Kenshi
Bonewolf Pup in Hub! (Investor's Runt)
33 Comments
MrMcGreedy  [author] 18 Aug @ 10:31am 
@Anrhaa thank you!
@Drestalos Splendid, praise Stobe!
Drestalos 18 Aug @ 10:23am 
All the backpacks appear to be functioning as normal after your update MrMcGreedy, good stuff!
Drestalos 18 Aug @ 6:21am 
Hey, you're good MrMcGreedy, no problem, just didn't want to spam your comments with my troubleshooting. I like all the mods that add a unique animal to recruit, and this puppy is a buffer bonewolf, so I want this guy to get the love he deserves, and the capacity for a massive backpack lol. Also thank you Anrhaa!
Anrhaa 17 Aug @ 7:42pm 
@Drestalos. I think you were adding your Bonedog race reference at your downloaded copy of the backpack mod. That may be the reason why it works in your end, but not for everybody else.

Don't worry about it. I'll add your bone dogs to my list of supported races at my Mega All-In-One Compatibility Patch.
MrMcGreedy  [author] 17 Aug @ 7:35pm 
@Drestalos thanks for bringing up the issue, most backpack mods should work properly with this mod's unique puppy now. A better modder than I would actually stress test this stuff so I really appreciate people speakin up with stuff is broken :beeped:
MrMcGreedy  [author] 17 Aug @ 7:16pm 
hmm so no backpacks are working? that is frustrating I'll take a look at this again. might need to get rid of the slightly buffed up race type I made and make it just a normal bonewolf race
Drestalos 15 Aug @ 5:26pm 
Yeah, I reckon for whatever reason, the cause of the issue is the fact that this mod doesn't see that Animal Backpacks is loaded. Maybe it's because it isn't seen as a dependency or something? But it doesn't make sense that it sees TameBeasties though. TameBeasties backpack isn't equippable either unfortunately.
Drestalos 15 Aug @ 3:45pm 
I am not really sure how to make this mod recognise that I have Animal Backpacks in my modlist. Tried going through and adding "Investor's Wolf" race into the compatible animals who could wear the backpacks within the Animal Backpacks mod, but that didn't do anything, did the reverse, added a backpack reference to your mod, nothing worked. It just doesn't see Animal Backpacks for whatever reason. Sorry for spamming message though man.
Drestalos 15 Aug @ 3:25pm 
Yeah it for whatever reason doesn't work bigguy, maybe it's because for whatever reason, the modlist doesn't detect that I have animal backpacks installed? I tried reinstalling the mods before, but nothing changed, and I do recall on another instance of Kenshi on another computer in the past, your mod worked just fine with Animal Backpacks installed.
Drestalos 15 Aug @ 3:19pm 
That being said, I do have Animal Backpacks, and it is enabled in the modlist, Investor's Runt recognises that I have TameBeasties though, strangely enough.
MrMcGreedy  [author] 15 Aug @ 3:15pm 
@Pirola the pup and investor should be roaming Hub, usually head to the bar due to Smooth Kerri’s AI package unless the bar is full or replaced by something but they should always be in the Hub.
Drestalos 15 Aug @ 3:15pm 
Yeah, I'll give that a shot. Thanks for getting back to me bigguy! Says in the load order that it doesn't recognise Animal Backpacks in the modlist though. Looking through FCS everything is referenced fine I figure
MrMcGreedy  [author] 15 Aug @ 3:13pm 
@Drestalos this mod should be loaded after animal backpacks since it modifies the animal backpack data to allow for this modified bonewolf pup to equip it. You may need to get an entirely new bonewolf if it has already been loaded in, but maybe not since reloading with the new order wouldn’t change the data on the wolf itself. If it still doesn’t work after reloading/importing with new dog (I think it’s not a unique spawn so you wouldn’t need to tick dead enemies) then let me know
Drestalos 15 Aug @ 1:50pm 
Hey, this says it has compatibility with Animal Backpacks, but I can't put a backpack on the lil guy. Do I have to load this mod before/after Animal Backpacks for it to work?
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: