There are two versions: one where you craft the armor, which REQUIRES the CRAFT mod, and one where the armor is purchasable instead.
**Download:**
Fallout3Nexus http://fallout3nexus.com/downloads/file.php?id=4474
Planet Fallout http://planetfallout.gamespy.com/mods/239/...t-Leather-Armor
Pics:
Left side
Right side
Icon for crafted item
Schematics note
Recent changes:
1.6 (4/26/2009) Craft version direct download link (REQUIRES CRAFT) Non-crafting version direct download link
1.5 (4/25/2009)
1.1 (4/18/09)
1.0 (4/16/09)
Readme:
**Download:**
Fallout3Nexus http://fallout3nexus.com/downloads/file.php?id=4474
Planet Fallout http://planetfallout.gamespy.com/mods/239/...t-Leather-Armor
Pics:
Left side
Right side
Icon for crafted item
Schematics note
Recent changes:
1.6 (4/26/2009) Craft version direct download link (REQUIRES CRAFT) Non-crafting version direct download link
- Fixed some bugs...
- Updated Whistle icon thanks to darkanx
1.5 (4/25/2009)
- Implemented packs. Gives him tradable inventory. They can be used with armor, or without armor. Craftable in 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).
- Dog whistle. 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. Craftable in 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)
- 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: Unique Dogmeat
- Also fixed a bug where you could attempt to armor him during the pause before armored dogmeat appears.
1.0 (4/16/09)
- Crafting the armor!! (using the CRAFT 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.
Readme:
Version 1.6
Category: Companions
Author: pintocat
Fallout3Nexus: http://fallout3nexus.com/downloads/file.php?id=4474
PlanetFallout: http://planetfallout.gamespy.com/mods/239/Dogmeat-Leather-Armor
Forum: http://www.bethsoft.com/bgsforums/index.php?showtopic=979908
Description
===========
Leather piecemeal scrap armor, in wasteland style, for Dogmeat. It can be put on or removed from him in-game through dialog. 2 versions: one where you craft the armor, one where you buy it. Crafting version REQUIRES the CRAFT mod.
***If you downloaded no-crafting 1.6 and it doesn't work, re-download it! First upload had CRAFT dependency which causes CTD. I apologize for that.***
Recent changes:
1.6 (4/26/2009) Craft version direct download link (REQUIRES CRAFT) Non-crafting version direct download link
- Fixed some bugs...
- Updated Whistle icon thanks to darkanx
1.5 (4/25/2009)
- Implemented packs. Gives him tradable inventory. They can be used with armor, or without armor. Craftable in 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).
- Dog whistle. 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. Craftable in 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)
- 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: Unique Dogmeat
- Also fixed a bug where you could attempt to armor him during the pause before armored dogmeat appears.
1.0 (4/16/09)
- Crafting the armor!! (using the CRAFT 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.
Since Nexus jumbles up the order of files, for clarity, here are the downloads:
Craft version download link 1.6 (REQUIRES the CRAFT mod.)
Non-crafting version download link 1.6
Alternate textures (with badge) download link Most didn't like the sheriff badge, but here it is.
Location
========
Dogmeat; if you have him, great. If not, you'll need to find him; the .esp only modifies him, not all dogs.
CRAFTing version: Schematic bought from Moira Brown in Megaton or Lydia Montenegro/Michael Masters in Tenpenney Tower.
Non-crafting version: Armor bought from Moira Brown in Megaton or Lydia Montenegro/Michael Masters in Tenpenney Tower.
Details
=======
There are two versions of 1.0 and later: Dogmeat Leather Armor - CRAFT; and Dogmeat Leather Armor - no crafting.
New versions have upgrade scripts built-in, BUT going from non-crafting to CRAFT, or vice versa, will require you to get Dogmeat naked, uninstall the mod, load up, save, then load the other mod. (Clean save with normal Dogmeat).
The crafting version REQUIRES the CRAFT mod for schematics. The reason CRAFT mod is required for crafting is that schematics in vanilla are incompatible; you can only have 1 mod that adds schematics to the workbench. Thus for compatibility, I made it with CRAFT, which makes all CRAFT-made schematic mods play nice together.
CRAFTing version: Schematic bought from Moira Brown in Megaton or Lydia Montenegro/Michael Masters in Tenpenney Tower.
Non-crafting version: Armor bought from Moira Brown in Megaton or Lydia Montenegro/Michael Masters in Tenpenney Tower.
The ingredients for crafting armor are: Scissors, Leather Belt, Raider Blastmaster Armor, Raider Sadist Armor. (At the bottom of the readme is a spoiler with the additem codes for each.)
The ingredients for crafting packs are: Leather Armor (human), Teddy Bear, Wonder Glue, Pre-War Casualwear (any).
The ingredients for crafting whistles are: Ophthalmoscope, 10mm round.
Once you have obtained Leather Dog Armor (by crafting at a workbench, or stealing/buying for non-craft version), talk to Dogmeat to convince him to let you put it on him. It can also be removed by talking to him once he's armored. When you make him wear or remove the armor, it will end dialog with him. Within 1 to 2 seconds, he will change out.
Dogmeat changes:
- He levels with you, and gains health and damage per level.
- Armored dogmeat has Damage Resist: 20, Energy Resist: 10.
- He's essential
- AI changed from "foolhardy" to "brave", giving him better self-preservation.
- I can tweak these easily later, they're just initial trial numbers.
The mesh is the vaultsuit clothing mesh that gorow333 made for his "Dogmeat Outfits" mod here: http://fallout3nexus.com/members/editfile.php?id=4404
The texture consists of pieces I have GIMPed together from about 5+ different Vanilla armors.
For some other Dogmeat looks, check out Shaikujin's Chrome dogmeat armors. Note that at this time, they probably won't work together very well. http://fallout3nexus.com/downloads/file.php?id=4331
Future Plans
=======
Each armor/equipment takes a long time-- dogs/creatures can't actually "equip" items, so each one is a unique npc with extra models in the model list. That's not a problem, but then it also means a few scripts (simple enough)... and duplicating every single Dogmeat Dialog (this is the time-consuming part, because copying them doesn't bring over the actual text, scripts, conditions, etc, so those all have to be hand-entered.)
Right now my plan is:
- add more equipment. options will be: normal dogmeat, armor dogmeat, pack dogmeat, and armor+pack dogmeat. Possibly more later.
- Add radio collar to track him
- Leather and spiked collars
Install
=======
0. Install the CRAFT mod, if using the CRAFT version.
1. Extract the files to a temporary location.
2. Examine the folder structure and make corrections where necessary.
3. Copy files to (install folder)\Fallout 3\Data\
4. Start Fallout Launcher, click 'Data Files', place a checkmark beside the .esp file(s).
Uninstall
=========
1. Strip Dogmeat of all armor/packs etc, save game.
1. Start Fallout Launcher, click Data Files, uncheck the .esp file(s).
2. Delete the files/folders associated with the mod.
Fallout\Data\Meshes\Creatures\Dog\DogArmorLeather.nif
Fallout\Data\Meshes\Creatures\Dog\Dogwornpack.nif
Fallout\Data\Meshes\Creatures\Dog\Dogmeatskin.nif
Fallout\Data\Meshes\Creatures\Dog\Dogmeateyes.nif
Fallout\Data\Textures\Creatures\Dog\DogArmorLeather.dds
Fallout\Data\Textures\Creatures\Dog\DogArmorLeather_n.dds
Fallout\Data\Textures\Creatures\Dog\Dogmeateyes.dds
Fallout\Data\Textures\Creatures\Dog\Dogmeateyes_n.dds
Fallout\Data\Textures\Creatures\Dog\Dogmeatskin.dds
Fallout\Data\Textures\Creatures\Dog\Dogmeatskin_n.dds
Fallout\Data\Textures\interface\icons\pipboyimages\items\dogarmorleathericon.dds
Fallout\Data\Textures\interface\icons\pipboyimages\items\dogarmorpackicon.dds
Fallout\Data\Textures\interface\icons\pipboyimages\items\whistle.dds
Fallout\Sound\fx\dogmeatleatherarmor\whistlehere.wav
Upgrade
=======
1. If changing from CRAFT to no-craft, or no-craft to CRAFT, you need to first get Dogmeat naked (no armor, packs, nothing), save game.
2. Uninstall the old mod.
3. Install the new mod.
4. Start fallout and play. No special instructions.
Incompatibility
===============
This does not replace any textures or meshes, so only dogs changed in the GECK to use the mesh will be affected. The provided .esp changes Dogmeat.
This will conflict with any other mod that changes Dogmeat's AI/stats/texture, etc.
Known Issues or Bugs
====================
The edges of the mesh need to be smoothed out. This is still a Beta WIP.
History
=======
4/26/2009 1.6 --
-Fixed a bug where sometimes special dialog wouldn't be initialized
-Fixed it so when he's set to Wait, messages about him going to Vault 101 don't appear. This is totally turned off from vanilla, but the whistle will cancel his wait, and future version will have radio tracking collar for if you lose him.
4/25/2009 1.5 --
-Implemented packs. Gives him tradable inventory. They can be used with armor, or without armor. Craftable in 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).
-Dog whistle. This will cancel Wait mode and Sneak mode, and re-hire him if in same cell or within 10000 units. Craftable in 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.
4/18/09 1.10 -- Added enhanced support for custom Dogmeat fur/eyes through the Unique Dogmeat resource.
Fixed a bug where you could armor him during the pause before armored dogmeat appears.
4/16/09 1.00 -- Big revision!
-Added crafting
-Added swapping of armored to normal dogmeat
-Added stat changes to dogmeat
0.05 -- I removed the badge that most people hated.
I also extended the left back-leg strap to bridge the gap.
Changed DDS compression from DXT3 to DXT5; should look better.
Added some more metal studs to the butt.
Stripped out dog body stuff from the nif model, so using different fur/skin shouldn't cause any weird transparency stuff or flicker anymore.
0.04 -- I added a bandolier to the left chest to form a definite neck outline, removed the excess padding. Neck looks better.
I will be adding more stuff to get it looking better still, and likely be removing that badge; it doesn't look right on him, in addition to bending with his body.
Also need to fix the strap on front of his rear left leg (glaring error since .01).
0.03 -- Added couple pictures.
I've removed that metal plate from left shoulder, added a Deputy's badge (I redid the sheriff badge ).
Also, I added a bracer thing to his left arm. I've got this v03 ready, but I'm just going to wait till I do more work on the neck and collar area. I'll be adding more straps, to make a definite neck border, moving and adding studs, and fixing up some more stuff.
0.02 update -- I've done some small improvments.
Straps repositioned, metal studs added, normal map updated (was using the one from Dogmeat Outfits... haha), neck was trimmed back (needs more work, but it's at least not stretched as bad).
Contact
=======
You can find me on the official Bethesda forums as 'pintocat'
You can find me on Fallout3Nexus as 'pintocat'
You can send me an email here: simba DOT mason AT gmail DOT com
Credits
=======
Thanks to darkanx for the newer whistle icon.
Thanks to highsight for CRAFT mod.
Thanks to gorow333 for the Dogmeat vaultsuit mesh.
Thanks to Bethesda for creating Fallout 3 and the base armor textures I stole from .
Thanks to Fallout3Nexus.com for the a one-stop-shop resource for authors and players.
Thanks to LHammonds for the Readme Generator this file was based on.
Tools Used
==========
7-Zip - http://www.tesnexus.com/downloads/file.php?id=15579
GIMP - http://www.tesnexus.com/downloads/file.php?id=14920
NIFSkope - http://niftools.sourceforge.net/wiki/NifSkope
Readme Generator - http://lhammonds.game-host.org/obmm/tools_readme_generator1.asp
Licensing/Legal
===============
You can do whatever you want with this mod but all I ask in return is that
you give me credit if you distribute any part of this mod.
Spoilers
===============
startquest xx00BCBA (xx=load order) will give you the armor, pack, and whistle directly.
Dogmeat Leather Armor items
2210c
250a4
3307e
3307c
Dog Pack items
20423
1f21f
2210a
1ea6d, 340cf, or cb60d (any one of them)
Dog Whistle items
5f183