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K9s Ain't Pets! (no K9 ambient spawn fix) 1.0.0

(1 review)

1 Screenshot

You don't need to download anything, just modify a file with OpenIV.

 

After installing martinct's German Shepherd / Malinois - K9 Dog (link below) I've noticed that this k9 model was spawning randomly around the world, so I made a fix:

 

 

If you don't want to see this model being spawned in the world, used by peds as a pet, go to

mods/update/update.rpf/common/data/ai/ambientpedmodelsets.meta:

and search for       <Name>ANIMAL_DOG_SHEPHERD</Name>

 

You will see this:
 

Spoiler

...

    <Item type="CAmbientModelSet">
      <Name>ANIMAL_DOG_SHEPHERD</Name>
      <Models>
        <Item>
          <Name>A_C_shepherd</Name>
          <Variations type="NULL" />
          <Probability value="1.000000" />
        </Item>

...

 

Two Options:

 

1. Replace the model (some people have issues having the new replaced dog model spawning still with the vest on, dunno why this issue is, I think due to be using another k9 model mod). 

 

 

...

    <Item type="CAmbientModelSet">
      <Name>ANIMAL_DOG_SHEPHERD</Name>
      <Models>
        <Item>
          <Name>A_C_shepherd</Name>             REPLACE TO         <Name>A_C_Rottweiler</Name>       FOR EXAMPLE
          <Variations type="NULL" />
          <Probability value="1.000000" />
        </Item>

...

 

or

 

2. Set to 0 the spawn probability to make it not spawn at all. Works for everyone.

 

 

    <Item type="CAmbientModelSet">
      <Name>ANIMAL_DOG_SHEPHERD</Name>
      <Models>
        <Item>
          <Name>A_C_shepherd</Name>
          <Variations type="NULL" />
          <Probability value="1.000000" />             SET TO         <Probability value="0.000000" />       TO NOT SPAWN AT ALL
        </Item>

 

retriever.jpg

Retriever. Using martinct mod I can replace the model without any issues, tried this with a fresh k9 mod install. 

 

 

 

 

 

 

 

Here is a list of the 6 dogs (excluding Chop and Border Collie) that you can also try to replace to.

Spoiler

 

Golden Retriever - (working well as seen in the pic, but some users reported an issue that it spawns with vest for some reason)

 

A_C_Retriever

Golden-Retriever.jpg

 

Husky -

A_C_Husky

Husky.jpg

 

 

Poodle -

A_C_Poodle

Poodle.jpg

 

 

Pug -

A_C_Pug

Pug.jpg

 

 

Rottweiler - (working well)

A_C_Rottweiler

Rottweiler.jpg

 

 

West Highland Terrier -

A_C_Westy

West-Highland-Terrier.jpg

 

 

 

 

 

Edited by OutCast


Short Description

No k9 ambient spawn fix

User Feedback

Recommended Comments

BlueLine Vibes

Members

Question:  If we change the shepherd to another dog,   for example   A_C_Pug    would it not already be listed there in that pathway?   Essentially, you would have two ambient spawns with the same breed.  Does this cause conflict, potential crashing issues?   

Would it be easier to just set the  <Probability value="1.000000" />   to    <Probability value="0.000000" />  ?

Legit question,  as I have no idea and never tested it.
 

OutCast

Members Author

(edited)

2 hours ago, BlueLine Vibes said:

Question:  If we change the shepherd to another dog,   for example   A_C_Pug    would it not already be listed there in that pathway?   Essentially, you would have two ambient spawns with the same breed.  Does this cause conflict, potential crashing issues?   

Would it be easier to just set the  <Probability value="1.000000" />   to    <Probability value="0.000000" />  ?

Legit question,  as I have no idea and never tested it.
 

 

I've had it changed to rottweiler for months now, shepherd dog is often seen in Sandy Shores with no crashes there whatsoever, you can check the dog replaced with no issues.

 

I've been tweaking this .meta file for a while along with the .ymt to generate custom npcs (custom scenarios, like hwaycops for my custom stations) and when made correctly it causes no issues.

 

Great YT channel!

Edited by OutCast

HashTagHell

Members

Good grief. I just did this manually yesterday. This is an excellent idea.

OutCast

Members Author

(edited)

25 minutes ago, STEVETHEGAMER said:

Amazing work

Thanks! Great YT channel as well

Edited by OutCast

BlueLine Vibes

Members

(edited)

6 hours ago, OutCast said:

 

I've had it changed to rottweiler for months now, shepherd dog is often seen in Sandy Shores with no crashes there whatsoever, you can check the dog replaced with no issues.

 

I've been tweaking this .meta file for a while along with the .ymt to generate custom npcs (custom scenarios, like hwaycops for my custom stations) and when made correctly it causes no issues.

 

Great YT channel!



Alright cool,  ya just wasn't sure if you had two mentions of pug for example if it would cause issues.   Also wasn't sure if just modifying the probability would do anything if I set it to 0

Cool idea actually,  something so simple can make a big difference. 

Edited by BlueLine Vibes

OutCast

Members Author

(edited)

12 hours ago, BlueLine Vibes said:



Alright cool,  ya just wasn't sure if you had two mentions of pug for example if it would cause issues.   Also wasn't sure if just modifying the probability would do anything if I set it to 0

Cool idea actually,  something so simple can make a big difference. 

 

In the end they are just calls, the game calls the label (thru the region .ymt) and inside the label is the model, problem is when the game tries to command the model to do stuff it hasn't been animated or have scripts around it, then it might crash, but in this case every dog is just a remodel from each other and some labels share multiple models being picked randomly, like:

 

Spoiler

        <Item type="CAmbientModelSet">
            <Name>ANIMAL_DOG_SMALL</Name>
            <Models>
                <Item>
                    <Name>A_C_Poodle</Name>
                    <Variations type="NULL"/>
                    <Probability value="1.000000"/>
                </Item>
                <Item>
                    <Name>A_C_Pug</Name>
                    <Variations type="NULL"/>
                    <Probability value="1.000000"/>
                </Item>
                <Item>
                    <Name>a_c_westy</Name>
                    <Variations type="NULL"/>
                    <Probability value="1.000000"/>
                </Item>
            </Models>
        </Item>

Lowering to 0 also works, and it's less invasive in case you have doubts. That's also been tested tho with a skater ambient spawn issue of another mod of mine.

Edited by OutCast

Joe C Wilson

Members

I changed the model that the K9 vest uses (German Shephard) to Golden Retriever and it made the Retriever spawn with the vest. I then removed the option for the German Shephard to spawn and it's now working fine. I wasn't sure if setting it to another animal in the meta file would make the game crash or not, but it seems that you have no choice.

OutCast

Members Author

3 hours ago, Joe C Wilson said:

I changed the model that the K9 vest uses (German Shephard) to Golden Retriever and it made the Retriever spawn with the vest. I then removed the option for the German Shephard to spawn and it's now working fine. I wasn't sure if setting it to another animal in the meta file would make the game crash or not, but it seems that you have no choice.

 

That's strange, I've tried the same and works fine to me (I posted a pic at the mod introduction with the retriever without any vest), are you using the same k9 mod (German Shepherd / Malinois - K9 Dog  by martinct) or another k9 model mod? 

 

Also looking at the mod files, the vest is a component that belongs to (is part of) the shepherd model only instead of being independent (like a hat, in another .rpf), which makes me think that there must be another k9 model mod ppl are using or a secondary mod that is customizing it.

 

If reducing the prob to 0 is fine to you, I'm happy that is working. 

 

 

vest.jpg

Joe C Wilson

Members

11 minutes ago, OutCast said:

 

That's strange, I've tried the same and works fine to me (I posted a pic at the mod introduction with the retriever without any vest), are you using the same k9 mod (German Shepherd / Malinois - K9 Dog  by martinct) or another k9 model mod? 

 

Also looking at the mod files, the vest is a component that belongs to (is part of) the shepherd model only instead of being independent (like a hat, in another .rpf), which makes me think that there must be another k9 model mod ppl are using or a secondary mod that is customizing it.

 

If reducing the prob to 0 is fine to you, I'm happy that is working. 

I didn't edit the meta file properly, so it was my fault. I had to remove the Shepard completely as the vest was attached to the K9 model made by martinct.

OutCast

Members Author

1 minute ago, Joe C Wilson said:

I didn't edit the meta file properly, so it was my fault. I had to remove the Shepard completely as the vest was attached to the K9 model made by martinct.

That's nice to hear that is working now, what was exactly the issue? because you are not the only one having this. What do you mean with removing the shepherd completely? in the meta file 

Joe C Wilson

Members

17 minutes ago, OutCast said:

That's nice to hear that is working now, what was exactly the issue? because you are not the only one having this. What do you mean with removing the shepherd completely? in the meta file 

Under Shephard, I only edited the name above where it says variations to Retriever, and it made the Retriever wear a vest. I then edited the ambient model set name to Retriever and it went away.

OutCast

Members Author

(edited)

7 hours ago, Joe C Wilson said:

Under Shephard, I only edited the name above where it says variations to Retriever, and it made the Retriever wear a vest. I then edited the ambient model set name to Retriever and it went away.

 

If you changed      

 

    <Item type="CAmbientModelSet">
      <Name>ANIMAL_DOG_SHEPHERD</Name>     to       <Name>ANIMAL_DOG_RETRIEVER</Name>
      <Models>
        <Item>

         <Name>A_C_shepherd</Name> 

         <Variations type="NULL" />
         <Probability value="1.000000" /> 

        </Item>

 

Think like it as a box, the box is labeled shepherd and inside is a certain retriever dog model. If the game tries to find the shepherd box and it doesn't exist it will crash.

 

Also, there is already a <Name>ANIMAL_DOG_RETRIEVER</Name> and there should be 2 now. To find the correct one you want to fix it's just above this line:

 

<Item type="CAmbientModelSet">
            <Name>ANIMAL_DOG_SMALL</Name>
            <Models>
                <Item>
                    <Name>A_C_Poodle</Name>
                    <Variations type="NULL"/>
                    <Probability value="1.000000"/>
                </Item>
                <Item>
                    <Name>A_C_Pug</Name>
                    <Variations type="NULL"/>
                    <Probability value="1.000000"/>
                </Item>
                <Item>
                    <Name>a_c_westy</Name>
                    <Variations type="NULL"/>
                    <Probability value="1.000000"/>
                </Item>
            </Models>
        </Item>

Edited by OutCast

Joe C Wilson

Members

1 hour ago, OutCast said:

 

If you changed      

 

    <Item type="CAmbientModelSet">
      <Name>ANIMAL_DOG_SHEPHERD</Name>     to       <Name>ANIMAL_DOG_RETRIEVER</Name>
      <Models>
        <Item>

         <Name>A_C_shepherd</Name> 

         <Variations type="NULL" />
         <Probability value="1.000000" /> 

        </Item>

 

Think like it as a box, the box is labeled shepherd and inside is a certain retriever dog model. If the game tries to find the shepherd box and it doesn't exist it will crash.

 

Also, there is already a <Name>ANIMAL_DOG_RETRIEVER</Name> and there should be 2 now. To find the correct one you want to fix it's just above this line:

 

<Item type="CAmbientModelSet">
            <Name>ANIMAL_DOG_SMALL</Name>
            <Models>
                <Item>
                    <Name>A_C_Poodle</Name>
                    <Variations type="NULL"/>
                    <Probability value="1.000000"/>
                </Item>
                <Item>
                    <Name>A_C_Pug</Name>
                    <Variations type="NULL"/>
                    <Probability value="1.000000"/>
                </Item>
                <Item>
                    <Name>a_c_westy</Name>
                    <Variations type="NULL"/>
                    <Probability value="1.000000"/>
                </Item>
            </Models>
        </Item>

Thank you. I will try to test this and get back to you soon.

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