Improved Dogmeat

⭐ — (88 endorsements) 📥 1,770 downloads 📌 v1.0 📅 12/13/2008
⚪ Last updated 2008

By MrTi · Companions

⬇ Download Mod Source: Nexus Mods ↗ 📅 Updated: 12/17/2008 📅 Created: 12/13/2008
⚠️ Install Order · 2 steps
1🛠️ FOSE — Fallout Script Extender Download ↗
2🔧 UFO3P — Unofficial Fallout 3 Patch Download ↗

Install in this order, then this mod last — most mods fail to load without their framework and dependencies in place.

🔍 Analysis

  • 👍 5.0% endorsement rate — high engagement, a strong quality signal
  • 🏆 #160 of 170 Companions mods in this game by downloads

📋 About This Mod

I changed Dogmeat a bit so that he can be more effective in the game, yet at the same time not too overpowering.

Changes I made: Increased base attack damage from 5 to 20. Because attack damage of 5 is just pathetic. Dogmeat gains extra poison damage (rabies) at level 5 to 20. At level 5 he gains 5 poison for 2 seconds, which increases to 10 at level 10, and 15 at level 15, then finally 20 at level 20. This is my way of increasing his damage output. Dogmeat also gains 10hp back per bite at level 9 and 20hp at level 18. Dogmeat now has a 25% chance of knocking down his target everytime he attacks them. This makes him very effective, because once the enemy is knocked down they are helpless. You can now give Dogmeat Med-x and Buffout. Med-x will increase his damage resistance to 50% and Buffout will increase his health by 200. Both chems last twice as long on him than on you. You have to have at least 1 of the chems in your inventory to use it on him. You will then lose it in the process. I also lowered his health from 500 to 400, and he no longer heals completely after combat. This means you will probably be using stimpacks on him early on, but once he gets his health restoration ability, you shouldn\'t worry too much about his health. I did this so he\'s not too overpowered. Dogmeat now goes back to your house in Megaton or Tenpenny Tower instead of Vault 101 if you fire him, that\'s if you own either of the houses. LITE VERSION: I removed the poison effect because it seemed too overpowering, as well as contributing to the bug that made Dogmeat fall over. Which I believe is due to me putting too many attributes to his attack (i.e knockdown, poison, health restoration). He will still fall over, but not as often I increased his base attack damage to 25 instead of 20. I decreased his knock down percent to 15%. I also increased his size a little bit. Everything else from the other version remains.

📊 Mod Details

Game
Fallout 3 Mods
Author
MrTi
Version
1.0
Downloads
1,770
Endorsements
88
Category
Companions
Created
12/13/2008
Updated
12/17/2008

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