K9 was a cyberdog from Fallout 2 that was a permanent follower of the Chosen One. Now he or she will follow the courier. This mod uses no assets from Fallout 2 since that's probably no allowed. However it does use assets from OWB DLC for Cyberdog brain parts and textures and meshes.
Other user's assetsSome assets in this file belong to other authors. You will need to seek permission from these authors before you can use their assets
Upload permissionYou are not allowed to upload this file to other sites under any circumstances
Modification permissionYou are not allowed to modify my files, including creating bug fixes or improving on features under any circumstances
Conversion permissionYou are not allowed to convert this file to work on other games under any circumstances
Asset use permissionYou are not allowed to use assets from this file under any circumstances
Asset use permission in mods/files that are being soldYou are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
Asset use permission in mods/files that earn donation pointsYou are not allowed to earn Donation Points for your mods if they use my assets
Author notes
This author has not provided any additional notes regarding file permissions
File credits
Thanks to the mod author prodlimen Who made Fallout 2 K-9 Cyberdog Modder's resource. This mod wouldn't be possible without his model and textures for K-9 appriopriate models and textures before i was just using a "Default K-9" Texture of a military cyberdog and then calling it a day. But now K-9 as an actual 3d appearance just like the one sort of in Fallout 2.
Donation Points system
Please log in to find out whether this mod is receiving Donation Points
Changelogs
Version 2.05
FIXED The following packages for K-9 since it wasn't working in the previous version. For some reason the MoodLevel still appears whenever you go to fire him for some reason. The Geck Crashes in his fired dialogue result script for some reason. so no idea how to fix it right now.
Version 2.04
Removed Mood Level from the mod, it is kind of finicky and not really working well. I still have K-9 set up to leave the party whenever you have less than or equal to -250 Karmic Base Value. As well as "Hated" Reputation by the NCR. You also gain a loyalty perk for having positive karma >= 500 and Positive Reputation by the NCR (Liked)
Version 2.02a
Fixed the dialogue issues regarding the GetIsID not working due to not being assigned in 2.01a. Also introduced a new "mechanic" of "Mood" to the creature dog robot thing and when mood gets too low (-1000) it will leave the party and quit. When the player reaches maximum "Mood"(1000) with the Creature robot dog it will give the player and itself a perk to give the benefit for the dog working to the immeediate benefit of the perk goes away if the "dummy perk" assigned to the player becomes inactive on the player. So keep your dog's mood up and morality in check for yourself and you will be fine. Of course this feature is still being developed right now so i need to tweak things and add more things to the mod in order to see if i can add more variables and get more things to effect your companions mood of you or feelings towards you. (Right now this feature regarding mood is incomplete but working and functional but i am still actively developing it.
Also grants a perk when the Player as >= 1000 karmic value. and removes the Creature from the party when karma drops to <= -1000 karmic base value.
So be aware of this in your playthrough and report any bugs in the "Bug section" or posts section.
Version 2.01a
Edited the model and textures and changed it to a modder's resource version using prodlimen Fallout 2 K-9 Cyberdoig Modder's resource Asset pack. Credits are given to the fullest author for making these. I edited the textures to include an "Enclave sigil" for the Robotic Dog you meet in fallout 2. Just so people know where the dog comes from.
Version 2.0a
Also removes the quest for the Project Hound and just has a NPC to buy K-9 from with a little bit of backstory on how he or she got there.
Version 1.6a
Actually fixes the Dog's combat style behavior and does it better then 1.4a since it makes it so that The Dog will actually swap instead of just displaying "Sonic bark" and then "unarmed" as that also fixes the Begin OnLoad so that whenever the game loads the dog reverts back to its actual combat style rather then Sonic Bark.
Version 1.4a
FIXED The Dog's combat style behavior. Should now switch seemlessly between Melee and Ranged combat styles. I got this working through a method of Unequipping the original Ranged combat style and then equipping the Melee style forcibly through script and then vice versa. I also Fixed some dialogue lines in this one so that it works better then previous version.
Version 1.2a
- Fixed some issues with dialogue not lining up or being two "4,000 caps" options.
- Added a perk for the K9 enclave companion
- Added some scripting for that begin ondeath works on the second model
- Second model no longer flagged as essential. UNLESS you play without Hardcore Mode or its not a Player Teammate right now.
Also makes the dog's quest begins whenever the dog first runs away at less than or equal to 50% health percentage of the dog. Rather then the old version where it had to be less than 33% health percentage of the dog.
Version 1.0a
Initial Release.
Once, she was just another experiment. Unit CX-77 — a cybernetic warhound engineered by the Enclave — served with unwavering loyalty during their darkest experiments. She survived the fall of the Oil Rig, the loss of her pack, and the end of the Enclave’s last "great" chapter. Her “offspring,” torn from her at birth, were twisted into weapons — trained to hunt the Enclave’s enemies with feral precision. Now, CX-77 finds herself under your care, Courier. But there’s a catch. Deep inside her neural core lies an Enclave control chip — a leftover piece of code designed to suppress disobedience and enhance aggression. It's deteriorating. Glitching. Unstable. If left unchecked, the chip can trigger combat rage, runaway behavior, and even turn her against you.Your mission? Help CX-77 overcome her programming. Or risk being just another enemy in her crosshairs.
Overall She is a good dog and wishes to make amends with her new owner over her former masters who tried to control her too much.
Use the dog well courier sixes.
You find the dog who is currently in the hold of a merchant who is selling it to Old Lady Gibson. Holding a gun in her face 10mm submachine gun around Old Lady Gibson Garage. Near Novac / Helios One. Sometimes you might be able to find the dog in Novac but they travel pretty quickly to Old Lady Gibson garage so maybe not.
“She’s not just a companion — she’s a weapon built to serve, a mother mourning her stolen pups, and a ticking time bomb in the Wasteland.”
Planned Features: - JIP companion command compatibility - What else is there to do? Its a dog..... - Probably more DLC Interactions probably but its a dog so idk.
Let me know what you think or you want an expanded questline of the mod in the future.
=================================================================== K9 was a cyberdog from Fallout 2 that was a permanent follower of the Chosen One. Now he or she will follow the courier. This mod uses no assets from Fallout 2 since that's probably no allowed. However it does use assets from OWB DLC for Cyberdog brain parts and textures and meshes.
I'm changing the mod idea from my "Enclave Prototype" mod companion to just being K-9 companion from Fallout 2. Disregard the other files though.
Also i removed the quest for the old project hound and other stuff this is an entirely new .esp file for Project Hound and K-9 companion. Now its just K-9 a little backstory on how he got to this suspicious merchant and there you go. All dialogue is unvoiced for now. =================================================================== You also don't need to download the old Avatar as its included in the new package for the mod. So don't download the avatar in "old versions" for now. I rebranded it to be k-9 friendly. ==================================================================== You will need at least Accepted Reputation with the NCR or Karma that is either zero(Neutral) or Good karma in order to recruit your favorite doggo companion from Fallout 2.
Known Issues: - Dog may have issues coordinating when to use Melee or Ranged attacks. it seems like the dog will just run at the enemy pushing them from time to time and not actually bite them with their "bite" power attack. don't know if this is an animation problem do to using the "Sonic bark skeleton" because bite requires a jaw and they do have a jaw on the Sonic bark skeleton actually but it seems too still persist in this version of the mod.
i tried my best to alleviate it and it seems like the dog has fixed it for the most part and will attack sometimes in combat by switching the combat style and removing the previous weapon from their inventory. and then readding it when the combat style gets switched back to ranged or whatever.
if you do encounter this "bug" then you might need to just use Ranged weapons for the cybernetic dog. Rex also has a similar problem i believe in the vanilla game with attacking enemies with their "Bite attack" as well i think not sure how accurate that is but i witnessed it myself with Rex on occasion. I tried fixing the turning point and the Foot weight and it doesn't do much else to fix this problem though turning point does do something in the creature stat menu and it did fix it temporarily but i fear with the model switch it might be back for some reason. so give it whirl and report back here to me in the post section if you have a similar problem and i'll try to diagnose the issue in either bug fixes or posts regardless. Credits: prodlimen for Fallout 2 K-9 Modder's resource pack