If you're looking for a simpler, more performance-friendly companion mod in Fallout 4, I highly recommend the Simple Dogmeat mod. Unlike the more complex Everyone's Best Friend mod, Simple Dogmeat streamlines the doggo companion experience without being bogged down by extra features or scripts, which means your game runs much smoother and more stable. Since installing it, my FPS has improved significantly, and I’ve noticed fewer crashes and lag spikes. If you want a cleaner, lighter experience with Dogmeat as your loyal companion, this mod is defiantly worth checking out!!
No, I don't want to maintain two identical mods. Though you can easily unpack archives using BSArchPro, Cathedral Assets Optimizer or Archive2 that comes with the Creation Kit.
Does this fit in with RAM (One primary and one vanilla only)? I ask as the Ivy mod demands the primary position and RAM forces a Dogmeat/other Companion choice which really annoys me.
Dogmeat is treated as a secondary companion, so any non-dogmeat companion won't replace him. Though that might depend how other mods integrate new companions into the game. As long as they don't overlap with any scripts, it should be fine.
Would you consider an extension to this? A sister mod or update.
Basically, as long as you're in FH or NW, you can have Old Longfellow and Porter Gage be your companions without taking the dedicated active companion slot, kinda like dogmeat is here in a way, or make them secondary companions like Nick is when you break him out of the vault and escort him to DC.
Goes without saying they'd be automatically dismissed when you leave these respective worldspaces. I ask for this because it's a shame to not have Old Longfellow with me while Nick is in the center of FH, so this functionality would be extended to Gage as well.
This sounds like another good idea. The only problem I see with this is that I probably have to edit the FollowersScript again. Balancing might also be a concern, since you have two main companions at your disposal.
The FollowerScript must suffer... Jokes aside, given the nature of FH and NW I don't think having an extra companion should be a balance concern.
The game is leaning more towards the player already with the double damage perks, sneak critical multipliers and don't even get me started on my Automatron death machine called Godsworth. Also, Nick's pipe revolver ain't gonna do squat, at least the Lever and Handmade might do something.
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If you want a cleaner, lighter experience with Dogmeat as your loyal companion, this mod is defiantly worth checking out!!
Is there a loose files option? Just hit my ba2 limit :(
This is what you grab if you want the simpler answer.
We need a "Simple Automatic Lower weapons" originals are a tad bit out of date.
Basically, as long as you're in FH or NW, you can have Old Longfellow and Porter Gage be your companions without taking the dedicated active companion slot, kinda like dogmeat is here in a way, or make them secondary companions like Nick is when you break him out of the vault and escort him to DC.
Goes without saying they'd be automatically dismissed when you leave these respective worldspaces.
I ask for this because it's a shame to not have Old Longfellow with me while Nick is in the center of FH, so this functionality would be extended to Gage as well.
Either way, thanks for this Luca.
Balancing might also be a concern, since you have two main companions at your disposal.
Jokes aside, given the nature of FH and NW I don't think having an extra companion should be a balance concern.
The game is leaning more towards the player already with the double damage perks, sneak critical multipliers and don't even get me started on my Automatron death machine called Godsworth.
Also, Nick's pipe revolver ain't gonna do squat, at least the Lever and Handmade might do something.
One of very few mod authors I've encountered where nearly every single mod is a must-have.