Fallout 4

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fadingsignal

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fadingsignal

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827 comments

  1. fadingsignal
    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.
  2. 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 unfortunately don't have a lot of time these days, but 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.
  3. fadingsignal
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    UnknownZombie made a patch for the base game bandanas so they don't clip! Check it out here
  4. 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.
  5. HianaDeathangel
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    Aww no Enclave patch?
    1. fadingsignal
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      How the heck did I miss that after all these years? Definitely going to add that.
    2. HianaDeathangel
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      f*#@ yeah, thanks my Man, looking forward to it
  6. Ulathar
    Ulathar
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    Hey there,
    I don't understand what is ment by: "If you download the Armorsmith Extended version" in the Mod description.
    Under files there is no such version (I plan to use both, Armorsmith Extended as well as K-9 Harness).
    What did I miss? Thanks a lot!
    1. fadingsignal
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      The Armorsmith version was extremely out of date so it was removed. I'll fix the description. 
    2. Ulathar
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      Thx for making this clear ;-).
  7. elderlypunk
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    Hi!  Thank you! I love this mod!   Quick question though.  The patches aren't appearing.  They all just look like no patches at all.  Anyone have any suggestions?  Thank you! *****. Nevermind I am dumb!  Thanks!
  8. Girzm
    Girzm
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    is there a compatibility with the creation kits shiba inu?
    1. JaysGunner
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      In the F.A.Q. it says:
      Q: Can you make a patch for XYZ dog mod / Creation Club dogs?
      A: I unfortunately don't have a lot of time these days, but 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.
      So no, unfortunately Creation Club dogs can't wear the K-9 Harness.

      I do hope someone with time on their hands is kind enough to make it compatible though.
    2. fadingsignal
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      The issue is that each Creation Club dog needs to be edited to make the dog its own race, so that different models can be set up to equip when the vest is put on the dog. Otherwise it always uses Dogmeat's vest mesh and has clipping. It's not super hard but it's a lot of tedious work. It's still something I'd like to do at some point though.

      The Transdogrifier (to change Dogmeat into other breeds) would still have the issue as well, haven't figured out a way to address that.
  9. guyverunit33
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    in other comment i asked for lower texture turns out that i had deleted original mod after reinstalling ; issue solved ( cant find original post) ty for this goodlooking dog armor  :))
  10. apollodensin
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    Great mod, love being able to protect the best boy in the wastelands.

    Can I ask however for another patch to be added in? Enclave especially with the new enclave america rising mod being around
  11. caoesraven
    caoesraven
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    im not sure what's different between this mod and "dogmeats backpack" mod but "dogmeats backpack" mod works great his carry weight stays upgraded at all times when he wears that backpack but with this mod i have to unequip and re-equip the tactical harness every single time i want him to carry something as it does not register that he is wearing it. really frustrating as i dont even think he is getting the damage resistance from the harness unless i re-equip the harness every fight
    1. Richwizard
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      That's weird. I've been using this harness in my game for years and never had a problem.
    2. fadingsignal
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      Interesting, I'll have to look into that.
    3. caoesraven
      caoesraven
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      dont get me wrong i still keep using this mod the harness is dope as f*#@ just odd that that happens. it could be my mod set up im not sure
  12. Terwaz
    Terwaz
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    Perfect match with Dogmet Elemental skins by Zorkaz . Curently i use police blue and cold bone from vault 111:).
  13. snowieken
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    Hey,

    Starting a brand new Fallout 4 playthrough with a brand new and updated mod set, but this one is a good old trustee. 

    But boy, the stress I develop when having to choose between my shiny Minutemen patches and the extra carry weight added by the pouches... Not to mention the pouches look amazing as well. 

    Do you still have plans to make an update with customizable locations for the patches? Or just add the patches somewhere else than the sides where the pouches are?
  14. Unicornphoenix
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    Hi, thank you for the great mod! It looks really cool and helpful! By the way, I've got a question about the additional bag.

    I've just installed this mod and as I obtained the armoror perk, I got the harness and the additional pouches and the bag right away.

    However, although I put it on Dogmeat and looks really cool, his carry weight did not increase somehow. 

    Is this supposed to be like this? Like it doesn't change the displayed carry weight, but it is actually changed?

    Or am I missing something?

    EDITED:
    I've got to know that the carry weight is actually increased although it doesn't change the displayed number. He can now carry more than it shows.  So it's working fine! Anyway, thank you so much for this awesome mod! The harness is really useful and I love it!
    1. fadingsignal
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      It turns out that enchantment on NPCs / companions is really weird. The engine will wipe effects away sometimes until the NPC loads into the next cell.
    2. 11Hz
      11Hz
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      thanks for post!
      i had exactly same problems
    3. Richwizard
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      Personally, I haven't had any problems with Dogmeat's carry weight. I guess player experience can vary. With this harness and pouches, I use him as a pack animal to carry the stuff from Mobile Mechanic and Campsite.
    4. snowieken
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      This doesn't have anything to do with this mod. For what I assume to be technical reasons, the displayed carry weight added by certain mods, is not being auto-detected, nor changes dynamically.

      If you use FallUI - Inventory to display the maximum carry weight for companions, there's a slider in the MCM settings you can adjust manually, to set the maximum carry weight. The default is 150, as that's the case with most companions in non-Survival mode, but you can manually set it to the new carry weight anytime you raise or lower it.