Schedule K9 adds a procedurally-generated, lovable K9 companion to Schedule I. The dog follows you, obeys basic commands, and offers a unique, low-poly charm. Despite its quirky pathfinding AI and lovable glitches, it’s a constant, loyal presence in your chaotic schedule. Perfect for dog lovers and mod enthusiasts alike!
Load and Enable mods for Unity IL2CPP games like Schedule 1 by providing the necessary API hooks.
Permissions and credits
Credits and distribution permission
Other user's assetsAll the assets in this file belong to the author, or are from free-to-use modder's resources
Upload permissionYou are not allowed to upload this file to other sites under any circumstances
Modification permissionYou must get permission from me before you are allowed to modify my files to improve it
Conversion permissionYou are not allowed to convert this file to work on other games under any circumstances
Asset use permissionYou must get permission from me before you are allowed to use any of the assets in this file
Asset use permission in mods/files that are being soldYou are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
Asset use permission in mods/files that earn donation pointsYou are not allowed to earn Donation Points for your mods if they use my assets
Author notes
This author has not provided any additional notes regarding file permissions
File credits
This author has not credited anyone else in this file
Donation Points system
Please log in to find out whether this mod is receiving Donation Points
Changelogs
Version 1.0.0
New Features: - Final optimization pass with comprehensive testing in various game environments - Fixed last remaining edge cases for dog movement and animation - Strengthened compatibility with multiple runtime modes and edge case scenarios - Added keybinding support for dog teleport (F key) and position lock (H key) - Documentation updates for public release
Version 0.9.0
New Features: - Fixed critical issue with dog being partially underground - Implemented proper collision detection for terrain elevation changes - Corrected rendering order for all dog components - Improved internal debug visibility system to catch movement desyncs early - Performance optimization for animation state transitions - Completed comprehensive testing across multiple game scenarios
Version 0.8.5
New Features: - Added intelligent rerouting logic when dog gets stuck - Fixed dog spinning in circles when in confined spaces - Implemented better pathfinding around obstacles - Integrated terrain-aware speed scaling including running and skating detection - Added temporary teleport fallback for situations where navigation fails - Reduced teleport frequency to maintain natural movement
Version 0.8.0
New Features: - Fixed animation state transitions during teleportation - Improved dog movement on different elevation levels (curbs, stairs, etc.) - Added obstacle avoidance with proper distance calculation - Refined following behavior to be more natural and dog-like - Dog now follows to the side rather than directly in front
Version 0.7.5
New Features: - Added teleport logic for cases where dog gets completely stuck - Implemented speed-based following behavior that adjusts to player movement - Introduced fallback routing logic when navigation graph is incomplete - Fixed issue where dog would run in front of player causing collision - Added dynamic path recalculation when obstacles are detected - Improved NavMeshAgent configuration for smoother navigation
Version 0.7.0
New Features: - Refined speed adjustment logic based on player movement - Expanded player tracking system to handle various gameplay states and scenes - Fixed issue where dog would run and suddenly stop - Added proper run/walk/idle state transitions - Implemented smoother animation blending between states - Modified behavior to follow player naturally instead of camera
Version 0.6.0
New Features: - Completed full dog mesh with properly shaped body - Shaped and positioned all features (ears, snout, nose, eyes, legs, tail) - Briefly attempted to build a C#-based 3D model editor to solve bone placement pain, abandoned it with prejudice - Added curled tail shape with proper bone structure - Reconfigured joint hierarchy for more natural movement - Darkened dog color to a more natural brown shade
Version 0.5.0
New Features: - Fixed floating chest patch issue - Corrected eye color from light blue to white - Fixed upside-down tail orientation - Resolved "floating pupils" rendering issue - Added resource cleanup logic for safe asset handling between sessions
Version 0.4.0
New Features: - Added chest patch for more detailed appearance - Fixed "Sims walls" rendering so closest faces are displayed properly - Accidentally summoned a ghost-dog by misplacing pupil materials—resolved while adding ears, eyes, and tail - Positioned anchor points correctly for all appendages - Implemented proper mesh hierarchy for animations
Version 0.3.0
New Features: - Reconfigured dog model with proper joints and hierarchy - Added neck connection between head and body - Improved procedural mesh generation with better coloration - Changed color to more natural yellow/brown tone - Added basic walking and running animations
Version 0.2.0
New Features: - Implemented procedurally generated dog shape with box, head and legs - Added random head movement animations - Added "look at player" behavior with occasional head tracking - Applied proper coloration to dog mesh (bright yellow) - Improved visibility of all mesh components
Version 0.1.5
New Features: - Added basic head and legs using capsule shapes - Fixed camera-based following behavior - Dog now maintains proper distance from player - Added player position tracking and logging - Implemented basic movement animations
Version 0.1.0
New Features: - Fixed bright pink coloration issue - Implemented player detection and tracking - Added camera-based following behavior - Fixed visibility issues with mesh rendering - Basic logging of player position and delta
Version 0.0.5
New Features: - Fixed "Sims walls" rendering so closest faces are displayed properly - Corrected "backwards" rendering of polygons - Implemented proper shader for visibility - Basic mesh visible but with incorrect coloration - Initial implementation of dog object
Version 0.0.1
New Features: - Initial implementation with player detection - Basic object spawning functionality - Object invisible due to shader issues - Core framework for dog companion established - Basic scene loading detection
Schedule K9 Loyal Companion Mod for Schedule I Adds a procedurally-generated, Smol that follows you, obeys commands, and pretends to understand what’s going on.
⚠️ DISCLAIMER:
This mod is provided as-is. Use at your own risk. Always back up your save files before using mods. The creator(s) of this mod are not responsible for save corruption, glitches, or emotional attachments to low-poly dogs.
Installation:
Requires MelonLoader for Schedule I.
Drop ScheduleK9.dll into your Mods folder. If it doesn’t work, try swearing.
Quick Controls:
F: Teleports your K9 to you. For when they get stuck—Again.
H: Toggles Sit/Stay mode. Because even digital dogs need boundaries sometimes.
Notes:
Your K9 spawns after entering any playable scene. If not, check behind you. Or behind a door. Or inside a wall... It happens.
Pathfinding uses in-game navigation. Expect creative interpretations of “follow.” It’s not broken—it’s personality.
Multiplayer? Let's talk... This mod was built with tunnel vision—strictly single-player. In multiplayer, it'll likely latch onto one player (who gets chosen? 🤷♂️) and pretend the others don't exist. The mod only sees one player. So, while it might seem fine for that one person, it's completely unaware of the multiplayer environment. Use it at your own risk – expect weirdness, confusion, and zero official support for multiplayer shenanigans.
Core Features:
Auto Spawn: Your four-legged companion appears automatically. Usually somewhere nearby.
Pathfinding AI: Follows the player using native Schedule I logic. Which is both a feature and a warning.
Command System: Issue basic commands via hotkey. Complex orders will be acknowledged with a blank stare.
Procedural Generation: Each K9 is unique. Beautifully, questionably, uniquely yours. (Randomization currently disabled.)
Occasional Zoomies: May exhibit sudden, unpredictable bursts of speed. This wasn't intentional, but consider it a Floof-Certified™ bug feature.
Vendor Scene (Prototype): Interactive preview with a vendor who stares into the void, Currently useless. Aesthetic only.
This mod drained my soul. Procedurally-generated dogs sound cute until you're chinging numbers n' relaunching a non-hotloadable game 500 times in 3 days. I'm not okay. Updates will come when the trauma recedes.
Credits:
Created by RuthlessTex, powered by caffeine, compulsion, and the moment someone said “it’d be cool if there was a dog,” which I was already messing with but was just a pink square thanks to IL2CPP.
Future Plans:
Make the vendor actually do something—Like sell you a dog.
Smarter AI. Or dumber AI that somehow feels clever. Or AI that tries to be dumber but ends up being smarter. Basically, we need AI that follows you, but like... off to the side. Not too close. Not too direct. and just some of the time—Like a dog.
More visual variety, less uncanny valley. Maybe even animations that don’t break.
Why Schedule K9? Because in the chaos of Schedule I, you need something loyal—something horrible, glitchy and adorable that still looks up at you like you’re everything. A dog that stares into your soul without judging you—and probably couldn’t even if it wanted to. 🐾