This is always my go too Dogmeat, I may have just missed it but I think it would be great to have other paintjobs for the best boy, or have his bark sound more synthetic.
Amazing mod!!! Currently using it in my zombie apocalypse playthru, because havig a normal dog figjt hordes of zombies its just not right!! Is there a way to someone add skins or maybe some robotic sound replacer for dogmeats sounds? Thanks for making this mod by the way.
Ditto I just put on some armor and a collar and they are both oversized on him. This seems like it's a nif issue.
Edit: I was just taking a look at the contents of this mod. Is there supposed to be an esp file? There's all kinds of options for the gear and that usually means an esp file to make selections. Like at the workbench. This would also explain the armors not fitting as well.
Wait... you can't make a new nif for the dog armors, but you were able to make a new nif for dogmeat? Make a new nif for the dog armors, that fits the dog and assign the dog armor nif with an esp file. Make a set of them stand alone, so we can craft them at the chem station. Should be easy enough for you to do. Did you even make this mod?
Well considering that there are hints that he is a synth dog anyway, this makes alot of sense. To bad there couldn't be a short quest where the original dogmeat falls into the forge or something like that (survive a fat man explosion) or something that burns away the outside revealing this version. Thus confirming that he is an Institute product....
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Edit: I was just taking a look at the contents of this mod. Is there supposed to be an esp file? There's all kinds of options for the gear and that usually means an esp file to make selections. Like at the workbench. This would also explain the armors not fitting as well.
Something's not adding up. Meh
If its alright, can I get someone to port this to Bethesda.net
*Uninstalled - Deleted - Endorsement Removed - Moving On