Fallout 4
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snarkywriter

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snarkywriter

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15 comments

  1. MarkusTay
    MarkusTay
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    Just wondering...
    Wouldn't it have been FAR simpler to just have the original 'buff dogmeat' mod change the data dogmeat uses, rather than the data for EVERY OTHER DOG IN THE GAME?

    Unless there is some 'mechanics' reason why this won't work.
  2. Queenieangel
    Queenieangel
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    Thanks!
    Do you know how to remove Armor and Weapon Keywords mod from your file? Because I don't use it, but the patch needs it as master.
  3. ZombieSaint11
    ZombieSaint11
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    • 11 kudos
    Great job. Thanks for the patch. Stay blessed.
  4. BiRaitBec
    BiRaitBec
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    Great patch uh, but of course if people suggest him bad mods to install together like those 2 and he plays them without even knowing the consequences, thats what happens.
  5. raybo01
    raybo01
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    Enthusiastic Endorsement # 22

    Dogmeat pawed-in and gave you a Kudos #6!

    Thank you!
  6. User_22658739
    User_22658739
    • account closed
    • 1 kudos
    Error registering this mod: Unique NPCs - Creatures and Monsters of the Commonwealth AND NoSharedDogmeatTemplate Patch - Unique NPCs - Creatures and Monsters of the Commonwealth AND NoSharedDogmeatTemplate Patch.7z
    Error: The specified path, file name, or both are too long. The fully qualified file name must be less than 260 characters, and the directory name must be less than 248 characters.
    I am getting this error please help
    1. snarkywriter
      snarkywriter
      • member
      • 13 kudos
      Hi David2323,

      I assume you are trying to download the mod and getting this error? That usually happens when you are trying to download a file with a long file name into a location on your computer that is buried in *a lot* of nested sub-folders. One way to overcome it is to try downloading manually to your desktop, assuming you haven't done so already, and renaming the file to something shorter (you can totally rename the esp file before you add it to your game and it won't change it's function).

      Good luck! Let me know if that works.
    2. Reaper0666
      Reaper0666
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      • 66 kudos
      I had the same problem and it wouldn't manually add the manually downloaded mod file either. NMM came up with exactly the same error. So I have renamed the file and managed to add it and install without issue.
    3. snarkywriter
      snarkywriter
      • member
      • 13 kudos
      Hi Reaper0666,

      Roger that. I uploaded a version with an abbreviated folder name to address the issue. Otherwise the file is identical.

      Hopefully that helps.
  7. n3rdb0y
    n3rdb0y
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    • 1 kudos
    Excellent. Just what I was after for my new playthrough.
    1. snarkywriter
      snarkywriter
      • member
      • 13 kudos
      Very cool. Hopefully this helps. Have fun!
  8. SirGregoryTheKid
    SirGregoryTheKid
    • supporter
    • 5 kudos
    Thanks, was wanting this. I manually used SSEEdit and simply reduced the attack melee damage of all dogs from the Unique NPCs mod. However, I somehow missed 2 types (could not find them) so every once in a while - one lunging jump at me from a dog and it was all over. Even with significant armor and health. Doing it the manual way as I did, it still left a lot of the combat style so I could get knocked down and seriously injured quickly, which was fun but this will be better.

    However, your patch will make it so much easier and will cover all the dogs.

    Thanks.
    1. snarkywriter
      snarkywriter
      • member
      • 13 kudos
      Thanks, and no problem.
  9. deleted49413338
    deleted49413338
    • account closed
    • 79 kudos
    I guess this means any mod that uses dogmeat template needs to be patched, such as VenGhoul's Dogs?

    I am assuming It would not have been possible to make Dogmeat as a new NPC, therefore retaining the original template to be used normally.. because his form ID is probably tied to Quest stages.

    Seem Messy that Bethesda would use DogMeat as a template when, as a Companion, he should be clearly more buffed than general dogs and of course an obvious target for mods. They should have made a RaiderDog or Vicious dog as the main template and just given it the same data as Dogmeat. :/
    1. snarkywriter
      snarkywriter
      • member
      • 13 kudos
      That's correct; any mod that adds a dog NPC based on the vanilla dogs would likely use the default dog attack data template. No clue why they went this route, or why Techprince chose the solution they did, however. I just built off the existing solution.

      My guess, and this is purely conjecture, is BGS assumed Dogmeat would be a tertiary third companion for most of development, and by the time they decided to make him a full companion they either didn't have the time/resources or just didn't remember to give him his own special attack data template. No way to know for sure. ¯\_(?)_/¯