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Bonewolf Pup in Hub! (Investor's Runt)
   
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31 Dec, 2024 @ 12:20am
29 May @ 11:06pm
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Bonewolf Pup in Hub! (Investor's Runt)

Description
If you've ever had an animal in early game kenshi, chances are you've seen said animal be butchered by bandits. The base game has one dog with no death items (thanks for letting me know, frankiewuzhere), relatively hidden away in the middle of nowhere. I've taken the liberty of adding another such immortal* pup, this time putting them right in Hub. I don't think there are any boneyard wolves available in the base game, so this mod lets you tap into the style (and strength) of those beefy pups over in the bonefield region.

*The Investor's Runt is not immortal, only immune to bandits butchering animals when your squad is KO'd.

Hidden Info: Beyond removing death items, this bonewolf also has 2x hunger rate to match bonedogs (normal setting is 4x which makes sense I guess for increased stats if bonewolves were available as pets in the base game). I also changed healing rate from 1.5 > 2.0 because the dire wolves have a 2.5x healing rate and heck it my doggo deserves to be a little fancy

In game data, the runt counts as a separate race since I didn't want to mess with the base bonewolf hunger rate. This likely will be unnoticed unless you have another mod which affects bonewolves specifically or adds an armor/backpack to them. As of 5/30/25, I've added compatibility for backpacks from the following mods: Bonedog Backpack by Memento_Mori, Leather Backpack/Armour for Bonedogs by UnderagedEmoGirl, TameBeasties by Petrus.91, Animal Backpacks by Hatsune Neko Gaming, The Armoured Direwolf by Peachwolf, and its associated patch The Armoured Direwolf Patch by Anrhaa. You still need the respective mod of your choosing for its backpack, but now they will actually work with this pup.


Future Plans:
+Add my own screenshot instead of wiki's

Mod name is Forgetful Investor in FCS
Popular Discussions View All (1)
0
5 Jan @ 8:23am
How to use the "Investment" feature of the mod.
MrMcGreedy
19 Comments
Pirola 16 Jun @ 2:10pm 
i can't for the life of me find the pup. or the investor. only big mod im using that could interfeer is kaizo. where is the pup supposed to be normally? or just free roaming the city?
MrMcGreedy  [author] 31 May @ 4:19pm 
It doesn’t require them at all, not sure how to get rid of that message while still having compatibility with all the mods in one file. I apologize if it is making that “mod may be missing or loaded in incorrect order” message pop up when you start the game
Laughing Forest 31 May @ 11:03am 
Hey mate - I think in attempting to add compatibility the mod now indicates it requires the following mods in FCS:

TameBeasties.mod
Animal Backpacks.mod
Leather Bag for Dogs.mod
BonedogBackpack.mod
GreatDirewolf.mod
GreatDirewolf Patch.mod
MrMcGreedy  [author] 29 May @ 11:09pm 
Good to know it works across the big two overhauls :cactusrum:
Honking Capabilities 27 Apr @ 3:43pm 
Ok, found him, finally. It's embarrassing, he was even still in the same building, just sitting in a different spot I didn't see anyone at. Can confirm, mod works with UWE.
Honking Capabilities 27 Apr @ 3:34pm 
This mod worked when I was still using genesis but I can't find the investor when using UWE. Am I missing him or does it get overriden with that overhaul?
MrMcGreedy  [author] 31 Mar @ 12:48pm 
Yeah that’s a great idea I’ll add that in the for the little “faction” that the Investor and his dog are in
Mechanos 31 Mar @ 12:07pm 
If you happen to be interested and try that - and if it works... might be worth it to ally all the local factions to the doge, as.. even like, bar thugs, which are kinda neutral, will find themselves picking random fights, getting beat up, then thrown out of the gates or into jail where they'd normally have a chance of recovering, only to get nommed on instead lol.
Mechanos 31 Mar @ 11:33am 
Dunno if this is helpful, but I discussed this with a modpack creator (as their modpack uses this mod), and they mentioned this -
"I forgot the exact reason why animals will just eat everything in the town they're at, I think it has to do with Relationships/Coexist settings for the NPC. This was fixed previously because the Hub had a big problem with Bonedog Guard animals which would eat all of the prisoners, killing a few bounties that were meant for the Players to try and collect (forgot the NPC, but they're wanted in Shek but are housed in the Hub prison, so you could prison break them and transfer them to Shek for a 40k-ish bounty), as well as just being a nuisance lol.

I think the mod author could probably fix it by adjusting the Relationship/Coexist settings to make them allied (or at least +30) to the Holy Nation Outlaws and Drifters to make sure they don't just eat everything there."
MrMcGreedy  [author] 31 Mar @ 6:12am 
Found that golden 6 year old Reddit comment with all the answers: bonedogs have eat corpses under standard AI while with the trader, but this AI directive is removed upon being sold. I made this mod to add a recruitable bonewolf so the jank from a bonedog in a civilized area just comes with that.