6/18/2024 I just got word that CK2 has been released...I was beginning to think it would never happen. So....the work starts on the next version of DM. I've always had big plans for this mod, in particular....so WATCH THIS SPACE !
Some general ideas I want to implement, if possible:
Proper quest lines to acquire/build the various DM models. What can I say, I love the idea of working a bit to get the DM version you want. It'll make having him much more satisfying.
Make them upgrade-able as you find or research new abilities/gear specifically for your versions of DM. This will be an ongoing endeavor so you'll always want DM with you...after all people can screw you over, but DM will always be faithful and loyal to the bitter end.
Proper controls to more easily access his inventory and strategize attacks.
These are just a few I've been thinking about for awhile...but I'm sure there will be more that'll pop into my head.
I don't have any estimate regarding the time frame for the next release...I haven't even downloaded CK2 yet. (I'll do that in a few minutes) Just know that I'm still around and will be working on my mods....I've also got HUGE treats for my very cool mod-users that'll be released as soon as they're ready, but I know you'll all LOVE them!
Time to get this train rollin' ! 11/9/2023 I published Dogmetal-v3.0 yesterday and have been frequenting the forums and watching for bugs. So far, all seems very good, but make sure you read/follow the instructions...very important if you are upgrading from the previous versions due to changes in the file archive and the "essential" flag issues I fixed in this version. I've also updated the FAQs so have a look especially regarding commanding DM. I never said he was commandable...ok? That's because there are still limitations right now...the .esm is better, but still not perfect. DM will do what I said he would do...please don't just assume he'll do anything else.
11/6/2023 I've completely re-made the DM mod with xEdit and put it in .esm format. There won't be any more of this faction shifting or bat files to run. Just spawn him in and put him on your team. I'm glad to report that after yet another ground-up rewrite, I've gotten the threatening behavior fixed and all 4 versions are working flawlessly now. I've also created unique records for all DMs which fixed any potential issues with the essential flag. This is a major update, so I think I'll make a video about it...just waiting on a new mic to arrive in the mail. I expect to publish the update this week unless I find a major issue in the meantime. 11/4/2023 I know it's been a minute since I posted a status update...but I've been working on an issue that is annoying me with the behavior of the Model S robots. They constantly "threat" other NPCs even if they are not adversaries. I've been searching all over...for days...weeks now...trying to get this fix in place for the next update, but I'm bashing my head against the wall with it. I've changed factions...AI packages...AI Data...template actors and settings...I'm telling you, BGS embedded that interaction deep in some obscure bit of code that I've been powerless to find. As it is now, I've got all 4 versions of DM set and usable...I've even got a way to access his inventory and a good method to do it. I'm going to put the custom textures on the back burner for now..but I've resolved the issues generated from the "essential" tag. DM is now essential and no other Model S's are effected..so no more having to revert back if you despawn him.
I'm thinking that I should go ahead and release what I've got for you all, but I just hate publishing something when I know there's still that glaring issue with that threatening behavior. Let me know in the comments if you think I should publish it in it's current state. 10/20/2023 - early morning I've been playing around with an experimental version of xEdit for Starfield. I've used xEdit a lot for modding Skyrim/FO4 so I'm familiar with it and it's capabilities. This version is still pretty limited, but I was able to create a unique ID for DM4 and adjust factions as well as class and other things. That allows me to change his aggressive behavior when first spawned and when he's dismissed. I've been testing him for a few hours and this looks very promising. The only thing I don't like is that the necessary changes couldn't be made through the console which means the file to fix the settings are in .esm format. I know many people (myself included) are nervous about using .esm files...but since I'm not altering any existing records, this should be safe to use. I won't release it until I've tested at length, as usual.
Is Dogmetal an additional companion or does he replace my current one? The method in the mod description ADDS him to your current follower list. So yes..you still keep your Constellation companion with you.
Does Dogmetal count toward or against Isolation/Extrovert traits? I'm not 100% sure, but I would think so since his factions had to be manipulated to make him work and give him a follower AI.
Which Data folder do I put the Dogmetal files in? (manual install)
For the sake of ease, just copy the whole Dogmetal Data folder into your Starfield root installation directory which should be named "Starfield"
How do I stop Dogmetal from following me? Well, the only real way to do it right now is to use this command: emptyrefalias ActiveFollowers But please note, this will cause all of your followers to stop following and you'll have to do the ssq command set again for each of them to have them follow you again.
If you are dismissing Dogmetal version 2+, then you need to actually remove him from your game by selecting him by pointing your target dot directly at him while he's close to you, then open the console and enter the following commands:
pna <----this selects what your target dot is pointed at markfordelete <----this permanently removes the target from the game, so use it carefully....
Can I command DM? No...not really. In fact, you shouldn't even click "E" (PC) on him...the "USE" function only creates a situation where he's waiting on a command you can't give. If you do accidentally activate the command reticle (circle with a up-pointed arrow in the center), you can talk to your actual companion (Sarah, Andreja..etc.) and that will usually get you out of it. Note: If you click the ground, he will "stay". and will seem stuck. If you can't get him working normally again by talking to your companion, then grab your stuff off of him and do the markfordelete/respawn process on him..but that really is the last resort kind of option. Best bet is to just not click "E" (or "USE") him...there's no need in order for him to do his stated job. You can get some basic command ability by using Swiftly Order Squad by wSkeever...but please note the info I included on the main mod page about it.
Will Dogmetal carry stuff for me? How much capacity does he have? As of version 3.0, I have added the capability for you to access his inventory. The files are included in the mod archive when you download it...and the instructions regarding how to get it to work are on the main mod page. DM has a base carry capacity of 435...so I highly recommend you make use of it. It's NIIIIIICE....SO VERY NIIIIIICE....lol
Can you make his footsteps quieter?...he's too loud... As it is right now, I do not see any way of controlling each individual NPCs audio settings in the .esm records. You can, however, take it upon yourself to adjust NPC footstep volume in your own game...without asking mod authors to "fix" something that you can adjust yourself. When you start Starfield, look atSettings -> Audio...at the bottom you see two sliders that adjust footstep volume...Footsteps(Player) and Footsteps(Other)...since DM isn't you...it's the other one you need....you can adjust a slider by clicking the bar and dragging with your mouse...you click by using the left mouse over the bar then move to the left or right to adjust...the more the bar is lit, the higher the volume is....if you use a mouse...make sure it is plugged in securely...if that doesn't work, then you can use your keyboard's left and right arrow keys...if you still have difficulty setting the volume of DMs footsteps...then you may need to contact Bethesda directly...ask to speak with Todd and demand the game be changed and they send you a new keyboard and mouse...if you still have issues getting the situation resolved...the next step would be to contact your local consumer affairs office and report BGS for not customizing the defaults of the game to match the way you personally want it...if that still doesn't work...then I guess you have to go to the government level...get with your congressman or other local representative and demand that laws be passed forcing game developers and mod authors to do better than giving you a slider to make the damn adjustment yourself. =P
I'm having trouble getting him targeted. Is there an easy way to do that? Besides clicking on him, the easiest way I know to target him is getting close to him and putting your UI's targeting dot on him, then open the console, then type in the command: pna which should target whatever the dot is on. You can also try using your scroll mouse to cycle through the things in the immediate area, but that's risky and only really effective if what you're after clearly states their name when targeted...like named NPCs. The other way would be to go to a barren moon and take no one else with you....away from everything, spawn DM in and then use the command: pca which targets the closest 'actor'...usually that will be DM. If it's not, then just use your mousewheel to find him...or just click him since no one else should be around that can be mistargeted. If you see an ID of 14...that's you and not him.
This may have come off as snarky...but understand that mod authors get bombarded with the same questions over and over again. Many will just not answer them...some get outright rude...still others, like myself, try to document the info in an FAQ....but all get annoyed.
##### Updates as more questions come through #####
Great mod, love it! Thanks! I've noticed there does seem to be some kind of interference with the P.A.B and Slugg mods; when I entered the console commands to add Dogmetal as my follower, it unfollowed those two ship companions; I had to find them and reassign them back to my ship (but now they don't seem to have their perks). Not sure what's going on there exactly, but I don't know how to make patches to resolve such issues. Anyway, just thought I would mention that in case someone else is also using one or both of those particular mods. Thanks again for a great 'dogmeat' companion
I like your mod, but had the same problem not being able to exit a vehicle with dogmetal in tow. I wonder if a little script could be added to dogmetal to have him exit the vehicle with a hot key and not block the exit. I don't know much about starfield scripting and have only done simple scripts for morrowind, but it seams possible to do this. If it worked the player could use a hot key to get dogmetal to exit the vehicle then the exit wouldn't be blocked for the player. The other idea would be maybe to reduce dogmetal's size, but if the companion isn't completely standalone the other robot models in the game would also be effected. Maybe someone who knows starfield scripting better than me could fix a patch for this mod.
I've been away from Starfield for awhile...but here's a couple notes.
1. This version of DM was made BEFORE the vehicle update...so DM still functions the way he was designed to. Vehicles...or entering/exiting land vehicles, rather... wasn't even a thing to take into consideration at the time....so it's not surprising that the game updating had an effect. Fortunately, it doesn't render DM unusable.
2. My ESM version was a complete rewrite of my original DM mod...and I did, in fact, make them completely separate from the other dog bots in the game. It took a long time to do it, but this situation is exactly why I put that work in. I've stated the procedure for resizing DM to your liking...so read...it's there right up at the top of the main description page...under "Notables" ....second to last bullet point.
Yes...I'm sure a papyrus script could take care of the enter/exit event...but I haven't looked into it yet. I haven't even loaded the game since the land vehicles update..so literally, I haven't even seen one in game yet. Setting a hotkey to activate a script isn't rocket science, but I'd think I'd approach it from a more hands-off position. I'd rather the situation be resolved before it even manifests.
I've been busy with life and mods for other games as well as building an AI framework for Arch Linux w/ Intel Arc GPUs...but I'll likely be returning back to work on these among other Starfield mods I have made but not published. My mods are never abandoned...it just might take a little while to circle back to them. The DM mod has been one of my favorites to work on so I'm sure I'll be back to it at some point. My aim is for the next DM version to be a pretty big one...with added content and a means for console users to have access to DM as well.
There's just not enough hours in the day...but I'll get back to my SF mods when I can.
Loved the lil guy, but I figure I'd let y'all know that if he's following and ya get into your REV-8, he hops in the back. Great. Unfortunately, he blocks the exit. A problem also noted with VASCO replacers.
In order to fix if you're stuck in you're vehicle is to killall, then target DM, hit him with a markfordeletion then quicksave and reload. It will at least let you get out of the REV. If you're cool with not using the REV-8, the mod does at least still function.
It's my understanding that xbox users can't use console commands...but I'm already working out how to get DM into your game without the need for console commands...so that version would work with xbox. No worries...I'm on it already and xbox players will have access to their own DMs in the next update (hopefully).
I just got word that CK2 has been released...I was beginning to think it would never happen. So....the work starts on the next version of DM. I've always had big plans for this mod, in particular....so WATCH THIS SPACE !
Some general ideas I want to implement, if possible:
Proper quest lines to acquire/build the various DM models. What can I say, I love the idea of working a bit to get the DM version you want. It'll make having him much more satisfying.
Make them upgrade-able as you find or research new abilities/gear specifically for your versions of DM. This will be an ongoing endeavor so you'll always want DM with you...after all people can screw you over, but DM will always be faithful and loyal to the bitter end.
Proper controls to more easily access his inventory and strategize attacks.
These are just a few I've been thinking about for awhile...but I'm sure there will be more that'll pop into my head.
I don't have any estimate regarding the time frame for the next release...I haven't even downloaded CK2 yet. (I'll do that in a few minutes) Just know that I'm still around and will be working on my mods....I've also got HUGE treats for my very cool mod-users that'll be released as soon as they're ready, but I know you'll all LOVE them!
Hi, not sure why, but every time I player.placeatme <dogID>, the dog spawns and is immediately hostile to any npcs in the area, regardless of the version of dogmetal I spawn.
Hi, not sure why, but every time I player.placeatme <dogID>, the dog spawns and is immediately hostile to any npcs in the area, regardless of the version of dogmetal I spawn.
I'm not sure if this addresses your problem (if not just ignore) but after spawning in your dog did you complete the other steps in the instructions? (It might be better to spawn your dog in an area without npcs where you can get close enough to target him in order to execute the following commands.)
Kylphor: (after spawning in your dog) Close the console, get close to him, and point your target dot at him...then open the console and enter the command: pna That will target him...now just add him as a follower with the ssq method. Here's the console commands in order:
ssq 0000D773
forcerefintoalias ActiveFollowers *If you get an error message here...make sure he is targeted and start over with the ssq command.
I have the problem that when I spawn in the dog robot and complete the steps he still doesn't follow me. I am using a mod for multiple companions. Could that be a problem?
I don't know what the problem could be for you. As soon as I spawn in all the dogs they follow me. After some time I downloaded the mod Swiftly Order Squad (SOS) it's just easier to control all the dogs and any followers that tag along and it works perfectly with this mod. Which follower mod do you use? I used to have The Gang's All Here Mod but I switched to Swiftly Order Squad and never have any problems.
We need a talented modder to mod Labradors back in even if it's just a ship/base side companion pets in space should be a thing ... the furry kind metal kind are cool ... would love to see furry pets as well
Hello, I followed all the instructions but I can't get a companion to appear.
It's safe to say that the instructions are good since most everyone else (including myself) follow those same instructions and we have our DMs...so, it must be something you are either doing or not doing differently than the rest of us. Try starting from the beginning and follow each step and post exactly what you are doing as you are doing it. Kinda hard to pinpoint an issue with absolutely no information to go on...
@zandilor Yeah, you can have more than one, for sure. But...you really should someplace alone to do it...leave your other Dogmetals and companions on the ship or run out super far so no one's even close. The targeting is picky...so be advised. I might make other versions if I see ones that are different enough and fit my safety criteria. I'll have a look at the Ecliptic version and thanks for the comment and suggestion.
Seriously zandilor...don't use that advise. Simply replacing the spawn ID won't make it work correctly for you....it'll spawn in the Ecliptic version, but as soon as you remove it from your Active Follwers list, he'll aggro on you due to his aggressive associations not being adjusted correctly...and you'll be attacked. That really was bad advice.. This script was written specifically for the version in the mod and makes the correct adjustments for that version only.
I'm testing the Ecliptic model...I gotta say that I do like him better, I think. I had him on my list with the others, but I don't think I ever saw one in game before I tested the new script for him. Very cool looking and probably the next for a re-texture, if I can figure it all out.
I just wanted to let you know since I you've been wanting this version. I also have the Bruno version as well..but haven't tested him in game at length yet. Melee only...no ranged attack...but a cool sidekick nonetheless.
Maybe (probably) it's my OCD kicking in...like it ever leaves...but it's bothering me how "dirty" the textures look...but then again, I'm kicking around ideas for his introduction into the story and recruitment quest line (for when CK2 is released)...and a not-so-new look actually works for my ideas...still, I'd like to clean him up more than this.
Hang tight....the update is on the horizon and you'll be able to get (at least) DM4 as a choice.
hi i don't know what i did wrong but i followed the step to install place the mod folder in exe folder the has the data folder then added the line for pulgin.txt *Dogmetal-v3.esm then added StarfieldCustom.ini line sTestFile9=Dogmetal-v3.esm but when in game i put in Help Dogmetal to get the id list and nothing
Ahh....The Starfield.exe isn't in the Data folder...it's one folder up from there. You should see the game's Data folder in the same location you see the Starfield.exe. You needed to copy the mod's Data folder into the Starfield folder NOT Starfield's Data folder. So the .esm would end up in the your installation's Data folder...not where the .exe is....really, everything in the mod's Data folder should be in your installation's Data folder...if you did it right, you'll see Dogmetal-v3.esm in the same location you see Starfield.esm.
Do it that way, and it will work just fine for you.
178 comments
6/18/2024
I just got word that CK2 has been released...I was beginning to think it would never happen. So....the work starts on the next version of DM. I've always had big plans for this mod, in particular....so WATCH THIS SPACE !
Some general ideas I want to implement, if possible:
These are just a few I've been thinking about for awhile...but I'm sure there will be more that'll pop into my head.
I don't have any estimate regarding the time frame for the next release...I haven't even downloaded CK2 yet. (I'll do that in a few minutes) Just know that I'm still around and will be working on my mods....I've also got HUGE treats for my very cool mod-users that'll be released as soon as they're ready, but I know you'll all LOVE them!
Time to get this train rollin' !
11/9/2023
I published Dogmetal-v3.0 yesterday and have been frequenting the forums and watching for bugs. So far, all seems very good, but make sure you read/follow the instructions...very important if you are upgrading from the previous versions due to changes in the file archive and the "essential" flag issues I fixed in this version. I've also updated the FAQs so have a look especially regarding commanding DM. I never said he was commandable...ok? That's because there are still limitations right now...the .esm is better, but still not perfect. DM will do what I said he would do...please don't just assume he'll do anything else.
11/6/2023
I've completely re-made the DM mod with xEdit and put it in .esm format. There won't be any more of this faction shifting or bat files
to run. Just spawn him in and put him on your team. I'm glad to report that after yet another ground-up rewrite, I've gotten the threatening behavior fixed and all 4 versions are working flawlessly now. I've also created unique records for all DMs which fixed any potential issues with the essential flag. This is a major update, so I think I'll make a video about it...just waiting on a new mic to arrive in the mail. I expect to publish the update this week unless I find a major issue in the meantime.
11/4/2023
I know it's been a minute since I posted a status update...but I've been working on an issue that is annoying me with the behavior of the Model S robots. They constantly "threat" other NPCs even if they are not adversaries. I've been searching all over...for days...weeks now...trying to get this fix in place for the next update, but I'm bashing my head against the wall with it. I've changed factions...AI packages...AI Data...template actors and settings...I'm telling you, BGS embedded that interaction deep in some obscure bit of code that I've been powerless to find. As it is now, I've got all 4 versions of DM set and usable...I've even got a way to access his inventory and a good method to do it. I'm going to put the custom textures on the back burner for now..but I've resolved the issues generated from the "essential" tag. DM is now essential and no other Model S's are effected..so no more having to revert back if you despawn him.
I'm thinking that I should go ahead and release what I've got for you all, but I just hate publishing something when I know there's still that glaring issue with that threatening behavior. Let me know in the comments if you think I should publish it in it's current state.
10/20/2023 - early morning
I've been playing around with an experimental version of xEdit for Starfield. I've used xEdit a lot for modding Skyrim/FO4 so I'm familiar with it and it's capabilities. This version is still pretty limited, but I was able to create a unique ID for DM4 and adjust factions as well as class and other things. That allows me to change his aggressive behavior when first spawned and when he's dismissed. I've been testing him for a few hours and this looks very promising. The only thing I don't like is that the necessary changes couldn't be made through the console which means the file to fix the settings are in .esm format. I know many people (myself included) are nervous about using .esm files...but since I'm not altering any existing records, this should be safe to use. I won't release it until I've tested at length, as usual.
The method in the mod description ADDS him to your current follower list. So yes..you still keep your Constellation companion with you.
I'm not 100% sure, but I would think so since his factions had to be manipulated to make him work and give him a follower AI.
For the sake of ease, just copy the whole Dogmetal Data folder into your Starfield root installation directory which should be named "Starfield"
Well, the only real way to do it right now is to use this command: emptyrefalias ActiveFollowers
But please note, this will cause all of your followers to stop following and you'll have to do the ssq command set again for each of
them to have them follow you again.
If you are dismissing Dogmetal version 2+, then you need to actually remove him from your game by selecting him by pointing your target dot directly at him while he's close to you, then open the console and enter the following commands:
pna <----this selects what your target dot is pointed at
markfordelete <----this permanently removes the target from the game, so use it carefully....
No...not really. In fact, you shouldn't even click "E" (PC) on him...the "USE" function only creates a situation where he's waiting on a command you can't give. If you do accidentally activate the command reticle (circle with a up-pointed arrow in the center), you can talk to your actual companion (Sarah, Andreja..etc.) and that will usually get you out of it. Note: If you click the ground, he will "stay". and will seem stuck. If you can't get him working normally again by talking to your companion, then grab your stuff off of him and do the markfordelete/respawn process on him..but that really is the last resort kind of option. Best bet is to just not click "E" (or "USE") him...there's no need in order for him to do his stated job.
You can get some basic command ability by using Swiftly Order Squad by wSkeever...but please note the info I included on the main mod page about it.
As of version 3.0, I have added the capability for you to access his inventory. The files are included in the mod archive when you download it...and the instructions regarding how to get it to work are on the main mod page. DM has a base carry capacity of 435...so I highly recommend you make use of it. It's NIIIIIICE....SO VERY NIIIIIICE....lol
As it is right now, I do not see any way of controlling each individual NPCs audio settings in the .esm records. You can, however, take it upon yourself to adjust NPC footstep volume in your own game...without asking mod authors to "fix" something that you can adjust yourself. When you start Starfield, look at Settings -> Audio...at the bottom you see two sliders that adjust footstep volume...Footsteps(Player) and Footsteps(Other)...since DM isn't you...it's the other one you need....you can adjust a slider by clicking the bar and dragging with your mouse...you click by using the left mouse over the bar then move to the left or right to adjust...the more the bar is lit, the higher the volume is....if you use a mouse...make sure it is plugged in securely...if that doesn't work, then you can use your keyboard's left and right arrow keys...if you still have difficulty setting the volume of DMs footsteps...then you may need to contact Bethesda directly...ask to speak with Todd and demand the game be changed and they send you a new keyboard and mouse...if you still have issues getting the situation resolved...the next step would be to contact your local consumer affairs office and report BGS for not customizing the defaults of the game to match the way you personally want it...if that still doesn't work...then I guess you have to go to the government level...get with your congressman or other local representative and demand that laws be passed forcing game developers and mod authors to do better than giving you a slider to make the damn adjustment yourself. =P
Besides clicking on him, the easiest way I know to target him is getting close to him and putting your UI's targeting dot on him, then open the console, then type in the command: pna which should target whatever the dot is on. You can also try using your scroll mouse to cycle through the things in the immediate area, but that's risky and only really effective if what you're after clearly states their name when targeted...like named NPCs. The other way would be to go to a barren moon and take no one else with you....away from everything, spawn DM in and then use the command: pca which targets the closest 'actor'...usually that will be DM. If it's not, then just use your mousewheel to find him...or just click him since no one else should be around that can be mistargeted. If you see an ID of 14...that's you and not him.
This may have come off as snarky...but understand that mod authors get bombarded with the same questions over and over again. Many will just not answer them...some get outright rude...still others, like myself, try to document the info in an FAQ....but all get annoyed.
1. This version of DM was made BEFORE the vehicle update...so DM still functions the way he was designed to. Vehicles...or entering/exiting land vehicles, rather... wasn't even a thing to take into consideration at the time....so it's not surprising that the game updating had an effect. Fortunately, it doesn't render DM unusable.
2. My ESM version was a complete rewrite of my original DM mod...and I did, in fact, make them completely separate from the other dog bots in the game. It took a long time to do it, but this situation is exactly why I put that work in. I've stated the procedure for resizing DM to your liking...so read...it's there right up at the top of the main description page...under "Notables" ....second to last bullet point.
Yes...I'm sure a papyrus script could take care of the enter/exit event...but I haven't looked into it yet. I haven't even loaded the game since the land vehicles update..so literally, I haven't even seen one in game yet. Setting a hotkey to activate a script isn't rocket science, but I'd think I'd approach it from a more hands-off position. I'd rather the situation be resolved before it even manifests.
I've been busy with life and mods for other games as well as building an AI framework for Arch Linux w/ Intel Arc GPUs...but I'll likely be returning back to work on these among other Starfield mods I have made but not published. My mods are never abandoned...it just might take a little while to circle back to them. The DM mod has been one of my favorites to work on so I'm sure I'll be back to it at some point. My aim is for the next DM version to be a pretty big one...with added content and a means for console users to have access to DM as well.
There's just not enough hours in the day...but I'll get back to my SF mods when I can.
Thanks for the comment.
In order to fix if you're stuck in you're vehicle is to killall, then target DM, hit him with a markfordeletion then quicksave and reload. It will at least let you get out of the REV. If you're cool with not using the REV-8, the mod does at least still function.
Thanks for commenting!
~Kyl
Some general ideas I want to implement, if possible:
These are just a few I've been thinking about for awhile...but I'm sure there will be more that'll pop into my head.
I don't have any estimate regarding the time frame for the next release...I haven't even downloaded CK2 yet. (I'll do that in a few minutes) Just know that I'm still around and will be working on my mods....I've also got HUGE treats for my very cool mod-users that'll be released as soon as they're ready, but I know you'll all LOVE them!
Time to get this train rollin' !
~Kyl
Kylphor: (after spawning in your dog)
Close the console, get close to him, and point your target dot at him...then open the console and enter the command: pna
That will target him...now just add him as a follower with the ssq method. Here's the console commands in order:
ssq 0000D773
forcerefintoalias ActiveFollowers
*If you get an error message here...make sure he is targeted and start over with the ssq command.
setplayerteammate 1
Now he's good to go ,,,
I can not wait for Dogmetal 4.0 - CK Edition: Electric Boogaloo
It's safe to say that the instructions are good since most everyone else (including myself) follow those same instructions and we have our DMs...so, it must be something you are either doing or not doing differently than the rest of us. Try starting from the beginning and follow each step and post exactly what you are doing as you are doing it. Kinda hard to pinpoint an issue with absolutely no information to go on...
The command is: setscale <size in decimal form, like 0.7 for 70% of normal size>
and are you planning to make more dogmetal model in the future if you i have a suggestion
Ecliptic Robot Model S
Yeah, you can have more than one, for sure. But...you really should someplace alone to do it...leave your other Dogmetals and companions on the ship or run out super far so no one's even close. The targeting is picky...so be advised. I might make other versions if I see ones that are different enough and fit my safety criteria. I'll have a look at the Ecliptic version and thanks for the comment and suggestion.
Thanks for that! I'll see about trying to work out an Ecliptic version...no promises though.
I just wanted to let you know since I you've been wanting this version. I also have the Bruno version as well..but haven't tested him in game at length yet. Melee only...no ranged attack...but a cool sidekick nonetheless.
Hang tight....the update is on the horizon and you'll be able to get (at least) DM4 as a choice.
Do it that way, and it will work just fine for you.