Using in-game technology, this Everyone’s Best Friend mod allows you to have Dogmeat and a regular companion at the same time (not hacks or console commands)
Creator: Valdacil
Everyone’s Best Friend
REQUIREMENTS
This mod does not have any known dependencies other than the base game.
Mod requiring this file
Mod name | Notes |
EBF UFO4P compatibility fix | |
Everyone’s Best Friend | |
Everyone’s Best Friend – Czech translation | Pro správné fungování je potřeba mít staženou původní modifikaci. |
Everyone’s Best Friend – spolszczenie (polish translation) | |
Everyone’s Best Friend spanish | Mod original requerido |
Lunar Fallout and Realistic Aid Side effect patch | Only for optionnal patch between EBF and realistic aids |
Melhor Amigo de Todos | |
Survival Options – Give Me That Bottle – Everyone’s best friend – Patch |
PERMISSIONS AND CREDITS
Author’s instructions
File credits
Gambit77, SystemLordBhaal, and yatz for their help in beta testing the mod!
MIRRORS
CHANGELOGS
Version 3.0.0
- Integrated spacefiddle’s bugfix for companion idle chatterspam. Thanks to spacefiddle for providing the source code necessary to include this fix.
Version 2.0.0
- Modified Survival Mode scripts surrounding healing companions so that it would show companion heal and Dogmeat heal quest markers seperately.
Version 1.0.0
- Initial Release
DESCRIPTIONS
There’s a lot of evidence that Dogmeat isn’t a true ‘partner’ in the Companion system, and that it was designed to be used with another companion:
- Dogmeat doesn’t believe in live and let live.
- Dogmeat has no effect on Lone Wanderer perks.
- When compared to other companions, Dogmeat has a lower carry capacity and DPS.
- There are Companion affinity interactions that need you to have Dogmeat present with another companion in order to heal him.
- On the technical side, the FollowerScript script stores whether you have a companion and/or Dogmeat in two variables: PlayerHasCompanionActive and PlayerHasDogmeatCompanionActive.
- Then there’s this note about Dogmeat and friends in the script, which comes directly from a Bethesda developer:
Originally there were two slots for companion types, you could have both Dogmeat and a single human companion.
Creator: Valdacil
That is why there are two aliases and two seperate functions. Now we are only letting you have either dogmeat or a single human companions. Rather than risk breaking everything by trying to unifying everything into a single alias/function call
I am going to just put hooks in SetCompanion and SetDogmeatCompanion to auto dismiss the other
However, Bethesda didn’t go the extra mile to make Dogmeat a true companion by impacting Live & Love, altering Lone Wander, and so on after deciding to only allow either dogmeat or partner. Several ‘bug fixes’ have been released in an attempt to make Dogmeat into a true friend. Instead, I propose that the ‘fix’ is to allow you to have both Dogmeat and a regular companion at the same time, like Bethesda intended (before they changed their mind).
INSTALLATION
? Download Everyone’s Best Friend v3.0.0
Instruction
With NMM: Download with Manager and activate.
Without NMM:
- Download the file. Then use your favorite .7z, .zip, .rar program to extract the contents to your game \Data folder. The mod requires 2 files: EveryonesBestFriend.esp and EveryonesBestFriend – Main.ba2.
- ie: C:\Program Files (x86)\steam\steamapps\common\fallout 4\Data.
- Then activate the .esp the same as you normally activate .esps.
Known Issues
If you enable the mod, then pick up Dogmeat and another buddy before deactivating it, both followers will remain until you pick up the next friend. You’ll get the send to settlement prompt for both the old companion and Dogmeat at that time, leaving you with just one partner as usual.
Technical Details/Compatibility
FollowerScript.pex contains the majority of the changes. When you pick up a new friend or Dogmeat, there are two functions that verify if you have another companion. I changed the companion function to not check for Dogmeat, and the Dogmeat function to not check for a companion.
I also had to change the dialog tree for picking up some of the companions because they were still telling Dogmeat to go home even when he wasn’t.
This mod will conflict with any mod that modifies the companion dialog or FollowerScript upon picking them up. I also had to change a few scripts relating to Survival Mode so that when your buddy and Dogmeat die in Survival Mode, you get proper mission marks.
Credits
Gambit77, SystemLordBhaal, and yatz for their help in beta testing the mod!
spacefiddle for the source code for the companion idle chatterspam bug fix
For more Fallout 4 mods, check out these ones right here: