ok so decided to recheck if it's possible to get civil bogeyman into a player fort and ended up realizing some changes happen and some methods got undone.
mostly quantum leap can't be done... and wild one is the cackling close off a loophole which probably means modded adv bogeymen are at risk of dying if they stumble into the cackling as transforming into a random animal will not spare them from the wrath... I guess given the result of the wild ones poofing while in an animal form.
any way there is one method which kinda requires killing an adventurer(still) and ending the run after talking to the bogeymen so they could become historical figures.
then I guess embarking on top of the dead adventurer's body will lead to a potential chance of the remaining bogeymen just idling about.
my vanilla set up ended up with two really peaceful visitor bogeymen who walk over to the fort and hang out so.. I think a 2 year wait in the fort could promise two petitioned bogeymen

so I might be on my way to a vanilla set up with these two...
though my test run where I had to dfhack around nightmare evil biome via activating the cackling had led to this success which kinda killed 2 dwarves after watching an adventuring brown recluse spiderfriend die in a pyre the spider made
and after those two dead dwarves the Crumbledgrowl kinda mellow out and just chilled for the rest of the 2 years given I was testing if I could get them to talk to petition them through adv mode means.

I think the vanilla run might get by with them petitioning via fort mode methods... automatically be it I might have to play a fort in an haunted glacier.
ok while typing this out the entire fort seem to befriend the bogeymen visitors so.

probably after getting these two bogeymen petition I'm probably going to shift over to playing around with the raw dump creature file of crumblegrowl's type of bogeymen in future modded runs... and probably stay away from the cackling that stuff extremely lethal now?
so far I think the process of getting a civil bogeyman is mostly:
find a nightmare evil biome(the hard part took me finding the right seed after countless rolling worlds to slot into a world param init file to lock in a stable nightmare evil biome source),
make a spider-adventurer(optional if you want a safer method other wise the next part is going to be a lot more risky),
talk to the bogeymen that show up (optional do performances and tell jokes),
die via violence (attack a bogeyman with a weapon as brawling will lead to them breaking your legs and stop fighting you)/burning(if the nightmare biome is not on a glacier or non grassy area)/other methods get the option to 'finish the game'... the other one(succumb to the night I think) will cull the bogeymen,
remember where your dead adventurer body was and plop a player fort there,
spend 2 years waiting for the bogeymen to warm up to talking to folks,
which given my vanilla test might just be wait for them to petition to join the fort as they might be civil already but probably be careful and build a fort away from the bogeymen and wall up and watch.
[WORLD_GEN]
[TITLE:SMALL REGION]
[SEED: PlRTwa9R6SFXKHuZGfKl]
[HISTORY_SEED: qWxzF3VOutXpXxs4R3ez]
[NAME_SEED: uw8c3WG1fhgHg1ukZBlI]
[CREATURE_SEED: XHxprf0F4DIw56oONL9m]
[DIM:65:65]
[EMBARK_POINTS:1504]
[END_YEAR:250]
[BEAST_END_YEAR:100:80]
[REVEAL_ALL_HISTORY:1]
[CULL_HISTORICAL_FIGURES:0]
[ELEVATION:1:400:202:202]
[RAINFALL:0:100:101:101]
[TEMPERATURE:25:75:101:101]
[DRAINAGE:0:100:101:101]
[VOLCANISM:0:100:101:101]
[SAVAGERY:0:100:101:101]
[ELEVATION_FREQUENCY:1:1:1:1:1:1]
[RAIN_FREQUENCY:1:1:1:1:1:1]
[DRAINAGE_FREQUENCY:1:1:1:1:1:1]
[TEMPERATURE_FREQUENCY:1:1:1:1:1:1]
[SAVAGERY_FREQUENCY:1:1:1:1:1:1]
[VOLCANISM_FREQUENCY:1:1:1:1:1:1]
[POLE:NORTH_AND_OR_SOUTH]
[MINERAL_SCARCITY:100]
[MEGABEAST_CAP:4]
[SEMIMEGABEAST_CAP:9]
[TITAN_NUMBER:3]
[TITAN_ATTACK_TRIGGER:3:0:3]
[DEMON_NUMBER:22]
[NIGHT_TROLL_NUMBER:11]
[BOGEYMAN_NUMBER:11]
[NIGHTMARE_NUMBER:11]
[VAMPIRE_NUMBER:11]
[WEREBEAST_NUMBER:11]
[WEREBEAST_ATTACK_TRIGGER:2:2:2]
[SECRET_NUMBER:22]
[REGIONAL_INTERACTION_NUMBER:22]
[DISTURBANCE_INTERACTION_NUMBER:22]
[EVIL_CLOUD_NUMBER:11]
[EVIL_RAIN_NUMBER:11]
[GENERATE_DIVINE_MATERIALS:1]
[GENERATE_MYTHICAL_MATERIALS:1]
[ALLOW_MYTHICAL_HEALING:1]
[ALLOW_DIVINATION:1]
[ALLOW_DEMONIC_EXPERIMENTS:1]
[ALLOW_NECROMANCER_EXPERIMENTS:1]
[ALLOW_NECROMANCER_LIEUTENANTS:1]
[ALLOW_NECROMANCER_GHOULS:1]
[ALLOW_NECROMANCER_SUMMONS:1]
[GOOD_SQ_COUNTS:6:63:127]
[EVIL_SQ_COUNTS:6:63:127]
[PEAK_NUMBER_MIN:3]
[PARTIAL_OCEAN_EDGE_MIN:1]
[COMPLETE_OCEAN_EDGE_MIN:0]
[VOLCANO_MIN:1]
[REGION_COUNTS:SWAMP:66:0:0]
[REGION_COUNTS:DESERT:66:0:0]
[REGION_COUNTS:FOREST:264:0:0]
[REGION_COUNTS:MOUNTAINS:528:0:0]
[REGION_COUNTS:OCEAN:528:0:0]
[REGION_COUNTS:GLACIER:0:0:0]
[REGION_COUNTS:TUNDRA:0:0:0]
[REGION_COUNTS:GRASSLAND:528:0:0]
[REGION_COUNTS:HILLS:528:0:0]
[EROSION_CYCLE_COUNT:250]
[RIVER_MINS:25:25]
[PERIODICALLY_ERODE_EXTREMES:1]
[OROGRAPHIC_PRECIPITATION:1]
[SUBREGION_MAX:2750]
[CAVERN_LAYER_COUNT:3]
[CAVERN_LAYER_OPENNESS_MIN:0]
[CAVERN_LAYER_OPENNESS_MAX:100]
[CAVERN_LAYER_PASSAGE_DENSITY_MIN:0]
[CAVERN_LAYER_PASSAGE_DENSITY_MAX:100]
[CAVERN_LAYER_WATER_MIN:0]
[CAVERN_LAYER_WATER_MAX:100]
[HAVE_BOTTOM_LAYER_1:1]
[HAVE_BOTTOM_LAYER_2:1]
[LEVELS_ABOVE_GROUND:15]
[LEVELS_ABOVE_LAYER_1:5]
[LEVELS_ABOVE_LAYER_2:1]
[LEVELS_ABOVE_LAYER_3:1]
[LEVELS_ABOVE_LAYER_4:1]
[LEVELS_ABOVE_LAYER_5:2]
[LEVELS_AT_BOTTOM:1]
[CAVE_MIN_SIZE:5]
[CAVE_MAX_SIZE:25]
[MOUNTAIN_CAVE_MIN:6]
[NON_MOUNTAIN_CAVE_MIN:12]
[MYTHICAL_SITE_NUM:200]
[ALL_CAVES_VISIBLE:0]
[SHOW_EMBARK_TUNNEL:2]
[TOTAL_CIV_NUMBER:10]
[TOTAL_CIV_POPULATION:15000]
[SITE_CAP:264]
[PLAYABLE_CIVILIZATION_REQUIRED:1]
[ELEVATION_RANGES:528:1056:528]
[RAIN_RANGES:264:528:264]
[DRAINAGE_RANGES:264:528:264]
[SAVAGERY_RANGES:264:528:264]
[VOLCANISM_RANGES:264:528:264]
well hope this works for others... and stay stable in future builds.