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.
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
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.
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.
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
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.
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!
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.
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. :->
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"
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.
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!
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)
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The author has locked this comment topic for the time beingHis 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.
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.
Glad I grew up and made the real version.
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!
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.
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. :->
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"
Take care, amiga.
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)