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.
