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RuthlessTex

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RuthlessTex

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About this mod

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!

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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. 🐾