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Ulithium_Dragon

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UlithiumDragon

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  1. UlithiumDragon
    UlithiumDragon
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    [DISCLAIMER]:

    This mod apparently causes issues during the tracking part of the quest "Reunions". The reason why is that apparently Dogmeat won't use any load door that is "collision based" (meaning you don't activate it, just walk into it).

    I'd recommend you either don't install it until you finish said quest, or remove the mod temporarily when you do this quest (either one is fine).

    Another solution would be to move Dogmeat to where he needs to be using console commands.

    Simply select Dogmeat with the console, and type "moveto player".
  2. UlithiumDragon
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    AHHHHHH! I just potentially thought of a way to fix the issue with Dogmeat not being able to use zone collision doors!!!

    I'm going to remove the "Can't Open Doors" flag and try to set up and AI Package that does the same, since all those flags can be toggled in AI Packages.

    I will set it to play the package ONLY when NOT within X meters of the player - that way he will be able to use doors to keep up with you only in situations where it wouldn't be "obnoxiously annoying".

    I may also be able to set up a conditional AI Package that's used soely during the quest "Reunions" (since Dogmeat would need to go through one of these doors while the player is closeby).

    ----------------------------------

    I also may just be able to have it check if the player is in the same cell as him, but I'm not sure that one will work.

    It's possible this potential fix won't work due to how AI Packages are run in "unloaded" cells...
    1. UlithiumDragon
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      Nope, that didn't work. There's a lot of flags in there, but not the one for doors. I'd have to add some script fragments to it in order to get it to work, and I'm not doing that...

      Furthermore this would mean editing Dogmeat the actor, not just his race, which would break compatibility with a lot of other Dogmeat mods.

      Forget it - there really is no easy solution here... >_<
  3. blitzo999
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    Installed just before a moment before where dogmeat keeps annoyingly opening a door, and this mod prevented it. Side note if dogmeat ever runs away or you can't find him, type "1d162.moveto player" without quotes in console, he'll appear to you, for me at least

    Edit: after using for a few hours, mixed results. Dogmeat still sometimes opening doors, sometimes not
    1. UlithiumDragon
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      Might want to check load order then, flags are not "soft", they can't decide to work sometimes and not others. You might have another mod editing the races this mod touches, or it could be that the doors he's been opening are from mods and set up weird.
  4. Cryptic22
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    to be fair my childhood dog was a german shepard and she figured out that she could lift the door up with her nose and silde the door over to open it so...idk lmao
  5. audiodef
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    Made a patch for Dogmeat - A True Companion and Dogmeat - Doors Are Not For Dogs. You can find it here: https://www.nexusmods.com/fallout4/mods/77043?tab=files

    Just search the page for "Dogmeat" to find it. I hope it's useful.
    1. TheDavidFactor
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      Checked out the link, but couldn't figure out what your patch did. Can you elaborate?
  6. KirkH420
    KirkH420
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    With the Next Gen game version, the Dogmeat-only version of this mod now prevents him from coming down into Vault 111.
    Need to disable this temporarily if you are trying to get him to grab the Cryolator.
    1. deleted235593842
      deleted235593842
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      use Interior NavCut Fix
  7. Qrsr
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    Unfortunately, the changes break the NavMesh or actor pathing in general. For whatever reason...
  8. cupoflifenoodles
    cupoflifenoodles
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    it looks like you might know this already, but this mod was preventing dogmeat from following me through loading zones
  9. joh2135311
    joh2135311
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    Is this mod safe to remove mid playthrough?
    1. UlithiumDragon
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      It contains no scripts so it should be alright. Fallout 4 was a lot more forgiving with removing mods in save files than previous Bethesda games due to engine changes and optimizations.

      Always make a manual save first before removing mods just in case, though!
  10. kingqueenjack
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    Nice idea. Does this cause any issues. I'm not thinking it would break much, but does it cause problems with pathfinding? Like does Dogmeat just constantly walk into doors?
    1. UlithiumDragon
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      From what I've observed, he first tries to find another way around the door, and failing that he will just chill outside the door. Standard pathfinding AI behavior.

      He does try to like, walk back and forth across the closed door sill from time to time, but I think it actually makes sense as a doggy-behavior, like he's going "Let me in, let me in!" :3
    2. boxerbeast1
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      thanks for uploading
  11. audiodef
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    Endorsed by these words, because Nexus seems to have forgotten I've downloaded this mod before and I never remember to come back to click on the endorse button. A must-have for my load order!
  12. psych0hamster
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    Yes,Yes,Yes,Yes,Yes,Yes,Yes, and Yes again. You're a dog DOGmeat. I just hotkeyed a companion teleport button to my game, so I can just tap it, if the idiot gets lost. Always just removed the flag myself, but endorsing this for users who don't have the experience to use xEdit.
    1. ViperSuit
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      Yes,Yes,Yes, He is a big dog, every big dog can learn to open doors