Fallout 3

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About this mod

Unique retexture and renaming for Dogmeat to \"Dog\" from the Mad Max series.

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This is a retexturing of Dogmeat into the form of "Dog" from Mad Max 2/The Road Warrior.

I also renamed Dogmeat to "Dog", shortened him from 1.00 to 0.75 to match the in-movie size, and raised his puny base damage output from 5 to 10 out of personal taste(if too many people dislike this change, I can upload a version without it.) I've also went through lengths(new folders) to make it so Dogmeat/Dog has his own unique look and that this retexture won't(or shouldn't) clone off on all the other tame dogs you find in F3.

If anyone has ANY issues/problems/suggestions/nitpicks, please let me know and I'll see what I can do. Thanks! :)

[Mad Max is copyright George Miller, etc.]

Q: Will this mod mess with my other Dogmeat mods?
A: If your mods alter Dogmeat's stats and behaviors, place it after this mod in the load order so that it just alters his appearance. Otherwise the stats will be overridden by the little additions I made to them. If your mod alters Dogmeat's appearance, chances are this mod won't be compatible.

Q: When I load the mod, Dogmeat is just standing in place and his textures are shifting all crazy-like. What's wrong?
A: Firstly, make sure you extracted the zip DIRECTLY into the Fallout 3\Data folder, and that there's a folder under Fallout 3\Data\Textures\Creatures called "maxdog". Second, make sure you have the Fallout Mod Manager installed and you've ran it and clicked "Toggle invalidation" to invalidate ArchiveInvalidation. (FMM link: http://www.fallout3nexus.com/downloads/file.php?id=640)

Q: When're you going to expand this mod into a seperate companion instead of just a Dogmeat replacer, for chrissake?
A: I really don't know, my modding abilities are limited and I've yet to completely figure out companion modding. It may happen someday, who knows.