Fallout 4

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fadingsignal

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fadingsignal

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854 comments

  1. fadingsignal
    fadingsignal
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    This mod is fully compatible with the 2024 Fallout Update
  2. fadingsignal
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    If you are using a Wabbajack mod pack and are experiencing issues or incompatibilities, you will need to report that to the creator/curator of the mod pack.  I have no insight into what combination of mods are being used, and that person will be best suited to track down any problems and add patches to the mod pack list.
  3. fadingsignal
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    F.A.Q. - Please read before posting questions!

    Q: Can you make a patch for XYZ dog mod / Creation Club dogs?
    A: I do have plans to patch the dogs but the way they're set up it's a lot of work. If you want to make a patch (that still requires this mod as a master) you can do so and feel free to upload it!

    Q: The crafting is not appearing in-game, halp?
    A: As always please check your load order for mods that make alterations to crafting categories, including AWKCR.  A growing number of mods move crafting recipes around so they don't appear in the standard crafting stations, which can affect all mods that use those crafting stations.  Many people also install large lists of mods without understanding what each one is doing, which doesn't help.

    Type help harness 0 armo in the console.  If you don't see the "K-9 Harness" item there, then the mod is not being loaded in your load order (which you must fix in your mod manager.)

    Q: I'm being told I don't have the requirements to craft, halp?
    A: Much like crafting, a number of hardcore overhaul mods change perks/recipes/etc. to make things more difficult.  If you're seeing messages about not having requirements available to craft, double check your perk/crafting overhaul mods.
  4. fadingsignal
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    UnknownZombie made a patch for the base game bandanas so they don't clip! Check it out here
  5. InRussia1995
    InRussia1995
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    If you are using ECO, the K-9 harness craft is moved from the Chemlab Utility to ECO's universal workbench under the Create Armor tab, it will be at the bottom.
  6. vimesUK
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    Excellent and most appreciated...



    looks great. Constructed as advised and added pouches etc within the armour workbench.

    Thanks
  7. Nemo0of0Utopia
    Nemo0of0Utopia
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    Will this work post mod-pocalypse and if not is there any intention to update it...?
    1. Richwizard
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      This mod does not require F4SE. There's no reason why it shouldn't still work.
    2. fadingsignal
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      Yeah mods made in the old CK work fine in the new version of the game unless they require F4SE. This does not require F4SE and is good-to-go.
  8. kittylld
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    this is so cool! if you ever got around to it would you make a patch that has "service dog" i would make one but i lack the knowledge to make a fall out mod. im a digital artist but yea :) 
    1. fadingsignal
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      It's on my list to update with a handful of new patches and I'll definitely get that in there!  
  9. KarimDarkwood
    KarimDarkwood
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    I installed the mod via Vortex, everything smooth. Then when I get to the chem station it won't activate at all and my roll in/out of 3rd person view is now not functioning. So I deleted mod and archive, but still same problem? Plz help, I'm not very tech savvy.

    Edit: I found out it had nothing to do with the mod, and everything to do with the chem station bug! If you move an existing chem station, be absolutely sure to place it facing the right way and on completely solid flat ground. I'll let this comment stay if any other newbies face the same prob in the future.
  10. stormishtrooper
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    I tried to equip dogmeat with it but when I did it said it was equipped then when I looked back in his inventory he had unequipped it. 
  11. Barner
    Barner
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    Anyone had this problem, that the carrywaight does not change, even tho i use the +80 pouch on dogmeat.?
    Its still 150.?
    1. fadingsignal
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      This seems to be a more recent issue where companions have buffs from their clothing reset. I'm taking a look at this. I think other mods have worked around this and I may need to apply that trick here.
    2. Kaeferquetscher
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      This isnt a Consisten issue, if you take out everything in his inventory then add the harness back and equip it the wait gets applied, but sometimes it just stops working so you cant add any further items into his harness even though he still has space left, i think possible triggers might be dogmeat going into "bleedout" restarting your game, and maybe after loading screens, i am super unsure about this but im pretty sure it never just happend too me when i was freely strolling the commonwealth with dogmeat.

      As i said no idea for the cause, but a temporairy fix would be taking everything he has and putting it back in his inv ones the bug happens.
  12. mepradayounada
    mepradayounada
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    not showing up on dogmeat when equipped. never happened to me before, dunno why now. i have no dogmeat mesh mods or textures installed.

    lmao, nevermind, my bad.
  13. mcsoroad135
    mcsoroad135
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    Not showing up in chem station under utility...Also have the level 1 armor perk...Dont use AWKCR or ECO....Unknown whats wrong????
  14. killacaw54
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    An absolute must-have for anyone playing survival mode and wants to use the lone wanderer perk. love having this mod to keep my good boy slightly healthier in combat.
  15. TheAckinator
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    I've used Wabbajack to install welcome to paradise and this mod has an extra patch that I can't find any information on. Simply "K-9 Harness- Integration Patch" It says it removes the ability to craft but places one of the harnesses in the world. Just wondering if it's completely random where it ends up or if you can let me know where abouts to search. Not sure if disabling the extra patch will break anything or not but I like the idea of going finding it anyway, Just be nice to not have to search the entire wasteland xD
    1. fadingsignal
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      I don't know anything about any 3rd party patches, sorry. You'll have to contact the person who maintains the Welcome to Paradise Wabbajack mod list.