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Chloe

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deleted86523568

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  1. Zequinha
    Zequinha
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    • 3 kudos
    Sticky
    Converted this to TTW 3.2, mind if i post the esp on the New Vegas Nexus?
    1. deleted86523568
      deleted86523568
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      Awesome! You have my permission.
  2. deleted86523568
    deleted86523568
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    Sticky
    So, coming back to Fallout 3, I discovered this doggo mod DOES work with Its a Dogs World - Dogmeat Overhaul

    His appearance is improved, he's more animated and his equipped gear shows up correctly. I updated the description page.

    ***Important part: This all works because I used LOOT to sort my load order. I was being the big dumb before sorting mods manually. Oof. I feel wiser now. Unless you have a solid reason (TTW?), you should always use LOOT (edit: and xEdit) as a diagnostics tool for mods to play nice.
  3. Tiamat042
    Tiamat042
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    This mod is a fantastic QoL for Dogmeat fans, great job! For some reason, even after playing this game 52390874527 times I always hate finding the scrapyard and get lost in there. It's amazing. Now I can just grab my furry friend right from the start. I haven't had any conflicts either, and I pack my modlist something tight...I actually came here to mention that it does work great with Dogmeat Overhaul, but I see you figured that out already. xD
    1. deleted86523568
      deleted86523568
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      Yeah, I was always bummed out how Overhaul didn't get ported to the current TTW. Without it, Dogmeat looks like his animations are broken or something.

      I just looked into the TTW version of Dogmeat. Slof's Alsatian Dogmeat for TTW restored full animation exactly as it is with Dogmeat overhaul:

      (https://www.nexusmods.com/newvegas/mods/70833)

      So that's neat. You give up his equipment, but you get companion wheel.
  4. ParasiteAdam666
    ParasiteAdam666
    • supporter
    • 15 kudos
    Tried out the mod. After playing the original I can say the difference is night and day. Even looking through with FO3Edit everything just looks like its implemented more cleanly. Definitely a must have mod in any load order.
    1. deleted86523568
      deleted86523568
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      Honesty moment: I had little to no idea what I was doing when I made that first version. If I remember right I took what should've been an event perimeter and stretched one section into a giant block covering the school side of town. It's cringy. I insisted on placing the encounter outside the school front doors. That was meh. :P

      Glad I grew up and made the real version.
    2. ParasiteAdam666
      ParasiteAdam666
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      • 15 kudos
      Don't feel too bad. As with everything we gotta start somewhere when learning. The new placement is perfect and makes alot of sense from and environmental storytelling perspective. I'm just glad to have the ability to have Dogmeat from the beginning of my journey. 
    3. deleted86523568
      deleted86523568
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      ^_^
  5. lordvico
    lordvico
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    Holy cow i requested (and even tried to do) this long ago!

    I really thought you need to cross a considerable distance (needing a detour of the main quest early) to get the companion mostly featured on promotional material so frustrating! The scrapyard scene should really happen at Springvale to start with!

    Thanks a lot for this!
    1. deleted86523568
      deleted86523568
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      You're welcome. :-)
  6. KainThePheonix
    KainThePheonix
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    Thank you for bringing the mod back. I know mod authors get jacked all the time because of ignorant people who cannot understand that someone is giving you something from their free time. They lack respect or even context and act like you deserve crap because they have an opinion and want to share it even when people don't want them to.

    I always say thank you to the mod author because I have enjoyed their creations for years, freely and it is an awesome thing we can have a community around certain games and modify them and enjoy them to our hearts content.

    Kudos, endorsements and thank yous.
    1. deleted86523568
      deleted86523568
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      Thanks for that and you're welcome!

      The happy ending is this newer version fixed a lot of mistakes I make the first time around with trigger placement and event placement structure in general. I'm just happy I was able to do something nice in the crappy year that was 2020. Every little bit helps to keep us all a little saner. :-> 
  7. GriloFH
    GriloFH
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    Every time i look to my Dogmeat i remenber your story! Tks for that!
    1. deleted86523568
      deleted86523568
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      I hope that's a good thing and not a constant annoyance ^_^
  8. TelShadow
    TelShadow
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    Love this mod, thank you.
    1. deleted86523568
      deleted86523568
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      Thank you. Thank you. (I'm glad you've been set free ^_^)
  9. Jake1702
    Jake1702
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    I'm just curious how it's "lore friendly"
    1. deleted86523568
      deleted86523568
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      My clumsy choice of words, to be sure.

      I guess I was trying to say: you get Dogmeat under the same circumstances the designers intended (his owner dies to a band of raiders, a good karma lone wanderer can empathize with his loss. I found it preferable to finding him waiting to join up outside of Vault 101, or being purchasable in Megaton.

      I clumsily meant "keeping his backstory intact " when I wrote "lore friendly"
    2. Jake1702
      Jake1702
      • member
      • 15 kudos
      Ah okay, that's what I was wondering. Interesting mod, I might try it out for my next playthrough if I actually remember to.
  10. vegaswanderer
    vegaswanderer
    • supporter
    • 125 kudos
    Thanks for the mod, mate. I get Bethesda was trying to reward exploration so only explorers find Dogmeat but, seriously, I want my doggo adventuring with me as soon as possible. Kudos to you. And I am glad you are in a better place these days. Meditation has helped improve my own mental health. Try it out if you haven't.

    Take care, amiga.
    1. deleted86523568
      deleted86523568
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      Thanks, VW.
  11. bigbantha
    bigbantha
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    • 2 kudos
    Aw man! I've missed this mod since you removed it (though I did keep a copy of it all these years)! I know times are tough (I just got released from a psych ward after a mental breakdown and spending a week being treated), so it's nice to see you back!
    1. deleted86523568
      deleted86523568
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      Hugs! I know the pain of going down the rabbit hole.
  12. deleted86523568
    deleted86523568
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    Regarding Wasteland Violence:

    https://www.nexusmods.com/fallout3/mods/20298

    Revised: I had minor conflicts with Wasteland Violence. Nothing game breaking, but Dogmeat wanted to kill the hunters in Springvale after his raider fight. Violent little dog. Just a heads up if that's immersion-breaking for you.

    Regarding RH_Ironsights Merged from Paradox Ignition:

    That mod adds a capsule full of Point Lookout weapons to the Springvale Red Rocket. It's really annoying, and I wish they hadn't done that as both my mod and Wasteland Violence spawn in raiders who are too happy to test the firearms out.
    FIX: open RH_Ironsights Merged in FO3Edit and remove the Container reference. This will delete the capsule. (unless you want heavily armed raiders - that could interesting too - beware exploding cars)