Fallout 3

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Rain the Windflower

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rainrtw

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About this mod

This adds a customizable canine companion to Fallout 3. You can name her, feed her, play with her, set up her combat tactics, equip various gear to her, and much more.

Permissions and credits
PLEASE NOTE: This mod MUST be manually installed. FOMM will not install it properly.
This Mod REQUIRES FOSE for many of its functions!
You will receive an in-game warning if your FOSE is out of date.

This mod will not work properly without it and your game simply may be unplayable if you try to run it without FOSE while this file is active.
You can get the latest version of FOSE directly from the source over at http://fose.silverlock.org/
The character I am playing in the videos is not related to the mod in any way. It is just some stuff I reworked for an avatar of sorts until I get bored with it.


Name: MyDog
Version: 1.05
Date: 7/18/2011
Category: Companions
Author: Rain the Windflower


Description
=========

This adds a customizable canine companion to Fallout 3. You can name her, feed her, play with her, set up her combat tactics, equip various gear to her, and much more.


Updates
=========

Finally v1.00 is up and running! Grab it now cause it fixes, well every little bug I've seen in this mod so far and adds some new stuffs as well as updating the old. Fidget idles are back! I am not sure at what point they stopped working but now your pet will sit, bark, look aroun, every couple seconds just like they should.
This Description and Readme have also been updated to reflect the new changes. I would recommend giving it a read if you have questions about this mod or any of its features.
If you are installing this mod for the first time you can skip this part then you're good. This is only for those updating from an older version.
If you are updating then you need to READ this!
When updating from any pervious version of this mod should:
1) Install the new version of this mod
2) Load up the game go back to your house, or where ever you stash crap, and pick up all Pet oriented things you got. Any Pet items that are either on you, in stash points, or in the Dog Packs are safe. Any Pet items you left anywhere else will be forgoten after you save and load so round em up.
3) Use the 'Save Settings' in Ch3 of your DMT then Save your game and close Fallout
4) Re-start the game with MyDog - Globals (keep this active).esm ACTIVE and
MyDog.esm plus any MyDog esp addon files DEACTIVATED in you load order
5) Save your game and close Fallout
Re-start the game with MyDog.esm and all addon modules ACTIVE
6) Use the 'Load Settings' in Ch3 of your DMT, wait a couple seconds, then Save your game
This will clean out any old bogus data from previous versions, but shouldn't interupt you progress within this mod at all.
If you want to see what was updated in more detail then scroll down to the Version History section.


Details
======

This was originally intended as a minor update to some of the various Dogmeat mods out there, mainly Dogmeat Leather Armor (hereafter called DLA for short). However I never liked having to choose between one companion mod with 'these features' or another one with 'those features'. I always wanted one mod with all those features wrapped up in one, so I found myself wanting to make the end all beat all melee creature companion mod. As such an attempt this has grown to cover many times more features then its original design intended. I am rather pleased with what I've got done so far, but as to whether it meets the lofty goal stated, well that will be for you the players to decide.


NAMING and FEEDING
http://www.youtube.com/watch?v=FbQUEfAxy2w

Sadly to my knowledge it is impossible to let you type in a truly custom name, but instead you can choose a name for your dog from one of 458 options in a convenient interface. Although you get one freebie Pet Tag, you can always flip to the chapter of your Dog Training Manual on Crafting to make more with the Basic Projects pages.
On a technical note: The naming scripts are somewhat enormous. It might not be necessary I am going to recommend you only swap or rename your pet in a quite interior area.

As you might expect you have to feed your pet. In order to feed your dog, you will need to choose the 'Feed Dog' option from dialog. You may notice this option is not always available. That is because you cannot feed your dog while it is at 'full' status. You can see its hunger level as an objective in the Bond of Trust quest.
After choosing 'Feed Dog' a trade window will come up with an empty container. This is where you offer your dog something to eat. You put one type of food into it and close the trade window. It doesn't matter if it is just one item or a whole stack of the same type since you don't actually lose it. Now if the item you put into trade is something your dog will eat, then she will take one unit of that type from your inventory to feast upon. Remember your dog cannot be fed more often than every 6 hours, and you will lose some of its trust if you do not feed it at least once every 18 hours. Wait much longer than 1 and a half days to feed it, and it may just leave you. Your dog still needs to be fed while it is 'waiting' for you to come back, but if you sent it Home to your base, and then it is assumed to be foraging on its own.
If you find your dog will not eat any of the meat you offer it, then you might be using a mod that swaps out all food in the default game for food that better servers the particular conditions that mod presents. If this is the case then can scroll down to the Compatibility section near the bottom of features to see how you can update the list of acceptable foods live in game.


FETCH
http://www.youtube.com/watch?v=MWnPDHQDqn8

Your pet, being what it is, loves to play fetch. To play with your dog just drop their 'Favorite Toy' on the ground, and 'Grab' it. If your dog is ready to play they will immediately look at the toy as you wave it around. Then 'Release' it to throw the toy. Your dog will then do what dogs do best.
They may even find an extra toy while playing fetch, including one of the newly added special teddy bears.


FIND and STASH LOOT
http://www.youtube.com/watch?v=dyXfQ8_uWxo

You may notice a few extra options in the 'Search' dialog that were not present for companions like Dogmeat, and these work much like the originals. What you might not notice right away is the Bonus Find feature. The first couple times your finishes a search that day there is a chance they find a little extra bonus relative to what they were searching for. This chance goes up as you build a healthy trusting relationship with your pet. This is also the only way to find some of the gear added by this mod. It seems there was another adventuress lass wondering the wastes with her pet in tow, and together With your dog you just might be able to find some of the things they left behind.
Also of note, your dog can still find things while your dog is muzzled. However since they cannot carry them back, they will wait where they found it. In this situation a quest marker pointing to them is provided in the 'Where is my Dog' quest just in case they are in a hard to spot area.

Like all dogs, your pet loves to bury stuff and dig it up again. Burying your loot in stash points is a great way to hide any heavy gear you find while scavenging. Since only your dog can find these stashes, you never have to worry about other factors messing about with what you put there. In technical terms, stash points are non-respawning, persistent reference containers so they will not reset. While your dog is smart, they can still only remember up to 10 stash points at a time, so it is a good idea to note what area (cell) you are in when making a stash so you can find your way back to it for the loot. Also you can only have one stash per area, since your dog is only so interested in rooting about the same place twice in a row. Your dog automatically forgets about any stash point that has nothing in it, so to clear a stash point just take everything out. Then it will no longer count against your 10 stash limit.
You can also refer to the chapter of your dog training manual on Resets to forget about a given stash point, just in case you have truly forgotten what area you put it in. Be warned though, in forgetting a stash using the pages on Resets you will lose any items that were in that stash point!


CRAFTING and EQUIPMENT
http://www.youtube.com/watch?v=m3iXJqPJwHA

Included is an in house way to craft almost everything unique to this mod. Just flip to the chapter of your Dog Training Manual on Crafting to get started today. Advanced Projects require you to be near a workbench, while Basic Projects can be done anywhere as long as you have the materials.

The first thing you should craft is a Dog Whistle! This handy dandy training whistle is... oh wait it has its own readme section further down. Well suffice it to say that it is really cool and a must for using this mod to its full potential.
Another handy basic feature to use is the cutting board. Just get yourself a basic cutting board like you see in homes all over the wastes and pretty much any knife and now you can clean up all those random hunks of meat you have in your bags. Just trim off the gristle, bone, and fat from any hunk of meat you find and you got yourself a nice Lean Steak for you or your pet to eat. The biggest reason to do this of course is to reduce their weight by half, but in turn they lose a little of their nutritional value. This also turns many different kinds of potential pet food into one nice neat handy stack of pet food, that should always stay at the top of inventory while feeding.

When your dog comes to trust you a little more, you can put a variety of equipment on them, both silly and serious. Some of the items may some modification like packs, muzzle, collar, and armor (see Crafting section for more info) while others can just go right on them. Many of the hats you find can be equipped on your dog and even give the correct damages resistance when worn.
The Damage Resistance on all the Pet body armors is very similar, making the choice between them partially cosmetic. Thus you can chose the one you like best without worrying about handicapping your pet's defense too much. This is also because unlike you, your pet's armor can only cover so much of their body. You can wear full leg arm and torso gear while your pet would not be able to move very well with anything but torso armor.
You can put Three Dog's stylish shades on your dog after you help GNR with their troubles. Several of the hats in the game have no normal way they could end up in the player's hands and in these cases I have tried to account for this. For example when you help a certain group of rangers they give you a pair of hats (one for each of you) with the armor if you chose that reward. In general I have tried to make these hats available only when it would be logical to do so in game. Kill enough Talon mercs and one is bound to have a hat, help a certain group of kids with their snack food shortage and give you a top hat, etc.
You can even craft and add a tracking device to your dog's collar in case you have a terrible time remembering where you told your dog to 'Wait'. Of course they don't make em like they used to and the batteries have a tendency to die out after a week or so.
All the dog collars and even the dog muzzle are wearable by the player as well!

If your pet somehow gets stuck wearing the wrong equipment, then first talk to them and try the [Refresh] option. This mainly happens after swapping your pet's overall look because of the funky way the game loads different models and when they are first available for animations. If this does not clear up the problem in 1 to 5 seconds then try a second [Refresh].
If it still is wearing the wrong gear then it is time to open up the Dog Training Manual. Make sure you're looking at your dog when you open the book then and turn to chapter 4, MyDog Resets. Then pick 'Force Pet Gear Unequip' and then all 5 of the options in there, one at a time in order. When you close the book your dog should remove and return all gear to you.
Then you can put the pet gear you want back on. This shouldn't be needed, but the game engine is a tricky beast and I include this option as a last ditch failsafe.
Occasionally when you talk to your pet you will see the [Refresh] option when it seems you should see the [Equip] option. This means your pet is currently checking their gear to make sure they are wearing the correct things. It is rather tricky to describe when and why this is happening. You just have to talk to them again in a second or so to see if they are done and you can change their equipment via [Equip] again.


Dog PACKS
The packs you can make for your dog are much like the ones from DLA mod (of which I am a huge fan) except that now they have a weight limit of 400lbs. I know that may seem quite high but I feel it is a decent compromise for those used to them having no weight limit.
If you decide not to put the packs on your dog, or they don't trust you enough yet to let you do so, you can still use them as a portable container. To do so just drop them on the ground and then use them while crouching. No matter how you access the packs they will always have to accurate weight when returned to your inventory.
You cannot make the Dog packs if you already have a set on you or your dog. If you lose them somehow, then you can of course make another set without losing their contents. Do NOT try giving your Dog Packs to a teamate because you will LOSE THEM and have to make another set. I think I've made it pretty hard to lose them however, since you can always track them down by asking your dog if they remember where you left the packs. You cannot put them in a box, but you could in theory drop in an area that resets and potentially lose them that way and have to make another set.
I will personally advise that if you ever have to set them down and you're not sure if the area will reset, just put them on your dog... that is after all why they are called Dog packs. Now you can also safely place the Dog Packs into a stash point your pet dug up. This is the ONLY safe container you can ever place the packs into. Never try adding them to a companion via trade or to any other container of any sort.
Remember that above all the Dog Packs are an advanced form of portable container and require some special care in use. I have done my best to make these work as smoothly as possible in the game without resorting to heavy scripting to Force you not to do something silly with them.


SWAPPING
http://www.youtube.com/watch?v=rxdVlPZmU7A

The swap scripts, although redesigned and expanded upon, are based off the originals in the DLA mod.
There are a few items scattered throughout wastes that are designed for your Pet's tongue alone. Although you could still eat them if you are desperate, they are specially formulated to Change your dog in some way. The mysterious F.O.Y water for example seems to bring out their more youthful side, while the strange irradiated blue soda is known to make them fully awesome, and the classic bloody steak always brings them back to their original form.
Check the images associated with this file for locations where you can get a sample of each of these. (Note: Child at Heart perk is required to buy FOY Water from Eclair.)
Manufacturer’s Warning: F.O.Y. water is distributed for novelty use only, and is not recommended for children under 12, seniors, or any sort of human for that matter. Use at your own risk. Please drink responsibly to enjoy your youth time and time again. (Just to be safe, back up your save before you character tries F.O.Y. water. I think I've got the major bugs out but who knows. It is however always safe for your pet to use.)


HEALTH
Your Dogs total HP is now figured quite a bit differently from other creatures, and generally should be about the same yours. The makes your dog's fighting ability a little easier to assess. Their attack power is also factored similarly although it should always be a little less than the player's. Likewise in similar armor to the player their DR would be about what the player would have. Again this is all intended to make it easier to gauge your dog's combat ability.

Your Dogs health displays properly when you have the crosshairs on them, since its initial HP is done via SetAV instead of and ActorEffect Ability. The norm seems to be to give a creature health is boosted via an ability; however the HP they get from the ability is not counted in the on screen health bar. As a result creatures with that sort of health boost do not appear injured until the incoming damage has broken through the buffer zone of HP added by the ability. Using this new method the onscreen health bar is always pretty accurate, and you can always hit the [?] key for a full report on your dog's health as well. You can also breathe a little easier knowing there will be an onscreen notice when their HP drops below 30%.
Of course you can also reassign the 'Check Pet Status' function to any other key not in use via the Dog Training Manual. You can even check what key you assigned it to as well.

When you send your dog off to wait at home, her natural regen rate jumps dramatically. This is to make it close to impossible for your dog to die while on the way home, or while out in the open if you've set your home to a potentially dangerous place. It is still possible for her to die... but since she regens 50% of her health per 5 seconds in this state, it is rather unlikely to say the least.


HEALING
Unlike Dogmeat, your pet is not 'magically' healed after every fight. Instead they heal in many of the same ways as there player caretaker: Eating snacks, having stimpacks used on them, and of course sleeping. Unlike the player your dog also regenerates a little bit of health over time as you play and also while waiting.
Although you can heal your pet manually through dialog or over time by their regeneration, you can also assign a special Stimpack token to a Hotkey. When this is used if you are in a position to use a stimpack on your dog and they need it then it will do so, making rapid healing in combat that much easier. If for whatever reason the default form of stimpak token doesn't work for you, there are several other versions you can try via the Setting chapter of the DTM.
All forms of healing except feeding them a snack also heal limb damage by a proportionate amount as well.


DEATH
This part is heavily inspired by and in some parts derived from Phalanx's FO2 style death and recovery system. If your dog does get overwhelmed in combat they will now be considered disabled and cannot fight again until given time to recover. Depending on your settings, recovery might mean resting an hour at the foot of your bed, or waiting around a while in a safe area, or simply getting their health back up to full. Either way there are many things your pet cannot do while disabled, but at least they can't be hurt again until they've had time to recover. They should also be visibly limping while disabled now as part of the changes I made to make it more obvious when they are severely injured.
Again any time your pet is disabled there are a lot of things they can't do, because they are too busy bleeding and trying not to pass out. You really should take care of your pet and make sure to give it time to rest and recover if it has become disabled in combat.

Although your dog may be tough as nails, there are some things that no one lives through. If your dog is disintegrated then well, they are disintegrated. Not much more to it then to load the game at that point.


TACTICS
In the Tactics section of dialog you can set up how you want your dog to behave both in combat and out. You can train their confidence and aggression up or down with this handy interface as well as a few other things. Using these you can help stop your dog from doing anything to foolish in combat, or lagging to far behind when you are on the road. It is all personal preference here and I figured my preference cannot possible match up with everyone else's so I lay the options out for you to set.
Follow normally defines how close your dog follows out of combat. Likewise Follow combat is both how close to you your dog treads in battle, as wells as how far they will pursue fleeing and hiding enemies. Aggression decides who your dog attacks on sight. Confidence sets when your dog will try to flee or hide. You will also find the various fire/wait options here as well. You can set a new location for your home base here too. In case you forget, whenever your pet heads for home you can check to see where you said home was by checking the 'Home Sweet Home' quest in your log. That will always point to where you dog thinks home is.
Unlike with the vanilla game companions, your pet should always follow right behind you when going through a door or crossing to another region. I have also caried this feature over to the vanilla game companions, without even modifying any part of their scripts, or any door scripts. It is all covered by the same passive checks MyDog uses to watch for when you change cell, and then figure out what to do about it.
This effect should also ensure that even in mod added content, your pet should never be left behind if your character gets whisked away or captured somehow.
your pet should also automatically wait outside of a simulation. As soon as you come back out they will be right there waiting for you as if no time at all has passed. The MyDog - Anchorage addon extends this to the simulation found in DLC02 as well.


SNEAK MODE
While your pet is sneaking it cannot attack until you are in combat and have a weapon drawn. They may still growl at things occasionally but it should be impossible for them to rush in and attack until you draw a weapon. The Dog Whistle resets your pet's combat status as well, so while you pet is sneaking and in combat you can put your weapon away and use the whistle to force them out of combat.


TAUNT ATTACKS
Like all canines, your dog has mastered the ancient art of aim-for-the-crotch style fighting. Depending on the level you set for taunt attacks via the Tactics dialog, your dog will force people she is attacking to attack only her. What this means in combat is when you find one of those stubborn Talon mercs shooting you, your dog can take a chunk out of their sensitive bits to get their attention off of you and temporarily distract them. Then while they are firing away at your dog you can take your time and aim a nice, photo perfect shot-to-the-skull.

Now your dog has a chance 'tackle' enemies in battle. This has different effects on different types of enemies: Huge things get a hamstring effect (crippled leg), Robots get some important wires tore out (short term scripted stun effect), enemies with flamers and the like get disarmed, and the rest get knocked over.
This effect is possible as of level 6 and the chance she will score a 'tackle' attack goes up from there. This effect cannot occur more then once every 20 seconds or so.


MUZZLE
You can turn your dog into a non-combatant by putting a muzzle on them. While your dog will still bark occasionally, this should greatly reduce the frequency since it is not very comfortable on the dog’s part. Barking aside this is a fairly humane muzzle modeled after one of the most successful training muzzles on the market today.
While muzzled your dog should not start any fights as it obviously can't attack, but they will still try to defend you somewhat if a fight does break out. All the follow distances set in Tactics are slightly (about 25%) reduced while your dog is muzzled, since they are relying on you more for safety than usual. They will try to 'block' incoming melee attacks in this state and 'dodge/find cover from' ranged attacks far more often than usual to compensate for their lack of offense.


WHISTLE
This is the closest thing you get to yanking-on-the-leash. Like in DLA this tells your dog to stop everything and come back to you immediately. However unlike in DLA the whistle tells your pet to run back to you now instead of teleporting it. The only time it will port your pet is when they have gotten stuck far away from you or in another area entirely. Of course if your dog is waiting at home they obviously can't hear the whistle from that far off.
This is a Hotslot-able item so you can use it in combat if you see your dog about to do something really stupid, like attacking a behemoth head on. You can call them back and tell them to use a different tactic as the situation demands.
Now when you use the Whistle twice in a row (Double tap the hotkey) it calls both your dog and any vanilla companions you have over to you. This was added because I got sick of the basic companions being such a pain to use, so now you can 'yank their leash' as well.


TRUST
Trust affects almost everything about your dog, from HP recovery to bonus find rates, to DR, to what sorts of gear your dog can and will wear. Trust represents more than just your relationship with your pet. I also use to represent how well you take care of your dog, thus how healthy they are. So it is sort of a mix between a vitality and disposition stat. Although this stat affects nearly every aspect of this mod there is no direct way to see it in game, just like people don't have a number representing your relationship with them floating over their head IRL.


The BOND OF TRUST
This quest should always be in your log from the time you first get your dog, till the day she dies. It shows their current hunger level and brief line about how much they trust you. While the trust indicator is only a loose reference and not an exact number, it is still important since certain features of this mod are simply unavailable unless your trust stays above a certain threshold. For example you won't be finding any of the mysterious wanderer's lost gear unless are at 'My dog really trusts me' or higher.
The primary ways to gain your dog's trust are playing fetch, searching for treasure together, feeding them, and fighting side by side with them. Even praising and scolding your pet play a part in training them to trust you more.
On the flip side the quickest ways to lose their trust beating them (obviously), taunting them food, and of course letting them starve. Any animal lover knows that once an animal has been nearly starving they never want to experience anything even close to that again. Every time they become too injured to fight they understandably trust you a great deal less, as it is proof they have to look out for themselves instead of trusting you.


FRIENDLY FIRE
While all of your companions understand the risk of friendly fire during combat, it doesn't mean they won't resent it a little if you shoot them in the back while they are fighting for you. However if you plug a couple rounds into a companion for no reason (out of combat) they can get downright violent, and justifiably so.
If this ever happens with your dog then you have two options; if you are the cruel murdering sort you can just kill it (this practically ends any chance of ever getting your dog to trust you again) or you can back off, put your weapons away and wait a few seconds to calm down. Your dog will still resent the attack but at least the breach in friendship is repairable this way.


COMPATIBILITY
http://www.youtube.com/watch?v=4TANzJBpKr0

The unique Feeding and Stimpack use systems in this mod are built to inherently be compatible with any other mod, even those that completely remove and replace the default food and stimpacks. In the compatibility chapter of your Dog Training Manual you will find a section on updating the appropriate lists live in game. So if for example you use the Primary Needs mod you can open the Stimpack Compatibility Dialog, show it a stimpack from your inventory, and when you close it this mod will now know to use those stimpacks instead of the default vanilla ones. If you then uninstall Primary needs (or similar mod) you will just have to show this mod one of the default stimpacks to get it back to using those instead.
Also note that if you generally play as a child character via CotW or some other similar mod, then there is a child version of the various headgear and armor this mod adds. See the install section for more info on that.


ANYTHING I MISSED
I like to think of this as a fairly comprehensive companion mod and as such there are probably a few things I forgot to mention above. If it seems I have left out something you would like to see then drop a comment off about it and I'll see what can be done. I have tried to include everything that was reasonably possible without causing any slow-down in game, so if your suggestion does not get added then don't feel bad. It might just be one of the brick walls I hit while trying to script all of this.
I am sure there are at least a few companion 'pitfalls' I missed in the production of this mod and for that I apologize. I tried to make them 'wait' when and where the normal game makes your companions do so, but I could have easily missed a spot. Your dog shouldn't follow you into a certain simulation, but I am not sure if there are other less obvious fixes needed for a companion in FO3. If you find the dog is doing something magnificently stupid then please drop me a message about it with as many details as possible.


Install
=====

1. Extract the files to a temporary location.
2. Examine the folder structure and make corrections where necessary.
3. Copy the contents of "MyDog MAIN FILES" to (install folder)\Fallout 3\Data\
4. Start FOMM or similar utility, click 'Data Files', place a checkmark beside the .esm file.
(5.) If you are playing as a child via CotW or some other similar mod, then you should copy the contents of "Wearable Gear - Player Child Version" to your Data folder
These files change the headgear added in this mod to fit a child's larger head shape.
(6.) If you swap your dog into a puppy and plan to use this mod primarily this way, then you should copy the contents of "Dialog Voice - Puppy Version" to your Data folder
By default your puppy's voice is about half an octave higher than the dog's voice, however all of their responses in dialog are shared between both dog and puppy. This was done to avoid massively redundant dialog and the potential issues it can have.
So in order for you puppy to sound right both in normal game play and in Dialog responses, you need to install these files to completely puppify your pet's voice.


Uninstall
=======

1. Load up your game and unequip anything you might have on your dog, otherwise those items will be lost upon uninstall. In the Dog Training Manual there is a section for to forcibly remove their gear if for whatever reason the dialog is malfunctioning.
2. Remove any items you may have placed in the Dog Packs, since as with any portable container mod you will lose anything left in there upon uninstall.
3. Start FOMM or similar utility, click Data Files, uncheck the .esm file.
4. Delete the files/folders associated with the mod.

Fallout 3\Data\Meshes\RainGear\DogCollar\
Fallout 3\Data\Meshes\Creatures\MyBolt\
Fallout 3\Data\Meshes\Creatures\MyDog\
Fallout 3\Data\Meshes\Creatures\MyPup\
Fallout 3\Data\Meshes\Creatures\MzBolt\
Fallout 3\Data\Meshes\Creatures\MzDog\
Fallout 3\Data\Meshes\Creatures\MzPup\
Fallout 3\Data\Meshes\Creatures\MyDogToy\
Fallout 3\Data\sound\fx\MyDog\
Fallout 3\Data\sound\fx\npc\MyDog\
Fallout 3\Data\sound\fx\npc\MyPup\
Fallout 3\Data\sound\fx\voc\MyDog\
Fallout 3\Data\\textures\Creatures\MyDog\
If you want to be really thorough you can carefully delete all the associated icons by hand from, Fallout 3\Data\textures\interface\icons\ but this is quite unnecessary and tedious.


Incompatibility
===========

I really don't see how this mod could be incompatible with anything else, since it pretty much only uses its own resources. Even if you use a mod that swaps out all the game's standard food and stimpacks there is still an in-game compatibility mode to let you redirect this mod to use those new foods or stimpacks.
If you follow the quest marker for the initial quest and find some other mod has placed a structure over the door, then do not despair. I tried to choose an unused location for the entrance but if you have another mod that uses the spot you can still get in via console. In the console just enter, "StartQuest MyDogARQGetMeIn" without quotes to Activate the door even if it is covered by another mod and, "StartQuest MyDogARQGetMeOut" to exit again.


Technical Notes and Notices
=======================


Note if your trust drops too low while you have things equipped on your pet, they will shake them off and dump them back in your inventory. It would be more realistic if they shook them off (Drop) them when they are or perhaps at your feet, but this has the drawback of the script dropped items instantly becoming the property of the cell owner. This can be gotten around on anything you can put a script on, however many of the equip items are vanilla gear that I refuse to mark in any way.

You can never hold two sets of Dog Packs. This is due to the unspeakable horrors that may insure if you were to put one inside the other. If you do cheat to get a second set, NEVER put one inside the other. Their weight might jump to astronomical values, it may just CTD, or it may work perfectly... I have no idea just don't do it.

If you do happen to beat the crap out of your dog for no reason and they turn on you, then you have two options. A) Kill them and suffer massive trust issues as a reward for your blatant animal abuse or B) Put your weapon away, do not attack them, Suffer through the attacks you deserve, and they will calm down after a few seconds.

Be careful when fast traveling to distant areas. Your dog still gets hungry and can leave you during fast travel. To counter this you should always feed your dog before going on a long trip and IMMEDIATELY after arriving. I built in about a 5 second grace period upon arriving. That means you have about 5 seconds before the effects of all that time spent travelling hit your dog, so if it would have been enough for them to leave you (2 full days) then you better feed her quick when you arrive.

I even tinkered with the Navmesh in the room where you get the dog to smooth it out. Only the player can open the kennel door, so once you hire them if you lock them in they don't just open it right away... which completely defy the entire point of the hiring quest :P

I do not know all that much about the contract kill/Lawbringer perks but I tried to make it so your dog will not steal your kills when it comes to fingers and ears. It should (and does for me) still give you and ear or finger where appropriate even if your pet gets the killing blow.

This is tested using version 1.7 of Fallout 3. If you're using an older version then you need to take any TenderPaw gear OFF your dog BEFORE uninstalling this mod.
Then again you should always take all equipment off your dog before uninstalling.

If you find any bugs with this mod then feel free to drop me a note or comment about it, however please try to include as much information as possible when doing so. As Sherlock Holmes says, "Data, data, data, I need more data. I can't make bricks without clay."

Also the standard dog panting noises have been reduced by about 3db so they are not so annoying as Dogmeat.


Future Plans
==========

(Variation Packs) --- now added
(Multi-function Dog Whistle) --- now added
I am considering what it would take to make your dog rideable... I am not sure what all this requires yet as I have been to busy to research it, but it would be nice to make a rideable addon feature using the 'Rideable Creatures' mod. Again don't hold your breath on this one as all these *ahem* little features you see me add take a lot of work under the hood to get them working smoothly, and I have a lot on my plate right now.


Version History
==============

0.9, 4/3/2011 - Initial release.
0.93, 4/4/2011 - First major'ish update. This cleans up a few debug lines I had left in and fixes the stimpack hokey issue. Alsot it gives an optional workaround for those using mods that amp up weapon damage.
0.94, 4/6/2011 - I cleaned up some of the core scripts. They should be able to compensate for even more bizarre circumstances or glitches then before. There is now an in-game FOSE check and warning system. Now you cannot play this mod without the current version of FOSE, since that is what most of the issues people were having come down to. Now if your FOSE is outdated it tells you so and will also tell you exactly which version you have installed.
0.95, 4/9/2011 - I fixed a number of issues with the dog packs to clean up their code a little and added the option to safely place them inside stash points. I fixed a missing texture in the bunker that could have been causing crashes for some people. I added a second method of prompting the initial hire quest to account for people with various RADIO station affecting mods. If you cannot seem to get the initial quest (Animal Rescue) then go hang out outside vault 101, or anywhere in the open wastelands for a bit. As well this has several other little tweaks to the main scripts.
1.00, 6/11/2011 - First Full Version Released!
Now when your pet falls in combat it will play the same sound effect as when you die, and she will not get back up until combat is over.

Now if your pet is Disabled (KO'd in combat) and you see the "My pet is too severely injured to fight" message, it is now followed up by "We should rest until she is recovered"... since apparently people are pretty baffled by the idea that nearly getting killed would require recovery time :P
These messages will be repeated at the start of combat and on game load if your pet is currently disabled to make it harder to miss. Also your dog should now be limping all the time while disabled.
Your dog can't do most things while they're disabled (nearly dead) until you go rest in a bed, or if you've changed the settings you may just be able to Wait for an hour or just heal them up to full health.

Now when you go through any door your pet should always come right through with you, instead of lagging behind on certain doors with Navmesh issues. This also applies to exterior cell changes like going from one worldspace (like Megaton) to another worldspace (like the wastelands). That effect will also happen on the other default companions, but without ever having touched their scripts so it should still be compatible with mods that effect those companions. I just got sick of them being so much more annoying to use then my dog so now they come with you when you change cells.This also means your pet will no longer get left behind to starve when you get captured at certain plot points.

Now when you use the Dog Whistle ONCE it behaves as per normal, but if you use it twice in a row (Double tap the hotkey) it calls both your dog and any vanilla companions you have over to you. Again this was added because I got sick of the basic companions being such a pain to use, so now you can 'yank their leash' as well. lol

Your pet will now automatically wait for you outside of the TL simulation. When you come out of the sim they will then follow you again just as if no time has passed. The Anchorage addon extends this same functionality to the sim in that DLC as well.

There are now 4 options for hot-slotable Stimpak (use on pet).
1) Original FOSE compatibility method using an item in the AID tab
2) Only Check for vanilla stimpaks using an AID item
3) Original FOSE compatibility method using an item in the ARMOR tab
4) Only Check for vanilla stimpaks using an ARMOR item
The last two are there just in case you have a mod that meddles with how Chems or other ingestibles work. The armor token style 'Stimpak (Use on Pet)' should work regardless of such issues.

Now your dog has a chance 'tackle' enemies in battle. This has different effects on different types of enemies: Huge things get a hamstring effect (crippled leg), Robots get some important wires tore out (short term scripted stun effect), dudes with flamers and the like get disarmed, and the rest get knocked over.
This effect is possible as of level 6 and the chance she will score a 'tackle' attack goes up from there. This effect cannot occur more then once every 20 seconds or so.

While your pet is a Puppy and Muzzled it now uses the correct panting animations, instead of its jaw clipping with the muzzle.

The dog muzzle is now a Wearable item just like the collars are. So now you can explore the wastelands wearing a stylish muzzle. Npc's you've muzzled won't try eating while muzzled either.

Having trouble carting around all that heavy food for you pet? Well now you can use a cutting board and knife to trim away the bone and gristle from any meat type food to make Lean Steaks which weigh a little less. This also helps you consolidate many different kinds of potential pet food into one easy to find stack that stays at the top of the trade window for easy feeding on the go.
The 'MyDog - MMM Foods integrated.esp' addon also extends this function to cover all of the meat added by Mart's Mutant Mod as well as automatically integrating those foods into the basic pet food system.

When your pet has lapped up some Bolt Cola they now should have access to a full line of bright 'K9 rescue unit' themed gear to wear. I also cleaned up some clipping issues with the Bolt model's version of the druid hood.
This was the last step needed to assemble the 'Optional Variation Packs' as well so those are now up for DL as well. That lets you swap in any of the 4 major equipment themes for any of the pet models.

I fixed a weird bug where-by you could suddenly be hated by all dogs in game, even those who were normally passive. This should now be self correcting if you had the issue, and impossible to get it from here on out. Now the first time your Trust gets to certain levels you gain ranks in the Animal Friend perk. If and only while you maintain certain trust and set bonus conditions you will also have ranks of a new perk, Guardian of the Paw.

The fidget idles (sit, bark, etc) now work properly just as they would for any other dog. Also puppies fidget a bit more often then Bolt, and Bolt fidgets a bit more often then the dog.

The random equip refresh loop has been fixed. That means you should see the [Refresh] option replace the [Equip] option much less often in dialog.

Save/Load/Import System
This was something of a nightmare to build, and something that invariably had to be done last after I had all the other major systems built. It may not sound that bad to write a script that resets a few values here and there, but this is a whole different beast. On 'Loading Settings' this essentially resets every aspect of this mod to the state it was at when you used the 'Save Settings' option, and please bare in mind that despite appearances this is a fairly complicated mod. I managed to condense the most essential information into a something that can be stored in seven 7 digit numbers, which means that if you chose to import your dog into the NV version you will basically have to enter a 49 digit number. Saving and loading within one version of the mod however should be fairly painless even after a 'clean save' provided you never deactivate 'MyDog - Globals (keep this active).esm'.

Now for the part it seems everyone is waiting for; these were the last things I had slated for this mod so now I can finally start work on the New Vegas port! . . well as soon as I get the variation packs up that is.

...and probably a hundred other little fixes I am forgetting.

1.01, 6/12/2011 - Minor update from v1.00 avoid a potential faction conflict
1.05, 7/18/2011 - This should fix the issue where your pet could randomly enter combat with 100% passive ivisible marker npcs, as well as clean up some things with the load system and companion door fix.
Also in this version... the line up of carebears has been improved to include all of them I have made so far. Now the first several times your dog plays fetch each day, there is a chance that thye come back with one of the 18 new carebears!



Contact
=======

You can find me on Fallout3Nexus as rainrtw
You can also catch me over at childrenofcyrodiil as rainrtw


Credits and Acknowledgements
=========================

This mod was originally planned as a minor update to pintocat's mod Dogmeat Leather Armor mod and as such much of the dialog options are styled in that fashion. This should still be 100% with that mod and hopefully the dialog style still fits in with the look and sound of the original. I may still bundle up parts of this for use in DLA but as for the animation based equipables that my mod uses... I can't see how it’s possible to make them work on Dogmeat do to some odd dialog issues with that npc.

The Leather Pet Armor mesh, Dog Packs Mesh, and Canine Vault Suit mesh are from gorow333's mod "Dogmeat Outfits" here http://www.fallout3nexus.com/downloads/file.php?id=4404 They state "Anybody is free to use/modify this program." Big thanks to gorow333 for this fun and useful resource.
The Leather Pet Armor Texture is from pintocat's mod Dogmeat Leather Armor http://www.fallout3nexus.com/downloads/file.php?id=4474 Last I talked to pintocat he was cool with me using this texture.

The Tactical Pet Armor and its corresponding version in the 'findable' gear are from "Tactical Meat" by Tumbajamba here http://www.fallout3nexus.com/downloads/file.php?id=14510 and are used with both implied (on the permissions) and specific permission from the author. While I cleaned up a ton of minor UV issues on this the model, and thus most of the work, is credit to Tumbajamba. They also list "Thx antistar for textures from dragonskin uniforms" which I'll continue here.

Whistle Sound is by Benboncan. DTM book sounds by Koops. All I did to these was adjust the timing and volume a bit to make them fit into the game. I have no special association with these authors. These sound files licensed under a Creative Commons Sampling Plus 1.0 License. http://creativecommons.org/licenses/sampling+/1.0/

The concept and some of the script for Combat Search detection for follow modes and the semi-essential companion idea is credit to FO3Phalanx and the Phalanx mod they made. http://www.fallout3nexus.com/downloads/file.php?id=1925&navtag=file/images.php?id=1925&tab=3 As per the use information on that mod's page they say anything not specifically done by one of the other authors is okay to use with credit, which I gladly give here and in the affected scripts themselves.

The backpack that is part of the gear your pet can find is from the "Wearable Backpack - BlackWolf Backpack - Modder Resource" mod by bunsaki. http://www.fallout3nexus.com/downloads/file.php?id=2553 They state directly, "Use of backpack in other mod is ok." All I've done to it is slap a quick recolor on to make it fit the set of gear your dog can find, so all credit to Bunsaki for the backpack.

To the best of my knowledge, the standard dog mesh was originally reshaped into a puppy by zenman53186 for a modder's resource. However since this user was banned for some other unrelated drama or other this information is difficult to confirm.

Thanks to JasonDangerously for proof reading the dialog of this mod for me.

Bolt is ©Disney. I modified Bethesda's models and Bethesda's textures to make a rough likeness of this character as a fan art, nothing more. I do not in any way claim to own Bolt. No copyrighted sound clips are or will be used for obvious legal reasons.

The Carebears belong to their respective copyright holders. I do not in any way claim ownership of these characters. The texture sets I've included here are just my own hand drawn fan of these loveable characters.

And a great big thank you to all the folks at Bethesda. Modding your games has been a pleasure since we first learned how to with daggerfall. You make awesome games the average gamer can pick up and enjoy, while the average modder can enjoy customizing that game just as much.

Special Thanks
Although these people had no direct hand in this project, it still would not have been possible without the things I learned from them.

Ian Patterson (ianpatt), Stephen Abel (behippo), and Paul Connelly (scruggsywuggsy the ferret) for bringing us the Fallout Script Extender (FOSE).

I'd like to take a moment to thanks Cipscis for all his informative posts and tutorials about scripting. They have been a big help to me in this project.

I also have to thank Ghogiel here. Without their informative posts about NiVis controllers used on equipped items this mod would not have even begun.

Thanks to LHammonds for the Readme Generator this file was based on.

If I've forgotten anything or anyone then I apologize in advance. This has been a hectic project to assemble and I may have forgotten some things.


Tools Used
=========

7-Zip - http://www.tesnexus.com/downloads/file.php?id=15579
Blender - http://www.tesnexus.com/downloads/file.php?id=12248
GECK - http://fallout.bethsoft.com/eng/downloads/geck.html
Keep MipMap Details - http://www.tesnexus.com/downloads/file.php?id=11817
NIFSkope - http://niftools.sourceforge.net/wiki/NifSkope
Photoshop - http://www.adobe.com/products/photoshop/
Readme Generator - http://lhammonds.game-host.org/obmm/tools_readme_generator1.asp
SoundBooth - http://www.adobe.com/products/soundbooth/

And of course for making the Demo Vids
FRAPS - http://www.fraps.com/
Ultra Video Splitter http://www.aone-soft.com/splitter.htm
YouTube - http://www.youtube.com/


Licensing/Legal
=============

You can do whatever you want with the parts of this mod that I made but all I ask in return is that you give me credit if you distribute said parts of this mod. If you're using parts made by or even based off other people's work as noted above, then you will need to credit them as well.