Undoer Posted February 20, 2012 Share Posted February 20, 2012 (edited) A friend asked me to make as closer approximation to Dogmeat from Fallout 1, 2 and 3 as possible, so I've done my best and figured that the Wolf Model and SkinWolfBlack would be the most appropriate, but of course the Wolf Race doesn't allow much player interaction (other than an axe to the face). So I cloned the Wolf Race, and changed some of the combat details, speed, mobility, abilities etc to be the same as that of the DogCompanionRace. When I went in-game I had the option to press 3) Talk to Dogmeat, which made him follow me around (as it should) but pressing E whilst he was following me should bring up a dialog window so I can tell him to: Go our seperate ways, or Wait Here. I had this working yesterday when I used the DogCompanionRace, but today I've given him this customized DogCompanionRace (Named Wolf2CompanionRace) and when he's following me and I press E to interact with him nothing happens. He's using the script "WEDogFollower" with auto-filled properties. The only big changes between the DogCompanionRace and Wolf2CompanionRace is that Wolf2 uses the Wolf Model, and Wolf textures (keeping the Dog Voice), whilst DogCompanionRace uses the dog model and texture it does in the vanilla game. Any help would be greatly appreciated, this is causing me to scratch my head quite a bit. Edited February 20, 2012 by Undoer Link to comment Share on other sites More sharing options...
r1de Posted February 23, 2012 Share Posted February 23, 2012 (edited) A friend asked me to make as closer approximation to Dogmeat from Fallout 1, 2 and 3 as possible, so I've done my best and figured that the Wolf Model and SkinWolfBlack would be the most appropriate, but of course the Wolf Race doesn't allow much player interaction (other than an axe to the face). So I cloned the Wolf Race, and changed some of the combat details, speed, mobility, abilities etc to be the same as that of the DogCompanionRace. When I went in-game I had the option to press 3) Talk to Dogmeat, which made him follow me around (as it should) but pressing E whilst he was following me should bring up a dialog window so I can tell him to: Go our seperate ways, or Wait Here. I had this working yesterday when I used the DogCompanionRace, but today I've given him this customized DogCompanionRace (Named Wolf2CompanionRace) and when he's following me and I press E to interact with him nothing happens. He's using the script "WEDogFollower" with auto-filled properties. The only big changes between the DogCompanionRace and Wolf2CompanionRace is that Wolf2 uses the Wolf Model, and Wolf textures (keeping the Dog Voice), whilst DogCompanionRace uses the dog model and texture it does in the vanilla game. Any help would be greatly appreciated, this is causing me to scratch my head quite a bit.It is because you created a new race and the conditions for the "DialogueFollower" quest do not allow your new race to have the dialogues. discovered this when I created my companion wolves: Shady the Companion Wolf Feel free to use that for any inspiration/help figuring it out that you need :smile: If you can get them to howl still after you figure this out, I'll be your bestest friend! Possibly this will help too:Animal Companion Follower Commands Thread Edited February 23, 2012 by r1de Link to comment Share on other sites More sharing options...
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