Skyrim Special Edition

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The PunknPatch Team

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BruvRamm

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29 comments

  1. BruvRamm
    BruvRamm
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    Dovah Dogs current compatible mods list.


    • A Dog's Life
    • Nether's Follower Framework
    • I'm Walkin' Here

    If you know of a working mod with Dovah Dogs, please let me know in the comments and I'll add it here. If you know for sure, that Dovah Dogs needs a patch with another mod, please tell me the mod needed patched and what that mod dose.

    Thanks.
  2. lenova
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    Hello,
    I'm using Follower Death and Injury Chance - Followers Can Die from Jayserpa, do you think dogs companion from Dovah Dogs will remain essential ? actually, I'd like them to be mortal
    1. BruvRamm
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      I set them as Essential, so I don't know if that mod, will undo it, I've never used that mod. If you try them together let me know.
  3. nonolepetitrobot
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    Hello,

    Future Plans :
        Find a way to make the dogs not block the player in a door or hallway.

    I'm Walkin' Here  works with followers. If dogs are considered as followers, especially by NFF (dialogue to recruit them), this should logically
    work.
    1. BruvRamm
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      Thank you for the info. I wasn't aware of that mod. I'll leave a link to it on the mod page. :)
  4. BrownTiger
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    Can we set the dogs new "home" to be one of our player homes so that the dog doesnt have to go back to the city after we dismiss it?
    1. BruvRamm
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      I'm actually thinking that should be a thing too. I'll add it to the plans.
  5. Bectile
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    This looks like a really sweet mod, and I read your article about what inspired it, which I loved. Thank you! 

    I had a few questions though:

    Are the realistic dog barking sounds unique to these dogs or does it change them for all canines? 

    I already have a quieter dog mod and a no stupid dogs mod (everyone says "good dog" , which work really well, can I keep using them? 

    I also have A Dog's Life, how do you think it will interact with these guys? That mod has its own follower framework and adds other little things to dogs. 

    Thank you for your time both in making this and in reading this comment. :) 
    1. BruvRamm
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      Hi, thanks for the comment.

      The realistic dog sounds work for all dogs in game. And the No Stupid Dog comments work for all dogs as well. Only NPC's with friendly disposition towards the player and dog will say "Good Dog".

      I don't know if my mod works with other mods, I haven't tested it with others. If you test it and it works, please comment back and let me know. I'll pin the working mods to the comments.
    2. Bectile
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      I'll download and report back what I find, thank you!  I will probably load it higher up than my other mods so they overwrite your less barking/good dog scripts since I like what I am using. I'm still in a test game (will I ever play an actual game? Jury is still out on that, lol) so I can play around with it.
    3. BruvRamm
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      Okay thanks.

      I'm the same way about playing the game. As a wise man once said, "for a lot of us modding is the hobby and playing is secondary".
      :)
    4. Bectile
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      First observations.. I use NFF and A Dog's Life which I've had issues coexisting, so I've been trying not to import dogs into NFF. I had no choice but to start with NFF, though.. the instant you click on one of your cute pups they are imported into an NFF slot. I'm pretty sure NFF would work fine with your mod as it is pretty robust. You may want to consider in a future update making some sort of prompt to choose if you want them as a follower though.

      Since I wanted to test the compatibility with A Dog's Life, I then selected A Dog's Life import dialogue, and he was imported into the dog's life framework. I then dismissed him from NFF, leaving him solely in the dog's life framework and will see how it goes. :)

      So as of now, both NFF and A Dog's Life both seem compatible but I'm not sure if the NFF auto-import will affect long-term Dog's Life framework status, I'll keep this dog with me for a while and play around. <3

      Thanks again for adding more cute dogs to Skyrim. 
    5. BruvRamm
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      Thanks for the info.
      Someone commented before saying that A dog's life and NFF played nice, so I just assumed they did.
      I could see having multiple follower framework mods on 1 follower could be wonky though.
    6. Bectile
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      They're not terrible together, just "Skyrim" lol.. I have a heavy load order too, so, it may play nicer in someone else's game.

      But I've had Savage with me for a few hours now, have left the game and come back a few times, and seems ok being in ADL's framework.  Love the deeper bark, good choice to add it. I did notice his outfit is not removeable, it's not in his inventory list. Might be another thing to consider for the future, since it's fun dressing up our pets. XD
    7. Bectile
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      Ok, another report.. using either NFF or A Dog's Life alone is probably without issues, but together it's problematic, I am guessing because of the auto-import function.

      I had removed Savage from the NFF framework (I dismissed him and then had to remove him from a slot manually, now I know why) so I could use the A Dog's Life framework on him.. and it worked, mostly. But I had to forceclose my game after asking him to "what did you find me", the tree was broken.

      I do think it's because when I'd click on him to interact, it would automatically re-import him into the NFF. And the dialogue tree got confused, options were missing. So, I reloaded, removed him from the NFF slot, and the options were back and I was able to continue. But I feel like this will be a continual thing, manually removing him from NFF slots so the Dog's Life framework doesn't get borked up.

      Thanks for your time, hope this helps somehow. :D
    8. BruvRamm
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      Sorry to hear your having such trouble. My best guess is, having multiple follower framework mods is conflicting. I wouldn't recommend using more than 1. I understand 1 is made for dogs, but NFF sounds like it also affects dogs. If there were some way to block NFF from importing the dogs automatically, it would be fine. But I've never used NFF or a Dogs life before. I think a Dog's life is the safer bet for my mod at least. But that's up to you. I would recommend commenting on NFF about this. As it seems to be a problem with that mod. I could be wrong.
    9. Bectile
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      Oh, no trouble at all, I love testing things, and Savage is cute!   It's also good for me to learn how things interact.

      Thanks for your time!
  6. FRIENDMYFRIEND
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     YOUR BREATH SMELLS LIKE DOG.  I THINK THAT CRACK OVER THE HEAD BY THAT GIANT HAS AFFECTED HIS VISION BUT I'LL PLAY THE ROLE.  "DUH, I AM A DOG"

    COOL BEANS MAN.  BACK THEN THE AVERAGE DOG WAS MUCH LARGER THAN TODAY AND IF THEY DIDN'T WORK THEY WERE DINNER.  :-)=
    1. BruvRamm
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      I'm sure you are making a reference to something, but I'm not sure what it is. lol.

      I hope you like the mod. :)
  7. GailOlm
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    It's always great to have another dog mod! 

    I have A Dog's Life mod and from the brief testing I did, it seems to work fine with this mod. 

    Using NFF, I was able to recruit more than one Dovah Dog.

    Thank you for creating and sharing this mod with us.  <3
    1. BruvRamm
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      Thanks for the info, I'll add it to the sticky. :)
  8. ElSopa
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    Cute <3
    1. BruvRamm
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      Thanks. :)
  9. TanisQNP
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    Nice.  Compatible with My Home is Your Home? 
    1. BruvRamm
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      I don't know. The dogs use the vanilla dog voice type. So, if it works let me know, I'll pin working mods in the comments.
  10. nonolepetitrobot
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    Nice ! ESPFE ?
    1. BruvRamm
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      I tried, xEdit said it couldn't be done.
    2. imnotfamous
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      Under xEdit have you tried "Compact FormIDs for ESL" or for an existing ESL "Renumber FormIDs from..." on the esp?

      Great mod though, maybe another with cats someday? :) 
    3. BruvRamm
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      I didn't know I could compact the formIDs. Is it a script?

      I figured it out, it was a script in xEdit. Thanks for your help, friend. I just updated the mod, it's flagged ESL now.