*** Solution to a HUGE FPS DROP IN BIGTOWN *** (sry for the caps, trying to make it more visible to anyone with a similar problem)
Unfortunately I had to completely remove this mod from my PC, as it was causing a huge fps drop in Bigtown. Basically, all around the Wasteland I have something like 40 fps which is nice and playable, and ONLY in Bigtown it falls to like 10 fps of even less, hardly enough for moving around. I've been deactivating one by one every mod that has something to do with Bigtown ("FO3 Wanderer's edition - Alternate travel" that adds Deitrik and his pack brahmin, "Bigtown guards" that adds three guards) to find out that the problem disappeared as soon as I deactivated "Wasteland woof". Oddly, nowhere else where I encountered this mod's dogs (Megaton, Arefu, Canterbury Commons...) does this mod cause any kind of detectable fps drop.
I still think this is a wonderful mod, but if you're experiencing a big fps drop in Bigtown only, this could be the solution just as it was in my case.
Excellent mod, adds a great little touch to the atmosphere.
A glitch occurs to me in Canterbury Commons. When I first arrive into town, there's a fight between the AntAgonizer and the Mechanist, scripted as it's supposed to be. But, after their fight is done, and they both start parting ways, suddenly the dogs of this mod attack them, and the whole hell breaks loose as the inhabitants join in too. Four times in a row, it ended up with either the the AntAgonizer, or the Mechanist, or both - killed, so I guess there's now way to start "The superhuman gambit" quest.
Well, if you do want them to part alive and get the quest, you need to disable this mod (just untick it in the Plugins tab of the NMM). Go back to the game, come into the town, let their fight end and wait until they both go away, then save, exit the game, enable the mod and go back to playing. Things will proceed as supposed, you'll get the quest and the doggies will be there at the entrance of the city.
This looks like a cool mod, but could make a dog companion for the lone wanderer because dogmeat can die and it would be nice to have another dog as a companion, please?
Feel free to make your own version of textures/model combinations that change these into "Vicious" dogs or whatever you want. You can use my bits and pieces or even make your own.
You can upload things to the Nexus using my parts, so long as you credit me (and Zenl)!
These dogs are only in settlements. They aren't in the "wild". And these colors are perfectly realistic for dogs, based on current breeds.
Excellent, now I wish there would be a mod that adds cats also Yes I know in Fallout 3 lore purism cats are extinct, but it doesn't make sense, cats are far better survivors than dogs are, especially in urban environements
GRANDIOSE! Thank you for the clarification. Will be removing them and installing shortly [no need for ME to re-download, but I'm sure others will be quite happy for the new upload.] Will let you know what I think after some play-time. THX
HrruffFF! Hiya 'WatersMoon110'. Great idea! Always thought that there should be NPCs with their own guard/pet dogs. I also use the 'My Dog' mod and love it. But... I always check the folder structures and contents of mods before I install them. There are 3 .zip files in the "Meshes/Creature/Puppy/" folder, which are titled -
"Aggie Eyes.zip" , "locomotion.zip" , and "Puppy.zip"
What gives? Are they extras? Should they be removed? Unpacked and put somewhere or put in something else [like a new folder]? Ignored?
16 comments
(sry for the caps, trying to make it more visible to anyone with a similar problem)
Unfortunately I had to completely remove this mod from my PC, as it was causing a huge fps drop in Bigtown. Basically, all around the Wasteland I have something like 40 fps which is nice and playable, and ONLY in Bigtown it falls to like 10 fps of even less, hardly enough for moving around. I've been deactivating one by one every mod that has something to do with Bigtown ("FO3 Wanderer's edition - Alternate travel" that adds Deitrik and his pack brahmin, "Bigtown guards" that adds three guards) to find out that the problem disappeared as soon as I deactivated "Wasteland woof". Oddly, nowhere else where I encountered this mod's dogs (Megaton, Arefu, Canterbury Commons...) does this mod cause any kind of detectable fps drop.
I still think this is a wonderful mod, but if you're experiencing a big fps drop in Bigtown only, this could be the solution just as it was in my case.
A glitch occurs to me in Canterbury Commons. When I first arrive into town, there's a fight between the AntAgonizer and the Mechanist, scripted as it's supposed to be. But, after their fight is done, and they both start parting ways, suddenly the dogs of this mod attack them, and the whole hell breaks loose as the inhabitants join in too. Four times in a row, it ended up with either the the AntAgonizer, or the Mechanist, or both - killed, so I guess there's now way to start "The superhuman gambit" quest.
Well, if you do want them to part alive and get the quest, you need to disable this mod (just untick it in the Plugins tab of the NMM). Go back to the game, come into the town, let their fight end and wait until they both go away, then save, exit the game, enable the mod and go back to playing. Things will proceed as supposed, you'll get the quest and the doggies will be there at the entrance of the city.
Look at Dogmeat
Press the ` key
Click on him
Type in setessential 0006a772 1
He is now immortal
You are welcome
can you make a totally separate alt version that makes then look like wild timber wolves but mutated slightly *since i prefer some realism*
also wonderful mod but i feel like im at a dog show not the wild
^just me tho
Feel free to make your own version of textures/model combinations that change these into "Vicious" dogs or whatever you want. You can use my bits and pieces or even make your own.
You can upload things to the Nexus using my parts, so long as you credit me (and Zenl)!
These dogs are only in settlements. They aren't in the "wild". And these colors are perfectly realistic for dogs, based on current breeds.
Thank you for the clarification. Will be removing them and installing shortly [no need for ME to re-download, but I'm sure others will be quite happy for the new upload.]
Will let you know what I think after some play-time.
THX
Great idea! Always thought that there should be NPCs with their own guard/pet dogs.
I also use the 'My Dog' mod and love it.
But...
I always check the folder structures and contents of mods before I install them.
There are 3 .zip files in the "Meshes/Creature/Puppy/" folder, which are titled -
"Aggie Eyes.zip" , "locomotion.zip" , and "Puppy.zip"
What gives?
Are they extras? Should they be removed? Unpacked and put somewhere or put in something else [like a new folder]?
Ignored?
A little clarification please. THX
huehuehue