Fallout 3 Dogmeat Mod

Fallout 3 Dogmeat Mod 8,0/10 3421 reviews

.Fallout 3 is arguably the most popular of the entire franchise, though my personal favourite continues to be Fallout: New Vegas to this day. When Switch ports started popping up for Bethesda, many with right by Fallout 4 and asked for the third installment instead. As primarily a PC gamer, I love finding new ways to play older favourites and mods are perfect for just that! That's why when I found the Wanderer Mod, it was just too good not to share.According to the Fallout 3 Wanderers Edition mod creator, ' Fallout 3 Wanderers Edition (FWE) is a major gameplay overhaul that improves the challenge, immersion, depth of gameplay while emphasizing balance, choices, role-playing and fun. FWE integrates over 50 individual mods together with new content, resulting in a seamless package!'

Dogmeat mod for Fallout 3 protects the pooch Ever had trouble keeping your faithful pup Dogmeat alive in Fallout 3? Well, an intrepid mod designer may have the solution for you.

Fallout Zero for Fallout 3 Oct 30 2014 TBD Role Playing Fallout Zero is a F3 TC quest mod, complete with its own world and backstory. Enhanced customization support for Dogmeat through the Unique Dogmeat resource mod. Now if you want to change Dogmeat's fur, instead of replacing dog.dds, you replace dogmeatskin.dds. This means ONLY Dogmeat gets changed to use that fur, so you can have him be the only German Shepherd, Husky, etc. Note that this armor mod doesn't contain furs.

Since it's such a huge undertaking, they split down the mod's goal into two clear objectives. 'The first is to enhance the First-Person-Shooter (FPS) elements of the game (while still preserving non-FPS options). This includes making combat faster paced, exciting, and more player-skill based. The second objective is to enhance the role-playing elements of the game by emphasizing choices and consequences, balance, character development, immersion, and the range of viable options. Both these objectives aim to increase the replay value of 3.' From a Survival Mode, to incredible changes to the equipment system, even entirely new characters with voice actors to go along with them.

It's pretty incredible the variety that this mod adds from everything concerning combat, to NPC interaction, even crafting - this is one mod that truly embodies total immersion. To start the mod, you first need to. There are full instructions on how to make sure the mod runs properly, as well as any other mods that may conflict with its functionality. Once in-game, however:'When you start a new game, after the opening video, the 'birth scene' will begin playing normally. Towards the end of the birth scene you will be prompted to 'continue dreaming' (which will allow you to play through the remainder of the Vault 101 starting sequence) or 'Wake Up!'

If you choose to wake up, you will find yourself in an empty shack (not in Vault 101). This is the begenning of the integrated 'Alternative Start' mod. There is a computer you need to activate that will let you choose your initial name, SPECIAL, skills, starting karma, race, and your 'history.' The different histories determine where you start the game and what equipment you have. While setting up your character, a number of scripts will be initializing in the background. The primary needs scripts in particular will eventually prompt you to define the configuration settings.

See the 'RI - Primary Needs readme.html' readme in the mod-readme folder for more information.' This is truly one of the most rewarding mods I've seen for Fallout 3. If you're looking to spice-up that playthrough, I highly recommend it!

UPDATE 6/18/2010Version 1.8.Download:.Fallout3Nexus Fallout changes:1.8.3 (6/18/2010)Made him un pickpocketable1.8.2 (6/18/2010)Fixed bug with 1.8.1 pack mesh wrong path.1.8.1 (6/18/2010)Fixed a bug with 1.8 where dog inventory from pre-1.8 was not on the dog. No items are lost. Allow 5 seconds for quest script to run.1.8 (6/18/2010).

Lost Dogmeat Fallout 4

Fixed the BIG bug where he goes hostile on any hit!!!. FINALLY added Voice to his new dialog and to armored/pack dog. Added a 200 pound weight limit to his inventory. Fixed the bug where Sneak mode would override the Wait command.1.6 (4/26/2009) (REQUIRES Fixed some bugs.

thanks to darkanx. Fixed CRAFT dependency-caused CTD for the no-crafting version.1.5 (4/25/2009). Implemented Gives him tradable inventory. They can be used with armor, or without armor. CRAFT version. Made his 'home' assignable (instead of going to Vault 101); it will be set wherever you are when you set it.

Can also reset it to V101, or set again any time. Gave him a non-aggressive 'sneak' mode (though he isn't terribly stealthy, he will hang back from you and not attack until attacked first). This will cancel Wait mode and Sneak mode, plus if you fire him (told him to go home/vault 101), it will re-hire him if within the same cell or within 10000 units outside. CRAFT version. Re-coded the back-end scripting from scratch; it can now accomodate any number of armors (in 3 'slots', armor (leather, vaultsuit, radsuit, naked); pack (pack, naked); collar (scarf, naked), can add more to each slot quite easily, though currently only leather armor and packs are in).

Fallout 3 Dogmeat Missing

Toned down health and damage gained per level. Voice is not implemented yet. Will work on for next version.1.1 (4/18/09). support for Dogmeat through the Unique Dogmeat resource mod.

Now if you want to change Dogmeat's fur, instead of replacing dog.dds, you replace dogmeatskin.dds. This means ONLY Dogmeat gets changed to use that fur, so you can have him be the only German Shepherd, Husky, etc.

Note that this armor mod doesn't contain furs. You can find a German Shepherd, plus links to every Dog texture mod on nexus, at this link: Also fixed a bug where you could attempt to armor him during the pause before armored dogmeat appears.1.0 (4/16/09). (using the system for schematic compatibility).DONE.

(see pics of the ingedients and icon!). Dogmeat will not have the armor by default. You have to craft it and then put it on him.DONE.

Stat changes (damage resistance etc) when armor is worn.DONE. Separate optional version for download without the crafting.Pics of the armor:3426 Joined: Wed May 09, 2007 8:56 am. I have uploaded version 1.1.Changes:. Enhanced customization support for Dogmeat through the Unique Dogmeat resource mod.

Now if you want to change Dogmeat's fur, instead of replacing dog.dds, you replace dogmeatskin.dds. This means ONLY Dogmeat gets changed to use that fur, so you can have him be the only German Shepherd, Husky, etc. Note that this armor mod doesn't contain furs. You can find a German Shepherd, plus links to every Dog texture mod on nexus, at this link: Also fixed a bug where you could attempt to armor him during the pause before armored dogmeat appears.Posts: 3408 Joined: Mon Jan 15, 2007 12:05 am. Update 4/26/20091.6 (4/26/2009) (REQUIRES Fixed some bugs. thanks to darkanx1.5 (4/25/2009).

Implemented Gives him tradable inventory. They can be used with armor, or without armor. CRAFT version.

Made his 'home' assignable (instead of going to Vault 101); it will be set wherever you are when you set it. Can also reset it to V101, or set again any time. Gave him a non-aggressive 'sneak' mode (though he isn't terribly stealthy, he will hang back from you and not attack until attacked first). This will cancel Wait mode and Sneak mode, plus if you fire him (told him to go home/vault 101), it will re-hire him if within the same cell or within 10000 units outside. CRAFT version. Re-coded the back-end scripting from scratch; it can now accomodate any number of armors (in 3 'slots', armor (leather, vaultsuit, radsuit, naked); pack (pack, naked); collar (scarf, naked), can add more to each slot quite easily, though currently only leather armor and packs are in).

Toned down health and damage gained per level. Voice is not implemented yet. Will work on for next version.Posts: 3484 Joined: Thu Sep 07, 2006 5:33 am.

Wow, I'm so glad this was on the first page when I decided to loiter in the forum! I saw this back when it was first released (it was 'just' armor back then), but I didn't download it - I guess since Oblivion's horse armor I have something like an 'armor for animals' trauma. But look at it now! Non agressive sneak mode!

Assignable home! This sounds brilliant.Instant download and as soon as my new character can survive a journey to the scrapyard, I'll be heading there.Posts: 3406 Joined: Sat Aug 18, 2007 10:30 am. I'm having issues with Dogmeat, they might be related to this mod.He seems to be no longer essential before being picked up at the scrapyard. I had to reload several times before I could get him alive, because of the stupid raiders always shooting the cars and blowing up the whole area. Could this be caused by the mod? (Not the raiders blowing up the cars, Dogmeat's mortality I mean.)Also when I finally managed to get him alive, he was badly crippled (but with a full healthbar) and I had no dialogue option to heal him. First I thought, this might be related to another mod I'm using - Triage - but this doesn't seem to be the case, because Kearsage says (and tested) that feeding stims to companions via dialogue works fine.

It does work for me, if Dogmeat is injured (in additon to being crippled), but not with crippled bodyparts while otherwise having full health. Could this be related to the armor mod?Apart from princessstomper's I'm using no mods that alter Dogmeat and I'm loading that one before yours, so yours should 'win'.Unrelated to this issue, I also have a few questions about the mod: If I tell Dogmeat to be stealthy, will he still alert me by growling when an enemy is near? I guess your mod is not compatible with Tarrant's 'Obedient Dogmeat', is it?

Fallout 3 Armor Mods

Fallout 3 Dogmeat Mod

Dogmeat is not essential when using your mod, is he? Can I set him essential using the console or will this break something within your mod?Posts: 3479 Joined: Fri Jun 23, 2006 1:48 am. I might have missed a dialog condition on his essential status.

There's like half a dozen different hiring dialogs, I might have failed to change one of them. You can set him essential with the console (i believe he's 6a772 or somethin).The stealth, I think he does, but not 100% sure. Obedient dogmeat isn't compatible.As I get it more complete, this should be a full-featured dog mod. That last release I spent most of the time on the scripts for armoring, the other stuff was done in the last day before release.I'll look into those things. Thank for the reportPosts: 3417 Joined: Wed Nov 15, 2006 2:03 am.

Although I didn't spend much time with Dogmeat, but reloaded a save before the scrapyard to pick him up later (having a crippled dog and no way to heal him just breaks my heart), I can already tell from the short time I had the dog with me, that I really like this mod a lot. I guess it will have its firm place in my list of loaded mods for a long time. I can't wait to see what other stuff you're going to implement to progress this into a 'full-featured dog mod', I'd say it's pretty advanced already.Thanks for looking into things, I hope it isn't false alarm and some other mod causes these things. (Can't imagine which one, but who knows.)I'm currently not using Dogmeat, because of the crippling, but I have a save just before the scrapyard (but before the area and Dogmeat are actually loaded), so if you need testers, give me a shout.Posts: 3464 Joined: Mon Aug 27, 2007 7:39 am. I'm having a problem.I've tried both craft and non craft versions, and both have his textures all garbled.They keep changing to weird patterns and back again, and then sometimes he's almost see through with floating blue orbs for eyes.also, when I go to trade with moira, I see the schematics for the dog pack and armor, but it can't find the icon for it.Am I doing something wrong? This is my first time installing a mod for fallout 3, but I'm sure i've done everything right. And i've installed plenty of mods for plenty of other games.thanksPosts: 3354 Joined: Fri Aug 25, 2006 10:03 am.

Is there a means to control his aggression levels a la Phalanx Obedient Dogmeat? If there were such a thing, I'd switch over to this because it's handy to have him auto-run-away when you're in a particularly violent area or if you're trying to lure enemies into mine traps.Also, I made a funny little 'your dog wants steak' bit where if you had Brahmin Steak in your inventory you'd give it to him instead of the 'good boy' dialog, and actually eat it (remove item from player, add item to dogmeat, use item for dogmeat).

Just a side funny, really.Posts: 3329 Joined: Wed Apr 25, 2007 10:36 pmDisplay posts from previous: Sort.