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Compatability with Everyone's Best Friend and Pet - Call - Feed Dogmeat?

Fielran

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65
Has anyone used either of these mods with Creations by COOTS? Any problems?
I've been holding off on getting COOTS' addon for my current save out of concern about running it with Everyone's Best Friend and Pet - Call - Feed Dogmeat, which I've been using since before this came out.
 
What makes you think they would conflict?

I don’t know about the pet call mod or EBF, but I have been using Coots creations not to mention near all the SS add ons, with a mod load of around 350.

Sim Settlement add-ons have never been a problem for me. Any issue is normally contained with in the add-on itself not with compatibility with other mods. Plus some of the smartest, best modders out there are using sim settlements and from what i see communicate and collaborate very quickly when they find even small issues.

Given how long it’s been out I would say it’s about as vetted for compatibility as a mod can be.

About all you can do now is make a save and try it out. If you find something go back to that save.

bty, EBF is also a well vetted mod that has been out so long, that is why I was asking the question about your concerns with those specific three mods?
 
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I thought I had seen something from COOTS saying that the changes he had to make so Dogmeat would work as a leader went beyond the typical leader cards, and had the potential to conflict with other mods that edit Dogmeat. Of course, I'm not finding that post now, so I may be remembering. I will give it a try and hope any problems are limited to his availability as a leader.
 
I thought I had seen something from COOTS saying that the changes he had to make so Dogmeat would work as a leader went beyond the typical leader cards, and had the potential to conflict with other mods that edit Dogmeat. Of course, I'm not finding that post now, so I may be remembering. I will give it a try and hope any problems are limited to his availability as a leader.

Oh, if you remember that he said that then I am seriously wrong. I don’t use ROTC that way or use Dogmeat as anything other than my always with me buddy, If Coots said it then please disregard Anything I said.

Yes, understand now about the city leader!
 
Coots mentions in the description page for the Add-On:
"Compatibility: All City Leaders are cross compatible. With the new additions to Sim Settlements I can offer this mod without requiring CC content although you MUST have it if you want to use those plots. Anything else that edits Dogmeat or Professor Goodfeels and the terminal in Sunshine Tidings Co-Op may interfere (see ReadMe for details). [emphasis added] Any conflicts should be resolvable via FO4Edit."

I didn't see anything in the readme, though it did mention a change to Coot's custom quest that prevents users from designating Dogmeat as a leader or building his custom quest until after you know his name.

I checked in FO4Edit, and there aren't any conflicts at all with Pet - Call - Feed Dogmeat, since it doesn't appear to edit any vanilla records and only references DogmeatQuest [QUST:0006DFAF]. Everyone's Best Friend, on the other hand, does edit DogmeatQuest [QUST:0006DFAF], which Coot's COOTS_DogmeatWatcher [QUST:04004797] quest references. I don't know if the changes made by Everyone's Best Friend will affect Coot's custom quest. They don't appear to affect Pet - Call - Feed Dogmeat, as I used them both together for a long time before switching over to Amazing Follower Tweaks on my current playthrough and removing Everyone's Best Friend.

We'll probably have to wait on Coots to weigh in on whether the quest changes affect his custom quest.
 
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Thanks snarkywriter! As always, your response is incredibly well written, informed, and intelligent. A great response for anyone having similar concerns. :good

Yeah, I used Everyone's Best Friend for a long while. Once I got used to Amazing Follower Tweaks I thought it pretty, haha Amazing so use that one since.
 
No problem, anytime!

To further confirm, I decompiled the .BA2 file. It looks like the only that that could be an issue would be the "COOTS_Dogmeat_Commandable.pex" script, but that just flags Dogmeat as commandable in workshop mode using a function amusingly called "DoStuff" which reads "(ActorAlias as workshopnpcscript).SetCommandable(True)".

I don't think this would cause any issues, since it dynamically applies the change to Dogmeat, but I don't know enough to say if changes to Dogmeat's record made by other mods installed after Coot's Add-On could overwrite this. Even if they do, it should only remove the ability to use Dogmeat as a city leader, and shouldn't interfere with Everyone's Best Friend. The only scripts it modifies are "followersscript.pex", "HC_HealCompanionObjectAliasScript.pex", and "hc_managerscript.pex", and I couldn't find any references to that property in them.
 
Yeah, I used Everyone's Best Friend for a long while. Once I got used to Amazing Follower Tweaks I thought it pretty, haha Amazing so use that one since.
Oooo, haven’t heard of Amazing Followers — i’ll Have to check it out.
 
So. I just saw this. I use both of those mods. they work fine. Guess I should list them. What I do is just wait for the recruitment quest of dogmeat as well as check to see that you've learned his name (either from Mama murphy or Valentine). Then, via a script I edit a single flag on dogmeat that ensures he is commandable in the settlement sense.
So as long as a mod doesn't interfere with the quest for recruitment and those points where you learn his name then you are A-OK.
 
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