Dogmeat leather armor prob

Post » Sat May 28, 2011 8:12 am

Hello i installed the dogmeat leather armor craft version, and i bought the recipie from moria in addition to having the items in my inventory, but for some reason when i click the activate option after activating a workbench it says i dont know how to make any weapons yet. Heres my load order.

Wait, isnt craft supposed to use dialog?


Fallout3.esm
Anchorage.esm
CALIBR.esm
CRAFT.esm
Mart's Mutant Mod.esm
FO3 Wanderers Edition - Main File.esm
RTS.esm
FO3 Wanderers Edition - Main File.esp
FO3 Wanderers Edition - DLC Anchorage.esp
FO3 Wanderers Edition - Followers Enhanced.esp
FO3 Wanderers Edition - Optional Free Play After MQ.esp
WeaponModKits.esp
WeaponModKits - OperationAnchorage.esp
Mart's Mutant Mod.esp
Mart's Mutant Mod - DLC Anchorage.esp
Mart's Mutant Mod - Increased Spawns.esp
Mart's Mutant Mod - Feral Ghoul Rampage.esp
Mart's Mutant Mod - Hunting & Looting.esp
Mart's Mutant Mod - Tougher Traders.esp
Mart's Mutant Mod - Natural Selection.esp
Mart's Mutant Mod - Zones Respawn.esp
Mart's Mutant Mod - FWE Master Release.esp
EVE.esp
Dogmeat Leather Armor - CRAFT.esp

Total active plugins: 24
Total plugins: 82
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FABIAN RUIZ
 
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Post » Sat May 28, 2011 11:25 am

That's because you're supposed to choose the CRAFT option when you use the workbench.
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Catharine Krupinski
 
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Post » Sat May 28, 2011 8:00 pm

Theres only the weapon mod kits and activate option =/
EDIT: I de-activated wmk now theres only the activate. Any ideas?
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leni
 
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Post » Sat May 28, 2011 6:03 pm

You're missing CRAFT - Activation Perk.esp. Check your install of FWE again. You using the latest FOMOD installer?
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Alina loves Alexandra
 
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Post » Sat May 28, 2011 9:35 pm

You're missing CRAFT - Activation Perk.esp. Check your install of FWE again. You using the latest FOMOD installer?


no, i did it manually. Dumb idea. Ill just dl the latest craft. Thanks.

Edit: it was included in the fwe dl, i just had the activate it :facepalm:
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Hella Beast
 
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Post » Sat May 28, 2011 7:37 pm

Very good. Don't forget to swing by the FOIP page and pick up the EVE and FWE patches.
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BethanyRhain
 
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Post » Sat May 28, 2011 4:46 pm

You're going to have greater issues than this running it with FWE. They're not compatible.

For one, you're using Followers Enhanced (which I recommend keeping) but the Dogmeat mod undoes almost all FE's changes to Dogmeat. Followers Enhanced also knows nothing of the other copies of Dogmeat that the mod creates to mimic equipping/unequipping of the various armor or accessories. So that means you are likely going to run into bugs, like being able to use the < Command Handset > with regular Dogmeat but not Dogmeat w/ Packs or Dogmeat w/ Armor, etc. because, again, those are entirely different Dogmeats. See, dogs don't have "Slots" for equipment, and the mod creator simply fakes this by replacing the original Dogmeat creature with a new one with armor or packs on the mesh.

Basically, I looked through the entire mod and determined that there was too much messed up stuff going on to use it with FWE.
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Brad Johnson
 
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Post » Sat May 28, 2011 11:13 pm

You're going to have greater issues than this running it with FWE. They're not compatible.

For one, you're using Followers Enhanced (which I recommend keeping) but the Dogmeat mod undoes almost all FE's changes to Dogmeat. Followers Enhanced also knows nothing of the other copies of Dogmeat that the mod creates to mimic equipping/unequipping of the various armor or accessories. So that means you are likely going to run into bugs, like being able to use the < Command Handset > with regular Dogmeat but not Dogmeat w/ Packs or Dogmeat w/ Armor, etc. because, again, those are entirely different Dogmeats. See, dogs don't have "Slots" for equipment, and the mod creator simply fakes this by replacing the original Dogmeat creature with a new one with armor or packs on the mesh.

Basically, I looked through the entire mod and determined that there was too much messed up stuff going on to use it with FWE.


I'm using the Dogmeat Leather Armor mod with FWE and no issues has arrived yet. I don't usually use the command headset so I can't comment on that, but other than that I have not come across one problem with running these mods together.
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Brad Johnson
 
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Post » Sat May 28, 2011 11:21 pm

I'm using the Dogmeat Leather Armor mod with FWE and no issues has arrived yet. I don't usually use the command headset so I can't comment on that, but other than that I have not come across one problem with running these mods together.


Good for you, but I studied their conflicts thoroughly in FO3Edit and would not use them together. Again, assuming that Followers Enhanced is being used.

For instance Dogmeat no longer has nearly as much health, nor does he do nearly as much damage if you are loading this mod after FWE.

Edit: And of course, you cannot load it before FWE either, or you'll lose out on aspects of Dogmeat Leather Armor's changes. Like the separate meshes ("Unique Dogmeat"), so that he can be textured differently from the other dogs.
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Tiff Clark
 
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Post » Sat May 28, 2011 12:32 pm

Good for you, but I studied their conflicts thoroughly in FO3Edit and would not use them together. Again, assuming that Followers Enhanced is being used.

For instance Dogmeat no longer has nearly as much health, nor does he do nearly as much damage if you are loading this mod after FWE.

Edit: And of course, you cannot load it before FWE either, or you'll lose out on aspects of Dogmeat Leather Armor's changes. Like the separate meshes ("Unique Dogmeat"), so that he can be textured differently from the other dogs.


Hmm he seems to be able to take alot of hits, and no problems thusfar as i do not use the headset. Anyways thanks for the warning on loading it b4.
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Britney Lopez
 
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Post » Sat May 28, 2011 4:54 pm

You're going to have greater issues than this running it with FWE. They're not compatible.

For one, you're using Followers Enhanced (which I recommend keeping) but the Dogmeat mod undoes almost all FE's changes to Dogmeat. Followers Enhanced also knows nothing of the other copies of Dogmeat that the mod creates to mimic equipping/unequipping of the various armor or accessories. So that means you are likely going to run into bugs, like being able to use the < Command Handset > with regular Dogmeat but not Dogmeat w/ Packs or Dogmeat w/ Armor, etc. because, again, those are entirely different Dogmeats. See, dogs don't have "Slots" for equipment, and the mod creator simply fakes this by replacing the original Dogmeat creature with a new one with armor or packs on the mesh.

Basically, I looked through the entire mod and determined that there was too much messed up stuff going on to use it with FWE.


I use this mod with FWE. I don't use FWE followers enhanced though. I use the Remote Control Companions PLUS mod. There aren't any conflicts if loaded after Followers Enhanced... it won't blow up the game, it just isn't used with the FWE companion changes. I might see about a patch eventually but it might be a while as I'm working on other things.
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Lisa Robb
 
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Post » Sat May 28, 2011 6:36 pm

I use this mod with FWE. I don't use FWE followers enhanced though. I use the Remote Control Companions PLUS mod. There aren't any conflicts if loaded after Followers Enhanced... it won't blow up the game, it just isn't used with the FWE companion changes. I might see about a patch eventually but it might be a while as I'm working on other things.

A patch sounds exciting, but I felt like it would be a lot of work, so I gave up on patching it myself, and instead am just going without the armor or packs. There was simply too much being overridden, to the point I consider it "incompatibility", like Aggressive vs Unaggressive, Helps Friends & Allies vs just Friends, Brave vs Foolhardy, damage, health, buffs, combat skill, and so on. And of course any issues with Dogmeat and the Command Handset.

As I understand it you replace the Dogmeat that those mods recognize with a different one depending on what packs/armor you equip on him, right? So, then, I would imagine Remote Control Companions PLUS is "compatible" simply because it doesn't seem to touch Dogmeat, no? Then it's not as if you can remote control Dogmeat, I would assume, with any companion mod that assumes just the standard Dogmeat.

So I think adding in all the different Dogmeat combinations to something like Followers Enhanced would be a large undertaking, and that it'd be more easy to just strip Dogmeat support from that mod instead, and then also give all the Dogmeat versions the FWE-like stats/buffs, etc. and that constitute the "patch".

Edit: I mean, logically, it does seem more realistic that you just have a simple Dog Whistle for your dog, and the Handset for the other companions. :)
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Kat Ives
 
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Post » Sat May 28, 2011 6:19 pm


As I understand it you replace the Dogmeat that those mods recognize with a different one depending on what packs/armor you equip on him, right? So, then, I would imagine Remote Control Companions PLUS is "compatible" simply because it doesn't seem to touch Dogmeat, no? Then it's not as if you can remote control Dogmeat, I would assume, with any companion mod that assumes just the standard Dogmeat.



The way Remote Control Companions Plus works is it allows you to add any actor so long as they are flagged as playerteammate. It's a bit different in that companion names are not listed in the main menu and are instead represented with a number. There is a function to print your companions names as they relate to the numbers in console in case you forget which is which. It also adds a lot of other functions that can be useful like teleporting companions to your position.

So yes it could work with mods that change dogmeat to a new reference. Good luck :)
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Quick Draw III
 
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Post » Sat May 28, 2011 7:23 am

Pretty much.

You can either add the model list to the FWE Dogmeat, or just handle him outside that mod.

You're right... it is incompatible. It's one or the other. That's why I don't like the FWE follower mod, though. It ONLY works with Vanilla companions. The PLUS version of RCC you can add any follower. And I also got tired of wasting all my hard-to-come-by stimpaks on stupid Jericho. :shrug:
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Luis Longoria
 
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