Wassup, apparently a lot of you guys liked my first mod so here it is: but actually well put together. I promise that my next task is the Mega Zombie Pack. It's already in early development.
To anyone wondering why Dogmeat won't change, I found a fix!
Checking the option to change him does NOT provide the necessary plugin. Here's how I fixed it in my game:
Install the mod normally, and then manually download another. Go into the "Deadmeat Plugin" folder of the manually downloaded one, take that plugin, and place it into the mod folder you installed. BAM! Dogmeat is now a zombie doggo!
I just tried this mod a few minutes ago, and I, too, noticed Dogmeat isn't changed. That's a bummer... UPDATE: I found a fix. I'll make it a full comment.
Sometimes when the Zombie Dogs spawn they actually spawn with the model of a normal feral on top of them in a tpose, it looks pretty weird, anybody else seen this?
I wonder if it's just a bug with the feral level list that the game pulls from or if I have a conflict somewhere that I can't see in xEdit.
For anyone wondering why dogmeat isn't being replaced its because of how the mods files are structured. Just reorder them in MO2, but specifically when reinstalling you should see a button in the left hand corner that says "manual". Initially, what you will most likely be looking at is something like this:
^data Mod Installer Open this and the regular contents will be neatly organized into folders such as fomod deadmeat plugin etc. what we want though is the dead meat plugin so move it out of its folder and place it into the "data" folder that mo2 uses should look something like this:
^data [ARR] Deadmeat Plugin.esp Now just as a precaution i moved all of the esps ba2s and what not to the to top (that being the metaphorical "data" folder mo2 uses) so in file explorer it will look like this
Zombie Dogs REvisited *Open Folder* And then all the contents that were once in the fomod and other named folders will appear upon opening it. Hope this helps its really hard to explain any of this without being able to upload a picture but if necessary i will figure something out if further assistance is required.
Edit: I got the image link: https://www.nexusmods.com/fallout4/images/247318 P.S. right click and go to
68 comments
Wassup, apparently a lot of you guys liked my first mod so here it is: but actually well put together. I promise that my next task is the Mega Zombie Pack. It's already in early development.
You are already doing an amazing job! Thank you for you work!
Kinda fixed it: I removed all references to 'Heynas' in FO4Edit and haven't run into any non hostile zombie dogs since
Checking the option to change him does NOT provide the necessary plugin. Here's how I fixed it in my game:
Install the mod normally, and then manually download another. Go into the "Deadmeat Plugin" folder of the manually downloaded one, take that plugin, and place it into the mod folder you installed. BAM! Dogmeat is now a zombie doggo!
UPDATE: I found a fix. I'll make it a full comment.
I wonder if it's just a bug with the feral level list that the game pulls from or if I have a conflict somewhere that I can't see in xEdit.
^data
Mod Installer
Open this and the regular contents will be neatly organized into folders such as fomod deadmeat plugin etc. what we want though is the dead meat plugin so move it out of its folder and place it into the "data" folder that mo2 uses should look something like this:
^data
[ARR] Deadmeat Plugin.esp
Now just as a precaution i moved all of the esps ba2s and what not to the to top (that being the metaphorical "data" folder mo2 uses) so in file explorer it will look like this
Zombie Dogs REvisited
*Open Folder*
And then all the contents that were once in the fomod and other named folders will appear upon opening it. Hope this helps its really hard to explain any of this without being able to upload a picture but if necessary i will figure something out if further assistance is required.
Edit: I got the image
link: https://www.nexusmods.com/fallout4/images/247318
P.S. right click and go to