The forum has been set to read-only mode. For community discussion and questions, head over to our Discord: https://discord.gg/taleoftwowastelands

QuickTrade + Dogmeat = Dogmeat Inventory ?!

General mod discussion and requests.
Post Reply
whitecanealpha
Posts: 4
Joined: Mon May 29, 2023 4:36 am

QuickTrade + Dogmeat = Dogmeat Inventory ?!

Post by whitecanealpha » Thu Jun 08, 2023 4:18 am

It was my understanding that Dogmeat's inventory was removed and that in 3.3.2 he is inventoryless due to an incompatibility with (something related to) his inventory and his Mark Territory ability. Certainly neither JIP CCC nor the dialog menu option will open an inventory.

I'm testing out mods prepping for a TTW playthrough and ran across Quick Trade (https://www.nexusmods.com/newvegas/mods/40635) which lets you enter a trade dialog with vendors and companions via a RMB click.

I tested on vendors a follower, works; tested on a vendor, works; tested on Dogmeat b/c I'm a glutton for punishment...and it worked.

Items items persist through save/reload the script does a

Code: Select all

.OpenTeammateContainer
so, cool, 'inventory removed' as to function not the per se container, I suppose.

I had Dogmeat mark territory several times, which worked fine and items were still accessible -- now to be fair I don't know the exact nature of the inventory/mark territory issue ('inventory would be dumped' but that can mean a lot of things) but everything worked as expected.

Has anyone run across this? Is this safe or am I asking for trouble?
Last edited by whitecanealpha on Sun Jun 11, 2023 4:36 am, edited 1 time in total.

User avatar
Risewild
Posts: 3219
Joined: Mon Oct 01, 2012 9:14 am

Re: QuickTrade + Dogmeat = Dogmeat Inventory ?!

Post by Risewild » Fri Jun 09, 2023 3:31 am

The incompatibility is not with the "Mark Territory" but with his ability to find things. IIRC, when Dogmeat gives whatever he found to the Lone Wanderer, it will give everything he has in his inventory, which is really annoying the more stuff he is carrying :? .
Signature:

whitecanealpha
Posts: 4
Joined: Mon May 29, 2023 4:36 am

Re: QuickTrade + Dogmeat = Dogmeat Inventory ?!

Post by whitecanealpha » Fri Jun 09, 2023 7:06 am

Ha! I gave myself a headache trying to figure out how placing a mapmarker caused the inventory to empty.

Thanks for accurate info on what the bug was; now I know what to look for/expect. It isn't a Dogmeat feature I use in Fo3 and I'll probably continue that in TTW. Though, if I don't, I'll at least know what to expect.

Thank you very, very much for the details. I've a mod that gives Dogmeat a small inventory for Fo3 and I'm absolutely thrilled to have that again in TTW (even if it's with caveats).

Post Reply