Eight+ years baby, you've come a long way! \o/ LOOOVE Dogmeat equipment mods! So cute! ♥ I remember when this came out, hella yeah! Who's the goodest boy! :D Still an essential in 2024, psha!
Still working hella fine, with the new Next-Gen Update, woohoo! \o/
And for anyone curious, you don't need AWKCR for this mod to work. Works perfect for me and I don't have AWKCR installed (Steam, Manual Install)!
Once again, hella awesome work on this, Higeyosi & hifoo! THANK YOU for all the time and work you put into all your awesome mods over the years! Still appreciating ya! \o/ ♥
So higher capacity packs aren't perk gated vs lower capacity? Why bother having 50 or 100 variations then. May as well be able to pick a style you like and have all of them add the same carry bonus.
Do you plan on making a patch for AWKCR not being required or is there an existing one ? I'd like to install your awesome md but I won't be installing AWKCR.
I followed the Loverlab link (never looked over the other), but I assume they are the same. Was able to remove dependencies for about 15 AWKCR mods in less than an hour. Hope this helps
Only caveat is you actually have to have the required mods installed when using Xedit in order to remove the dependency.
For anyone having issues with the human backpack in this mod making their character "fat," causing neck seams to appear, or changing their body type; here's a way to fix it: Open the mod up in FO4Edit, open the armor addon section. There are three different sections you have to edit in this section.
Look for "AA_HigeBackpack01", "AA_HigeBackpack02" and "AA_HigeBackpack03". These are the human backpack. Click on each one, and scroll down to the bottom of the RIGHT panel. Look for something called "Bone Data." Right click the EMPTY box to the immediate RIGHT of the "Bone Data" box, and click remove. Do this for all three "AA_HigeBackpack" parts, save your changes, and done. _______________________________
Next, for anyone wanting to make this mod compatible with the K-9 Harness mod (being able to wear both at the same time), here's an easy way to do that. Open the mod in FO4Edit, open the armor addon section. There are seven sections you will need to edit.
Look for "AA_DogMeat_Backpack_S", "AA_DogMeat_Backpack_M", "AA_DogMeat_Backpack_L", "AA_DogMeat_Backpack_L02", "AA_DogMeat_Backpack_M_NUKA", "AA_DogMeat_Backpack_L03", "AA_DogMeat_Backpack_M03."
These are the ones you will be editing. Find the First Person Flags (sorted) value in the right panel. It will say 33 - BODY currently. Double click that, UNCHECK 33 - BODY and checkmark a different body slot (I recommend 54) for EACH of the above listed sections.
Next, in the left panel again, find the Armor section. There are three sections you will need to edit.
Look for "BackpackDog_Small", "BackpackDog_Medium", "BackpackDog_Large"
These are the ones you will be editing. Find the First Person Flags (sorted) value in the right panel. It will say 33 - BODY currently. Double click that, UNCHECK 33 - BODY and checkmark a different body slot (I recommend 54) for EACH of the above listed sections. Save your changes, and done.
Hmmm... I tried the fix for the human backpack and the clipping is still happening. Is there something I missed? I opened the mod in FO4edit, found those three files, removed bonedata, saved and exited.
Any chance you could make a version that starts Dogmeat off with the default small pack when meeting him? Doesn't make sense how a dog without bags/packs can carry anything.
I have a dumb request, but could you make it so the backpacks can be used with the K9 harness from fadingsignal ? Both look so cool and it would be awesome to use both at the same time, you do not need to do anything fancy like a new mesh or texture, just a patch to change the body slot it is used.
Try using FO4Edit, select K9TacticalHarness.esp > Armor > BOD2 then switch it from [A] Torso to [U] Torso. That should work, but the meshes might look weird especially if you add pouches to the vest.
Ok, I tested it out, it sorta works but the K-9 harness didn't appear. It probably has to do with meshes being attached to the layers, but I'm not sure as I'm still new to this, I will keep experimenting.
Disclaimer: I do not know any of this as 100% positive.
I too want to get away from AWKCR, so I thought I would try my hand at FO4Edit ... oddly, AWKCR is NOT listed as a master record in this esp, so, it looks like AWKCR is NOT actually needed ... but I don't know, the mod author would have to confirm and should clarify why AWKCR is not listed as a master record if it is really needed, or why it is needed if it is not a hard-requirement.
257 comments
LOOOVE Dogmeat equipment mods! So cute! ♥
I remember when this came out, hella yeah! Who's the goodest boy! :D
Still an essential in 2024, psha!
Still working hella fine, with the new Next-Gen Update, woohoo! \o/
And for anyone curious, you don't need AWKCR for this mod to work. Works perfect for me and I don't have AWKCR installed (Steam, Manual Install)!
Once again, hella awesome work on this, Higeyosi & hifoo! THANK YOU for all the time and work you put into all your awesome mods over the years! Still appreciating ya! \o/ ♥
Update - NVM it works but the number displayed remains at 150
HERE:
https://www.nexusmods.com/fallout4/articles/1658
https://www.loverslab.com/topic/122566-tutorial-how-to-remove-awkcr-and-ae-dependencies-from-an-armor-mod-with-fo4edit/
I followed the Loverlab link (never looked over the other), but I assume they are the same. Was able to remove dependencies for about 15 AWKCR mods in less than an hour. Hope this helps
Only caveat is you actually have to have the required mods installed when using Xedit in order to remove the dependency.
Thanks again.
Look for "AA_HigeBackpack01", "AA_HigeBackpack02" and "AA_HigeBackpack03". These are the human backpack. Click on each one, and scroll down to the bottom of the RIGHT panel. Look for something called "Bone Data." Right click the EMPTY box to the immediate RIGHT of the "Bone Data" box, and click remove. Do this for all three "AA_HigeBackpack" parts, save your changes, and done.
_______________________________
Next, for anyone wanting to make this mod compatible with the K-9 Harness mod (being able to wear both at the same time), here's an easy way to do that. Open the mod in FO4Edit, open the armor addon section. There are seven sections you will need to edit.
Look for "AA_DogMeat_Backpack_S", "AA_DogMeat_Backpack_M", "AA_DogMeat_Backpack_L", "AA_DogMeat_Backpack_L02", "AA_DogMeat_Backpack_M_NUKA", "AA_DogMeat_Backpack_L03", "AA_DogMeat_Backpack_M03."
These are the ones you will be editing. Find the First Person Flags (sorted) value in the right panel. It will say 33 - BODY currently. Double click that, UNCHECK 33 - BODY and checkmark a different body slot (I recommend 54) for EACH of the above listed sections.
Next, in the left panel again, find the Armor section. There are three sections you will need to edit.
Look for "BackpackDog_Small", "BackpackDog_Medium", "BackpackDog_Large"
These are the ones you will be editing. Find the First Person Flags (sorted) value in the right panel. It will say 33 - BODY currently. Double click that, UNCHECK 33 - BODY and checkmark a different body slot (I recommend 54) for EACH of the above listed sections. Save your changes, and done.
I love this community.
*update*
I got permission and it's published. It's Dogmeat's Backpack Armor Patch
I too want to get away from AWKCR, so I thought I would try my hand at FO4Edit ... oddly, AWKCR is NOT listed as a master record in this esp, so, it looks like AWKCR is NOT actually needed ... but I don't know, the mod author would have to confirm and should clarify why AWKCR is not listed as a master record if it is really needed, or why it is needed if it is not a hard-requirement.