[WIPz] Dogmeat Expanded

Post » Mon Jan 11, 2016 8:29 am

Dogmeat Expanded

I was a fairly active mod author for Skyrim and am currently waiting for the new CK for Fallout to come out. I am planning on porting the features from my http://www.nexusmods.com/skyrim/mods/39625/? mod and expanding them to make Dogmeat a truly unique companion. I am making this thread now to hopefully spark off a discussion of possible features.

Current Planned Features:

- Growth System: Dogmeat starts off as a sm puppy (with unique meshes to match) and will grow over time. How quick this occurs will be configurable. Will be turned off for already active games, only on for new games with the option to turn it off as long as you haven't met Dogmeat yet. (I hope a MCM mod comes out soon)

- Hunger System: You must feed your dog regularly. Failure to do so will result in negative effects (to be defined) and restricted growth.

- Expanded Commands: various new commands or extensions of the current command system (all depends on how mod-able the vanilla system is)

- Dog Packs: The map will be divided up into numerous regions, each having one main dog pack that calls it home. When your dog is old enough he'll get challenged by the "Alpha Dog" of the region. If he wins, he'll gain the ability to summon pack members to aid you in battle. This can be done either from a specific player command, or automatically if you are in combat with only x% health left. At night your dog will howl at the moon, if he gets a response this will indicate that you are in a protected region

I am looking to expand this list. Please feel free to contribute any suggestions. One thing I'm considering is some sort of Loyalty + Aggression level systems

Thoughts?

- Hypno
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Isabel Ruiz
 
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Post » Mon Jan 11, 2016 1:40 am

Sounds like a brilliant mod for my favorite follower! Hmm, can't think of any ideas as good as yours. Maybe Dogmeat eventually meets Biatchmeat...

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Roy Harris
 
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Post » Mon Jan 11, 2016 2:41 am

How about something that relates to the stats of a player, for example murder rates? My initial thought is cosmetic but also could influence loyalty and/or aggression of the companion.

I would personally like to see the ability to summon packs and also have have them permanently (either being optional for a character). But this is mainly because Seezur Milan for my SPECIAL Hero mods will be working on this premise and it saves me time as I just have to request your permission to integrate your mod into it :P

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Marcia Renton
 
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Post » Mon Jan 11, 2016 2:51 am

How about a mod that would have Dogmeat as a non companion.

I'd like to bring Dogmeat with me all the time and still have another companion.

He could just provided warnings and stay close and maybe jump in if someone attacks from the read.

Maybe something like Unaggressive and smart Dogmeat mod.

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Barbequtie
 
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Post » Sun Jan 10, 2016 11:48 pm

I just wish he would STOP walking in front of me, and not being able to decide which direction to go, in very confined spaces....... that's gotten my killed more than once....

Make feeding optional please.

What would be rather cool, if possible at all.... is "teach" dogmeat a limited number of objects, and have the ability to have him "run home and fetch X item" on command. :)

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Star Dunkels Macmillan
 
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Post » Sun Jan 10, 2016 10:07 pm

I don't really use Dogmeat but, if I ever was to be swayed THIS would be the mod to do it!

Sounds great!
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Kaylee Campbell
 
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Post » Sun Jan 10, 2016 8:21 pm

Not sure if possible (especially until Geck2), but some thought that would make it great:

1) Heel:

Dog meat strictly follows you. (ideally implemented as, every few seconds system polls your cords and issues a 'GO Here' command to your last position. If not to taxing on system, so Dogmeat would follow your exact footsteps and never go someplace you had not just walked. (this could be a seperate mod for ALL companions).

2) As presumably better senses, an 'Alert' mode would be great, witha small growl and/or body posture (or message), that warns if when dogmeat detects an NPC within range. (greaat for letting you know something is near (though near relative).

3) Have to admit if not too hard, would love to see the non-companion 'aka non-combat pet' of just follows you around, (maybe still fetch), but will not trigger NPCs at all. will not help/engage in fights.

4) Would love to see a companion for Dogmeat, (bonuses for scripted and/or quests line for them to be couple), likewise would love to see 'Settlers' that were dogs. (bonus if assignable as guards, possibly 'hunters' to get food (meats/animal parts).

5) A 'Distract' would be a very neat/use full command if scriptable. (perhaps only outdoots), but dog move off to opposite side (from you) of targeted NPC, and then makes noise/what ever, to cause NPC to focus on them, to help sneak past (or attack).

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Kaylee Campbell
 
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Post » Mon Jan 11, 2016 8:08 am

Spoiler
Giving him the Wazer Wifle will let you equip it on him, giving him an attack where he barks lasers.

Would be fun to see a modded take on an old Fallout 3 hoax.

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Nicole Coucopoulos
 
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