Kenshi
Bonewolf Pup in Hub! (Investor's Runt)
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.
Mechanos 30 Mar @ 4:00pm 
To be fair, no one is using "only" your mod.

Also, quickly testing, if I use only this mod, don't recruit the dog, and wait for some NPCs to be downed, the dog "will" munch on things. So whatever I suppose, problem is fixed by unsubscribing.
MrMcGreedy  [author] 30 Mar @ 1:28pm 
I tested this myself on a new save with just this mod. Bonedog did not eat opponents after they were knocked unconscious. Could be an effect from another mod. :beeped:
Mechanos 30 Mar @ 12:49am 
Oh, and.. I may have been slightly wrong, and the problem might persist even after recruitment, as long as there are no orders. I discovered this after commenting here about it.
Mechanos 30 Mar @ 12:43am 
@MrMcGreedy - "I believe that behavior is just part of the typical bonedog AI package"
Ye. There's another follower mod that adds a small recruitable beak thing, that has the same problem. Whatever AI package they chose (probably beak thing) does the same "eat any downed creature", dead or alive, in screen range.

Sounds like it's just an issue with AI meant for hostile carnivores, being used on allied NPCs, and allies like guards not being programmed to react, since normally they'd already be attacking if in range. (Although that makes me wonder how the suspicious settler bonedog gets around the issue - not actually sure where it's located. Maybe no allies/jails nearby? Wiki seems to indicate this.)

I almost wonder if AI from one of the herbivore animals, could work around the problem?
MrMcGreedy  [author] 29 Mar @ 11:46pm 
@Mechanos I believe that behavior is just part of the typical bonedog AI package; I copied it straight from a bonedog sold by a merchant in vanilla (suspicious settler). I can try comparing that to nomad bonedogs and see if those have a different AI pack that prevents gnawing on corpses until recruited. Dogs aren’t normally in the same faction as the one in control of prisoners.
Mechanos 28 Mar @ 8:12pm 
-continuing-

At first it was kinda funny and random. But now I realize, this has all kinds of implications. Basically, all prisoners (or downed characters around town that for whatever reason, aren't being picked up by NPCs) are guaranteed to die or be fully disabled, while the guards are hyper training their medical skills and avoiding doing anything else 'till there's no prisoners left.

Mods that change AI radius to allow dogs to go indoors easier, may make this worse. But it happens outside the gates frequently as well, and I think your own characters can also be targeted.
Mechanos 28 Mar @ 8:04pm 
I've run into a problem with this mod, where... anytime you do not recruit the puppy (or if you recruit it, but then later choose to remove it from your group, causing it to join a local faction at the hub), it roams around eating the limbs of any downed creature it can find. If it finds it's way into the hub's prison, it will actively eat the limbs off of the prisoners without mercy, and without angering the guards. The guards will spend all their time running to prisoners repeatedly trying to heal them, but the "puppy" always wins out in the end, removing limbs and preventing the prisoner from ever waking up, 'till they eventually die or are limbless.

-character limit-
MrMcGreedy  [author] 5 Jan @ 10:26am 
Thank you Igor :cactusrum: (I will forever be jealous of your crab emoji)
Dr. Igor Dolvich 5 Jan @ 8:52am 
Pretty nice bro! Great job :2017stickycrab: