over this and solved it like this.


It may not be the cause in every case, but I found that a bespoke companion mod, originally for FNV but converted for TTW, did not include Dogmeat (or any of the other FO3 companions) in the Form ID list "NPC Followers list".


Adding the missing companions to that list in FNVEdit cured Dogmeat.


A puzzle is that I have been using that companion mod for quite a while and the companion wheel at least seemed to be working fine - though I don't recall if the additional "talk" dialogue was correctly displayed. So something else must have broken it.


However, as correcting the list restores everything to TTW normal whatever other conflict triggered the lame version to stop half-working doesn't really matter.



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RoyBatty
Gary
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Location: Vault 108

Does that include when using

Post by RoyBatty » Fri Jul 01, 2016 2:22 pm

Does that include when using this? https://taleoftwowastelands.com/content/companion-overhaul-prerelease


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Puppettron
Gary
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Joined: Sat Nov 23, 2013 10:47 pm

Mod might override that flist

Post by Puppettron » Mon Jul 04, 2016 7:50 am

Mod might override that flist, making the companion fix test there kinda worthless. Have to remember to check all overrides in your merged patch even with FNV mods
perms:  either a full fireworks display spelling out "Puppettron Made This" anytime a user accesses my content in-game, or just give me credit somewhere.

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