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| This page is about the Fallout 4 companion. For other characters named "Dogmeat", see Dogmeat. For the consumable item in Fallout 3, Fallout: New Vegas and Van Buren, see Dog meat. |
Dogmeat, initially named just Dog, is a dog residing around the Red Rocket truck stop in the Commonwealth in 2287. He is a possible companion of the Sole Survivor.
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Background[]
A typical Commonwealth canine, though distinctly unlike a mongrel, Dogmeat is noted as being capable of tracking a man's scent for miles. While he does not really have an owner, he is a loyal and faithful companion to those he accompanies, according to Mama Murphy; she states that Dogmeat "is his own man."
Prior to the Sole Survivor waking up in Vault 111 in 2287, Dogmeat apparently had assisted Nick Valentine on a number of cases and the detective thought of him as a "specialist". Later, Dogmeat was either with, or later joined Preston Garvey and his group of settlers fleeing from Quincy after the Quincy Massacre. After they reached Concord, Dogmeat apparently split off during or prior to the raider attack by Gristle. He wandered as far as a Red Rocket truck stop near Sanctuary Hills when he may have met the Sole Survivor.
Later in 2287, whether following his companion or meeting the Sole Survivor for the first time, Dogmeat traveled to Diamond City when they were working with Nick Valentine to figure out how to locate the missing Shaun,[2] subsequently being enlisted to provide his keen sense of smell in order to track down the mercenary Conrad Kellogg across the Commonwealth. With Dogmeat's help, the Sole Survivor was led all the way to Fort Hagen where Kellogg was sheltering.[3]
Interactions with the player character[]
Interactions overview[]
| Interactions | ||
|---|---|---|
|
This character is essential. Essential characters cannot be killed. | |
|
This character is a permanent companion. | |
| This character starts quests. |
Greet the Dog | |
| This character is involved in quests. | ||
Other interactions[]
- When first encountered at the Red Rocket truck stop, an objective entitled "Greet the dog" will appear in the "Miscellaneous" section of the "Quests" tab in the player character's Pip-Boy. The objective is completed when the player character first initiates a "conversation" with Dogmeat.
- Like with every companion character, the player character can command Dogmeat to do certain tasks, such as commanding him to go to a certain location of their choosing or fetching a specific item for the player character.
Equipment[]
Dogmeat can be equipped with a variety of cosmetic items, according to the type of item, into four distinct slots. These slots are: "eyes," "headband," "neck" and "torso." However, none of the items (including any "armor") provide any actual protection for Dogmeat, though they do take up inventory weight.
| Equipment | Dog equipment slot | Location |
|---|---|---|
| Welding goggles | Eyes | Abundant |
| Dog helmet | Headband | Heavy armored dog at Hyde Park Armored Dog at Thicket Excavations |
| Spiked muzzle | Headband | Attack dogs |
| Dog collar | Neck | Attack dogs |
| Double dog collar | Neck | Attack dogs |
| Chain dog collar | Neck | Attack dogs |
| Spiked dog collar | Neck | Attack dogs |
| Reinforced dog collar | Neck | Attack dogs |
| Red bandana | Neck | Abundant |
| Blue bandana | Neck | Abundant |
| Gunner's camo bandana | Neck | Can be found by killing attack dogs |
| Gunner's green bandana | Neck | Abundant |
| Jangles bandana | Neck | Abundant |
| Leopard print bandana | Neck | Abundant |
| Skull bandana | Neck | Abundant |
| Stars and Stripes bandana | Neck | Abundant |
| Striped bandana | Neck | Abundant |
| Light dog armor | Torso | Attack dogs |
| Dog armor | Torso | Attack dogs |
| Heavy dog armor | Torso | Attack dogs |
Effects of player's actions[]
- When first met at the Red Rocket truck stop, Dogmeat's name is simply "Dog" and remains that way until one either enters the Museum of Freedom during When Freedom Calls and talks to Mama Murphy or, if Dogmeat was not met, he will be called by Nick Valentine with a whistle during Getting a Clue, at which point he will be called Dogmeat.
- If the player character has Dogmeat with them yet he is still named "Dog" due to them deliberately avoiding meeting Preston Garvey, the player character can become aware of Dogmeat's name anyway using the positive (bottom) dialogue response. The Sole Survivor suggests using Dogmeat as the name, despite not having heard of it before.
- By reading the Astoundingly Awesome Tales issue "Have Dog, Will Travel!", the Sole Survivor can boost Dogmeat with a perk that reduces damage by 10%.
Range of interests[]
Dogmeat loves the Sole Survivor unconditionally and thus is neither negatively nor positively influenced by their actions. Apart from add-on-specific companions and temporary followers during quests, he is the only permanent companion who is considered to be truly neutral.
Companion swap comments[]
| Swapping in Dogmeat | ||
|---|---|---|
| Previous companion | Comment | Dogmeat's comment |
| Cait | "I'm tellin' you right now. If Dogmeat gets you killed, I'm turnin' him into a fur coat."[Note 1] | "(playful growl)"[Note 1] |
| Codsworth | "Replaced by man's best friend. I suppose I can't be too dismayed."[Note 1] | "(sad whimper)"[Note 1] |
| Danse | "I doubt this canine can match my tactical prowess in battle, but it's your decision."[Note 1] | "(sad whimper)"[Note 1] |
| Deacon | "Being benched for the mutt. Ouch."[Note 1] | "(playful growl)"[Note 1] |
| Hancock | "You're up, pooch." | "(yawn)" |
| Robert MacCready | "Oh come on, you're replacing me with a dog? Now that's just insulting."[Note 1] | "(yawn)"[Note 1] |
| Nick Valentine | "Taking up with Dogmeat, huh? You two play nice out there."[Note 1] | "(curious sound)"[Note 1] |
| Piper Wright | "Don't let this one get you in too much trouble, boy."[Note 1] | "(playful growl)"[Note 1] |
| Preston Garvey | "You'll keep an eye on [him/her], won't you, boy?"[Note 1] | (playful growl)"[Note 1] |
| Strong | "That thing food, not fighter. After human eats it, come find Strong."[Note 1] | "(curious sound)"[Note 1] |
| X6-88 | "You can't be serious."[Note 1] | "(playful growl)"[Note 1] |
- Note: Dogmeat does not have unique dialogue when swapping out Curie.
| Swapping out Dogmeat | ||
|---|---|---|
| New companion | Dogmeat's omment | Comment |
| Cait | "(curious sound)" | "Don’t look at me that way, you dirty little mole rat." |
| Codsworth | "(sad whimper)" | "Not to worry there, pup. Your [master/mistress] is in good hands." |
| Curie | "(playful bark)"[Note 2] | "Fascinating the bond between human and animal."[Note 2] |
| Danse | "(curious sound)" | "Don't worry, boy. I'll make sure this soldier comes home alive." |
| Hancock | "(sad whimper)" | "Sorry, pooch. Stay." |
| Robert MacCready | "(sad whimper)" | "Aw come on, Dogmeat. Quit trying to make me feel guilty for taking your place." |
| Nick Valentine | "(pained whimper)" | "It's all right, boy. I'll take it from here." |
| Piper Wright | "(sad whimper)" | "Sorry, boy. Time for you to head home." |
| Preston Garvey | "(curious sound)" | "Don't worry, Dogmeat, I'll take good care of [him/her]." |
| Strong | "(pained whimper)" | "Go away, dog!" |
| X6-88 | "(curious sound)" | "Good riddance." |
- Note: Dogmeat does not have unique dialogue when swapping in Deacon.
Notes[]
- During Reunions, dismissing Dogmeat after finding Fort Hagen will make him stay there until the end of the quest, regardless of the location the player asks him to go.
- Dogmeat is the only companion with an associated perk (Attack Dog) that must be unlocked via raising one's level and using perk points instead of raising Affinity.
- When the player character is rebuilding a settlement, they can place a doghouse for him to stay in. If he is dismissed to a settlement before that he will go and live in or around one of any existing dog houses. If a site has more than one dog house (i.e., Sanctuary Hills, Dogmeat will pick a doghouse at random and may be found in different locations on different visits.
- Dogmeat can be healed during battle if a stimpak is used on him when he is down.
- Dogmeat is able to "fetch," detecting the surrounding for the choice of items, enemies or containers. Upon finding something, Dogmeat will either stand in front of the item (if on the floor), bite the enemy (triggers enemy detection) or pull out the items from the container. If told to fetch an item near Custom House Tower, he will run to a rubble pile near some existing mannequins in the display windows and pull out random hats. One of these hats can apparently be the lieutenant's hat or Captain Ironsides' hat.
- When traveling with Dogmeat, he may occasionally detect enemies and containers on his own without being asked to do so by the Sole Survivor, which prompts the player character with messages such as "Dogmeat found something," when he finds a container or "Dogmeat found an enemy," when he detects enemy presence nearby.
- Upon detecting containers or enemies, no matter if told to or otherwise, Dogmeat will react accordingly: he growls if an enemy is detected and keeps doing so while he tracks them, or, when he finds a container, gives the player character a warning bark, runs towards it, and then happily stomps his front paws, while pointing his head to whatever he has found.
- If not able to reach a container he found, he will still point his head towards the direction of what he found, giving the player character a hint on chests, trunks and other containers with valuable loot usually placed in the top of buildings.
- Despite being considered a companion, the benefits of the Lone Wanderer perk still apply if one travels with Dogmeat.
- If sent to wait at the Red Rocket truck stop where he is first met, one of Dogmeat's idle animations is putting his front legs on certain objects, like the hole in the pillars. Other dogs encountered, such as the one sold by Gene, will also do this.
- If Dogmeat is sent back to a settlement (by dismissal) and is then asked to trade, the Sole Survivor will refer to him by his real name, regardless of whether they know it yet.
- Dogmeat does not count as a settler when in a settlement and will not respond to the "Settler Rally" bell. He will stay wherever he is at the time, likely near the closest doghouse.
- If entering the "Command" menu while crouched, the Sole Survivor will whisper to Dogmeat. If entering after telling Dogmeat to stay and being a fair distance from him, they will shout and whistle.
- When not in combat, Dogmeat will occasionally pull out a teddy bear and will chew on it and throw it into the air, playing with it. The teddy bear will not be "consumed" and remain in his inventory for storage. This happens regardless of whether Dogmeat has a teddy bear in his inventory or not.
- If an ally of any faction is killed, Dogmeat will give a "mournful howl," as called by subtitles.
- When listening to Arthur Maxson's speech aboard the Prydwen, Dogmeat will walk to the center of the room and will be unable to be interacted with for its duration. Once Maxson finishes it with his "Ad Victoriam" salute, Dogmeat will perform his "bunny trick."
- Dogmeat appears in Fallout Shelter as a legendary German Shepherd.
- When engaged in combat against humanoid enemies, Dogmeat can trigger a variety of melee moves during the fight, such as a limb bite move, which he uses to hold an enemy in place by biting their limbs, which works with humans, synths, super mutants and feral ghouls, and a neck bite finishing move, which can eventually trigger when he engages a human enemy with health low enough to be instantly killed by his attacks, on which he jumps and knocks them down to finally kill them with a deadly neck bite.
- Dogmeat has the highest stealth compared to other companions.
- He is the only dog of the German Shepherd breed to appear in the game, making him unique among other canines in the Commonwealth.
- Most of the armor/apparel items that can be worn by Dogmeat (specifically armor, collars and bandanas) cannot be scrapped.
Appearances[]
This version of Dogmeat appears in Fallout 4, Fallout Shelter, Fallout: Wasteland Warfare, and Fallout Shelter Online.
Behind the scenes[]
- Dogmeat is modeled after and voiced by River, a female German Shepherd who was the pet of Joel and Michelle Burgess.[Non-game 1]
- After River passed away in June 2021, Joel Burgess wrote a Twitter thread talking about River's role in development. Dogmeat was designed as a companion first and a combat ally second, which is why Bethesda chose a more personable dog than a professionally-trained one. Much of Dogmeat's in-game behavior was inspired by River, who would attend meetings and hang out with the team during development, in addition to providing modeling references and audio. Dogmeat's brown eyes are replications of River's own eyes. Dogmeat's walking behavior, and emphasis on stalling enemies rather than direct damage were all inspired by River.[Non-game 2]
- Dogmeat's item-fetching and seeking functionality, developed by Jon Paul Duvall and Jay Woodward, among others, was inspired by River's tendency to retrieve large objects as a show of affection.[Non-game 2]
- Dogmeat's ability to wear dog armor, bandanas and other clothing items was developed by Mark Teare and Ryan Sears.[Non-game 3] Another team member who contributed to Dogmeat's development was producer Tim Lamb.[Non-game 4]
- Joel Burgess stated that Dogmeat is "trapped out of time" and "does not belong" in 2287, just like the Sole Survivor. As such, Dogmeat's origin is intentionally left vague, with differing clues in-game, so players can develop their own theories about his past.[Non-game 2]
| The following is based on Fallout 4 cut content. |
- Originally, the Sole Survivor was going to be able to have a full-fledged companion (such as Nick Valentine) as well as Dogmeat as a "pet" companion simultaneously, for a total of 2 companions, like with Fallout 3's Dogmeat or ED-E/Rex in Fallout: New Vegas. However, the concept was scrapped due to the risk of the system breaking during gameplay. Dialogues revolving around this system (such as companions commenting when Dogmeat is hurt[Non-canon 1] or Scott Edwards asking "what about his/her friend and the dog?") are still left in the game's files.
| End of information based on Fallout 4 cut content |
Bugs[]
- In Survival mode, when Dogmeat is downed there is no quest marker to heal him as there is with other companions. [verified]
- In Survival mode, Dogmeat's carry weight is set as 25 by default, and will be increased to 150 when Dogmeat has a piece of equipment on (i.e. any bandana, armor, or dog collar). Welding goggles do not count. In the ps5 version, welding goggles do count. [verified]
Gallery[]
Fallout 4[]
Fallout: Wasteland Warfare[]
Fallout Shelter Online[]
Magic: The Gathering[]
External links[]
References[]
- ↑ John Hancock: "You're up, pooch."
(Hancock's companion dialogue)
Note: This dialogue only occurs when swapping out Hancock for Dogmeat as the new active companion. - ↑ Events of Getting a Clue in Fallout 4
- ↑ Events of Reunions in Fallout 4
Notes
- ↑ 1.00 1.01 1.02 1.03 1.04 1.05 1.06 1.07 1.08 1.09 1.10 1.11 1.12 1.13 1.14 1.15 1.16 1.17 1.18 1.19 A bug causes Dogmeat, Cait, Codsworth, Paladin Danse, Deacon, Robert MacCready, Nick Valentine, Piper Wright, Preston Garvey, Strong, and X6-88 not to respond when the latter ten are swapping out during normal gameplay.
- ↑ 2.0 2.1 A bug causes Dogmeat and Curie not to respond when the latter is swapping in during normal gameplay.
Non-game
Non-canon
- ↑ Nick Valentine: "Damn. You have any Stims? Dogmeat's hurt."
(Nick Valentine's companion dialogue)
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