First off, thank you for the wonderful addition to this collection of mods, I am intending to use it alongside Additional Dogs - Jarls <3 I have a question though, and I thought it would be best to ask here instead of Diverse Dog Textures - SPID because it doesn't seem active anymore.
Are Bandit Dogs effected by these SPID in any way? I am using already using "Attack Dog Replaced by the Mihail's Nord Mastiff" mod by Xtudo and do not wish for Bandit Dogs to get replaced by SPID. I appologize for my ignorance, I really should learn how SPID works so I can check myself.
I did not mess with the mihail mastiff, but I have noticed that it does not show up. So there is something going on with it. I haven't really looked into it, and just made most bandit dogs be a lab or something. It is defined in the spid esp but I have not seen one in game, so there needs to be some work to figure it out. I have not been attacked by an invisible dog, so it isn't that there is a mesh issue and a bad nif call. Either way I didn't think they looked like they should be fluffy, so I never made a fluffy version.
Hey there! Love this mod, and I have already endorsed. I was wondering, is there anyway for Dogmeat to fight as well? I get Courage and Scooby are supposed to be the cowards, but Dogmeat just run away in combat as well.
I had him set to brave... I thought. I can also set him to fool hearty, I suppose. He is supposed to fight for you. I'll take a look at it. I was meaning to do a big update soon to assign each dog a specific body type instead of using the randomizer, but updating Dogmeat to be braver is pretty quick and easy. I might have it up tonight.
Okay, I got that fixed. He was set to cowardly. That's a big oversight. Now he is set to fool hardy. He'll fight a dragon if he sees one.
Hello, thanks for the reply, I have downloaded the new .esp but he still runs away in combat for me though... Quite strange... Maybe I need a new save?
Same issue. The problem is that black lines come off the brown labs stretching eternally in one direction, only visible from certain angles (even if the player is very far away). Usually that's some kind of mesh problem. I've seen that happen with some armor mods before.
https://imgur.com/a/2Fe0ZYy (Merlin in winterhold inn) https://imgur.com/a/wstlfNo (Scooby. sorry I didn't realize he moved behind the house when I took this screenshot, but basically the lines are coming off him as he walks around.)
For anybody who needs a temporary fix, I just went into SSEEdit and made a patch that removed "LabChocoA" from the formID list. Then in-game if you're in the same room as a brown dog, select the dog in the console and type "resetinventory" and those dogs go back to being (fluffy) vanilla dogs. You lose the chocolate labs :( but also no more eternal stretchy black lines. And hey, all the other breeds (and even the vanilla dogs) are still super cute. :)
Okay. I see it now. That's weird. I can make a new mesh for it from the other labs by just copying them and calling for the brown textures. That's for sure not happening in my SSE nor my VR builds, but if it is usually a mesh issue, and you don't have it with the black nor white labs, I can get it fixed tomorrow. I just need to move the power strip back to my old modding PC from the home office.
Just dropped an update that I hope fixes the lines coming off of the chocolate lab. It is a new mesh that uses the body of the black lab and changes the textures to be chocolate. Let me know if that fixes the issue for you, or if I need to take another look at it. Thank .
Since the other mod hasn't been updated since 2021, I'm hoping there's something that can be done. I'm still going to post this over there as well as on a few TCBM patch mods. Here's hoping!
That's really weird,because I use that mod too. Oh, but it is not on the computer I made this mod on. I will need to look for that on my gameplay computer. Could be why I am getting stalls in the thieves guild.
I think I finally figured it out. I can add automatic prenames of 4 characters to my script fragments, so I just need to set that up to be dogs, and it will add dogs to the front of the script fragments, and then recompile them and make an update that has those instead, so that it will not conflict with other mods that have script fragments with the same tif_(numbers). I will get on that and have an update soon.
Wait, Even better, I can just rename them something unique in the CK on the advanced tab, and it will make a new script fragment automatically that has a totally unique name. I should be able to have that update available today.
Edit: Got that update loaded, so try it out. It should fix the issues with the script fragment compatibility.
Keep in mind that these scripts are only the commands for making Courage, Scooby, and Dogmeat be followers, so all you need to do is talk to them and make sure they follow, assist, wait, and go home. If those dogs do that then the scripts are working and not conflicting.
hey, thank you so much for your mod and amazing work !!! may i ask, is there a way to exclude the more modern breeds of dogs fully ? as in, so they dont show up at all ? im playing with a mod collection so i cant simply remove it
You can edit dogSPID.esp in xEdit. Just remove the dogs you don't want to see from the formlist. Then those types of dogs will not get SPIDed into the game. Just right click on it and select remove.
Just remember that Scooby is always a Great Dane, Dogmeat is always a German Shepherd, and Courage is always a Beagle.
thank you so much :) just asking, if you ever feel like it or want it, if you would consider fluffifying maya the bunny thistle replacer for cc pets - https://www.nexusmods.com/skyrimspecialedition/mods/106337
I don't use that one, but it would probably be easy enough. There are already existing fluffy bunny models, and it looks like that one is a retexture of the original bunny. I would need to edit the esl to see if there is just a texture swap done in the mod to make the bunny unique. It would probably be easiest to simply edit the esl to use a duplicated fluffy rabbit. Have that be the model for Maya and just make a shell texture for the unique bunny. Of course I would need permission from the mod author to do something that invasive to their mod.
understandably so ! i already use the thistle replacer from mihail, which is fluffy. but, it also replaces all rabbits. and maya is just so cute and unique, i love her. but im happy anyways, thank you so much for your detailed answer and time !!
Nah, it just doesn't compete with the tugh version which is a remodel of dogmeat. That's far superior. What specifically do you think is wrong though? I might be able to fix it. Is it the bug eyes? Or the lack of transition between black and white? I have a dozen grey textures and can blend that better. Just takes more textures. Is it something else? I can probably come up with a fix.
It's definitely not a big problem! This mod is already awesome https://imgur.com/uOPW674 This is a screenshot of a Brown Husky. The body should be divided into black and white like this, but black huskies have an all-black body.
No that's a weird thing with the model. Try using the High Quality only version. Or, Chiberia is making a new version that will be higher quality, and probably only use the better husky, maybe in different colors. That one is based on a HQ remodel of dogmeat, so it looks much better. The bug eyes thing is a modeling issue that I can also just fix by moving the eyes back some.im not sure how they got misaligned, but it is not like that in the black one.
Enabling esp plugin breaks my worldmap and I don't know why.. edit: I have checked in xedit, unfortunately this mod has huge amount of conflicts with mods like Lux, paper map and many other mods that edit cells, worldspaces.
Since the spid ini uses a spell to randomly assign dog meshes, there is not a way to exclude them from being part of the randomizer apart from opening the dog spid.esp in xedit and removing them from the distribution list. However, there is something you can still do with the sipd ini. You'll notice that some dogs are always the same form, because I put in some exclusions for those dogs to make them not get a randomized skin and assigned them specific skins. You still need the form id for the armor. I am considering to make a non spid version, but that would be to simply make this a standalone mod, and I was going to assign out all of the models. I'm not at how right now, but I can probably make a one for you that will take care of that. Or perhaps it would be easier for me to just make a modified dog spid.esp. Otherwise I'd have to list out every dog and the model they get as opposed to just removing the other dogs from the distribution list that the spell uses.
Edit: Now that I am home, I can see that my SPID list is using the editor ID and not the form ID. That makes it easier id you want to go the SPID route.
Okay. I got around to making a custom DogSPID.esp and DISTR ini for you. The load order will be Diverse Dog Textures SPID -> Only HD Dogs -> Fluffy Patch. Let Only HD Dogs overwrite the esp and ini from Diverse Dogs. It is in the optional files
Oh, crap it just occurred to me that the fluffy dogs ini will overwrite the Only HD Dogs ini. Probably best to just extract that one manually to the data folder after the others are installed and the just let that overwrite everything in there or else, Scooby and Courage will be invisible
I still need to do another update. The vertex colors on the yellow lab eyes are causing them to be white in CS, but since you use enb it shouldn't be a problem. I also just got all the dogs to stop glowing in the dark, I think.
I've noticed that most vanilla/modded animals have glow problem. There was a mod addressing the problem by replacing vanilla texture and one for fixing flora and wolves by tweaking meshes.
How exactly did you turn it off? I've seen glowing dogs (and cows) before this mod was installed after I installed fluffworks. I had the glowing Great Dane in whiterun square earlier. Previously I tried to fix it with Universal (SKSE) Rim Lighting Fix - https://www.nexusmods.com/skyrimspecialedition/mods/119367 but clearly that hasn't worked in this case although I can't tenner off it solved the previous occurrence.
164 comments
Skin = GreatDaneA|ouaf|||||100 (yeah i know no dog is called ouaf in the game)
and add -ouaf to the distribution list or its more complex than that? also did this mod keep the vanilla dogs in distribution?
Are Bandit Dogs effected by these SPID in any way? I am using already using "Attack Dog Replaced by the Mihail's Nord Mastiff" mod by Xtudo and do not wish for Bandit Dogs to get replaced by SPID. I appologize for my ignorance, I really should learn how SPID works so I can check myself.
Okay, I got that fixed. He was set to cowardly. That's a big oversight. Now he is set to fool hardy. He'll fight a dragon if he sees one.
https://imgur.com/a/2Fe0ZYy (Merlin in winterhold inn)
https://imgur.com/a/wstlfNo (Scooby. sorry I didn't realize he moved behind the house when I took this screenshot, but basically the lines are coming off him as he walks around.)
For anybody who needs a temporary fix, I just went into SSEEdit and made a patch that removed "LabChocoA" from the formID list. Then in-game if you're in the same room as a brown dog, select the dog in the console and type "resetinventory" and those dogs go back to being (fluffy) vanilla dogs. You lose the chocolate labs :( but also no more eternal stretchy black lines. And hey, all the other breeds (and even the vanilla dogs) are still super cute. :)
tif_01002308.pex
tif_0100230b.pex
tif_0100230c.pex
tif_0100230f.pex
Since the other mod hasn't been updated since 2021, I'm hoping there's something that can be done. I'm still going to post this over there as well as on a few TCBM patch mods. Here's hoping!
Wait, Even better, I can just rename them something unique in the CK on the advanced tab, and it will make a new script fragment automatically that has a totally unique name. I should be able to have that update available today.
Edit: Got that update loaded, so try it out. It should fix the issues with the script fragment compatibility.
Just remember that Scooby is always a Great Dane, Dogmeat is always a German Shepherd, and Courage is always a Beagle.
I think there is a problem with the black husky model. Could you please check it?
https://imgur.com/BBrArQL
https://imgur.com/uOPW674
This is a screenshot of a Brown Husky. The body should be divided into black and white like this, but black huskies have an all-black body.
edit: I have checked in xedit, unfortunately this mod has huge amount of conflicts with mods like Lux, paper map and many other mods that edit cells, worldspaces.
If I wanted to exclude some dog types and leave just the breads below:
how would the BOSS distribution .ini look like? I've seen dogs like Barbas being excluded, but not specific types of skin.
Edit: Now that I am home, I can see that my SPID list is using the editor ID and not the form ID. That makes it easier id you want to go the SPID route.
Oh, crap it just occurred to me that the fluffy dogs ini will overwrite the Only HD Dogs ini. Probably best to just extract that one manually to the data folder after the others are installed and the just let that overwrite everything in there or else, Scooby and Courage will be invisible
Thank you for the new version. Kudos.