******************************************************************************************** SKK mods for Fallout4 will no longer be maintained on nexusmods.com from July 2021
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I love the idea of this mod, but it doesn't work with Damn Apocalypse. That mod drastically changes (reduces) loot around the world for things like the same scrap Dogmeat can find. Running the two together, Dogmeat has detected adhesive in several places that turn out to be empty toolboxes that Damn Apocalypse changed. So for whatever reason, this mod isn't detecting Damn Apocalypse's changes to the world.
This solution does not check the actual contents of each red toolbox as "inventory enumeration" is too slow. As the toolbox base game level lists include adhesive 85% of the time, for performance it simply marks unopened toolboxes with a significant chance of being correct.
The alternative is to provide perfect information by checking each inventory, but slow your system down by ~10 fps. Is that worth it ?
this is the only mod from you that doesn't work with me, all your other mods work flawlesly, this one doesn't. i gave dogmeat the note in his inventory, also tried it on codsworth, nothing happens, no notifications.
oh damn, i throw all my scrapped components in their inventory that i got from your auto scrap in players inventory (from your workshop mod), not the actual wonderglue and stuff, i forgot about that..but if i look at your screenshots, it should work, cause i do throw lots of adhesive and other scrapped components in their inventory
oh well, i guess when i think about it, that i don't want to be alerted all the time anyway for every tube of glue or piece of adhesive or anything else, so it might not be for me.. It would be cool if they just go and collect it without notifying, i wouldn't mind if they wandered off since i'm playing on very hard, but it's ok, i don't really need it cause i have tons of adhesive from my gardens.
Its a really really simple bit of code so there is nothing I can suggest fixing - put note in inventory, put an adhesive/screw/whatever component in inventory, start walking around, stuff is found.
Holdon are you running a multiple companion mod ? This doesn't know about them and needs to find either Dog or Codsworth in the base game companion slot.
I can't wait to try this out. A nice, immersive way to find those all-important components before I get the Scrapper perk highlight AND a way to make Dogmeat and Codsworth a little more valuable as companions. Great job!
Just a heads up - this mod shows quest notifications, like "Found 1 adhesive" every time you change a cell and then some periodically. I find that extremely aggravating so if you are a type of player who would be bothered by this don't use this mod.
That is an excellent observation which should be made sticky “dont use a notification mod if you dont like notifications”. Advice for a long and happy life.
Interesting idea and a comical name. So comical that I can't help but to paraphrase Tommy Callahan Jr. from the movie 'Tommy Boy'; So, you turned Dogmeat into one of those 'crazy glue sniffers'. "Build model airplanes" he says. Well that's kinda funny. Next thing you know the doghouse you built is covered in robot models, and your workbench is empty. I've seen it 100 times.
But now with the joking aside, it is a good idea and does make the dog a bit more useful if you need adhesive.
oh this is a brilliant and balanced mod. It integrates DM more into your experience. I am going to test this with Horizon in my YouTube playthrough. It is not like it is giving you an advantage- I would have found it regardless, but it makes sense that a dog that can track Kellog could sniff out glue.
Thankyou ! I start a *lot* of new games and spend extraordinary amount of time at low levels with xp suppressors. The #1 irritant that causes me to reach for the player.additem console is remembering where the adhesive is to balance my weapons.
There may be other scarce components that Dogmeat will reflexively find for you, but they don't make for amusing clickbait titles ...
I just DL'd but I haven't even tried this yet and I'm already thinking this kind of functionality should have been in the game from day 1. Great work SKK! Great idea.
I am sure there is more that can be done with it, let me know if anything comes up as you use it. Oh, and literally unplayable without glue sniffing animals ...
I'll Admit I wasn't looking for a DM based mod...actually I was trying to sort out new/fun immersion mods and thought, " ok this may not be immersive but now I'm intrigued " but ended up funny And immersive #Winning
Many thanks, it's the most amusing solution I could come up with for the early game component scramble. Anything that helps avoid giving in to the player.additem console ...
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The author has locked this comment topic for the time beingSKK mods for Fallout4 will no longer be maintained on nexusmods.com from July 2021
If you have read the comprehensive solution description and still need support, use the SKK Mods Discord channel? https://discord.gg/tgKNT77DC8
If you are looking for an SKK solution that has been removed from this site to respect the author's IP, or would like to stay up to date with other content, you can find it on SKKMods.com? http://skkmods.com
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The alternative is to provide perfect information by checking each inventory, but slow your system down by ~10 fps. Is that worth it ?
i gave dogmeat the note in his inventory, also tried it on codsworth, nothing happens, no notifications.
oh well, i guess when i think about it, that i don't want to be alerted all the time anyway for every tube of glue or piece of adhesive or anything else, so it might not be for me.. It would be cool if they just go and collect it without notifying, i wouldn't mind if they wandered off since i'm playing on very hard, but it's ok, i don't really need it cause i have tons of adhesive from my gardens.
thanks for your reply.
Holdon are you running a multiple companion mod ? This doesn't know about them and needs to find either Dog or Codsworth in the base game companion slot.
Ha ha
Not sure if it a bug but if I deactivate the mission in the pip boy it only stays off until the next detection.
I would love some kind of toggle if possible rather than being stuck toggling the mod outside of the game.
Give them a scrap item to restart the mod..
But now with the joking aside, it is a good idea and does make the dog a bit more useful if you need adhesive.
There may be other scarce components that Dogmeat will reflexively find for you, but they don't make for amusing clickbait titles ...