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Everyone's Best Friend (Dogmeat + Companion; no console) by Valdacil
v3.0.0 - 2017-01-27

This mod allows you to have Dogmeat and a standard companion at the same time using in game functionality (not
hacks or console commands). Also includes spacefiddle's bug fix for companion idle chatterspam.

There is a lot of evidence that Dogmeat is not a true 'companion' according to the Companion system and was
originally intended for you to have Dogmeat along with another companion: Live and Love doesn't apply to Dogmeat.
Dogmeat doesn't disable Lone Wanderer perk benefits. Dogmeat has reduced carry capacity and DPS compared to other
companions. There are Companion affinity interactions for healing Dogmeat, which would require you to have him
present with another companion. On the technical end, the FollowerScript script uses 2 different variables for
PlayerHasCompanionActive and PlayerHasDogmeatCompanionActive to store whether you have a companion and/or Dogmeat.
Then there is this comment in the script directly from a Bethesda developer regarding Dogmeat and companions:

;Originally there were two slots for companion types, you could have both Dogmeat and a single human companion.
;That is why there are two aliases and two seperate functions.
;Now we are only letting you have either dogmeat or a single human companions.
;Rather than risk breaking everything by trying to unifying everything into a single alias/function call
;I am going to just put hooks in SetCompanion and SetDogmeatCompanion to auto dismiss the other

However, after making the decision to only allow either dogmeat or companion, Bethesda didn't go the rest of the
way and make Dogmeat a true companion by affecting Live & Love, affecting Lone Wander, etc. There have been quite
a few 'bug fixes' that have come out to try to turn Dogmeat into a true companion. Instead, I say that the 'fix'
is to let you have Dogmeat and a standard companion at the same time as originally intended by Bethesda (before
they changed their mind).

With NMM: Download with Manager and activate.

Without NMM: Download the file. Then use your favorite .7z, .zip, .rar program to extract the contents to your game
\Data folder. The mod requires 2 files: EveryonesBestFriend.esp and scripts\FollowerScript.pex.
ie: C:\Program Files (x86)\steam\steamapps\common\fallout 4\Data.
Then activate the .esp the same as you normally activate .esps.

Technical Details/Compatibility
The meat of the changes are in FollowerScript.pex. There are 2 functions that check whether you have another companion
when you pick up a new companion or Dogmeat. I edited those functions so the companion function doesn't check for Dogmeat
and the Dogmeat function doesn't check for a companion.

I also had to edit the dialog tree related to picking up some of the companions as they would still tell Dogmeat to go
home even though he wasn't going home.

This mod will conflict with any mod that edits the companion dialog related to picking them up or edits FollowerScript.

spacefiddle's bug fix for idle chatterspam has been integrated, so you do not need to load spacefiddle's mod. However,
head over to spacefiddle's page and offer an endorsement if you appreciate that your companions don't repeat themselves
every few seconds.

Known Issues
- If you activate the mod then pick up Dogmeat and another companion, then deactivate the mod, you will retain both followers
until you pick up the next companion. At that point, you will get the send to settlement prompt for both the old companion
and Dogmeat leaving you with the one companion like normal.

Version Notes
- Integrated spacefiddle's bugfix for companion idle chatterspam. Thanks to spacefiddle for providing the source code necessary to include this fix.

- Modified Survival Mode scripts surrounding healing companions so that it would show companion heal and Dogmeat heal seperately.

- Initial Release

Future Plans

Gambit77, SystemLordBhaal, and yatz for their help in beta testing the mod!
spacefiddle for the companion idle chatterspam bug fix