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Companion Improvement *Dogmeat*

General mod discussion and requests.
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Computerrock1
Posts: 144
Joined: Wed Oct 24, 2012 4:00 pm

Companion Improvement *Dogmeat*

Post by Computerrock1 » Sat May 04, 2013 1:08 am

I realize this isn't exactly within the scope of ttw, but I think it would be pretty awesome to have the most recognizable character in the series (besides, perhaps harold) to be tweaked a little bit to make him the awesome he was in the FO & FO2.


Some tweaks, like making him capable of sneaking, increasing agility (super mutants move faster than he can and they are a bipedal species), less barking... it gets annoying after a while when he barks every 25 seconds, fix his eyes, and maybe even put some armor on him that would allow you to carry items.


When I played through the original series, dogmeat was the only companion I needed and Bethesda didn't really deliver that same experience(they even removed him from FNV, it's blasphemy) and I figured if anyone could get dogmeat right, it would be the TTW team! 



TJ
Posts: 2181
Joined: Mon Sep 17, 2012 1:06 pm

Not really something the team

Post by TJ » Sat May 04, 2013 1:43 am

Not really something the team would likely do, but would make a good mod and wouldn't take much to get started.. I actually have FNVEdit loaded right now. At the top where it says FormID then a text box type 0606A772 and press enter. Most of the settings you talked about are there.


My project Dash is on Kickstarter!



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Risewild
Posts: 3219
Joined: Mon Oct 01, 2012 9:14 am

What do you mean with fix his

Post by Risewild » Sat May 04, 2013 1:59 am

What do you mean with fix his eyes? surprise I have him as a companion and his eyes are normal yes.


I do agree with tweaking him a bit, I even thought a while ago about dog armors, implants or making a couple of special perks the player could get throughout the games that would improve Dogmeat (for example having a Nightstalker related perk or implant that would enable Dogmeat to get stealthed and cloaked), after all we have companions we can give better equipment but poor Dogmeat is always the same.


Unfortunately I really can't make anything like that since I have no idea how to sad.


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TJ
Posts: 2181
Joined: Mon Sep 17, 2012 1:06 pm

The FormID above will give

Post by TJ » Sat May 04, 2013 9:25 am

The FormID above will give you access to his basic attributes (attack damage, strength, stealth) anything you wanna do that's beyond that attach a script to him that does it. (add a point to sneak for every so many points you get and so forth. It's easy fellas. I'll help either one, or both of you, out as best I can I just wont have time to be completely hands on.


To get started:


Open TTW with FNVEdit. When it shows finished at the bottom type the FormID I gave above into the FormID blank. This will take you directly to Dogmeat's record, and highlight it as well. Right click on it and click "Copy as override into" > New File > Whateveryouwannanameit.esp. make your changes to the Dogmeat record in your esp and don't worry about screwing up- FNVEdit makes a backup of EVERY SAVE. You'll be able to literally step through this file's growth when you're done. Anything you need help with hit me up, otherwise good luck.


My project Dash is on Kickstarter!



alonerhapsody
Posts: 3
Joined: Wed Apr 24, 2013 3:17 am

well, Some mod already exists

Post by alonerhapsody » Sat May 04, 2013 6:18 pm

well, Some mod already exists for dogmeat. it's just a case of someone modify them to work in ttw.


a MAD MAX Dogmeat retex


http://fallout3.nexusmods.com/mods/1502


 


[collapsed title=Dogmeat][/collapsed] 


Dogmeat Leather Armor


http://fallout3.nexusmods.com/mods/4474


[collapsed title=dogmeat] [/collapsed] 


Shaikujins_Chrome_Dogmeat_Armour


(medieval noble's war-dog)


http://fallout3.nexusmods.com/mods/4331


[collapsed title=dogmeat] [/collapsed] 


Dogmeat Husky Leather Armor Vault 101 Reskin


http://fallout3.nexusmods.com/mods/18698


[collapsed title=dogmeat] [/collapsed] 


and the eccentric Dogmeat Outfits.


 


 


Dogmeat Outfits


http://fallout3.nexusmods.com/mods/4404


[collapsed title=dogmeat] [/collapsed] 


not just vanilla, but a lot of flavors.


 



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rbroab
Posts: 567
Joined: Sun Jan 20, 2013 2:35 am

Problem is those will need

Post by rbroab » Sat May 04, 2013 8:54 pm

Problem is those will need some conversion. Not sure how much either. Though they might be worth a look. I remember tjmidnight420 helped convert a mod that turned Dogmeat into a Yaoguai.


I'm not alright, I'm an equal amount of left.

TJ
Posts: 2181
Joined: Mon Sep 17, 2012 1:06 pm

I'd imagine it'd be a pretty

Post by TJ » Sun May 05, 2013 7:01 am

I'd imagine it'd be a pretty straightforward conversion, best I can tell Dogmeat is still the same FormID, though I haven't really looked any deeper than that, everything else related to dogmeat could be moved for all I know.


My project Dash is on Kickstarter!



MattyMatt
Posts: 20
Joined: Wed Sep 19, 2012 8:10 pm

On this page there is a pack

Post by MattyMatt » Wed May 15, 2013 7:19 pm

On this page there is a pack called "Beasts of burden" containing a dog with pack brahmin bags...


http://newvegas.nexusmods.com/mods/41117/?tab=1&navtag=%2Fajax%2Fmoddescription%2F%3Fid%3D41117%26preview%3D&pUp=1



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