[RELz] Dogmeat Leather Armor

Post » Sat Feb 19, 2011 7:46 am

UPDATE 6/18/2010
Version 1.8

**Download:**
Fallout3Nexus http://fallout3nexus.com/downloads/file.php?id=4474
Planet Fallout http://planetfallout.gamespy.com/mods/239/Dogmeat-Leather-Armor


Recent changes:
1.8.3 (6/18/2010)
Made him un pickpocketable
1.8.2 (6/18/2010)
Fixed bug with 1.8.1 pack mesh wrong path.
1.8.1 (6/18/2010)
Fixed a bug with 1.8 where dog inventory from pre-1.8 was not on the dog. No items are lost. Allow 5 seconds for quest script to run.
1.8 (6/18/2010)
  • Fixed the BIG bug where he goes hostile on any hit!!!
  • FINALLY added Voice to his new dialog and to armored/pack dog.
  • Added a 200 pound weight limit to his inventory.
  • Fixed the bug where Sneak mode would override the Wait command.


1.6 (4/26/2009) http://fallout3nexus.com/downloads/download.php?id=48354 (REQUIRES http://fallout3nexus.com/downloads/file.php?id=4447) http://fallout3nexus.com/downloads/download.php?id=48359
  • Fixed some bugs...
  • http://fallout3nexus.com/downloads/images/4474-1-1240728238.jpg thanks to darkanx
  • Fixed CRAFT dependency-caused CTD for the no-crafting version.


1.5 (4/25/2009)
  • Implemented http://fallout3nexus.com/downloads/images/4474-1-1240242631.jpg. Gives him tradable inventory. They can be used with armor, or without armor. http://fallout3nexus.com/downloads/images/4474-2-1240170577.jpgin CRAFT version.
  • Made his "home" assignable (instead of going to Vault 101); it will be set wherever you are when you set it. Can also reset it to V101, or set again any time.
  • Gave him a non-aggressive "sneak" mode (though he isn't terribly stealthy, he will hang back from you and not attack until attacked first).
  • http://fallout3nexus.com/downloads/images/4474-1-1240657409.jpg. This will cancel Wait mode and Sneak mode, plus if you fire him (told him to go home/vault 101), it will re-hire him if within the same cell or within 10000 units outside. http://fallout3nexus.com/downloads/images/4474-2-1240657409.jpgin CRAFT version.
  • Re-coded the back-end scripting from scratch; it can now accomodate any number of armors (in 3 "slots", armor (leather, vaultsuit, radsuit, naked); pack (pack, naked); collar (scarf, naked), can add more to each slot quite easily, though currently only leather armor and packs are in).
  • Toned down health and damage gained per level.
  • Voice is not implemented yet. Will work on for next version.


1.1 (4/18/09)
  • http://fallout3nexus.com/downloads/images/4474-1-1240115533.jpg support for Dogmeat through the Unique Dogmeat resource mod. Now if you want to change Dogmeat's fur, instead of replacing dog.dds, you replace dogmeatskin.dds. This means ONLY Dogmeat gets changed to use that fur, so you can have him be the only German Shepherd, Husky, etc. Note that this armor mod doesn't contain furs. You can find a German Shepherd, plus links to every Dog texture mod on nexus, at this link: http://fallout3nexus.com/downloads/file.php?id=5748
  • Also fixed a bug where you could attempt to armor him during the pause before armored dogmeat appears.


1.0 (4/16/09)
  • http://fallout3nexus.com/downloads/images/4474-1-1239766257.jpgthe http://fallout3nexus.com/downloads/images/4474-2-1239766257.jpg!! (using the http://fallout3nexus.com/downloads/file.php?id=4447 system for schematic compatibility). **DONE** (see pics of the ingedients and icon!)
  • Dogmeat will not have the armor by default. You have to craft it and then put it on him. **DONE**
  • Stat changes (damage resistance etc) when armor is worn. **DONE**
  • Separate optional version for download without the crafting.


Pics of the armor:
http://fallout3nexus.com/downloads/images/4474-1-1239603503.jpg
http://fallout3nexus.com/downloads/images/4474-2-1236043948.jpg
http://fallout3nexus.com/downloads/images/4474-2-1239766257.jpg
http://fallout3nexus.com/downloads/images/4474-1-1239766257.jpg
User avatar
elliot mudd
 
Posts: 3426
Joined: Wed May 09, 2007 8:56 am

Post » Sat Feb 19, 2011 7:45 am

Really nice! Thanks for sharing!

Maybe that stops me from blowing Dogmeat up that often. Problem is, I throw a grenade and he runs to fetch it... :P
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SWagg KId
 
Posts: 3488
Joined: Sat Nov 17, 2007 8:26 am

Post » Sat Feb 19, 2011 8:15 am

Uploading a non-crafting version now. Same removable/wearable scripts and stats, but removed CRAFT requirement from it. The item is instead sold by the vendors instead of the schematic.
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kitten maciver
 
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Post » Sat Feb 19, 2011 8:42 am

wow, looks lovely!!

nice work!
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Roanne Bardsley
 
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Post » Sat Feb 19, 2011 12:16 am

Would like to hear if anyone has any problems :brokencomputer: or suggestions :mohawk:
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candice keenan
 
Posts: 3510
Joined: Tue Dec 05, 2006 10:43 pm

Post » Fri Feb 18, 2011 11:05 pm

I have uploaded version 1.1.

Changes:
  • Enhanced customization support for Dogmeat through the Unique Dogmeat resource mod. Now if you want to change Dogmeat's fur, instead of replacing dog.dds, you replace dogmeatskin.dds. This means ONLY Dogmeat gets changed to use that fur, so you can have him be the only German Shepherd, Husky, etc. Note that this armor mod doesn't contain furs. You can find a German Shepherd, plus links to every Dog texture mod on nexus, at this link: http://fallout3nexus.com/downloads/file.php?id=5748
  • Also fixed a bug where you could attempt to armor him during the pause before armored dogmeat appears.

User avatar
Taylor Bakos
 
Posts: 3408
Joined: Mon Jan 15, 2007 12:05 am

Post » Fri Feb 18, 2011 8:19 pm

Update 4/26/2009

1.6 (4/26/2009) http://fallout3nexus.com/downloads/download.php?id=48354 (REQUIRES http://fallout3nexus.com/downloads/file.php?id=4447) http://fallout3nexus.com/downloads/download.php?id=48359
  • Fixed some bugs...
  • http://fallout3nexus.com/downloads/images/4474-1-1240728238.jpg thanks to darkanx


1.5 (4/25/2009)
  • Implemented http://fallout3nexus.com/downloads/images/4474-1-1240242631.jpg. Gives him tradable inventory. They can be used with armor, or without armor. http://fallout3nexus.com/downloads/images/4474-2-1240170577.jpgin CRAFT version.
  • Made his "home" assignable (instead of going to Vault 101); it will be set wherever you are when you set it. Can also reset it to V101, or set again any time.
  • Gave him a non-aggressive "sneak" mode (though he isn't terribly stealthy, he will hang back from you and not attack until attacked first).
  • http://fallout3nexus.com/downloads/images/4474-1-1240657409.jpg. This will cancel Wait mode and Sneak mode, plus if you fire him (told him to go home/vault 101), it will re-hire him if within the same cell or within 10000 units outside. http://fallout3nexus.com/downloads/images/4474-2-1240657409.jpgin CRAFT version.
  • Re-coded the back-end scripting from scratch; it can now accomodate any number of armors (in 3 "slots", armor (leather, vaultsuit, radsuit, naked); pack (pack, naked); collar (scarf, naked), can add more to each slot quite easily, though currently only leather armor and packs are in).
  • Toned down health and damage gained per level.
  • Voice is not implemented yet. Will work on for next version.

User avatar
Claudz
 
Posts: 3484
Joined: Thu Sep 07, 2006 5:33 am

Post » Sat Feb 19, 2011 8:06 am

Wow, I'm so glad this was on the first page when I decided to loiter in the forum! I saw this back when it was first released (it was "just" armor back then), but I didn't download it - I guess since Oblivion's horse armor I have something like an "armor for animals" trauma. But look at it now! Non agressive sneak mode! Dog Whistle! Assignable home! This sounds brilliant.

Instant download and as soon as my new character can survive a journey to the scrapyard, I'll be heading there. :)
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Elizabeth Davis
 
Posts: 3406
Joined: Sat Aug 18, 2007 10:30 am

Post » Sat Feb 19, 2011 8:55 am

I have installed the 1.6 no craft version (was running the 1.1 one) and I now get this every time that I try and start the game...

Problem signature:
Problem Event Name: APPCRASH
Application Name: Fallout3.exe
Application Version: 1.4.0.6
Application Timestamp: 4981c35c
Fault Module Name: Fallout3.exe
Fault Module Version: 1.4.0.6
Fault Module Timestamp: 4981c35c
Exception Code: c0000005
Exception Offset: 000e87ec
OS Version: 6.1.7100.2.0.0.256.1
Locale ID: 2057
Additional Information 1: 0a9e
Additional Information 2: 0a9e372d3b4ad19135b953a78882e789
Additional Information 3: 0a9e
Additional Information 4: 0a9e372d3b4ad19135b953a78882e789

if I remove the Dogmeat Leather Armor - no crafting.esp from my load order then the game runs fine.

If I then reinstall the 1.1 version that I had previously all runs well with zero problems.

Applying the 1.6 version will cause the above error - regardless of where the esp is placed in my run order each and every time making the game not playable for me.
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SamanthaLove
 
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Joined: Mon Dec 11, 2006 3:54 am

Post » Fri Feb 18, 2011 10:14 pm

ACK! The Craft dependency got in there. Thanks for catching that, VimesUK. I'll get it fixed in a minute. Sorry :)
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Steven Nicholson
 
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Joined: Mon Jun 18, 2007 1:24 pm

Post » Sat Feb 19, 2011 12:33 am

Update: 1.6 no-craft updated to remove CRAFT dependency.
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Enie van Bied
 
Posts: 3350
Joined: Sun Apr 22, 2007 11:47 pm

Post » Fri Feb 18, 2011 10:39 pm

Excellent news :)

Glad that you managed to resolve the problem so quickly. I will download it once the file has become accessible at Nexus. Alas I just downloaded the file again at...

http://planetfallout.gamespy.com/mods/239/Dogmeat-Leather-Armor

to find that it still gives the same issue, this one must be the old version.
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Facebook me
 
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Post » Sat Feb 19, 2011 12:23 am

:goodjob: :goodjob: :goodjob: :goodjob: :goodjob:
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Alan Whiston
 
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Post » Sat Feb 19, 2011 5:12 am

edit: Finally got PlanetFallout updated :D
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Patrick Gordon
 
Posts: 3366
Joined: Thu May 31, 2007 5:38 am

Post » Sat Feb 19, 2011 4:15 am

I just downloaded the file again from Nexus and it still crashed the game. However I have just downloaded it from PlanetFallout and the game now starts when using that one :)

I have not tested any further on how the mod performs and I will give you feedback later, thanks very much for all of your hard work - most appreciated.
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Devils Cheek
 
Posts: 3561
Joined: Sun Aug 13, 2006 10:24 pm

Post » Fri Feb 18, 2011 9:01 pm

I've downloaded it from Nexus on premium and public servers... both are the right one, and I've tested them both to be sure. Maybe your cache still just has the old one stored? :confused: Anyway, glad you got the updated one finally :)
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Julie Serebrekoff
 
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Joined: Sun Dec 24, 2006 4:41 am

Post » Sat Feb 19, 2011 7:59 am

I'm having issues with Dogmeat, they might be related to this mod.
He seems to be no longer essential before being picked up at the scrapyard. I had to reload several times before I could get him alive, because of the stupid raiders always shooting the cars and blowing up the whole area. Could this be caused by the mod? (Not the raiders blowing up the cars, Dogmeat's mortality I mean.)
Also when I finally managed to get him alive, he was badly crippled (but with a full healthbar) and I had no dialogue option to heal him. First I thought, this might be related to another mod I'm using - Triage - but this doesn't seem to be the case, because Kearsage says (and tested) that feeding stims to companions via dialogue works fine. It does work for me, if Dogmeat is injured (in additon to being crippled), but not with crippled bodyparts while otherwise having full health. Could this be related to the armor mod?

Apart from princess_stomper's http://planetfallout.gamespy.com/mods/30/All-Companions-Essential, I'm using no mods that alter Dogmeat and I'm loading that one before yours, so yours should "win".


Unrelated to this issue, I also have a few questions about the mod: If I tell Dogmeat to be stealthy, will he still alert me by growling when an enemy is near? I guess your mod is not compatible with Tarrant's "Obedient Dogmeat", is it? Dogmeat is not essential when using your mod, is he? Can I set him essential using the console or will this break something within your mod?
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flora
 
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Post » Sat Feb 19, 2011 3:18 am

I might have missed a dialog condition on his essential status... there's like half a dozen different hiring dialogs, I might have failed to change one of them. You can set him essential with the console (i believe he's 6a772 or somethin).

The stealth, I think he does, but not 100% sure. Obedient dogmeat isn't compatible.

As I get it more complete, this should be a full-featured dog mod. That last release I spent most of the time on the scripts for armoring, the other stuff was done in the last day before release.

I'll look into those things. Thank for the report :D
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Michelle Smith
 
Posts: 3417
Joined: Wed Nov 15, 2006 2:03 am

Post » Sat Feb 19, 2011 7:26 am

Although I didn't spend much time with Dogmeat, but reloaded a save before the scrapyard to pick him up later (having a crippled dog and no way to heal him just breaks my heart), I can already tell from the short time I had the dog with me, that I really like this mod a lot. I guess it will have its firm place in my list of loaded mods for a long time. I can't wait to see what other stuff you're going to implement to progress this into a "full-featured dog mod", I'd say it's pretty advanced already. :)

Thanks for looking into things, I hope it isn't false alarm and some other mod causes these things. (Can't imagine which one, but who knows.)
I'm currently not using Dogmeat, because of the crippling, but I have a save just before the scrapyard (but before the area and Dogmeat are actually loaded), so if you need testers, give me a shout.
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Timara White
 
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Post » Sat Feb 19, 2011 3:12 am

I'm having a problem.

I've tried both craft and non craft versions, and both have his textures all garbled....

They keep changing to weird patterns and back again, and then sometimes he's almost see through with floating blue orbs for eyes.

also, when I go to trade with moira, I see the schematics for the dog pack and armor, but it can't find the icon for it.

Am I doing something wrong? This is my first time installing a mod for fallout 3, but I'm sure i've done everything right... and i've installed plenty of mods for plenty of other games...


thanks
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stacy hamilton
 
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Post » Fri Feb 18, 2011 10:25 pm

Heya! Sounds like you might not have run Archive Invalidation Invalidated yet? It's needed for... well, almost any mod these days! You just run it once :)

http://fallout3nexus.com/downloads/file.php?id=944
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Dan Endacott
 
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Post » Sat Feb 19, 2011 9:13 am

Hah! That did it alright!

This mod looks so good. I was on the verge of downloading about 5 other ones, but yours is seriously the ideal dogmeat mod. [censored] yeah big ups!
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Harry Hearing
 
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Post » Fri Feb 18, 2011 5:25 pm

I love the Teddy Bear... Hilarious pack.
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Mrs shelly Sugarplum
 
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Post » Sat Feb 19, 2011 12:31 am

I love the Teddy Bear... Hilarious pack.


Hehe, I agree... the pack was made by gorow333 though, not me. I just asked to use it :)

The armor I textured, but the pack is his.
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Johnny
 
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Post » Sat Feb 19, 2011 4:59 am

Is there a means to control his aggression levels a la Phalanx Obedient Dogmeat? If there were such a thing, I'd switch over to this because it's handy to have him auto-run-away when you're in a particularly violent area or if you're trying to lure enemies into mine traps.

Also, I made a funny little "your dog wants steak" bit where if you had Brahmin Steak in your inventory you'd give it to him instead of the "good boy" dialog, and actually eat it (remove item from player, add item to dogmeat, use item for dogmeat). Just a side funny, really...
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Romy Welsch
 
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