Fallout Wiki
Advertisement
Fallout Wiki
Mbox split.png
Split (reason: Split off FOS/FOSO and WW, article has close to nothing about them)
It has been suggested that this article or section should be split. Please help Nukapedia by discussing this issue on the article's talk page.

 
Gametitle-FO4.pngGametitle-FOS.pngGametitle-FOSO.png
Gametitle-FO4.pngGametitle-FOS.pngGametitle-FOSO.png
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.
Let's go, pal.— Sole Survivor to Dogmeat

Dogmeat is a dog living in the Commonwealth in 2287 and a possible companion to the Sole Survivor. He will be named Dog until the Sole Survivor speaks to Mama Murphy about his true name during the quest When Freedom Calls, or until Nick Valentine reveals his name during Getting a Clue, when Dogmeat has to sniff out Kellogg.

Background

A typical Commonwealth canine, Dogmeat is capable of tracking a man's scent for miles, an example is when he must track Kellogg in Getting a Clue. While he doesn't really have an owner, he is a loyal and faithful companion to those he accompanies, according to Mama Murphy when the Sole Survivor speaks to her in the Museum of Freedom in Concord, she states that Dogmeat "is his own man."

During the time that the Sole Survivor was cryogenically frozen in Vault 111, Dogmeat assisted Nick Valentine on a number of cases, and also accompanied Preston Garvey and his group of settlers on their way to Concord.

When the Survivor arrives, they can choose to adopt Dogmeat, who will accompany them on their travels throughout the Commonwealth. Dogmeat's remarkable senses and tracking abilities come into good use when the Sole Survivor searches for Kellogg.

Interactions with the player character

Interactions overview

Interactions
Perk nociception regulator color.png
This character is essential. Essential characters cannot be killed.
Paving the Way.png
This character is a permanent companion.
Icon quest starter.png
This character starts quests.

Greet the Dog

FO76 ui icon quest.png
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 Sole Survivor can command Dogmeat to do certain tasks, such as commanding him to go to a certain location of the Survivor's 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."

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 Abundant
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

  • Dogmeat is found at a Red Rocket truck stop southeast of Sanctuary Hills and can be recruited as a companion.
  • If Dogmeat isn't already the Sole Survivor's companion, he will be called by Nick Valentine with a whistle during the quest Getting a Clue.
  • 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. As of the base game, he is the only companion, aside from temporary followers during quests, who is considered to be truly neutral.

Notes

  • After first encountering Dogmeat, he will just be named "Dog." Later on during the quest When Freedom Calls, Mama Murphy mentions to the Sole Survivor that Dogmeat is his real name. She can also mention that Dogmeat is his own man, but she has seen that he will follow the Survivor. If Dogmeat is not present during this quest, the conversation will not take place.[2]
    • If this conversation is missed, Dogmeat will be named "Dog." However, during the quest Reunions, Dogmeat is referred to by his name whether or not the Sole Survivor had the relevant conversation with Mama Murphy. He will then be named Dogmeat from that point on.
    • On PC, the name change can be forced with the console command SetStage DogmeatQuest 2.
  • During the quest Getting a Clue, if Dogmeat was never met previously, Nick Valentine will call Dogmeat with a whistle.
    • Nick Valentine will also say beforehand that he "knows a guy that can help" and remark, "I've worked with him quite a few times before." while talking about Dogmeat.
  • During the quest 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 whose perk Attack Dog must be unlocked via the perk chart.
  • When the player character is rebuilding a settlement, they can place a dog house for him to stay in. If he is dismissed to a settlement before that he will go and live in or around one of the existing dog houses.
  • 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.
  • While Dogmeat is technically a companion, the benefits of Lone Wanderer still apply if the Sole Survivor adventures 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.
  • During Arthur Maxson's first speech, 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 German Shepherd to appear in the game, making him unique among the canines that roam the Commonwealth.

Appearances

This Dogmeat appears in Fallout 4 and Fallout Shelter.

Behind the scenes

  • Dogmeat is modeled after River, a female German Shepherd, and the pet of Joel and Michelle Burgess.[3]
    • 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. His walking behavior, and emphasis on stalling enemies rather than direct damage were all inspired by River.[4]
    • 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.[4]
  • Dogmeat's ability to wear dog armor, bandanas, and other clothing items was developed by Mark Teare and Ryan Sears.[5]
  • Dogmeat's name is undoubtedly an homage to previous Fallout titles, although there is no evidence to suggest that he is in any way related to any of the dogs from those titles. However, Joel Burgess explained that Dogmeat is trapped out of time and does not belong in 2287, just like the Sole Survivor.
    • Dogmeat's origin is intentionally left vague, with differing clues in-game, so players can develop their own theories about him.[4]
  • 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 companion simultaneously, for a total of 2 companions, like with Fallout 3's version or ED-E/Rex in Fallout: New Vegas. This was scrapped due to the risk of this system breaking. Dialogues revolving around this system (such as companions commenting when Dogmeat is hurt, or Vault 81's security asking about "what about his/her friend and dog?") are still left in the game's files.
Originally there were two slots for companion types, you could have both Dogmeat and a single human companion. That is why there are two aliases and two separate functions. Now we are only letting you have either dogmeat or a single human companion. 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.

Bugs

  • Icon pc.png Icon ps4.png Icon xboxone.png In Survival mode, when Dogmeat is downed there is no quest marker to heal him as there is with other companions. [verified]
  • Icon pc.png Icon ps4.png Icon xboxone.png 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. [verified]

Gallery

External links

References

Advertisement