About this mod
This mod allows you to have Dogmeat and a standard companion at the same time using in game functionality (not hacks or console commands).
- Requirements
- Permissions and credits
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Description
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This mod allows you to have Dogmeat and a standard companion at the same time using in game functionality (nothacks or console commands). Also includes spacefiddle's bug fix for companion idle chatterspam.
Premise
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There is a lot of evidence that Dogmeat is not a true 'companion' according to the Companion system and was originally intended for you to have Dogmeat along with another companion:
- Live and Love doesn't apply to Dogmeat.
- Dogmeat doesn't disable Lone Wanderer perk benefits.
- Dogmeat has reduced carry capacity and DPS compared to other companions.
- There are Companion affinity interactions for healing Dogmeat, which would require you to have him present with another companion.
- On the technical end, the FollowerScript script uses 2 different variables for PlayerHasCompanionActive and PlayerHasDogmeatCompanionActive to store whether you have a companion and/or Dogmeat.
- Then there is this comment in the script directly from a Bethesda developer regarding Dogmeat and companions:
;Originally there were two slots for companion types, you could have both Dogmeat and a single human companion.
;That is why there are two aliases and two seperate functions.
;Now we are only letting you have either dogmeat or a single human companions.
;Rather than risk breaking everything by trying to unifying everything into a single alias/function call
;I am going to just put hooks in SetCompanion and SetDogmeatCompanion to auto dismiss the other
Installation
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With NMM: Download with Manager and activate.
Without NMM: Download the file. Then use your favorite .7z, .zip, .rar program to extract the contents to your game \Data folder. The mod requires 2 files: EveryonesBestFriend.esp and EveryonesBestFriend - Main.ba2.
ie: C:\Program Files (x86)\steam\steamapps\common\fallout 4\Data.
Then activate the .esp the same as you normally activate .esps.
Technical Details/Compatibility
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The meat of the changes are in FollowerScript.pex. There are 2 functions that check whether you have another companion when you pick up a new companion or Dogmeat. I edited those functions so the companion function doesn't check for Dogmeat and the Dogmeat function doesn't check for a companion.
I also had to edit the dialog tree related to picking up some of the companions as they would still tell Dogmeat to gohome even though he wasn't going home.
This mod will conflict with any mod that edits the companion dialog related to picking them up or edits FollowerScript. I also had to edit a few scripts related to Survival Mode so that you'd get proper quest markers when your companion and Dogmeat go down in Survival Mode.
spacefiddle's bug fix for companion idle chatterspam has been integrated, so you don't need to load spacefiddle's mod. However, head over to spacefiddle's page and offer an endorsement if you appreciate that your companions don't repeat themselves every few seconds.
Known Issues
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- If you activate the mod then pick up Dogmeat and another companion, then deactivate the mod, you will retain both followers until you pick up the next companion. At that point, you will get the send to settlement prompt for both the old companion and Dogmeat leaving you with the one companion like normal.
Credits
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Gambit77, SystemLordBhaal, and yatz for their help in beta testing the mod!
spacefiddle for the source code for the companion idle chatterspam bug fix
Bethesda.net Links
PC: https://mods.bethesda.net/#en/workshop/fallout4/mod-detail/922931
Xbox: https://mods.bethesda.net/#en/workshop/fallout4/mod-detail/923154