Space Engineers

Space Engineers

155 ratings
Bring Back Cyberhounds
   
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Type: Mod
Mod category: Character, Other
File Size
Posted
Updated
9.585 MB
12 Jun, 2017 @ 5:00pm
3 Oct, 2022 @ 2:55pm
10 Change Notes ( view )

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Bring Back Cyberhounds

Description
Update: removed the other planet definitions from the mod, it was only supposed to contain the earthlike, now it does.
Update: added new definition entry (its been programmed in the game code for a while, but also has to be added to the defintiion to use it), to make turrets aim at the cyberhound properly. vanilla wolves havent been given this extra info.
Update: reduced collision mesh scale so they fit through doors better (thanx to Ryukky)
Update: Quick copy-paste job for keen's better wolf AI added in 01.197, untested.
Update: Quick Fix for game crashing, untested, copied needed parts from vanilla AIbehaviours definition.
Fixed their unintentional Immortality.
Update: Just a quick check-over, they still work, changed their bleeding to sparks when grinding them.

This brings back the original Cyberhounds after the explosion was disabled.

NOTE: this will throw errors on the server log, servers do not have access to the textures, do not report 'errors' from the log if the mod works properly!

Flesh wolves that used to eat metal, but still contain components in their corpses? what madness this is.... fixed :)

I also doubled the amount of time the dead wreck of the cyberhound stays for which is now 2-4 minutes instead of 1-2 minutes :)

I wondered why no one had made this yet, so i thought i would do it, didnt take long, all the assets for cyberhounds are still in the current game, i just did a little copy-pasting-editing to point Wolf entries to the Cyberhound assets and animations and all done, Enjoy :)

This mod alters the earthlike planet definition, to set the max distance they spawn from the player to inside the hard coded radius at which they will come for you, as in vanilla it is set so far that sometimes wolves will just run away!
115 Comments
SubSpecs 4 May @ 8:37am 
@Nikolas I explored the code in Keens dlls, noticed that they left the 'explore' function there, it seems its not binded to anything, but its there. I think I'll be able to re-bind it back and have exploding dogos. The particle/explosion effect is still in game files, same as the model.
Nikolas March  [author] 3 May @ 5:31pm 
not the automatic replaceemnts, but they do include exploding ones in the mod that you can add to planet mods, they have a leftover dummy particle, that isnt my doing, its a Keen thing.
SubSpecs 7 Apr @ 5:22am 
Do they also explode?
Deapri 22 Mar @ 1:03am 
Re-downloading corrected the fault, thank you for your time, I apologize for missing that validation step.
Deapri 22 Mar @ 12:52am 
Or just remove the affected one... by unsubscribing and re-subscribing... I will clear the data but that is not ideal for a single mod you know the identity of.
Nikolas March  [author] 21 Mar @ 8:49pm 
likely a downloaded mod corruption, find the file appworkshop_244850.acf in steamapps\workshop folder for the drive you have the game installed to, this will force a redownload of all mod files for all mods
Deapri 19 Mar @ 12:46pm 
Verified this error is occurring with no other mods loaded.
Deapri 16 Mar @ 8:14pm 
Not that I am terribly incensed as I have this from the populated worlds planet creatures mod, but:

MOD_CRITICAL_ERROR: Bring Back Cyberhounds
in file: Unknown
MOD PARTIALLY SKIPPED, LOADED ONLY 1/6 PHASES, Following Error occured:
Object reference not set to an instance of an object.
Sandbox.Game
at Sandbox.Definitions.MyDefinitionManager.LoadDefinitions(List`1 contexts, List`1 definitionSets, Boolean failOnDebug, Boolean isPreload)

This is probably important.
Owortiss996 17 Jan @ 7:03am 
Stem does't downloading this mod. Can't download it
YungPro 25 Aug, 2023 @ 6:33am 
Works perfect for me, thank you