I am currently on a major break, life has become insane and I dont have the time or mental willpower to make mods at this time. That does NOT mean I am gone forever or that my mods are dead/broken, it simply means I dont have the time right now. Modding is fun for me its a nice hobby, however it was becoming a job that I got nothing from for all the many hours I have to put into them. Its just to much for me at this time.
My permissions still stand, just because I am on break does NOT mean you can take my mods without permission.
Fallout2AM has made a TTW version of this mod for anyone interested, it requires NVSE 4.6 or up and it has a optional MCM menu. I am not sure if I can link to the forum or not, but its on the offical Tale of Two Wastelands forum in the converted mods section!
I'm not sure if there's an issue, I think I remember this mod having custom eye mesh for him -- in the TTW version fallout2am did, I was getting dogmeat with weird eyes even with your FNV "dog eye fix"..
I used the normal vanilla eyes that came with FO3 I believe for this mod, since the eye popping out is a FNV only issue. Since this has custom mesh folders my dog eye fix will not work on it, but it wont be hard for me to replace the eyes with my FNV versions to keep it from coming up with TTW and any really odd problems in FO3 too.
New ground meshes done, and I have increased his health from 150 to 250 (the default was 500, but that is a huge amount of health compared to all the other dogs in game) and I upped the DR his armor gives by a point (this can be hard to balance for a creature since it does not work the same as human NPC) so he should have more survivability. Just make sure to buy him some armor if you want him to be even more helpful.
Now moving on to Icons which is some of the "harder" stuff, since its all hand drawn by myself lol.
Hey, I fixed the TTW eye problem by taking the eye mesh from your 'dog eye fix' and renaming and re packaging it to overwrite the custom mesh in this mod, It works fine. However, I do have an issue where dogmeat just stops following me and sits there randomly, it happens fairly often and means I am always loosing him. When he does this he does not move into other cells with me. Thankfully I can teleport him using the whistle but its getting very annoying. But overall great mod. ( I am using the TTW version found here https://taleoftwowastelands.com/content/its-dogs-world-dogmeat-overhaul so that may be what is causing the bug and not your files im not sure. )
I have fixed the eye issue so its not a problem anymore, its also fitted to the custom DM meshes better then my dog eye fix for FNV.
As for the sitting, DM has the sitting idle in vanilla that has a 20% possibility of him using at any time. I changed this is still be 20% BUT to never fire off while he is moving, I did this for most of his idles because I found that to be a issue for me at times. Make sure you dont have any mods overriding mine for Dogmeat or dog animations first.
You could open the mod up with your FO3Edit yourself and find the Idle Animation -> Dog sit and change the 80 to 100 and if that does not work then change the looping to 0 and the Replay Delay to something insane so he never uses it. But that will affect ALL dogs so keep that in mind.
Not much I can do about it otherwise removing it completely, which I have no wish to do because it would affect to many other dogs.. and I like him sitting sometimes.
We're nearing release on TTW 3.0 -- this changes all the DC companions to be in line with the NV companions. (All companions have a home in both wastelands; DC companions get perks; standardizing dialog and stuff for NV wheel functionality, etc).
I'm wondering if you'd be ok with another TTW conversion, by me. I did the companion updates for TTW, and I would like to integrate this fully into the updated TTW companions. And, also if you'd be ok with me revamping some of the scripting for NVSE stuff to streamline the scripts (such as events for cell change, etc).
So even after following what people have posted here - uninstall mod, send Dogmeat to V101, reinstall mod, and get him to join you again - armor that I purchase and equip on him is still invisible. Does anyone have any other solutions for fixing this?
TO ANYONE STILL HAVING TROUBLE DONT INSTALL THIS TILL YOU GET TO DOGMEAT IN THE SCRAPYARD THEN AFTER THAT GO BACK TO VAULT 101 THEN DISMISS HIM INSTALL THE MOD GET HIM TO FOLLOW AFTER THAT AND THAT WILL MAKE THE ARMOR APPEAR ENJOY GUYS
Thank you so much for this! Fixed the issue for me. To anyone reading, don't forget to turn Archive Invalidation off and back on again when you install or reinstall the mod.
This works if you already have been playing with this mod btw. Just uninstall it, dismiss Dogmeat to V101, then reinstall it and speak to Dogmeat again. He'll have the new texture.
Love the animations done to Dogmeat in this mod. I have a unique glitch to report, however. I bought the traveler's pack and the red protective collar, which were invisible. That's not the glitch, though. After I fast travelled, I got TWO Dogmeats; one with the equipment and one without. I don't mind at all, but wanted to share.
For those having issues with the dogmeat armor and items appearing on his model make sure that this mod loads LAST in your entire list. It seems like alot of mods cause this one to not function properly and it would not load any equipment until I did so.
I can't get this mod to work. The seller with his cool dog appear near the dock, i can "add" the armor to dogmeat as well as all the new dialogue actions. However, the armor never appears. I've tried using vortex and manually adding it, nothing seems to work. I don't have any mods that change dogmeat. The only large mod I have is FWE. Someone help please.
I'm sorry for the problems you are going thru right now. Seems like the world is falling apart. Yes. It's permissible to post links for modified mod versions to the TTW site from the original mod author, or even a link in the "Requirements" page, just like xNVSE, NVSE and such, even links to mod managers and Vortex are allowed. YOU'RE the original author. YOUR permissions are valid. If you could send me a link to the TTW page where your mod was changed, I'd appreciate it. We don't use FO3 or FNV anymore cause they just don't work right in Win 10 but the TTW version does as long as people actually run the TTW script on the computer being used to play on. Dunno why it matters but thoroughly tested the idea out on several different computers. As for the modified TTW version of your mod, it might've just got lost when they moved to a new TTW server. Hope life gets better and brighter each day for ya.
235 comments
I am currently on a major break, life has become insane and I dont have the time or mental willpower to make mods at this time. That does NOT mean I am gone forever or that my mods are dead/broken, it simply means I dont have the time right now. Modding is fun for me its a nice hobby, however it was becoming a job that I got nothing from for all the many hours I have to put into them. Its just to much for me at this time.
My permissions still stand, just because I am on break does NOT mean you can take my mods without permission.
Fallout2AM has made a TTW version of this mod for anyone interested, it requires NVSE 4.6 or up and it has a optional MCM menu. I am not sure if I can link to the forum or not, but its on the offical Tale of Two Wastelands forum in the converted mods section!
1. Ground meshes: DONE
2. Stat tweaks: DONE
3. Icons: 40%
4. TTW Eye fix: DONE (should work, tested it on vanilla FNV dogs).
5. New Heavy Leather Armor: 90%
6. New Heavy Tactical Armor: 90%
New Breed: Vanilla: 90%
New Breed: Vicious: 0%
New Breed: Corgi: 0%
New Breed: Pitbull: 0%
New Dog Colors (should work for all breeds):
Black: 100%
White: 0%
If anyone has any issues/bugs, or wants now is the time to toss them at me.
Now moving on to Icons which is some of the "harder" stuff, since its all hand drawn by myself lol.
I fixed the TTW eye problem by taking the eye mesh from your 'dog eye fix' and renaming and re packaging it to overwrite the custom mesh in this mod, It works fine. However, I do have an issue where dogmeat just stops following me and sits there randomly, it happens fairly often and means I am always loosing him. When he does this he does not move into other cells with me. Thankfully I can teleport him using the whistle but its getting very annoying. But overall great mod. ( I am using the TTW version found here https://taleoftwowastelands.com/content/its-dogs-world-dogmeat-overhaul so that may be what is causing the bug and not your files im not sure. )
As for the sitting, DM has the sitting idle in vanilla that has a 20% possibility of him using at any time. I changed this is still be 20% BUT to never fire off while he is moving, I did this for most of his idles because I found that to be a issue for me at times. Make sure you dont have any mods overriding mine for Dogmeat or dog animations first.
You could open the mod up with your FO3Edit yourself and find the Idle Animation -> Dog sit and change the 80 to 100 and if that does not work then change the looping to 0 and the Replay Delay to something insane so he never uses it. But that will affect ALL dogs so keep that in mind.
Not much I can do about it otherwise removing it completely, which I have no wish to do because it would affect to many other dogs.. and I like him sitting sometimes.
I'm wondering if you'd be ok with another TTW conversion, by me. I did the companion updates for TTW, and I would like to integrate this fully into the updated TTW companions. And, also if you'd be ok with me revamping some of the scripting for NVSE stuff to streamline the scripts (such as events for cell change, etc).
This works if you already have been playing with this mod btw. Just uninstall it, dismiss Dogmeat to V101, then reinstall it and speak to Dogmeat again. He'll have the new texture.