Dogmeat is less interested in the Player or with what the player is doing Made Dogmeat less interested in corpses so he shouldn't interfere with your looting Made his sandbox area .5% larger to keep him busy with other things Increased his aggression so he is more vicious in combat.
Tips:
If you need to manage inventory just stand still for 10 -15 seconds and Dogmeat will come and stand near you.
When you are ready to move on, take a couple steps and wait for 2 seconds, Dogmeat should take point and stay ahead of you more often.
Please report your results, I tested this with my own play style, but yours might be different and there may be some tweaking needed.
To apply this AI tweak to other NPC's replace the current Sandbox Package they use with the MJC_Sandbox Package. You will find this in the NPC (Actors) entry for the NPC under the packages tab.
***CODSWORTH ADDED***
He is now 75% less annoying, Highly aggressive to enemies. Tested indoors and out. He will sometimes lag behind outdoors and indoors he will stay close at first then wander some after he gets the lay of the land..
So I understand that this mod aims to keep Dogmeat ahead of you, but is there a way to change the follow package behaviour so that he stays behind you like other human companions (or like how he did in Fallout 3)?
I've been trying to get my followers to range for weeks now by subbing in different dogmeat packages...old ones and new ones. Nothing has worked. Are you saying if I use your MJC package as per above...my NPCs will go on point for me when we are out on patrol and exploring etc instead of always being right behind me? This would fantastic. Thanks either way.
Any chance you might make a new mod that forces the companion, Spike, from Fusion City to act like Dogmeat does here (stays ahead of you, doesn't wonder what you're looking at in a chest, etc)? That little deathclaw bumping into my back every two seconds really makes such a cool companion utterly worthless.
Great mod and I just found out why you shouldn't have it activated before you meet him lol.
I installed this during my last play through so it had me scratching my head why dog meat was chewing on my characters back side when I started my new play through today.
Hi there. So I goofed up on the new game I started yesterday and installed this before going to the Red Rocket. Now none of the console solutions I've Googled are working, and I've spent four hours setting my characters's outfits etc that I don't really want to have to do over.
Any chance you can advise on a recommended solution? I've only just come back to PC gaming in the past few weeks and some of the commands I'm reading about aren't entirely clear. Any help is appreciated. Thanks!
First, my dick-ish response: This is why we read the Mod description. I mean really, I put the warning everywhere.
Ok, now that that's over did you try completing the quest in the console? First kill dogmeat then use the setstage command to finish the quest, then resurrect him.. Your punishment for not reading the description is to find the quest stage yourself.
Hi. Yeah, I read the description when I installed it on my last game, before I inadvertently let Steam update, borking F4SE. And then in my zeal to start anew when F4SE updated, I just barreled along enabling mods. In other words, I forgot, ok? So, yeah, it's on me, but it's not because I make a habit of not reading descriptions. Believe me. That said, there are no quest stages for "Greet the dog"; best I could find for a quest id is "DogmeatQuest," but killing him and completing that quest and then resurrecting did nothing, even after I made him non-essential.
So while I can't blame you for assuming I'm just an idiot, I am apparently SOL on this one.
Thanks. I tried both with the mod enabled and disabled and got the same results. I'm just going to go back to zero; it's for the best. (And BTW, I've played the crap out of this game steadily since launch on the Xbox, and I've been very active on the Beth.net forums [different user name] helping folks troubleshoot load orders etc. It's not that I don't know my arse from my elbow. As I say, I only just recently came back to PC [it's been since Oblivion was new], and I'm still climbing the learning curve.)
Anyway, I'll sign off by saying I really like this mod; it was working great on my previous game. We got off on the wrong foot here today, but I look forward to trying out some of your other stuff. The working jail cells appear to be especially up my alley. Thanks again.
I had a similar issue with a new save and apparently not reading the download-page description well enough thus left the mod active on the new game start.
Thus Dogmeat was perma-hostile to the player.
Seems like it's been updated to resolve this now [good author :D] but if it's not working, or need to resolve something like this in future, you should be able to do so via console just fine.
Using the Better Console mod I'd found the aggression value for dogmeat, and looked it up on the wiki, and saw that at it's then-current value, he'd be hostile *to everyone and everything*.
Changing the Aggression (2bc) alone should work, but I also did Confidence (2bd).
With Dogmeat selected in the console, input the following: modav 2bc 0 modav 2bd 0
Close the console, and interact with him, then once he's "on-side", input: modav 2bc 1 modav 2bd 4
This is fixed in the latest version so you shouldn't need to run those commands. I have tested it with a new game many times and have had no issues. But thanks for the info. Those are handy commands.
I did it too, Started new game without the plugin turned off. Thing is I tried too, Looking for "Universal" as the plug in name same as the file name downloaded I couldn't see it in the plugin list. Doubting myself if I even put it in or was it deleted some how I carried on then not until downloading again too see what the esp was named as. Need glasses and near retirement memory isn't so good any more lol much more easily confused :)
Maybe for a plugin that requires too be turned off when starting a new game, Naming might be something too think about ;) (If for us old blokes please)
Great Mod, and well done. Thanks a heap too for inclusion of good Ole Codsworth !
51 comments
Changes:
Dogmeat is less interested in the Player or with what the player is doing
Made Dogmeat less interested in corpses so he shouldn't interfere with your looting
Made his sandbox area .5% larger to keep him busy with other things
Increased his aggression so he is more vicious in combat.
Tips:
If you need to manage inventory just stand still for 10 -15 seconds and Dogmeat will come and stand near you.
When you are ready to move on, take a couple steps and wait for 2 seconds, Dogmeat should take point and stay ahead of you more often.
Please report your results, I tested this with my own play style, but yours might be different and there may be some tweaking needed.
To apply this AI tweak to other NPC's replace the current Sandbox Package they use with the MJC_Sandbox Package. You will find this in the NPC (Actors) entry for the NPC under the packages tab.
***CODSWORTH ADDED***
He is now 75% less annoying, Highly aggressive to enemies. Tested indoors and out. He will sometimes lag behind outdoors and indoors he will stay close at first then wander some after he gets the lay of the land..
This mod is simple and effective. Small addition and a significant change. Now Dogmeat doesn't get in the way, and is still combat-ready. Endorsed.
I've been trying to get my followers to range for weeks now by subbing in different dogmeat packages...old ones and new ones. Nothing has worked. Are you saying if I use your MJC package as per above...my NPCs will go on point for me when we are out on patrol and exploring etc instead of always being right behind me? This would fantastic. Thanks either way.
It should work, yes. Let everyone know your experience.
I installed this during my last play through so it had me scratching my head why dog meat was chewing on my characters back side when I started my new play through today.
Any chance you can advise on a recommended solution? I've only just come back to PC gaming in the past few weeks and some of the commands I'm reading about aren't entirely clear. Any help is appreciated. Thanks!
Ok, now that that's over did you try completing the quest in the console? First kill dogmeat then use the setstage command to finish the quest, then resurrect him.. Your punishment for not reading the description is to find the quest stage yourself.
So while I can't blame you for assuming I'm just an idiot, I am apparently SOL on this one.
Anyway, I'll sign off by saying I really like this mod; it was working great on my previous game. We got off on the wrong foot here today, but I look forward to trying out some of your other stuff. The working jail cells appear to be especially up my alley. Thanks again.
Thus Dogmeat was perma-hostile to the player.
Seems like it's been updated to resolve this now [good author :D] but if it's not working, or need to resolve something like this in future, you should be able to do so via console just fine.
Using the Better Console mod I'd found the aggression value for dogmeat, and looked it up on the wiki, and saw that at it's then-current value, he'd be hostile *to everyone and everything*.
Changing the Aggression (2bc) alone should work, but I also did Confidence (2bd).
With Dogmeat selected in the console, input the following:
modav 2bc 0
modav 2bd 0
Close the console, and interact with him, then once he's "on-side", input:
modav 2bc 1
modav 2bd 4
to reset him to his default values.
Need glasses and near retirement memory isn't so good any more lol much more easily confused :)
Maybe for a plugin that requires too be turned off when starting a new game, Naming might be something too think about ;)
(If for us old blokes please)
Great Mod, and well done. Thanks a heap too for inclusion of good Ole Codsworth !