Mods / Teapot's Giant Boar
- Tags:
- Author:
- EruTheTeapot
- Side:
- Both
- Created:
- Sep 14th at 6:38 AM
- Last modified:
- 3 hours ago
- Downloads:
- 8565
-
Recommended download (for Vintage Story 1.22.0 - 1.22.7):
teapotsgiantboar_1.0.13.zip 1-click install
Requirements:
* Pet AI: taming, commands and all the pet behaviour. (PetAI 5.1.1+)
* Jaunt: Entity Movement System: Riding, gait and stamina system. (Jaunt 3.1.0+)
Both are required. The mod shouldn't work as intended without these.
Summary:
*Slaps top of the boar*
These big boys can fit so many repressed anger in them. They aren't your usual fat/meat farm. A single giant boar may fend off a pack of wolves and a couple of them might even take down bears! If they don't kill each other first...
Wild males hold territory and challenge others who dare get close. Thick-headed and aggressive towards anything naive enough to get close, better keep even your livestock away from them.
Should you tame one however, they are a loyal pet. Tame boars will follow orders, defend you, and carry you wherever to furthest lands. Better armour up a bit before taming though, they hit hard.
In short, I've tried to design and plan it to be vanilla balanced as possible while having my Dwarf Cavalry fantasy in Vintage Story!
Drop in the official VS Discord for the mod's thread and say Oink-Oink! Can also give feedback, suggestions If you like.
Great Bighorn mod is out!
Gameplay and Features:
These omnivore Giants can be tamed, bred and made into sturdy companions. Once tamed, they can protect you and your base. Saddle them up and take them for a spin! No more fearing wolves ambushing you..
Rival boars duel over territory, they will even challenge Tame Giant Boars if close by. Tame Boars won't engage other boars but have no problem fighting back.
Both Wild and Tame Boars (though tames have reduced chance) might hit small animals, babies if they get on their close proximity. They won't hunt anything but they will grab the opportunity if something walks in to their face.
Giant Boars share spawns with the vanilla boars, rarer among pigs overall and with fewer boars to a herd. They can also spawn slighly lower temperatures than vanilla counterparts.
- Bigger, Meaner Tusks – five variants on boars, two on sows, rolled when the animal spawns.
- New Fur Coats – 4 new fur textures. Albino, Brown, Charoal, Grizzled.
- Tameable – can be hand fed grains and bones, meats and vegetables or pet cookies. Commands, stances, and a downed state you can revive it (with bandages, poultices) rather than losing it. (PetAI)
- Rideable – saddle, bridle, gaits and a stamina bar on Tame Adults. (Jaunt)
Saddle: Plain, simple saddle. (Placeholder Shape similar to vanilla)
- Saddle (Lantern Arm): Plain, simple saddle with a Lantern Arm.
- Merchant Saddle: Saddle with boxes, cosmetic saddlebags and a Lantern Arm. (I've based the saddle on and adjusted to my taste from an unused asset found in the elk files.
- Hunter's Saddle & Pelt Helm: Low armor saddle made out of bones, pelts and decorated with trophies from hunts!
- T1 Metal Helm & Armored Saddle: Plated saddle and helm options. In recipe, plate affect the main metal color and armor rating while ingots decide decorative metal ridges. Helms are decorative, saddles have the acctual armor value.
- Bridle1: Bridle with toggle based movement.
- Accessories: Saddlebags, Hay Bed, Pillion, all the vanilla Medallions, Blankets, Weapons and Linen Sacks (v1.0.5) on Front Slots, Lantern (Merchant and Lantern Arm Saddles.), Temporal Gears.
- Snout Rings that are Giant Boar unique ornaments (medallion function).
- Part of the food chain – Bears, wolves, hyenas all hunt the Giant Boars. Once angered however they aren't so keen on running away.
- They aren't solo predators – They'll spawn in groups, infight with the Males. In vanilla behaviour, piglets follow sows, sows follow boars.
- Ropeable from Gen 0 – Move them, tie them to boats as soon as you tame a wild one.
- Available at Traders! – With 1.0.8 update, now Survival Goods and Treasure Hunter traders have chance to sell Tame Boars, Sows and Piglets!
FAQ:
- How to tame the Boars?
- You can tame them by hand feeding foods from hotbar with Right Click. (Grains/Bones, Meat/Vegetables, Pet Cookies) - Where do they spawn?
- They share spawns with Vanilla Gray boars, about 2/3 rarity of them. They also spawn down to -5 degrees temp. - Can I breed them?
- Yes, tame a wild pair and start breeding as vanilla mechanics. Feed the sows 12 portions, give some little food to males too. Then they'll have a long-ish preg period with giving lower number of Piglets per birth than vanilla boars. - Can I trap and tame wild piglets?
- You can trap them with vanilla basket traps (high break chance), wooden reinforced traps (low break chance) with baits. Can also use Animal Cages mod. However, wild piglets are NOT tameable by design choice. - What about X Mount Mod?
- Wolves / Direwolves: Not a priority while Wolf Taming (Wolf Pets) and Feverstone Wilds (Direwolf Mount/pet) exists. They fill those areas imo.
- Bears: I sadly find the vanilla Bear models in need of a vanilla Pigs level visual overhaul. I find them not interesting enough for me to invest, yet.
- "X Animal": Drop in comments or discord thread! I kinda gather whats in demand too while having my own plans and designs.
Compatibility:
- Amazing work done by Marc_IceBlade on The Sumpter allowing chonkers to carry more!
- Combat Overhaul Fork: (In Theory) Hit locations, critical multipliers and damage resists are applied when it is installed and ignored when it is not. Thick hide and fat resist blunt weapons; piercing works best
- Bows, Shortswords, Falx should be able to be stored in front slots on the boar. Maces or similar can't for now. Armored Saddles also works alongside CO's animal resistances. - Vanilla predators – the mod patches bears, wolves, hyenas (any wild predator Hyena+ size) so they recognise Giant Boars as prey. This is the only change it patches to vanilla animals
- Biomes mod.
- Pig Feed mod.
- Bacon Bacon Bacon mod.
- Butchering mod.
- Footprints mod.
- Let Them Graze! mod. Giant Boars should root for truffles on forest floor, with a slightly better find chance than an ordinary pig.
- XSkills mod. Hunting and butchering Giant Boars should now grant Husbandry experience.
- Feverstone Wilds compatibility patch added. Giant Boars drop the Hellboar ribs now.
- Elk Physics Overhaul compatibility added. Less bumpy rides for the chonkers.
- Adventurer's Walking Stick mod support added. Plain, Fine, Pathfinder, Reinforced, Shepherd's, Cow skull, Lantern and Forlorn sticks can hang in the front slots.
- Animal cages mod. Small cage can grab piglets.
- ConfigLib support for a couple of settings to customize.
- IMM support for same settings. (In theory)
- Feverstone Wilds: Added a patch to include the creatures (that are the same size or smaller) to the aggression list.
- Fantasy Creatures Reborn: Added a patch to include the creatures (that are the same size or smaller) to the aggression list.
I've made and tested the mod on my crowded 161+ modlist, should be compatible most mods (I guess?).
Should be safe to add mid-save.
Incompatible:
- Salty's Catch Livestock mod support for picking up Tame Piglets. Gen 1 or higher. Turns out there's a bug that prevents Gen1+ mount gear from being unequipable. Moving to imcompatible until patched.
Planned Features:
- Boar Armour: Pelt and metal tiers, to make a companion that can take even more hits than it delivers. Worth the investment without being OP, hopefully.
- T0 Pelt helm and saddle added as Hunter's Saddle and Pelt Helm in 1.0.6
- T1 Metal helm and Armored Saddle added in 1.0.4.
- T2 Metal helm and Heavy Armored Saddle [WIP] - Tusk drops: Harvestable tusks, with a use beyond decoration.
- Boar Head Wall Throphies.
- More mount gear: Saddlebags and other mount accessories for more utility. Improved on 1.0.2+
- Boar Texture Variants: Just some colour changes, fitting the boars. Added in 1.0.5
Current Issues:
- Baby Animals may not grow up to adults if in a too small area. Moving the baby to enough space grows them up. Its due to not having enough space from Baby Size to Adult Size. Pretty much how the game works.
- There are Crashes happening. (Investigating the Issue, thanks for the patience). Fixed in v1.0.1
- There are gear slots on the boar however I haven't done any more work on those. I would expect them not working properly or have issues If you try equiping anything other than Bridle or Saddle.
- Trying to equip vanilla accessories have issues (Vanilla Saddlebag, Hay Bed, Cooking Pot works, even if slightly offset.). Using the pillion cushion Crashes the game. Well, don't use it for now haha. Improved in 1.0.2 - Jaunt Flute and Medallion mechanics are yet to worked on, they could cause trouble or just not work. Keep it mind until future updates please. Fixed in 1.0.2
- The Giant Pigs are apparently hyrdophobic. There's a crash going around with them swimming. Investigating the issue. Fixed in 1.0.3
- There was issues with Equus: Wild Horses 2.0 mod with Boars. Equiping vanilla Saddlebags and blankets would make make them located in weird locations when Boar mod was active. Fixed in 1.0.4
- With the Merchant Saddle addition, there is a lantern slot that hovers over in air. A Saddle (Lantern Arm) variant added with 1.0.4
- There are some texture issues on the Saddle with Lantern Arm. Leather texture instead of Wood/Stick textures on the arm. Fixed, alongside many texture issues, in 1.0.5
I wanted to address my workflow regarding my mods here.
I'm a 3D Miniatures Designer and Sculptor, I make any visuals, shapes, custom textures by hand using VSMC2 for modelling and editing. Krita, Photoshop, InDesign for the thumbnails, screenshot edits and textures.
I do design, plan and keep track of eveything that's written down myself (To Do List, Mod page descriptions, patch notes etc.).
Design choices, what to model, which behaviours should the entities have in my mods etc. are all decided by me. Long story short, this is the design and visual end of things.
While I do have basic, starter level coding knowledge from years back, I didn't practice it at all for more than 10 years. I do have a mind to keep my mods to only JSON editing, without any C# or whatever coding.
It is, in my eyes, just a tidious workflow to go through everything, cross reference files, find which lines do I need for the thing I want etc.
Recently that one little mistake in my earlier spawning lines cost me 3-4 weeks of the entities now spawning naturally lol, so especially with a free, 'volunteer' project like my mods I'm fine with using AI for my coding parts.
I don't consider my mods "AI slop" with the amount of work I'm putting in and use it just as a tool in my workflow.
Such is my opininon on the subject the internet seems love to shit on right now, I've been forward with it to anyone chatting with me. Also wanted to include this info in the modpage too.
Cheers, enjoy!
Mods that might've been used in the screenshots:
Weapon(s) used in screenshots:
Combat Overhaul (Fork)
Player Armor used in screenshots:
To Rule Them All: Dwarves
Screenshots taken with help of the Floppa:
Salty's Cameraman
Thanks goes to the Vintage Story Devs and the Modding Community for inspiring me to take up modding and get this running.
-
If you like my mods and want to support future content, check out my Ko-fi
I also design and sculpt custom 3D Miniatures if you are into these :)![]()

| Mod Version | Mod Identifier | For Game version | Downloads | Released | Changelog | Download | 1-click mod install* |
|---|---|---|---|---|---|---|---|
| 1.0.13 | teapotsgiantboar | 30 | 3 hours ago | teapotsgiantboar_1.0.13.zip | 1-click install | ||
v1.0.13
| |||||||
| 1.0.12 | teapotsgiantboar | 407 | 1 day ago | teapotsgiantboar_1.0.12.zip | 1-click install | ||
v1.0.12
| |||||||
| 1.0.11 | teapotsgiantboar | 1153 | 6 days ago | teapotsgiantboar_1.0.11.zip | 1-click install | ||
v1.0.11
| |||||||
| 1.0.10 | teapotsgiantboar | 464 | 6 days ago | teapotsgiantboar_1.0.10.zip | 1-click install | ||
v1.0.10
| |||||||
| 1.0.9 | teapotsgiantboar | 874 | Oct 6th at 7:44 AM | teapotsgiantboar_1.0.9.zip | 1-click install | ||
v1.0.9
Added:
| |||||||
| 1.0.8 | teapotsgiantboar | 228 | Oct 5th at 9:07 PM | teapotsgiantboar_1.0.8.zip | 1-click install | ||
v1.0.8Added:
Fixed:
Changed:- Important Notes:- | |||||||
| 1.0.7 | teapotsgiantboar | 763 | Oct 3rd at 12:51 PM | teapotsgiantboar_1.0.7.zip | 1-click install | ||
v1.0.7Added:
Fixed:
Changed:
Important Notes:
| |||||||
| 1.0.6 | teapotsgiantboar | 577 | Oct 1st at 5:53 PM | teapotsgiantboar_1.0.6.zip | 1-click install | ||
v1.0.6Added:
Fixed:
Changed:
Important Notes:There is some clipping with Walking Sticks, bows and falxes on front storage with the new Hunters saddle. L/R sides work better with some. | |||||||
| 1.0.5 | teapotsgiantboar | 919 | Sep 27th at 5:43 PM | teapotsgiantboar_1.0.5.zip | 1-click install | ||
v1.0.5
Fixed:
Changed:
Important Notes:
| |||||||
| 1.0.4 | teapotsgiantboar | 1202 | Sep 24th at 8:28 PM | teapotsgiantboar_1.0.4.zip | 1-click install | ||
v1.0.4
| |||||||
| 1.0.3 | teapotsgiantboar | 477 | Sep 22nd at 9:57 AM | teapotsgiantboar_1.0.3.zip | 1-click install | ||
v1.0.3
Added:
Fixed:
Changed:
Important Notes:
| |||||||
| 1.0.2 | teapotsgiantboar | 671 | Sep 18th at 9:29 AM | teapotsgiantboar_1.0.2.zip | 1-click install | ||
v1.0.2Added:
Fixed:
Changed:
Important Notes:
| |||||||
| 1.0.1 | teapotsgiantboar | 297 | Sep 16th at 2:51 PM | teapotsgiantboar_1.0.1.zip | 1-click install | ||
v1.0.1
Added: - Butchering mod compatibility. Boars, sows and piglets can be carried, hung, skinned and butchered.
Fixed: - Client crash when looking at a Giant Boar with Butchering installed.
Changed: - Tamed Giant Boars now drop the same as wild ones. | |||||||
| 1.0.0 | teapotsgiantboar | 503 | Sep 14th at 7:05 AM | teapotsgiantboar_1.0.0.zip | 1-click install | ||
Initial Release
Thanks for checking it out!
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Is there a way to adjust HP values for the tamed boars? Every time I have a temporal storm one of my boars gets mortally wounded. At this point I'm so frustrated with them being downed I would just make them immortal.
Hmmm, I could look into making it a setting
Is there any way to tweak the spawn rates? I keep getting hordes of feral hogs spawning and decimating the wildlife before I can do anything about it, LOL
( my poor early game garden, too.... i thought the scarecrow would be enough, like a fool )
In mod config file you can set the spawn rate down by increments of.1. I set mine to .5, it seems to be a nice balance.
Ah, i'm stupid, somehow completely missed that line in the config x.x
Sejuani would be proud 😁
By chance... are boar coats inherited? I found an albino sow, so would her babies have a higher chance of being albino? Or still the 2% chance?
Weeeeell, no sadly but 1.23 update might have some interesting stuff with animals!
Would see what can be improved then. Currently however anytime an adult spawns or piglet grows up, it is rolled randomly for which coat it gets.
I have a strange bug. I trapped a wild boar that somehow has around 30.000/60 HP now. The HP points keep going up every second or so, hitting it doesn't do anything. The other wild and tamed boars are ok though and dont excede the 60HP. I dont know how to get rid of this weirdo
Did you start taming it? If so, it counts as pet now. Which means you can't damage it iirc.
If you want to get rid of it, try luring wolves or bears to it.
Tame Giant Boar Piglet throws NullReferenceException every tick (1.0.10)
The baby entity has a followmaster AI task but not the receivecommand behavior
that task reads. The adult has both.
assets/teapotsgiantboar/entities/animal/mammal/hooved/
tame-giantboar.json behaviors: nametag, tameable, receivecommand,
simplecommand, mouthinventory, ... taskai
tame-giantboar-baby.json behaviors: nametag, tameable, mouthinventory,
repulseagents, controlledphysics, floatupwhenstuck,
harvestable, health, deaddecay, breathe, grow,
emotionstates, taskai, ropetieable, pettableextended,
entitystatetags
(no receivecommand)
The baby's own taskai still declares:
{ "code": "followmaster", "priority": 1.8, "command": "followmaster",
"movespeed": 0.035, "maxDistance": 10, "searchRange": 30, ... }
PetAI's AiTaskFollowMaster.ShouldExecute() calls
GetBehavior<EntityBehaviorReceiveCommand>() unguarded, so on the baby it
returns null and throws, every tick:
PetAI's AiTaskFollowMaster.ShouldExecute() calls
GetBehavior<EntityBehaviorReceiveCommand>() unguarded, so on the baby it
returns null and throws, every tick:
System.NullReferenceException: Object reference not set
at PetAI.AiTaskFollowMaster.ShouldExecute()
.../petai/PetAI/src/Entity/AITask/AiTaskFollowMaster.cs:line 32
followmaster is the only task on the baby carrying a "command" key, so
receivecommand is the one behavior missing.
Trigger: execution only reaches the throwing line once targetEntity is
non-null, alive and interactable, so this fires only while the OWNER IS
ONLINE AND NEARBY. It stops when they log off and resumes when they return,
which makes it look intermittent.
Volume on our server (VS 1.22.7, petai 5.1.1, teapotsgiantboar 1.0.10):
75,159 stack traces in about one hour, roughly 450,000 of 533,731 log lines,
server-main.log went from 453 KB to 85 MB in two hours.
Fix: add receivecommand to tame-giantboar-baby.json. We are patching it
server-side with just the adult's followmaster entry (COMPLEX, minObedience
0.6), since the baby has no task reading sit, lay, speak, stay or any
aggression level.
Taken down a note for next update! Cheers
New bug... Newborn baby boar. Fed him and now he just... stands there. And rope doesn't work either.
Edit: Also cannot feed him any more - Broke upon his first feeding.
👀
That won't do! Can you repeat the bug? does it get normal after reload/relog?
Sometimes entities get a bit of lag/delay when updating mods I guess. Had similar with Bighorn testings on my end too, albeit in SP.
Will look into it, do let me know more of it
Currently playing on a MP server - have another pregnant sow that should be having a baby soon. Will test with that one as well! Gimme 4ish hours and I will let you know there.
As a note - the baby was born AFTER the latest update, but sow was pregnant during. AI on baby did work pre feeding
SERVER OWNER TRACED IT - it is PetAI causing the issue
Gotcha gotcha
Is this mod, and your Bighorn one, compatible with any of the playermodel mods?
I.. actually have no idea?
Let me look into that, how it works etc
Alrighty! ^^
So, I tried out with the Kobold mod for example, some clippings in the leg but looked alright overall.
I also use it sometimes with the Dwarf mod, so scaled down playermodels too should work.
At worst, they would be some clippings as far as I've noticed.
Oh awesome! The kobold mod is the one my partner and I use, so that's perfect. ^^
Enjoy!
Let me know If you run into any issues too :)
Typo in patch notes (: "Buthering support"
👀 Good catch, I blame my dying keyboard haha
After I put a linen sacks on the giant boar, anything placed inside the bag gets duplicated. What went wrong?
Investigating the issue, there seems to be something weird going on yeah
I see you fixed the bug,thanks a lot,I reall love these giant boar.
Enjoy!
Its always great help when people point out bugs!
Possible bug/genuine issue
server I'm on has this mod, and I tamed 3 boars. One has bridle, blanket, and saddle on it - after a server restart, I cannot remove any equipment from the equipped one, nor put any equipment on the other boars.
still doing a test, I abandoned a boar and am in the process of retaming to see if it allows equipping again
Do let me now what you end up finding. I don't know much on the MP side of things, would appreciate to know it If its an issue on my end
Won't be for a few more hours, but I will update you in this thread once testing is done!
I am also having this issue - seems to be ONLY with giant boars, not sows. If you are sitting on top of a tamed giant boar or sow (either one works), you are able to take off the equipment from the giant boar.
Edit: Seems to be an issue with any giant boar/sow that is generation 1 or higher.
You are 100% correct. Im also seeing my sows jump to gen 3 for no reason. Someone on the server I'm on used RBM to increase their generation... SO it still helped to make a bug known
So EruTheTeapot it looks like its related to generation of the boar, and theres the issue of boars jumping to a higher generation as well. Any generation above newly tamed means weird equipment issues.
It is a compatibility issue between this mod and salty's catch livestock, as far as I can tell.
It is an issue with salty's catch livestock, not with this mod
While I can put rope on them, they sure as heck aren't following--or budging at all! Am I doing this wrong?
Looking into it, will include a fix in the next update
I sorta like it how it is... stubborn boar doesn't want to follow you. Took myself and another person with a rope to drag my boar somewhere.
Yeah, at first I thought it was about something to do with their Mass but nah, I didn't add in a Rope-Follow behaviour haha
This mod is peak. Well done 👏
First night with the boars officially spawning and they spawned into my all my animal pens and killed all of my creatures I was farming, three different times. These was in 50 x 50 sqare range max. Maybe they can not be so aggressive? They are fighting my creatures and not each other. :,c . I have 5 adult boars near my house and two adult females.
I mean, if wild animals can spawn in your pens that means you dont have enough light?
That could be the main issue here imho instead of the mod.
Actually, scratch all that. I've looked into the Light spawns and they had no min light rules etc. It's my bad and I owe you some chickens and a hotfix! I'll upload one soon!
RIP livestock though
Thank you <3
I noticed similar aggression levels, I had a pen where i was trying to tame two giant hogs, and had my domesticated pigs on the pen wall adjacent to them, albeit the fence was 1 block tall instead of the two average, but they would just linger at that fence hitting All of the livestock on the other side, I feel like if they werent so aggressive without reasonability it would be nicer to handle them, since they are the equivelant of looking at a crackhead the wrong way right now, which I get is probably the intent, but it sure adds onto the nightmare that is Vintage Story mob AI.
Still love this mod, and finally seeing the giant hogs spawn naturally now on my server, thank you for all of your great work.
Well, they do have longer attack range than vanilla boars too.
Add that agression towards smaller animals and you need to be actually careful handling them!
I think a little bit of management is alright for an animal 1v1'ing Black Bears.
Hope you enjoy!
Do check out Great Bighorns coming up soon! *wink wink*
I had one take on a bellhead shiver, so by no means am I complaining, just didn't think my boar would have a taste for his own kind, in retrospect I did feed him a lot of the extra meat from those pigs..
Hahah they are a bit bloodthirsty yeah
I didn't really test their strenght versus Drifters but they should hold their ground for sure!
... This is a big ask - Wargs/Direwolves? Could go hard with fantasy races
So, my next mod is going to be a Great Bighorn as it is %80 ready for 1.0.0
But my opinion of Wolves/Direwolves is that since there's 2 mods that do pet/mount wolves, its not in my priority.
Feverstone Wilds have Direwolves that are rideable iirc and Wolf Taming does a lot of good work on making them pets :)
Sadly not a priority for me
Thought I was going crazy when I couldn't find any giant boars in the wild.
Ikr, that's my bad in the end. First mod shenanigans :))
All good, I just hope I can find them now
olá! sou novo no jogo. como eu domestico o javali?
Alimente manualmente usando itens da barra de acesso rápido. Ossos, carne e vegetais. Clique com o botão direito no barco. -Google translate-
So... how exactly do we tame them without a golden bone?
Like, literally with all the food as written everywhere :)
Updated modpage with details in FAQ.
Hand feed food from hotbar. Bones, meat and vegetables. Right-click on the boar.
I'm a goofball. Tried with various grains as it's what I'm used to feeding boars lmao. Does it work on their child offspring too or just the adults?
You can tame gen 1+ piglets (that are born from wild parents) by feeding the same way I guess. But once they grow up, you might need to re-tame them as adults too to properly have access to PetAI.
They also will eat grains from troughs for breeding etc. but i didn't add Grains as taming food.
As I mentioned earlier, having suggested this same idea to Saraty a long time ago and commended you for coming up with the same concept, I wanted to recommend applying this same mechanic to the Bighorn sheep. It will likely get a model rework in the future, but it still has great potential as a mount.
I've literally started working on Bighorn mod this morning lol
You can follow the progress on the Discord thread! :)
Oh fuck yeah I've been wanting that forever, Dwarf RP up GOOD
Lets gooo!
Armor up, kin!
Dwarf raiders. Dwarf Raiders! DWARF RAIDERS!!!!!
having the same issue as Brothel6969
No ID on this BOAR, definitely your boars and not varients of the others and have no option to feed them like i do other animals with PetAI
Not sure what i'm doing wrong, got one in a pen and have been trying daily. It eats out a trough no problem. Any advice? i followed install instructions to the T for this and petAI. so far this boar is the only animal modded in i cannot feed to tame. No overlay pops up saying "feed pet" or "command pet" like others
Hmmm can you post a screenshot on the discord thread please?
EruTheTeapot Heeej, sorry for bothering but for some reason lantern is not rendering on the wooden arm of the saddle, I have immersive lanterns installed btw... Otherwise, its amazing mod! I LOVE IT
Heyo, so lantern rendering is dependent on the boar. Not bound to any saddle etc. they are totally visual (except for armor saddles). BUT I remembered I didn't remove Large Lantern from the accepted item list actually.
You need to use the small lanterns, without the "Large X Lantern" in the name. I do play with the Immersive Lanterns too, so no problem with those.
Just a left over lantern being accepted in the Lantern Slot, I'll remove it in the next update 1.0.6. Cheers for reminding.
Yes! It works with small one! Funny thing, even if you put big one there it still works, gives light, even tho is invisible 😅 CAN'T WAIT FOR MORE STUFF!
Yep!
Turns out, I can't separate lanterns as small/large and remove one. Opting out the easiest way and making large lantern to look like the small one too when equipped in the next update soon!
Yeah seems fair, still you diod a lot of work 😌One last question, is it possible to put temporal gears on boars?
Sadly no, I didn't really include them.
Is that a popular thing used on the Elk?
I personally didn't use much of Vanilla Elk, so didn't know about it. But can add it for sure in future! :)
I have no idea if its popular, just its nice to have extra spot for non stackable gears for translocators and adds nice clutter to the boar 😌It would be nice if you would like to consider it in the future, if its not too much work of course 👉👈
Gotcha, taking a note to add it in
Only reason I left it out was I was fresh to modding haha, understand things mucch better now
This is probably a big ask, but is there any chance for this mod to include the features present in the Elk Physics Overhaul mod?
I'll check it out and see what can be done about a compatibility patch :)
Thanks :D
Hey there, just giving a heads up!
I've looked into it and implemented a patch for the boars in 1.0.6 update ;)
Works flawlessy, thank you so much !
It'd be really neat if these could grow from the vanilla elder boars (and if those grew from really old regular ones of course) irl even the smallest pig species get absolutely massive as they age
Tusks were on a growth mechanic on very early stages for example.
But I ditched that idea, as especially in wild these chonks might not live for long. Infighting, huntings etc. Lots of mechanics for them to die out before growing old
Hi there, I'm having an issue on my modded multiplayer server where the giant boars don't seem to be spawning. Any idea on what the issue is or how I can fix it? We are in a temperate climate and only seeing vanilla gray boars, even in newly generated areas.
Well, I'm not super knowledgeable about multiplayer side of things but can the admin see it in creative mode or something? If so, start by killing the vanilla Gray Boars. My Giant Boars share spawn points with them, at 2/3 rarity of vanilla ones. So, this should open the way for more chance of them spawning I guess?
Unless you get some form off errors somewhere, this is what I can think of :)
I have been playing with your mod for a week now, but I am also experiencing the same issue, only thing modifying spawns would be 2 fotsa mods, but neither replace boar spawns, I have also scanned my dedicated server logs for any abnormalities, and I can't find anything about it, but it does seem to be a trend, but I cannot find if something is patching something ele and causing this issue or not.
Just thought I'd bring this to your attention, I know the information isnt all too helpful, but I don't have too much to work with on my end unfortunately.
Love this mod, such a great idea.
I think, more animals/entities that share the same conditions to spawn etc would naturally reduce the chance of Giant Boars spawning, as the spawn pool gets wider. Unless some other conflict is there, pretty much killing and opening space should give entity spawn more chance is my way of thinking.
Np at all! Feel free to comment anything, even drop in the Discord thread (link up in description) where I'm more active too :)
I made sure to play for a while to get a decent sample size, in order to better describe the issues I have been seeing.
I've been making sure to clear out all the grey hogs I see, which I have been in one spot for about 400 days now, so I know fairly well where the spawns are now, despite that I have not encountered any of the giant hogs, which as you said, they should spawn if something isn't causing a conflict, which when I looked through the logs and tungsten health reporter, it didn't seem like anything was showing up log wise, and the patch conflict reporter also didnt report anything about that.
I don't have any mods that interact with their spawn pools at all, so it confuses me where the issue may be stemming from, but I will keep prodding around and see if I can find out anything useful to know.
Gotcha gotcha, I'll take a note of it down.
Its just that, prior to some updates spawn chance truly was too low but even made a quick little poll in discord about it. Which let to increasing spawns, I got no problem adjusting the numbers again if it still seems too low :)
yo! im loving this mod! i ride my boar into combat against the many bears and wolves in my area quite often and hes rather effective! i named him Boss, because of how many bears he has mauled/ Gored.
Awesome! Yeah, I've aimed them to be below Brown Bears in 1v1. Mostly winning vs Black Bears but survive heavily damaged etc.
Even with T1 Armor, which I think of as Light Armor, Brown+ Bears still shred them apart eventually. Maybe only with like T2 Iron/Steel armor, Heavy armor, they might go toe to toe with Brown Bears.
Glad you like it!
I'm not sure if im doing something wrong, i was testing the mod in creative and im not sure how to tame the boars, ive dropped, troughed and tried to hand feed meat, bone and different veggies to try and tame them, but after a few hours i havent had any luck. I also cant seem to spawn a tame boar either.
Do you have the PetAI mod?
i do, also when i hover over the boar it doesnt have any sort of ID, im not sure if that is correlated. i might also be being impaitent, about how long does it take the boar to be tamed? thank you again.
So, the mechanic is to tame Giant Boar/Sow with hand feeding. Meats/Vegetables give +%10 taming while Bones give +%5. Hold the food in hand, hotbar and right click on the boars. Pretty much this + the wait between feeding.
Please drop in the Discord thread If you need more help/guide on it :)
okie dokie thank you so much again. :)
Just be sure that it is not the vanilla Gray Boar (Elder variants are nearly Giant Boar size). I used the vanilla Gray Boar body with Custom Tusks.
yeah, i made sure to select "giant boar" but im still not able to hand feed them
I'm so excited for this!!
battle hammer???? so i can
HOG RIDAAAAAA
I have plans for Player Gear but those are a bit later after the mod is stabile, Tier 0-3 saddles and armors are done etc.
Best mod ever!
I'm glad you enjoy it!
Hi, thanks for adding compatibility with Footprints. However, there's a tiny issue in the patch: not including ` "side":"server" ` is generating a few warnings in the logs.
I took the liberty of making an official patch myself inside my mod. The patch is located at "assets/footprints/compatibility/teapotsgiantboar/patches/entities_footprints/various.json".
For your patch, you can either remove it completely or edit it by copying my patch. In the latter case, don't forget to increment the "priority" attribute so that it overwrites my patch.
Hope this helps. If you need any further infomation, don't hesitate to contact me or check the documentation for the mod here: Footprints Mod Example
(Nice mod btw)
Thats awesome of you Aylor! Cheers
I'm very new to modding as whole, some hick ups are bound to happen haha
Thank you for the patch
Great mod! I'm really impressed it's your first one but i have 2 remarks, I find the spawn rate to be a bit too rare, maybe because i play with mods that add fauna so boars have less chance to spawn in general, and if the boar get in the water while it's following you or you ride it the game crashes and the boar despawn when you reload (I tested it ain creative and riding the boar in water does not always cause a crash but if it follows you the game always crashes). It was a bit sad cause i only found one. Otherwise carry on the mod has so much potential
Heyo, I've been away for a couple days but I'm glad you enjoy the mod! I can increase the spawn rates for sure, not to vanilla pig level but it can be done surely.
I'll be looking into an update asap :)
Added a Poll in the discord thread, hope you chime in
not sure if it's planned but different walking noises for the boar would be much appreciated. awesome mod though.
Sound updates (unless missing vanilla / using vanilla assets) are currently not really on my radar but I'll take a note of a Audio Update in long run! :)
when i saw this mod i instantly heard this guy
I want a crossover with Grassroots Coca; let me feed a boar cocaine to send it on a rampage, doubling its strength until it explodes. Now THAT would be a war pig! 😂 (even better if I could get the Bikini Bear and normal bears combined the same way. please let me build an arena for rampaging animals.)
I really love this. Is it very hard to edit the model skins? The giant demon boar from Princess Mononoke would be a pretty badass model swap! (which brings to mind giant wolves? warg yes.)
I'll admit Bikini Boars on Coca is a bit far from my Dwarf Cavalary fantasy but each to their own, lol
Jokes aside, I have concepts in place for Texture Variants for the boar skins, future mod roster expansion with more animals. We'll see what the future brings >:)
Oh yeah cool mod, i won't get too into it right?
2 minutes later in the Devastation
BARUK KHAZAD! KHAZAD AI-MENU!
KHAZUKAN KAZA-
oh wait..
Actually, something i was thinking about. You know about the scrap spikes you can find in some ruins that hurt you if you land on them? What if you used that mechanic for the tusks and had that, depending on the speed you run at with the great boar, you can charge an enemy, dealing a decent amount of damage.
It'd be fine if you can't do it, i understand from various attempts of mine just to START modding lol but it'd be a cool extra mechanic to make taming the great boar a choice.
Yeah, I actually was theorising with some form of attack/damage while riding it today. That passive damage is an interesting point, I'll investigate that!
We'll see what happens :^)
Dude, I asked Saraty for exactly that in the TOPS chat over a week ago.
You're my hero; I was crazy for a war pig.
What if I was Saraty all along 🤔
Enjoy!
Hi! Love the idea behind this mod, but for some reason it keeps crashing me to desktop without fail whenever I look at the saddle on a boar.
I made a creative world with nothing but the mod and its dependencies, and the issue persisted. I'm not sure what's wrong, maybe mods are on the wrong versions?
Here's the crash log: VS Boar Crash Log
Hey there, I'm investigating these crashing issues currently. either 1.22.7, Jaunt or PetAI updates related.
Boars be too angry right now, I'll try and calm them down from crashing the game on death, looking at them the wrong way or just existing near them haha
Great, thanks so much for your work! You don't know how excited I was to see boar mounts on the mod page lol
its the block interaction help. I turned it off and it worked fine.
Yep, seems like it works fine with it disabled, thanks for the tip!
Interesing, noted it down.
I built a boar mod a couple weeks ago, you can see it in the tweaks section. I ran into the same exact problem. By the way, I also noticed that the jaunt flute doesn't seem to be working with your boars.
Yes, currently those shouldn't function. I've updated the mod info above to mention it now.
I didn't do much work on those parts yet honestly.
Please make a Giant Goat mod next!
Thanks!
The musk ox is definitely perfect as a mount, especially with a dwarf mod. And an honorable mention to the Takin Gold Goat, which is quite large and elegant.
Wait which dwarf mod allows you to ride muskox?
I actually was thinking of extending the mounts!
Also opened a thread of Discord of this mod, feel free to drop in the suggestions there too >:)
Please add Biomes mod support!
Thanks!
If you are curious the range for the normal european boars are ...
"pig-eurasian-*": {
"biorealm": [
"atlantic palearctic",
"central palearctic",
"eastern palearctic",
"pacific palearctic"
]
I would recomend using the same range.
It's not a mod I play with but I've taken a note of it.
No promises but I'll see what can be done.
It's not too hard. It would be something like ...
[
{
"file": "teapotsgiantboar:entities/animal/mammal/giantboar.json",
"op": "addmerge",
"path": "/attributes/biorealm",
"side": "Server",
"value": [
"atlantic palearctic",
"central palearctic",
"eastern palearctic",
"pacific palearctic"
],
"dependsOn": [
{
"modid": "biomes"
}
]
}
]
Then do it again for the baby.
Files should be in your patches folder called something like biomes.json
Hey, nice!
I'll most likely be able to make an update towards the weekend, gather some more feedback overall and do it all in one pass.
Cheers
Cool mod! Need compability with Butchering mod
Wow this mod looks amazing! Very Dwarven. Would be really cool if there were different variations of the boars like the red river hog already in game :)
Cheers! Only the Eurasian seemed fitting in my mind but who knows about the future :)
was also thinking something like the Elk Variants mod for the Boars Elk Variants - Vintage Story Mod DB but either way, excited to see what you cook and too tame my own piggies!
Oh I remember this one. Just from a glance, this mod seems to be only texture variants too, right?
I do plan on making texture variants for the boar, just on a low priority but it is in my mind.
🐽
Awesome to see someone finally made some dwarven mounts!
Regarding armor, we recently added a system for that in Jaunt, you can check out Equus: Medieval horses to see an example of that being used.
I know right, Dwarf Lives Matter lol
Oh, thats great I'll be sure to look into that!
Glorious.
I have one request
Any chance we can get a version without PetAI? I know that's a sticking point for some servers.
Oh is it? I solely play SP so don't know much about multiplayer side of VS.
I'll see what I can do about this
If not, all good!
I hope to ride my boar across the land soon!
Take my money!! eeee, i love this
Hope you enjoy! >:)