Mods / DST - NPC additions

Tags:
Entity Logic(AI) NPCs
Author:
mjr121
Side:
Both
Created:
Sep 14th at 1:56 AM
Last modified:
3 days ago
Downloads:
1782
Recommended download (for Vintage Story 1.22.3 - 1.22.7):
DST_NPCAdditions_1.1.3.zip  1-click install

Additional NPC mobs using the vanilla Villager Entity model. Mobs are setup to fight one another and lore monsters (drifters, bowtorn etc), and players where it makes sense (hostile mobs) or if attacked.

Unless otherwise stated, all factions have the same available equipped entities, which are; Spear, Sword, Sword/Shield, Axe, Axe/Shield and Bow. Each entity can also spawn as a boss version, with slightly better gear, more health and dealing more damage.

Additionally, all factions have various loot tables that roll on death. Your able to get loot via the vanilla harvest mechanic.

All the entities spawn with semi-random skin, hair, eye color, beards etc. Although each equipped entity only spawns with assigned gear. Bannermen are able to spawn with one of five different banner colors/designs.

Currently includes the following "Factions", who will attempt to band together if they come within range of each other.

Bandits
  • Highway men, forest dwellers, general no-good doers. The names these folk are called is numerous. They will hunt down the other factions, and will attack the player on sight.
  • Bandits generally drop Gears, reed poultices, Copper, Silver and Gold nuggets. With boss units also rolling to drop temporal gears like vanilla drifters do.
  • Bannermen rally nearby bandits, and will seek and hunt down players. If you wish to disable this feature, set FactionDisposition to 1.
Knight Errants
  • Skilled freemen, mercenaries, and knights sworn to patrol the roads. These armed and armored fighters are generally neutral to those that don't break the law. Although no Errant will pass up the chance to take down bandits or poachers.
  • Bannermen rally nearby knights, and will not seek and hunt down players. If you wish to enable this feature, set FactionDisposition to 0.
Poachers
  • Historically hunters of the kings forests without permission, these outlaws will hunt wildlife around them. They are neutral to the player, believing them to be of like mind.
  • Poachers drop raw hides, both types of meat, gears and potentially copper arrows. 
  • Has Small (2 man), Medium (4 man) and Large (8 man) camps with some loot within.
Barbarians

Descendants of a forgotten people say the historians, more beast than man say the locals. That wolf howl or roar of a bear you hear in the forest may not be a beast at all

  • Hardened fighters, Barbarians fear no man or creature under the sun and never run from a fight. Youngster's are raised with wolf pups, and the Adults fight with bear companions. 
  • Barbarian Bears are raised and trained to fear nothing, and to aggressively defend their partner in combat. They too, will not run from a fight.
  • These fighters wear the pelts of animals they have killed in combat. Those of the frosty north wear the pelts of Polar Bears. Those residing in the deep forests wear brown bear pets, with their plains dwelling cousins wearing the pelt of black bears.
  • Barbarians have similar drop tables to Bandits.

 

Q&A Section

 

Configuration / How Do I change config settings

File location > C:/Users/{YOURCOMPUTERUSERNAME}/AppData/Roaming/VintagestoryData/ModConfig/dstnpc.json
Most of the entries are named the same across the mod unless stated otherwise.

General Settings

  • ConfigVersion: Used to determine config version. Mod has an in built method to update user configs when version increases.
  • EnableDebugNotifs: Enable standard debug notifications in server_main or client_main log files. Used for mod support as well. False by default
  • FactionDisposition: Default level of hostility to the player. 0 is for hostile (IE Bandit), 1 is for neutral (IE Knight Errant)

Shared Config Settings

  • FactionEnabled: Enables all Knighterrant entity spawning. True by default
  • BossSpawnChance: Chance for boss units to spawn during worldgen and while playing. This value is a float, so if the number is too small, it can cause issues. Defaults to the same value as bears use, which is 0.000015 (1.5E-05).
  • GruntSpawnChance: Chance for normal grunt units to spawn during worldgen and while playing. This value is a float, so if the number is too small, it can cause issues. Defaults to the same value as bears use, which is 0.000015 (1.5E-05).
  • BannermanSearchRange: Max range of the Bannerman unit to search for players. Increasing the value will allow the unit to seek players from farther distance. Default is 150.
  • "HealthValues" array. like the AdditionalDrops array below, you can manually set either individual or 'type' NPCs. Defaults are provided.
  • "AdditionalDrops" array. See poachers for examples. Valid entries are "poacher-*", "*-spear-*", "*-grunt" etc. If you only have the faction tag, it will apply to every NPC for that faction, if you have the weapon, it will apply to any entities with that weapon, or if you have the -grunt tag, it will apply it to any npc grunts for that faction.

Bandits

  • No Unique Options.

 KnightErrants

  • No Unique Options.

 Poachers

  • No Unique Options.

 Barbarians

  • No Unique Options.

ModCompatability

  • PatchOutlawByMaztecToThisMod: Enable to make all the mobs added via Outlaw Mod use similar damage and damage tier values as the NPCs provided by this mod. False by default.
  • CannibalismSwapRawMeatToPale: Enable to swap Raw Meat to Pale Meat if Cannibalism is loaded. False by default.
 
Mod Info

Domain tag: dstnpc

Creative Tab: DST NPCs

No AI was used in the creation of this mod.

Language Translations?: At this time, no, although I'm open to someone providing translations with credit given as I only speak English.

New World Required?: From testing, no, a new world isn't needed, although if added then later removed, it'd be good practice to backup your world just in case.

Need mod support/Something broke?: Enable EnableDebugNotifs, then copy/paste your server-main log file when requested. As I've added log output text in the event its needed.

Future Plans

Add in the rest of the faction camps.
Potentially hiring the NPCs to follow you into a fight for a time. TBA: Faction Module

Id like to work out a global faction mechanic that will allow players to have a "hunt on sight" flag if they attack to many neutral units. Which would tie into a raid mechanic. TBA: Faction Module

Inspiration / Special Thanks

Inspired by
Outlaw mod, and various comments and posts about wanting more mobs to fight.

Special thanks

To the entire VS modding discord. Seriously, some of the folks there are wizards.

Mod Compatability And You

Although most mods should work out of the box with mine, the ones below have built in compatability due to various reasons.

xSkills Fork

  • Added Combat XP to NPCs added by this mod. I'm going to see if I can vary the XP based on if its a grunt or boss NPC.

 

Cannibalism

  • Bandits, Poachers, and knights can be harvested for Red Meat, Human Skin and Fat like traders do.  

 

No Protected Zones

  • Fixed hard incompatability where killing bandits, poachers, or Knights would cause traders to become angry. Although NPZ is using a check for traders via classname, its not stopping at just that classname and pulling all classes inheriting from it, which I was using. This has been solved.  

 

Biomes 

  • NPCs added by this mod spawn in all biomes for now. If i add more themed factions, I'll most likely split up the factions based on biome.

 

Rustbound Magic

  • NPCs from this mod will attack Rustbound mobs. Knight Errants and poacher will ignore companions and familiars.
Mod Compatability: Creature Mods

Outlaw Mod 

  • Poachers, Knights, and Bandits from this mod will now attack and can be attacked from mobs from Outlaws Mod.  
  • Added a config option to change damage and damage tier values on Outlaw NPCs to make them match values from this mod for parity reasons as Outlaw's NPCs generally hit way harder then mine. This is false by default.

 

Fauna Of The Stone Age mods compatable below
<[Server Error] Exception thrown while trying to resolve entity type felinae:felinae> This is a known error for the FotSA: Felinae mod. The mod author is aware of it, and its not generated via my mod.
<[Server Error] Exception thrown while trying to resolve entity type viverridae:nandiniidae> This is an error for the FotSA: Viverridae Plus mod and its not generated via my mod.

 

VS Village

  • Traveling guards will now hunt Poachers, Bandits, and Barbarians. 
  • Traveling Traders will flee NPCs added by this mod, except for knight errants.
  • NPCs added by this mod except knight errants, will attack traveling guards and villagers, 

 

Temporal Convergence

  • Knight Errants and Barbarians will attack both Eidolon bosses, while poachers and bandits will flee away from them.

Mod Version Mod IdentifierFor Game version Downloads Released Changelog Download 1-click mod install*
1.1.3 dstnpc
1.22.3 - 1.22.7
220 3 days ago DST_NPCAdditions_1.1.3.zip 1-click install

V1.1.3
Global
Corrected spawn amounts back to 1 per runtime and 1 per world gen. Values got negated due to updating json code to be more in line with vanilla standards.
Fixed Damage types for NPC attack tasks, no more of every attack being blunt. Swords, Axes are slashing damage. Spears are piercing damage.

Language/Text
Knight Errants:
Spearmen, Axemen and  are now Footmen, with their boss units being Footmen Sergeants.
Sword, Axemen with Shields and Sword with Shields are now Squires, with their boss units being Knights.
Archers are now Yeomen for both types.
Bannerman are now Squire/Knight bannerman for their respective units.

Bandit:
Bannermen are now called Bandit Captains, to better reflect their purpose.

Compatibility
Fauna of the Stone Age: Moschidae:
Poacher NPCs will hunt Moschidae, barbarians and their companion bears will also hunt Moschidae.

1.1.2 dstnpc
1.22.3 - 1.22.7
201 6 days ago DST_NPCAdditions_1.1.2.zip 1-click install

V1.1.2
Hopefully fixed the Bannerman equipment issues by adding a missing equipment list.

Bandits:
Corrected Fleeentity task being fired incorrectly.

Knight Errants:
Corrected Fleeentity task being fired incorrectly.

Other
BehaviorAddToHerd:
Designed to make entities that come together group up into proper groupings. Hopefully sharing proper combat data and targets. Entities that share a prefix faction will share the same group ID, although the UI element for them won't update unless you reload the save. This is a vanilla issue that I can't correct.

Compatibility
Fantasy Creatures (Kiptrix) / Fantasy Creatures Reborn (Swiftthistle)
Bandits, Poachers, Knight Errants will attack  Goblins (All Types), Orks, Skeletons (All Types) and Slimes. Barbarians and their companion bears will attack everything added, including dragons.
Rustbound Magic:
Correct patch files targeting wrong AI Tasks due to updating task list in earlier updates.
VS Village:
Correct patch files targeting wrong AI Tasks due to updating task list in earlier updates.

1.1.1 dstnpc
1.22.3 - 1.22.7
158 Sep 27th at 10:20 PM DST_NPCAdditions_1.1.1.zip 1-click install

- V1.1.1
HOTFIX FOR THE HOTFIX
Forgot some entries as today has been such a CF.

1.1.0 dstnpc
1.22.3 - 1.22.7
2 Sep 27th at 10:05 PM Release Retracted

Retraction Reason:

Its been a day and i missed some entries.

Changelog:

HOTFIX HOTFIX HOTFIX

Updated CO compatability. Looks like I can't use what I did for the Humanoid NPCs. Reverted that change, all other changes working.

1.0.9 dstnpc
1.22.3 - 1.22.7
22 Sep 27th at 8:27 PM DST_NPCAdditions_1.0.9.zip 1-click install

- V1.0.9
Global Changes
Ranged Human units:
- firing min/max from 5/45 to 10/45, firing abort range from 5 to 10.

Compatability
Combat Overhaul: Fork
Added compatability where needed for companion animals. Human NPCs use Player mechanics from CO, so it should be fairly similar to players.

Ai Tasks / Behaviors
AiTaskStayInRangePlayerOnly: Used by ranged units to stay within range of players only.
Corrrected Task not correctly starting/ending causing the weird archer bug of running to the player but not shooting, along with not attempting to stay away from players.


AiTaskBowTurretModePlayerOnly: Used by ranged units to shoot projectiles at players only.
New task, used mainly for code based editing from config options.

1.0.8 dstnpc
1.22.3 - 1.22.7
194 Sep 26th at 7:16 AM DST_NPCAdditions_1.0.8.zip 1-click install

- V1.0.8
CONFIG VERSION = 1.5, will cause the config file to be regenerated.

Global Changes
Increased damage tier for all boss units from 0 to 1. Grunt units have no change.
Added new config option to manually set health values for NPCs. Defaults are added.
Moved remaining drop tables to config. Allowing players to modify at will.
Ranged Human units:
- Staying in Range from 30 to 45, target range from 30 +/-10 to 25 +/- 5.
- Shoot sensing Range from 25 to 50, firing min/max from 5/24 to 5/45

Bandits:
Increased grunt health from 10 to 12, while boss health increases from 15 to 16.
Corrected running around randomly.

Knight Errants:
Corrected running around randomly.

Poachers:
Corrected running around randomly.
Added medium ( 4 person) and large (8 Person) camps.

Misc:
Further clean up of code files, moving repeat code to shared files and entries etc.

1.0.7 dstnpc
1.22.3 - 1.22.7
179 Sep 24th at 6:20 AM DST_NPCAdditions_1.0.7.zip 1-click install

- V1.0.7
CONFIG VERSION = 1.4, will cause the config file to be regenerated.
Config Specific
Added the ability to add additional drops to faction specific entities. Poacher drops were moved to use this system as examples, outside of gears. The method compares the items you want to add against loaded items in the game. If it doesnt exist, it kicks an error and doesnt add helping preserve game stability. 
If you want to see this in action, delete the entries within the "additionalDrops" array and kill a poacher in game.

Misc:
Boss Spawns regardless of faction now comes with a variety of weapon types, rather then spawning in using all the same. Includes at least 1 archer.
Added proper prefix/suffix tags for NPCs in this mod so player deaths properly mention who/what killed them.

Knight Errants:
- Added Bannerman player search behavior if Knights are set to be hostile to the player via config.
- Added Bannerman search radius config option.

Barbarians:
- Have the chance to drop leather pieces on death. 
- Dual axe barbarians now have an additional attack anim using the left axe.
- Corrected Barbarian Companion bear patch files for various mods.

Poachers:
- Corrected Poacher Archers being overly aggressive against players unintended. 

Bandits:
- Corrected bandits not seeking players correctly.

Ai Tasks / Behaviors
AiTaskBowTurretMode:
- Corrected Archer units being overly aggressive against players. This is due to how the behavior was setup in vanilla since I just made a variant for my purposes. This is corrected now.
- Added additional info to the entity UI card (damage type, tier)

World Generation
- Small poacher camps can now be found out and about in the world. These small camps spawn at about the same rate as normal surface ruins do, but have a 400~ block distance between them. Eventually this will be a config option in the future.

Compatability
Temporal Convergence:
Knight Errants and Barbarians will attack both Eidolon bosses, while poachers and bandits will flee away from them.
Rustbound Magic:
Added basic compatibility. Added elemental attributes to NPCs where the mod adds them (companions animals etc). My NPCs will enage NPCs from Rustbound Magic.

1.0.6 dstnpc
1.22.3 - 1.22.7
184 Sep 21st at 5:32 AM DST_NPCAdditions_1.0.6.zip 1-click install

- V1.0.6
Knight Errants
Changed spawn requirements to use the same light levels as the rest of the NPCs due to me adding the option to make them hostile outright to the player.

Fixes
Forgot to add the domain codes to the spawn blocks for the barbarians. Whoops.
Corrected NPCs showing up with both axe and spear in the same hand.

Compatability
VS Village:
Traveling guards will now hunt Poachers, Bandits, and Barbarians. 
Traveling Traders will flee NPCs from add by this mod, except for knight errants.
NPCs added by this mod will attack traveling guards and villagers, except for knight errants.
Fauna of the Stone Age:
Compatability with Bovinae, Casuariidae Plus Mod, Cervinae, Dinornithiformes Plus, Elephantidae, Felinae, Machairodontinae, Manidae, Rhinocerotidae, Sirenia,
Spheniscidae, Thylacinidae, Viverridae Plus. NPCs added by this mod will attack mobs from FotSA. FotSA has mechanisms that handle internal targeting stuff, so I haven't patched FotSA files.
<[Server Error] Exception thrown while trying to resolve entity type felinae:felinae> This is a known error for the FotSA: Felinae mod. The mod author is aware of it, and its not generated via my mod.
<[Server Error] Exception thrown while trying to resolve entity type viverridae:nandiniidae> This is an error for the FotSA: Viverridae Plus mod and its not generated via my mod.

Other
Further cleaned up some on the code side of things. Hoping to continue streamlining things as I add/edit more of the mod.

1.0.5 dstnpc
1.22.3 - 1.22.7
133 Sep 19th at 8:46 PM DST_NPCAdditions_1.0.5.zip 1-click install

9/19/2026 - V1.0.5
CONFIG VERSION = 1.0.3, will cause the config file to be regenerated.
Factions
Barbarian:
Added Sun and Panda Bear variants with their companion bears.

Fixes:
Corrected missing Barbarian config options. 
Corrected Poachers attacking players even though they are supposed to spawn in neutral.
Corrected Poachers not respecting player placed lighting during spawning.
Corrected Bandits not respecting player placed lighting during spawning.

Compatability
Biomes:
Barbarians and their companion bears now spawn in releveant biomes.
Wilderlands Rustbound:
NPCs added by this mod will attack most, if not all the entities from WR. Although due to the way WR has their entity files spread out, WR NPCs will not outright attack but will retaliate. 
Cannibalism: 
Added Butchery patch to hang and butcher NPCs from this mod if the Butchery mod is loaded alongside of Cannibalism.
Fixed harvesting NPCs from this mod not giving Cannibalism items like it was. When I moved some config options to the worldconfig for sync purposes, it wasn't correctly applying those config values. On one hand, the patches were blocked correctly. On the other, it blocked people from getting the Cannibalism items like they were.

Config:
Added faction wide default player hostility value. 0 = hostile, 1 = neutral. With this added, Knight Errants gain the same loot pool as bandits do.

Misc:
Reorganized some code classes for readability if others wish to look at what I've done/doing.
Added two new AiTasks for easier modding on my end.

1.0.4 dstnpc
1.22.3 - 1.22.7
167 Sep 18th at 5:49 AM DST_NPCAdditions_1.0.4.zip 1-click install

9/16/2026 - V1.0.4
CONFIG VERSION = 1.0.2
New Faction: Barbarian
-Will not flee when low health.
-Bosses have a bear companion they fight with, this companion will also not flee when low health.
-Will both wolf howl when idling, and growl if idling.
-First faction to take advantage of biome specific spawning. Polar Barbarians will spawn in the colder areas.
-First dual wielder NPC in the mod with two axes (although two handed anims are a work in progress)

Corrected Knight Errants getting free drops that should have been tied to having the Cannibalism mod loaded. (Thanks Stason4ikRU for error logs)
Correct Bandit, Knight Errant, and Poacher bosses spawning in without companion mobs.
Corrected Bandit Bannerman issues: Missing attack animations, Hurt animation missing.
Corrected Mod Compat config options not being correctly handled. If a mod is loaded (like cannibalism), then removed later, my mod will clean up the unneeded config entries added by this mod.

Compatability
Cannibalism: 
Added True/False config option to either use Red Meat, or Pale Meat in the drop tables. This must be manually set as doing a comparison check against Cannibalism is tricky.

Other
Added another custom AiTask for seeking players only. The Bannermen will use this when applicable. Should help clarify for future modding by others and be used for other NPCs in the future. (Thanks Allarionn for error logs)

1.0.3 dstnpc
1.22.3 - 1.22.7
184 Sep 15th at 7:49 AM DST_NPCAdditions_1.0.3.zip 1-click install
V1.0.3 (Corrected for 1.0.2 version which was retracted)
Correct missing text for Bandit bannerman, how that managed to get through I dont know.
Corrected Poacher Spearmen dropping copper arrows when killed.
Changed the way drop tables are being handled. Instead of dropping them to the floor, they will require you to harvest like other creatures. Unless I find/make a different method, this will be how it will be moving forward.

Mod Compat
Outlaw Mod
Fixed Outlaw NPCs not initiating fights against the NPCs added by this mod.
xSkills Fork
Added Combat XP to NPCs added by this mod.
1.0.2 dstnpc
1.22.3 - 1.22.7
0 Sep 15th at 7:26 AM Release Retracted

Retraction Reason:

Somehow the compat for Cannibalism mod didn't get added.

Changelog:

V1.0.2
Correct missing text for Bandit bannerman, how that managed to get through I dont know.
Corrected Poacher Spearmen dropping copper arrows when killed.
Changed the way drop tables are being handled. Instead of dropping them to the floor, they will require you to harvest like other creatures. Unless I find/make a different method, this will be how it will be moving forward.

Mod Compat
Outlaw Mod
Fixed Outlaw NPCs not initiating fights against the NPCs added by this mod.
xSkills Fork
Added Combat XP to NPCs added by this mod.
1.0.1 dstnpc
1.22.3 - 1.22.7
31 Sep 15th at 2:00 AM DST_NPCAdditions_1.0.1.zip 1-click install

Config Value = 1.1,
This will cause the mod to regenerate its config file to account for new config options. This is intended behavior.

Corrected Vanilla monsters (Drifters, bowtorn etc) not seeking and attacking NPCs added by this mod.
Corrected NPCs added by this mod not attacking Locust mobs and their variants.
Added some additional debug output if the config option is enabled.

Compatability
Cannibalism:
Bandits, Poachers, and knights can be harvested for Red Meat, Human Skin and Fat like traders do.
No Protected Zones:
Fixed hard incompatability where killing bandits, poachers, or Knights would cause traders to become angry. Althoguh NPZ is using a check for traders via classname, its not stopping at just that classname and pulling all classes inheriting from it, which I was using. This has been solved.
Outlaws Mod (Maztec):
Poachers, Knights, and Bandits from this mod will now attack and can be attacked from mobs from Outlaws Mod.
Added a config option to change damage and damage tier values on Outlaw NPCs to make them match values from this mod for parity reasons. This is false by default.
Biomes Mod:
NPCs added by this mod spawn in all biomes for now. If i add more themed factions, I'll most likely split up the factions based on biome.

1.0.0 dstnpc
1.22.3 - 1.22.7
107 Sep 14th at 3:31 AM DST_NPCAdditions_1.0.0.zip 1-click install

Public release of 1.0.0

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216 Comments (oldest first | newest first) (threaded | flat)

Randompug, 12 hours ago (modified 12 hours ago)

If I might trouble you with one more thing (; do you think your boys could drop a skull when harvested? Cannibalism has that, I love having a pile of skulls  (:<

Randompug, 19 hours ago

There might be something strange about the config? Or at least mine I guess. When I change options and numbers on the config through opening a txt file the game doesn't seem to actually use that, when I checked the in game mod options thing all of the options I enabled were disabled and all of the spawn chances were set to 0. I was wondering why no one has shown up for a while.

mjr121 , 17 hours ago
@Randompug: There might be something strange about the config? Or at least mine I guess. When I change options and numbers on the config through opening a txt file the game doesn't seem to actually use that, when I checked the in game mod options thing all of the opt

Im not sure what your referring to by "in game mod options", as neither my mod nor the base game ships with an in game mod option method.

Sounds like your running a mod that adds in options, and either includes, or has an additional mod that adds its own mod option config file if a mod is missing the required setup. 

The fact things are being set to 0 would make that a possibility, as nothing iirc is set to 0 outside of default hostility. 

mjr121 , 16 hours ago
@Randompug: I mean the configlib thing

If your talking about the configlib mod, then yeah that would make sense as the mod isnt designed to run with that mod. 

Id need to do additional code to make it work. My guess is since its not built with it in mind, its erroring out and failing. 

mjr121 , 16 hours ago (modified 16 hours ago)
@Randompug: Alrighty, sorry for the bother (;

No bother, ill look into it. Might be worth a gander to delete my mods config file and let it regenerate and see what happens.

If things start working again, then you know that trying to edit my mods config file via configlib will cause it to break. 

Ill look into it patching in the usage of configlib this week 

Randompug, 15 hours ago
@mjr121: No bother, ill look into it. Might be worth a gander to delete my mods config file and let it regenerate and see what happens. If things start working again, then you know that trying to edit my mods config file via configlib will cause it to break. Ill l

Also I have to say I have the true darkness mod and was traveling at night (my sleep mechanic is broken it keeps fast forwarding for many many more hours than it should) I was just sort of looking around in the lantern light from my horse and an arrow whizzed past my face, and I saw a bunch of arrows flying out of the darkness. I rode away as fast as I could listening to the arrows thunk around me. Magical experience! Exactly what I want from a mod like this lol

TheInsanityGod, 6 hours ago
@Randompug: There might be something strange about the config? Or at least mine I guess. When I change options and numbers on the config through opening a txt file the game doesn't seem to actually use that, when I checked the in game mod options thing all of the opt

I'm guessing you are using AutoConfigLib, shouldn't have any effect on the "enabled" options (though bear in mind that AutoConfigLib does not add hot reload from file, so changing the file would require restarting the game).

As for the spawn chances... the actual number is 0.000015 but the default generated UI doesn't show that many decimal places so it ends up showing as 0.000. Fixing this would either require a change on AutoConfigLib side or for this mod to add something like [DisplayFormat("%e")] on the fields.

Finwe, 2 days ago

Do they spawn in homo sapiens?

mjr121 , 2 days ago
@Finwe: Do they spawn in homo sapiens?

Should, they follow normal spawning rules. 

Kolljak, 2 days ago

Is there anyway to change the AI for NPC's after spawn based on conditions. had the idea for the bandit archers to pull knives and change to drifter AI if you get to close instead of slowly sprint/walk away and get beaten to death easily.

Amarillo, 6 days ago

great mod, tested it a little bit and creates pretty cool scenarios. 

Things I wish can be accomplished someday:
- The hiring of NPCs and possibility to "command" them (like that old mod "sabre au clair" did in the past
- A targeting system for hired NPCs in order to target (whitelist / blacklist sorting) players (or player groups) as enemies.

Keep it up you are doing an amazing job.

mjr121 , 5 days ago
@Amarillo: great mod, tested it a little bit and creates pretty cool scenarios. Things I wish can be accomplished someday:- The hiring of NPCs and possibility to "command" them (like that old mod "sabre au clair" did in the past- A targeting system for hired NPCs in

Ive been working on a "faction" module that would expand this mod to include hiring, working with the various factions, some light faction/faction diplo etc etc. So its certainly in the pipeline to happen

Allarionn, Sep 29th at 3:27 PM (modified Sep 29th at 3:28 PM)

Archer changes are working well with bandits attacking me, they are detecting me and engaging from much more reasonably long distances in general.

However, I found my first two camps (both happened to be 8 man), and the poachers inside seemed to struggle to detect me until after I attacked each one so I was able to take down each camp killing one at a time with a sling as only the NPC I hit would detect me and charge out at me. Even when others were standing right next to the one hit, no one else paid attention until I hit them and it was their turn.

mjr121 , 6 days ago (modified 6 days ago)
@Allarionn: Archer changes are working well with bandits attacking me, they are detecting me and engaging from much more reasonably long distances in general.However, I found my first two camps (both happened to be 8 man), and the poachers inside seemed to struggle t

Good to hear archers are archering properly lmfao.


Poachers by default are neutral mobs, so they won't outright attack you. The reason why they wont all attack if you attack one poacher is due to how vanilla handles entity groups. Which is via something called HerdID. In vanila, the only method of assigning HerdID is worldgen or runtime spawning. The camps are using the vanilla spawn block, which means they all spawn in with individual IDs, allowing for the player to pick each one off. This is going to change in the next update as I've worked out a new behavior to assign herdIds anytime they come within iirc 10 blocks of each other at any point (Spawning via normal method, camp spawning, ralling on the banner etc). Causing the camps to now share 1 ID. This allows for the whole camp to be alerted as their all apart of the same herd.
If you go look at say, a herd of boars, they all share the same herdId, which is why when you attack one they all attack you.

This behavior fires roughly every minute real time and only does things if the entities its checking dont already share the same herdId. Think of it like a heartbeat and your pretty close. I'm sure ill be tweaking it as people test it out and use the mod on heavier and heavier modpacks. 

In regards to the camps are they spawning too often, to little etc. Im sure ill need to tweak those once i start adding in the other faction camps

TeaToMilkRatio, Sep 29th at 3:24 PM

Hello, I've created a fantasy-like world and was wondering if you have any ideas about how to get the NPCs to fight other monsters, such as creatures from the Fantasy Creatures mod?

I've realised during my gameplay that the knights ignore goblins, skeletons, and, strangely enough, bears.

Kolljak, Sep 28th at 3:34 PM

One issue i have seen is the AI have no grouping identity. you can go up and smack one of the poachers archers and the other poachers wont do a thing. if there is a way to group them so that if one is attacked they all react. might fix a lot of the issues with them not fighting back.

mjr121 , Sep 28th at 4:14 PM (modified Sep 28th at 4:59 PM)
@Kolljak: One issue i have seen is the AI have no grouping identity. you can go up and smack one of the poachers archers and the other poachers wont do a thing. if there is a way to group them so that if one is attacked they all react. might fix a lot of the issues

Part of that is the individual spawned ones dont share the same herdID (Think bears on their own vs boars with piglets). Ill have to work out a method of making them share the same HerdID or share whose attacking them around. Thatll be fun

Stultification, Sep 28th at 5:52 AM (modified Sep 28th at 5:58 AM)

 Im loving your mod. hopefully its not too much to ask for the ability to change the enemies movement speed via config, so far ive been changing it via 7z and notepad but it gets reverted when i update. other than that, i highly appreciate what you've done so far.

mjr121 , Sep 28th at 4:16 PM
@Stultification: Im loving your mod. hopefully its not too much to ask for the ability to change the enemies movement speed via config, so far ive been changing it via 7z and notepad but it gets reverted when i update. other than that, i highly appreciate what you've don

Ill look into it, although this might be easily done since theres no "global" movement speed thats used across every unit. Each AItask has their own movement speed, which would only work if no new tasks were added

JasonFinch, Sep 27th at 11:52 PM

if you have extra character player models, can it pull from those for making the NPC's or is it just stock human/seraph?

mjr121 , Sep 28th at 12:21 AM
@JasonFinch: if you have extra character player models, can it pull from those for making the NPC's or is it just stock human/seraph?

Just the human shape ive included in the mod. Im assuming your using mods that allow for other Player Models. i could use them, but id need to do an extension mod. Eventually i plan on doing a fantasy expansion to suit like elves, orcs etc etc.

JasonFinch, 3 days ago (modified 3 days ago)
@mjr121: Just the human shape ive included in the mod. Im assuming your using mods that allow for other Player Models. i could use them, but id need to do an extension mod. Eventually i plan on doing a fantasy expansion to suit like elves, orcs etc etc.

it seems another mod that could... possibly fill in for this inquiry updated recently.

SiiMeR's Player Model NPC's. might be useful to at minimum talk with them?

SaneStatue, Sep 27th at 10:24 PM

you should definitely add some musket men that target you from like 20 blocks away and they can form firing lines.

mjr121 , Sep 27th at 10:26 PM
@SaneStatue: you should definitely add some musket men that target you from like 20 blocks away and they can form firing lines.

While musketmen would be cool, two reasons why they woudnt go in this mod.
1) Formations arnt really easy to make happen as thatd be a lot of background checks for position of themself, nearby entities, and the player.
2) This mod will remain - fairly - vanilla in what gets added.

B0YAR, Sep 27th at 9:55 PM (modified Sep 27th at 9:56 PM)

Please add compatibility with CO Fork! Thank you!

Crash Report
28.9.2026 00:52:50 [Error] Exception: Error while instantiating entity behavior 'CombatOverhaul:PlayerDamageModel' for entity 'dstnpc:bandit-male-swordshield-grunt':
System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation.
 ---> System.ArgumentNullException: 'PlayerDamageModelBehavior' should be attached to player (Parameter 'entity')
   at CombatOverhaul.DamageSystems.PlayerDamageModelBehavior..ctor(Entity entity) in C:\Users\caiaf\Documents\VSMods\OverhaullibLegacy\source\Framework\DamageSystems\PlayerDamageModel.cs:line 41
   at System.RuntimeMethodHandle.InvokeMethod(ObjectHandleOnStack target, Void** arguments, ObjectHandleOnStack sig, BOOL isConstructor, ObjectHandleOnStack result)
   at System.Reflection.MethodBaseInvoker.InterpretedInvoke_Constructor(Object obj, IntPtr* args)
   at System.Reflection.MethodBaseInvoker.InvokeDirectByRefWithFewArgs(Object obj, Span`1 copyOfArgs, BindingFlags invokeAttr)
   --- End of inner exception stack trace ---
   at System.Reflection.MethodBaseInvoker.InvokeDirectByRefWithFewArgs(Object obj, Span`1 copyOfArgs, BindingFlags invokeAttr)
   at System.Reflection.MethodBaseInvoker.InvokeWithOneArg(Object obj, BindingFlags invokeAttr, Binder binder, Object[] parameters, CultureInfo culture)
   at System.Reflection.RuntimeConstructorInfo.Invoke(BindingFlags invokeAttr, Binder binder, Object[] parameters, CultureInfo culture)
   at System.RuntimeType.CreateInstanceImpl(BindingFlags bindingAttr, Binder binder, Object[] args, CultureInfo culture)
   at Vintagestory.Common.ClassRegistry.CreateEntityBehavior(Entity forEntity, String className) in C:\Users\office-desktop2\Documents\game\VintagestoryLib\Common\ClassRegistry.cs:line 510
 ---> System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation.
 ---> System.ArgumentNullException: 'PlayerDamageModelBehavior' should be attached to player (Parameter 'entity')
   at CombatOverhaul.DamageSystems.PlayerDamageModelBehavior..ctor(Entity entity) in C:\Users\caiaf\Documents\VSMods\OverhaullibLegacy\source\Framework\DamageSystems\PlayerDamageModel.cs:line 41
   at System.RuntimeMethodHandle.InvokeMethod(ObjectHandleOnStack target, Void** arguments, ObjectHandleOnStack sig, BOOL isConstructor, ObjectHandleOnStack result)
   at System.Reflection.MethodBaseInvoker.InterpretedInvoke_Constructor(Object obj, IntPtr* args)
   at System.Reflection.MethodBaseInvoker.InvokeDirectByRefWithFewArgs(Object obj, Span`1 copyOfArgs, BindingFlags invokeAttr)
   --- End of inner exception stack trace ---
   at System.Reflection.MethodBaseInvoker.InvokeDirectByRefWithFewArgs(Object obj, Span`1 copyOfArgs, BindingFlags invokeAttr)
   at System.Reflection.MethodBaseInvoker.InvokeWithOneArg(Object obj, BindingFlags invokeAttr, Binder binder, Object[] parameters, CultureInfo culture)
   at System.Reflection.RuntimeConstructorInfo.Invoke(BindingFlags invokeAttr, Binder binder, Object[] parameters, CultureInfo culture)
   at System.RuntimeType.CreateInstanceImpl(BindingFlags bindingAttr, Binder binder, Object[] args, CultureInfo culture)
   at Vintagestory.Common.ClassRegistry.CreateEntityBehavior(Entity forEntity, String className) in C:\Users\office-desktop2\Documents\game\VintagestoryLib\Common\ClassRegistry.cs:line 510
   --- End of inner exception stack trace ---
   at Vintagestory.Common.ClassRegistry.CreateEntityBehavior(Entity forEntity, String className) in VintagestoryLib\Common\ClassRegistry.cs:line 521
   at Vintagestory.API.Common.Entities.EntityProperties.Initialize(Entity entity, ICoreAPI api) in VintagestoryApi\Common\Entity\EntityProperties.cs:line 238
   at Vintagestory.API.Common.Entities.Entity.Initialize_Patch1(Entity this, EntityProperties properties, ICoreAPI api, Int64 InChunkIndex3d)
   at Vintagestory.API.Common.EntityAgent.Initialize(EntityProperties properties, ICoreAPI api, Int64 InChunkIndex3d) in VintagestoryApi\Common\Entity\EntityAgent.cs:line 164
   at Vintagestory.GameContent.EntityDressedHumanoid.Initialize(EntityProperties properties, ICoreAPI api, Int64 InChunkIndex3d) in VSSurvivalMod\Lore\Village\EntityDressedHumanoid.cs:line 104
   at dstnpc.Entities.EntityArmed.Initialize(EntityProperties properties, ICoreAPI api, Int64 InChunkIndex3d) in C:\Users\buzek\source\repos\NPCAdditions\NPCAdditions\Entities\EntityArmed.cs:line 77
   at Vintagestory.Server.ServerMain.SpawnEntity_internal(EntityProperties type, Entity entity) in VintagestoryLib\Server\ServerMain.cs:line 2598
   at Vintagestory.Server.ServerMain.SpawnEntity(Entity entity, EntityProperties type) in VintagestoryLib\Server\ServerMain.cs:line 2589
   at Vintagestory.Server.ServerSystemEntitySimulation.UpdateEvery100ms(Single t1) in VintagestoryLib\Server\Systems\World\EntitySimulation.cs:line 195
28.9.2026 00:52:51 [Error] Exception: Error while instantiating entity behavior 'CombatOverhaul:PlayerDamageModel' for entity 'dstnpc:bandit-male-swordshield-grunt':
System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation.
 ---> System.ArgumentNullException: 'PlayerDamageModelBehavior' should be attached to player (Parameter 'entity')
   at CombatOverhaul.DamageSystems.PlayerDamageModelBehavior..ctor(Entity entity) in C:\Users\caiaf\Documents\VSMods\OverhaullibLegacy\source\Framework\DamageSystems\PlayerDamageModel.cs:line 41
   at InvokeStub_PlayerDamageModelBehavior..ctor(Object, Span`1)
   at System.Reflection.MethodBaseInvoker.InvokeWithOneArg(Object obj, BindingFlags invokeAttr, Binder binder, Object[] parameters, CultureInfo culture)
   --- End of inner exception stack trace ---
   at System.Reflection.MethodBaseInvoker.InvokeWithOneArg(Object obj, BindingFlags invokeAttr, Binder binder, Object[] parameters, CultureInfo culture)
   at System.Reflection.RuntimeConstructorInfo.Invoke(BindingFlags invokeAttr, Binder binder, Object[] parameters, CultureInfo culture)
   at System.RuntimeType.CreateInstanceImpl(BindingFlags bindingAttr, Binder binder, Object[] args, CultureInfo culture)
   at Vintagestory.Common.ClassRegistry.CreateEntityBehavior(Entity forEntity, String className) in C:\Users\office-desktop2\Documents\game\VintagestoryLib\Common\ClassRegistry.cs:line 510
 ---> System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation.
 ---> System.ArgumentNullException: 'PlayerDamageModelBehavior' should be attached to player (Parameter 'entity')
   at CombatOverhaul.DamageSystems.PlayerDamageModelBehavior..ctor(Entity entity) in C:\Users\caiaf\Documents\VSMods\OverhaullibLegacy\source\Framework\DamageSystems\PlayerDamageModel.cs:line 41
   at InvokeStub_PlayerDamageModelBehavior..ctor(Object, Span`1)
   at System.Reflection.MethodBaseInvoker.InvokeWithOneArg(Object obj, BindingFlags invokeAttr, Binder binder, Object[] parameters, CultureInfo culture)
   --- End of inner exception stack trace ---
   at System.Reflection.MethodBaseInvoker.InvokeWithOneArg(Object obj, BindingFlags invokeAttr, Binder binder, Object[] parameters, CultureInfo culture)
   at System.Reflection.RuntimeConstructorInfo.Invoke(BindingFlags invokeAttr, Binder binder, Object[] parameters, CultureInfo culture)
   at System.RuntimeType.CreateInstanceImpl(BindingFlags bindingAttr, Binder binder, Object[] args, CultureInfo culture)
   at Vintagestory.Common.ClassRegistry.CreateEntityBehavior(Entity forEntity, String className) in C:\Users\office-desktop2\Documents\game\VintagestoryLib\Common\ClassRegistry.cs:line 510
   --- End of inner exception stack trace ---
   at Vintagestory.Common.ClassRegistry.CreateEntityBehavior(Entity forEntity, String className) in VintagestoryLib\Common\ClassRegistry.cs:line 521
   at Vintagestory.API.Common.Entities.EntityProperties.Initialize(Entity entity, ICoreAPI api) in VintagestoryApi\Common\Entity\EntityProperties.cs:line 238
   at Vintagestory.API.Common.Entities.Entity.Initialize_Patch1(Entity this, EntityProperties properties, ICoreAPI api, Int64 InChunkIndex3d)
   at Vintagestory.API.Common.EntityAgent.Initialize(EntityProperties properties, ICoreAPI api, Int64 InChunkIndex3d) in VintagestoryApi\Common\Entity\EntityAgent.cs:line 164
   at Vintagestory.GameContent.EntityDressedHumanoid.Initialize(EntityProperties properties, ICoreAPI api, Int64 InChunkIndex3d) in VSSurvivalMod\Lore\Village\EntityDressedHumanoid.cs:line 104
   at dstnpc.Entities.EntityArmed.Initialize(EntityProperties properties, ICoreAPI api, Int64 InChunkIndex3d) in C:\Users\buzek\source\repos\NPCAdditions\NPCAdditions\Entities\EntityArmed.cs:line 77
   at Vintagestory.Server.ServerMain.SpawnEntity_internal(EntityProperties type, Entity entity) in VintagestoryLib\Server\ServerMain.cs:line 2598
   at Vintagestory.Server.ServerMain.SpawnEntity(Entity entity, EntityProperties type) in VintagestoryLib\Server\ServerMain.cs:line 2589
   at Vintagestory.Server.ServerSystemEntitySimulation.UpdateEvery100ms(Single t1) in VintagestoryLib\Server\Systems\World\EntitySimulation.cs:line 195
28.9.2026 00:52:51 [Error] Exception: Error while instantiating entity behavior 'CombatOverhaul:PlayerDamageModel' for entity 'dstnpc:bandit-male-swordshield-grunt':
System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation.
 ---> System.ArgumentNullException: 'PlayerDamageModelBehavior' should be attached to player (Parameter 'entity')
   at CombatOverhaul.DamageSystems.PlayerDamageModelBehavior..ctor(Entity entity) in C:\Users\caiaf\Documents\VSMods\OverhaullibLegacy\source\Framework\DamageSystems\PlayerDamageModel.cs:line 41
   at InvokeStub_PlayerDamageModelBehavior..ctor(Object, Span`1)
   at System.Reflection.MethodBaseInvoker.InvokeWithOneArg(Object obj, BindingFlags invokeAttr, Binder binder, Object[] parameters, CultureInfo culture)
   --- End of inner exception stack trace ---
   at System.Reflection.MethodBaseInvoker.InvokeWithOneArg(Object obj, BindingFlags invokeAttr, Binder binder, Object[] parameters, CultureInfo culture)
   at System.Reflection.RuntimeConstructorInfo.Invoke(BindingFlags invokeAttr, Binder binder, Object[] parameters, CultureInfo culture)
   at System.RuntimeType.CreateInstanceImpl(BindingFlags bindingAttr, Binder binder, Object[] args, CultureInfo culture)
   at Vintagestory.Common.ClassRegistry.CreateEntityBehavior(Entity forEntity, String className) in C:\Users\office-desktop2\Documents\game\VintagestoryLib\Common\ClassRegistry.cs:line 510
 ---> System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation.
 ---> System.ArgumentNullException: 'PlayerDamageModelBehavior' should be attached to player (Parameter 'entity')
   at CombatOverhaul.DamageSystems.PlayerDamageModelBehavior..ctor(Entity entity) in C:\Users\caiaf\Documents\VSMods\OverhaullibLegacy\source\Framework\DamageSystems\PlayerDamageModel.cs:line 41
   at InvokeStub_PlayerDamageModelBehavior..ctor(Object, Span`1)
   at System.Reflection.MethodBaseInvoker.InvokeWithOneArg(Object obj, BindingFlags invokeAttr, Binder binder, Object[] parameters, CultureInfo culture)
   --- End of inner exception stack trace ---
   at System.Reflection.MethodBaseInvoker.InvokeWithOneArg(Object obj, BindingFlags invokeAttr, Binder binder, Object[] parameters, CultureInfo culture)
   at System.Reflection.RuntimeConstructorInfo.Invoke(BindingFlags invokeAttr, Binder binder, Object[] parameters, CultureInfo culture)
   at System.RuntimeType.CreateInstanceImpl(BindingFlags bindingAttr, Binder binder, Object[] args, CultureInfo culture)
   at Vintagestory.Common.ClassRegistry.CreateEntityBehavior(Entity forEntity, String className) in C:\Users\office-desktop2\Documents\game\VintagestoryLib\Common\ClassRegistry.cs:line 510
   --- End of inner exception stack trace ---
   at Vintagestory.Common.ClassRegistry.CreateEntityBehavior(Entity forEntity, String className) in VintagestoryLib\Common\ClassRegistry.cs:line 521
   at Vintagestory.API.Common.Entities.EntityProperties.Initialize(Entity entity, ICoreAPI api) in VintagestoryApi\Common\Entity\EntityProperties.cs:line 238
   at Vintagestory.API.Common.Entities.Entity.Initialize_Patch1(Entity this, EntityProperties properties, ICoreAPI api, Int64 InChunkIndex3d)
   at Vintagestory.API.Common.EntityAgent.Initialize(EntityProperties properties, ICoreAPI api, Int64 InChunkIndex3d) in VintagestoryApi\Common\Entity\EntityAgent.cs:line 164
   at Vintagestory.GameContent.EntityDressedHumanoid.Initialize(EntityProperties properties, ICoreAPI api, Int64 InChunkIndex3d) in VSSurvivalMod\Lore\Village\EntityDressedHumanoid.cs:line 104
   at dstnpc.Entities.EntityArmed.Initialize(EntityProperties properties, ICoreAPI api, Int64 InChunkIndex3d) in C:\Users\buzek\source\repos\NPCAdditions\NPCAdditions\Entities\EntityArmed.cs:line 77
   at Vintagestory.Server.ServerMain.SpawnEntity_internal(EntityProperties type, Entity entity) in VintagestoryLib\Server\ServerMain.cs:line 2598
   at Vintagestory.Server.ServerMain.SpawnEntity(Entity entity, EntityProperties type) in VintagestoryLib\Server\ServerMain.cs:line 2589
   at Vintagestory.Server.ServerSystemEntitySimulation.UpdateEvery100ms(Single t1) in VintagestoryLib\Server\Systems\World\EntitySimulation.cs:line 195
28.9.2026 00:52:51 [Warning] An entity dstnpc:bandit-male-swordshield-grunt failed to complete
mjr121 , Sep 27th at 10:01 PM
@B0YAR: Please add compatibility with CO Fork! Thank you! Crash Report 28.9.2026 00:52:50 [Error] Exception: Error while instantiating entity behavior 'CombatOverhaul:PlayerDamageModel' for entity 'dstnpc:bandit-male-swordshield-grunt':System.Reflection.TargetInv

Looks like i cant do what i did, as i thought "CombatOverhaul:PlayerDamageModel" was something i could apply to other humanoids. Gimme 15 minutes to push a hotfix out.

ThyCrownedKing, Sep 27th at 7:40 PM

This mod is just gettig better and better

Korvax_Gamma, Sep 27th at 7:09 PM (modified Sep 27th at 8:09 PM)

I had a very, VERY funny interaction with exactly 2 bandits, one had a silver Falx, and the other was a bannerman, neither of them did anything against me and the bannerman simply, GOT IN MY FACE AND FOLLOWED ME AROUND! XD
All while I was playing as a DROCUST PROTOTYPE.
I can't help but imagine the mental image of this one, single, dude, being enamored by the rustbucket, I lost them soon after, are bandits MEANT to get lost from the rest of their group?

mjr121 , Sep 27th at 8:07 PM (modified Sep 27th at 8:18 PM)
@Korvax_Gamma: I had a very, VERY funny interaction with exactly 2 bandits, one had a silver Falx, and the other was a bannerman, neither of them did anything against me and the bannerman simply, GOT IN MY FACE AND FOLLOWED ME AROUND! XDAll while I was playing as a DROC

No NPCs spawn with silver gear, as all gear is hard coded to one piece of gear. 
Bandit bannerman should attack if you have them set to default hostility in the config file.
Edit
No, NPCs are supposed to try and move towards their faction bannerman as long as its within 150 blocks by default iirc. Its a value set via config. What version of the mod are you running

Korvax_Gamma, Sep 28th at 5:10 AM
@mjr121: No NPCs spawn with silver gear, as all gear is hard coded to one piece of gear. Bandit bannerman should attack if you have them set to default hostility in the config file.EditNo, NPCs are supposed to try and move towards their faction bannerman as long a

Figures, then again it could be due to me having combat overhaul installed, must have derped the Bandit's Falx, no idea as to why the bannerman simply followed me around tho.

mjr121 , Sep 28th at 5:17 AM
@Korvax_Gamma: Figures, then again it could be due to me having combat overhaul installed, must have derped the Bandit's Falx, no idea as to why the bannerman simply followed me around tho.

Interesting, ill add the falx issue to my long term "bug hunt". Bannermen are supposed to follow you around if their hostile and attack you. Neutral bannermen (knights by default) are only supposed to do so if you attack them. ill add some more logging to the bannerman stuff and see if i cant nail down what its doing.

I know ive been mucking about with AiTasks (What the AI does) lately. If it was an already spawned in bannerman, and you updated the mod, that already spawned bannerman doesnt get the updated tasks. This is a vanilla thing as well if your running other mods that touch vanilla animals etc etc.

Korvax_Gamma, Sep 28th at 2:40 PM
@mjr121: Interesting, ill add the falx issue to my long term "bug hunt". Bannermen are supposed to follow you around if their hostile and attack you. Neutral bannermen (knights by default) are only supposed to do so if you attack them. ill add some more logging to

Funny enough this is the first time I've played with the mod, and upon making a new world, yeah I'm convinced it's a conflicted between this mod and the combat overhawl fork, the second time a bannerman came around their banner was MISSING. And agian the bugger just, FOLLOWED ME AROUND.

mjr121 , 6 days ago
@Korvax_Gamma: 0.18.8 is the version I'm using.https://mods.vintagestory.at/combatoverhaulforked

Mod updated with a hopeful fix to the bannerman equipment issue and the following around but not attacking issue. Might need to delete and regen your config file as you may be missing some options for the bannermen.

Korvax_Gamma, 6 days ago
@mjr121: Mod updated with a hopeful fix to the bannerman equipment issue and the following around but not attacking issue. Might need to delete and regen your config file as you may be missing some options for the bannermen.

Thanks! Btw that same bugged bannerman? He uhm, he got wiped out by the local knights that spawned.

He died as he lived, a weirdo who followed a multilegged robot.

Nilsson, Sep 26th at 10:36 PM

I was thinking, could  make it possible to hire them? You could use the rusted gears as currency, I suppose they'd be the Knights Errant. You could hire a maximum of 3 to guard your house or something like bodyguards. I don't know, it sounds great since I managed to get 3 of them into my base and it was incredible how they started killing the Drifters and kept the area clear of hostile mobs.

mjr121 , Sep 26th at 11:01 PM
@Nilsson: I was thinking, could make it possible to hire them? You could use the rusted gears as currency, I suppose they'd be the Knights Errant. You could hire a maximum of 3 to guard your house or something like bodyguards. I don't know, it sounds great since I

Hiring NPCs is on my future list, itll tie into a larger "diplomacy" layer. Where you can hire friendlies as long as your in good standing with the faction

mjr121 , Sep 28th at 5:18 AM
@Nilsson: holy moly....cant wait......

Faction layer is cooking along well. Hopefully ill get something complete soon.

Nilsson, Sep 26th at 9:40 PM

damn... nice now is better... epic battles vs driftters.. i loved tanks 

Randompug, Sep 26th at 7:05 PM (modified Sep 26th at 7:05 PM)

Not sure what could be causing this but the bandits that attacked me could not hit me at all but I could hit them. I appreciate the meal but I prefer righteous combat! Happened in the .7 version not most recent

mjr121 , Sep 26th at 8:33 PM
@Randompug: Not sure what could be causing this but the bandits that attacked me could not hit me at all but I could hit them. I appreciate the meal but I prefer righteous combat! Happened in the .7 version not most recent

Is this fixed in .8? I know that if there are already npcs spawned in, any fixes ive done during updates wont apply till they respawn. This is a vanilla issue that I cant fix lol 

Randompug, Sep 26th at 8:49 PM
@Kolljak: Do you use combat overhaul. i noticed the archers will not fire sometimes and just spin in circles.

I do use combat overhaul but I haven't encountered any archers yet

mjr121 , Sep 26th at 10:31 PM
@Randompug: I do use combat overhaul but I haven't encountered any archers yet

Are these new spawns or already spawned in archers? 

Pretty sure I narrowed down what was causing the running around in circle bug already. Very strange

Randompug, Sep 26th at 10:39 PM
@mjr121: Are these new spawns or already spawned in archers? Pretty sure I narrowed down what was causing the running around in circle bug already. Very strange

They're running at me properly it's just their weapon attacks are not doing damage or knockback

mjr121 , Sep 26th at 11:00 PM
@Randompug: They're running at me properly it's just their weapon attacks are not doing damage or knockback

Damage might not be high enough to beat whatever armor your wearing, I know their damage goes through without any armor worn. 

You mentioned your running CO, so it might be a weird compatability between CO and my mod. Ill add it to my list of things to do this weekend

Kolljak, Sep 27th at 3:17 AM
@Randompug: They're running at me properly it's just their weapon attacks are not doing damage or knockback

specific armor will make copper weapons they use deal almost 0 damage or even negate it entirely. I have seen people in full steel plate fall into a spike trap [different mod] and just bounce around taking no damage. pretty funny really. maybe giving the Bandits varied material of gear from copper to iron be a bit more effective?

Kolljak, Sep 27th at 3:16 AM
@mjr121: Are these new spawns or already spawned in archers? Pretty sure I narrowed down what was causing the running around in circle bug already. Very strange

in my case they do damage but are so busy running in circles they are not effective. with archers i would make them Run Away similar to how deer or rabbits flee in different directions so that multiple archers would be a pain or in combat they would try and get distance to fire. maybe repurpose bowtorn AI. as it is now they run at you and spin or run away and get chased down.

mjr121 , Sep 27th at 6:23 AM
@Kolljak: in my case they do damage but are so busy running in circles they are not effective. with archers i would make them Run Away similar to how deer or rabbits flee in different directions so that multiple archers would be a pain or in combat they would try a

Further post about this: I've found out what was going on. One of the AiTasks i was using wasnt correctly setup. This is being corrected in the next update. 

Zuul, Sep 24th at 9:48 PM

I love this mod, finally something that allows me to use the Cannibalism mod.
๐Ÿ’œ

Nilsson, Sep 24th at 9:37 PM

I've been playing with the mod and it's fantastic... although I've noticed some problems. First, the risk-benefit ratio is very unbalanced; the reward is greater than the risk. They're very easy to kill, even though they seem to be wearing armor, which apparently isn't the case. Ideally, their health and  should be increased,  the armor issue should be fixed and increase their damage. I've even seen a level 1 Drifter easily kill one with armor. Another issue is their running speed; it's very slow, and they're very easy to avoid. As for bugs, I only noticed that when you loot them, they do a strange animation, like they're getting up, and sometimes they just run around in circles.

mjr121 , Sep 24th at 9:56 PM (modified Sep 24th at 10:19 PM)
@Nilsson: I've been playing with the mod and it's fantastic... although I've noticed some problems. First, the risk-benefit ratio is very unbalanced; the reward is greater than the risk. They're very easy to kill, even though they seem to be wearing armor, which ap

The drops are pretty on par for the Outlaws mod, which has very similar health pools. Even if your taking them out yourself consistently, the drops shouldnt be giving you anything super crazy. Maybe a large collection of poultices. Although I think the damage output is higher for the outlaw mobs.

All my damage values are taken directly from the actual player items. A copper axe used by a player does the same damage as the one used by my NPCs. This is intentional. 

The armor is "worn" in the same sense that the sky is blue, its visual identity. Afaik theres no method of applying an actual armor value like a player gets when they wear equivalent gear.

Running speed is the same value as the other vanilla villagers, same for animation speeds etc. The only difference is health amount. As vanilla villagers and traders have like 1k health. They do roughly the same amount of damage iirc. My npcs are designed to fit within the "reality" of the world as their derivatives of said villagers. 

The only npc type that doesnt really run is the bannermen and thats for only one behavior, which is intentional. As they're designed to rally other npcs and hunt the player down. 

The getting up and falling down animation when looting ive seen before and im still hunting down the why. As they should just be dead. Im assuming its a problem with some underlying code. Ill look into it more this weekend. 

If their running around for no reason, there might be an opening below them and theres an entity they're trying to attack or their attempting to gather up on a boss unit. Ill look into this too. 

Nilsson, Sep 24th at 10:58 PM
@mjr121: The drops are pretty on par for the Outlaws mod, which has very similar health pools. Even if your taking them out yourself consistently, the drops shouldnt be giving you anything super crazy. Maybe a large collection of poultices. Although I think the da

Yeah, that's what I thought... Well, a little more difficulty, more health, or more damage would be great... and it seems I'm really lucky... sometimes I get 6 leather pieces and even 9 gears in a row, that's why it seemed unbalanced, but I guess I was just really lucky... i love dis mod

mjr121 , Sep 24th at 11:27 PM
@Nilsson: Yeah, that's what I thought... Well, a little more difficulty, more health, or more damage would be great... and it seems I'm really lucky... sometimes I get 6 leather pieces and even 9 gears in a row, that's why it seemed unbalanced, but I guess I was ju

Im not disputing that the chances could use some tweaking, I think theres a message somewhere down below where I did some test runs on drops. If your getting leather in drops, then your fighting barbs, which have the highest pool of all the npcs so far. 

 

Ill play around with the health some. Maybe bring bandits from 10/15 to 12/16 respectively 

Allarionn, Sep 25th at 3:38 PM
@mjr121: Im not disputing that the chances could use some tweaking, I think theres a message somewhere down below where I did some test runs on drops. If your getting leather in drops, then your fighting barbs, which have the highest pool of all the npcs so far. I

Maybe give some of them ruined weapons and/or scrap weapons too? It would make sense that Bandits would use whatever they could find and some of those weapons are a bit scarier damage values like the swords. The ranged units could use a bit of tweaking for detection range too, they currently do let you get really close before firing unless you just fail to notice them for a while.

ThyCrownedKing, Sep 23rd at 4:57 PM

A little feedback: First of all i love this mod, its what i wanted the outlaws mod to do but that one went too far without adding the needed stuff you are. 

Id love if the bandits came in bigger groups than 3 with a mixture of ranged and melee fighters. like the idea in your future plans if they like keep getting killed in the same area by a player say near their base, they send a large mob with multiple waves. think minecraft raider waves.

Idk if its just my world but the "hostile" mobs arent really hostile. They mainly walk up to you and sit for a good minute before attacking. the ranged ones dont attack. they mainly run in circles. Theyve also been getting stuck in the snow so i dont know if you need to give them the ability to clear up to 2 blocks but ive found the poachers mainly get stuck in place and just spiral. 

i think we should also be able to loot the knight errants even if the drop rate is lessened. mainly they leave dead bodies everywhere until they respawn. 

also i hope someone makes a compat for this and rustbound so you can have mages inncluded. thank you

ThyCrownedKing, Sep 23rd at 4:59 PM
@ThyCrownedKing: A little feedback: First of all i love this mod, its what i wanted the outlaws mod to do but that one went too far without adding the needed stuff you are. Id love if the bandits came in bigger groups than 3 with a mixture of ranged and melee fighters. li

also id give the groups animals that attack with them. historically and in fantasy these groups had animals, whether knights come with one horse/elk, poachers have wolves, bandits with tamed boars, barbarians with a weaker bear

mjr121 , Sep 23rd at 5:19 PM
@ThyCrownedKing: A little feedback: First of all i love this mod, its what i wanted the outlaws mod to do but that one went too far without adding the needed stuff you are. Id love if the bandits came in bigger groups than 3 with a mixture of ranged and melee fighters. li

Thank you for your support, Outlaws was why I developed this mod lol. 

The various groups can bunch up on the boss units by default, but the values may be to short for them to "see" each other to do so. I didn't want players to bump into a group of 10 and get killed outright. 

In regards to attacking - what version of the mod are you running, and did you start your world with a different version? I know from I think 1.0.1 to now I've changed a - lot - of ai behaviors on the back end. Which can cause some issues if NPCs were already loaded in the world from a different version. If you'd like to, your more then welcome to kick your server/client-main logs over and I can see if I spot anything that would cause this. 

Ill look into how other entities handle snow, might not be something I can do without making it look goofy. 

Knights are getting loot drops next update as im directly allowing players to determine faction hostility to the player. So if you want knights but not bandits to attack you, you can do so. 

In regards to animals, barbarians do spawn in (or should) with a companion bear for the boss units. Ive been working on adding companion wolf's for the grunt units and adding some additional barbarian behaviors to match their companion. 

Regarding rustbound, is that in regards to having npcs attack each other, or to have mage npcs?

Thanks,

ThyCrownedKing, Sep 23rd at 6:01 PM
@mjr121: Thank you for your support, Outlaws was why I developed this mod lol. The various groups can bunch up on the boss units by default, but the values may be to short for them to "see" each other to do so. I didn't want players to bump into a group of 10 and

I had a premade world that i added the mod to. Very tempted to remake the world but i finally made it to year 1 spring. it was an older version, i didnt even realize ithad an update. i didnt notice that. im on version 1.0.4

Understood i also dont want to wander into a group of 10 that sounds like hell, but i meant more like them coming to you. It can give you some type of warning similiar to when we get temporal waves (pls not at the same time q.q).

snow makes sense. its annoying even with animals cause theyll get stuck on snow with various levels. 

In regards to factions, hopefully theres a neutral option. ill wait to see that in action.

ive yet to run into barbarians so i cant say yet.

and as far as mages/rustbound, mage npcs attacking the player with basic attacks similiar to how the flying senties do.

Thank you for your time and responding.

mjr121 , Sep 23rd at 6:27 PM
@ThyCrownedKing: I had a premade world that i added the mod to. Very tempted to remake the world but i finally made it to year 1 spring. it was an older version, i didnt even realize ithad an update. i didnt notice that. im on version 1.0.4Understood i also dont want to w

If its an older version its possible that they spawned into the world with some wonky behaviors (which happens even to vanilla npcs). Worst case, kill em and let them respawn naturally. 

World wise, you could do some world editing shenanigans to save your base, regenerate the world, then spawn your base back in. You would lose the calendar, but it would let you take advantage of anything new youve added later 

Regarding them coming to you, the "bannerman" bandit units are supposed to rally up nearby bandits and hunt the player down. One may have spawned far away and that's why. Speaking of, I need to add the mechanic to knight errants as well since im allowing them to be hostile now. I would love to give them a horn sound effect that would play if your spotted, so youd have some warning of them coming. 

You mentioned them spawning with 3 or 4 guys, which sounds like youve bumped into a boss unit (which spawns with companions). The bosses are supposed to spawn in with a mixture of weapons, but it sounds like its defaulting to all the same, which is a vanilla issue. Ill look into manually assigning companion npcs so its a mix. 

Regarding hostility, the factions are either hostile or neutral. Hostile is attack on sight, neutral leaves you be, but will still respond when struck (ie animals are neutral). Bandits and barbarians default to hostile, poachers and Knights default to neutral. So no need for concern about that changing with you manually doing that. 

Ive been thinking about doing a "fantasy" expansion mod and I have a centaur body shape almost complete, which does fit the theme of rustbound. Ill look into doing a least a basic compatability pass with it, so npcs from this mod have some of the magical resistances etc etc as I'd like to keep this mod specifically vanilla-ish

ThyCrownedKing, Sep 23rd at 6:51 PM
@mjr121: If its an older version its possible that they spawned into the world with some wonky behaviors (which happens even to vanilla npcs). Worst case, kill em and let them respawn naturally. World wise, you could do some world editing shenanigans to save your

im already a huge fan, anything extra you do is going to be a huge bonus. 

World editing shenanigans, how would i go about doing that? the amount of time and effort i put into my base is probably the biggest reason i dont ust scrap it and make a new world with the mods ive added

mjr121 , Sep 23rd at 7:04 PM
@ThyCrownedKing: im already a huge fan, anything extra you do is going to be a huge bonus. World editing shenanigans, how would i go about doing that? the amount of time and effort i put into my base is probably the biggest reason i dont ust scrap it and make a new world

Youd have to look up the wiki on the how, but you copy your base to a file, then import the base in a new world.

Im pretty sure youtube also has some tutorials on the how to do it. I know it works, as I did it with my last base lol. Its fairly straight forward 

Allarionn, Sep 23rd at 11:04 PM
@mjr121: If its an older version its possible that they spawned into the world with some wonky behaviors (which happens even to vanilla npcs). Worst case, kill em and let them respawn naturally. World wise, you could do some world editing shenanigans to save your

A Fantasy expansion would be incredible! I would instantly change over to the factions being like Orcs and Goblins and whatever else too. I think you'd get quite a following with it too since the dev of the popular fantasy creatures mod (not the fork) is notoriously... we'll say hard to work with to be kind. So if you do such a thing I'm sure it would be awesome especially with your spawning and behavior system.

mjr121 , Sep 23rd at 11:18 PM
@Allarionn: A Fantasy expansion would be incredible! I would instantly change over to the factions being like Orcs and Goblins and whatever else too. I think you'd get quite a following with it too since the dev of the popular fantasy creatures mod (not the fork) is

Drop me a link so i know which mod your referring to? I can only find the fork version.

Idea currently is to have the standard enemies in the "base" fantasy mod (goblins, orcs etc), then you add an expansion (like a wild theme for centaurs, satyres etc). Maybe have dwarves, elfs etc as well. Not sure yet. Doing models is.. not easy for me lmao 

Allarionn, Sep 23rd at 11:25 PM
@mjr121: Drop me a link so i know which mod your referring to? I can only find the fork version. Idea currently is to have the standard enemies in the "base" fantasy mod (goblins, orcs etc), then you add an expansion (like a wild theme for centaurs, satyres etc).

It's just called Fantasy Creatures, it's not updated to 1.22 though. That's why "Reborn" came out. However the original mod is Fantasy Creatures  and all I know about the drama is just in that comments section. I avoid Discord so I don't really know the full story, just that Reborn is only allowed limited scope and the original author is not really actively updating right now. Having some alternative for some fun creatures around would be pretty cool because of all that.

Allarionn, Sep 23rd at 11:41 PM
@mjr121: Appreciate it. Ill take a gander. From what I looked at the reborn fork, it seemed like it was trying to do too much in one package.

Yeah a more modular modpack system would probably have been good for the whole project.

mjr121 , Sep 23rd at 11:53 PM
@Allarionn: Yeah a more modular modpack system would probably have been good for the whole project.

Modular mods are nice. Been thinking of splitting some stuff from this mod into a library mod for that reason. Lots of cool stuff ive done for this mod id like to use elsewhere 

mjr121 , Sep 24th at 7:06 AM
@ThyCrownedKing: I had a premade world that i added the mod to. Very tempted to remake the world but i finally made it to year 1 spring. it was an older version, i didnt even realize ithad an update. i didnt notice that. im on version 1.0.4Understood i also dont want to w

Update is live, with hostility management, Rustbound Magic compatability, bandits should now be more aggressive (code refactor caused some whoopsies), Knights have a drop table now

B0YAR, Sep 21st at 3:38 PM

great mod! thank you!

Randompug, Sep 20th at 4:37 AM

Got attacked by some bandits and they all were carrying both falx and axes in the same hand, visual bug they functioned just fine, though I found them fairly easy to deal with (; Combat Overhaul and bronze shortsword two shot them to the head

mjr121 , Sep 20th at 4:50 AM
@Randompug: Got attacked by some bandits and they all were carrying both falx and axes in the same hand, visual bug they functioned just fine, though I found them fairly easy to deal with (; Combat Overhaul and bronze shortsword two shot them to the head

Thats an interesting bug. I'll scroll through the bandits and make sure they are only equipped with one weapon. Totally possible that two spawned together and got stuck

mjr121 , Sep 20th at 7:13 PM
@Randompug: Got attacked by some bandits and they all were carrying both falx and axes in the same hand, visual bug they functioned just fine, though I found them fairly easy to deal with (; Combat Overhaul and bronze shortsword two shot them to the head

I know its a bit late and I've already responded to this but,
I found the issue and it will be corrected next update. Entity model had both the axe and spear models as attachments, which is what was causing the strange visual bug. 

Randompug, Sep 20th at 7:16 PM
@mjr121: I know its a bit late and I've already responded to this but,I found the issue and it will be corrected next update. Entity model had both the axe and spear models as attachments, which is what was causing the strange visual bug.

I see! Interesting, so is it like your added the attachment points for them to potentially wield an axe or a spear and it just decided to slap on both?

mjr121 , Sep 20th at 7:38 PM (modified Sep 20th at 7:39 PM)
@Randompug: I see! Interesting, so is it like your added the attachment points for them to potentially wield an axe or a spear and it just decided to slap on both?

Thats a good way to put it yeah. I was using the models as attachements to make sure the positioning was correct when the weapons where being held in game for the NPCs. The game doesn't care _where_ the models are or how their set up (VSCM, the tool im using for animations etc has them as attachments), if it sees the models within the file, it will just add them. which is how you get this very interesting visual bug of both weapons.

Probably fixed by this evening as im currently working on a centaur NPC as a side project

Sophhhhh, Sep 19th at 5:16 PM

also poachers seem to attack the player on sight :/

mjr121 , Sep 19th at 5:26 PM
@Sophhhhh: also poachers seem to attack the player on sight :/

There was some incorrect lines of code in the entity json. will be fixed today with the update.

Sophhhhh, Sep 19th at 5:00 PM (modified Sep 19th at 5:00 PM)

Does light level deter their spawn ?

Sophhhhh, Sep 19th at 5:01 PM
@Sophhhhh: Does light level deter their spawn ?

it just is kinda anoying having them (a whole group) spawn inside your walls)

mjr121 , Sep 19th at 5:19 PM (modified Sep 19th at 5:27 PM)
@Sophhhhh: it just is kinda anoying having them (a whole group) spawn inside your walls)

Light should deter their spawning. I'll take a look here in a few minutes at the spawning stuff and double check. 

Edit: apparently the way i had it setup was flipped. This is going to be fixed with the update today.

Sophhhhh, Sep 20th at 5:53 PM
@mjr121: Light should deter their spawning. I'll take a look here in a few minutes at the spawning stuff and double check. Edit: apparently the way i had it setup was flipped. This is going to be fixed with the update today.

they still seem to spawn reguardless inside my walls (which has torches all inside to light it up) a couple dozen blocks away from me man :/

Sophhhhh, Sep 20th at 5:54 PM
@Sophhhhh: they still seem to spawn reguardless inside my walls (which has torches all inside to light it up) a couple dozen blocks away from me man :/

was only 1 guy but it jumpscared me, was going back inside my walls to be met by a bannerman next to a torch bruh

mjr121 , Sep 20th at 6:54 PM
@Sophhhhh: was only 1 guy but it jumpscared me, was going back inside my walls to be met by a bannerman next to a torch bruh

The only NPCs that should be spawning within light are the knights. Bandits, Poachers, and Barbarians all have the same light requirements as drifters and shivers do. I'll be making the Knights use the same values next update however since I've added the option to have them hostile to the player outright.

Sophhhhh, Sep 18th at 7:17 PM

barbarian only spawn in the north right ?

mjr121 , Sep 18th at 7:27 PM
@Sophhhhh: barbarian only spawn in the north right ?

They have pretty much exactly the same spawn locations/patterns as bears do. So where brown bears spawn, barbarians with brown hide armor spawn. Polar bears to the north, Polar barbarians to the north etc 

JangoDsoul, Sep 18th at 6:29 PM

new npc ideas

 

Peddler: wondering trader can sell you things

Merchant Caravan: Trader with good loot but has 2-5 guards

mjr121 , Sep 18th at 7:03 PM
@JangoDsoul: new npc ideas Peddler: wondering trader can sell you things Merchant Caravan: Trader with good loot but has 2-5 guards

Id love to have some traders that wander about. Thats a good idea. 

Sophhhhh, Sep 18th at 5:37 PM (modified Sep 18th at 5:37 PM)

could you make it compatible with Wilderland rusbound ? Currently your npcs only attack bowtorn and shivers and that mod add a bunch of rust creatures along with new drifters that do not get recognised (https://mods.vintagestory.at/show/mod/17655)

Sophhhhh, Sep 18th at 6:07 PM
@mjr121: Thanks for the link Ill take a look this weekend if I get some down time

they attack bowtorns, and shivers still, rest is ignored tho

mjr121 , Sep 19th at 7:10 AM
@Sophhhhh: they attack bowtorns, and shivers still, rest is ignored tho

Due to how Wilderland has their entity files, the NPCs added by that mod wont directly attack the NPCs added by my mod. But my NPCs will attack WR mobs, its just - way - easier to do it that way. Itll go live next update.

CmpltlyNobody, Sep 18th at 9:00 AM

Cannibalsim compat is marvelous. Now, if the Cannibalsim/Butchery thing were fully implimented, this would be perfect.

You show up outside my base, and attack me? I'm gonna kill you, and eat you. But first I'm gonna skin you, and collect your blood.

mjr121 , Sep 19th at 7:09 AM
@CmpltlyNobody: Heroic.

Next update will let you hang all the entities on racks, and butcher them on the tables.

CmpltlyNobody, Sep 19th at 8:41 AM
@mjr121: Next update will let you hang all the entities on racks, and butcher them on the tables.

Legendary work pal.

Legendary.

Just a heads up though. I killed a Bandit Spearman and went to loot him. All he gave up wis a rusty gear though. So it may be possible, not every one of your NPCs is dropping people pieces.

mjr121 , Sep 19th at 8:37 PM (modified Sep 19th at 8:38 PM)
@CmpltlyNobody: Legendary work pal.Legendary.Just a heads up though. I killed a Bandit Spearman and went to loot him. All he gave up wis a rusty gear though. So it may be possible, not every one of your NPCs is dropping people pieces.

I thought I had responded to this earlier, apologies.
I did a small code refactor since I needed some config options being saved to the world (IE, pale meat over raw meat) for syncronization purposes between players. The method I was using wasn't 100% consistent on actually applying those config options. Causing the Cannibalism items to not drop. 
On one hand: The patches did what they were supposed to so people wern't crashing by not having the mod loaded.

On the other: it blocked the items from dropping.

Fixed in the upcoming update.

CmpltlyNobody, Sep 26th at 7:20 PM
@CmpltlyNobody: Glorious!

You're doing marvelous work, and at an incredible pace no less. One small detail. When butchering, the carcasses don't leave skeletons/skulls. This is hardly a problem. But in the interests of being thorough, I thought you should know.

Allarionn, Sep 17th at 9:03 PM (modified Sep 17th at 9:12 PM)

The drops appear to be fixed with the carvable corpses, I'm definitely seeing Poultices and other stuff now so thank you!

Hovwever while checking my server-main logs for something else entirely I came across an error thrown for this mod, if you need more info that I can find for you let me know but here is the error:

Crash Report
16.9.2026 22:26:21 [Error] [dstnpc] An exception was thrown when trying to start the mod:
16.9.2026 22:26:21 [Error] [dstnpc] Exception: Bannerman seekentity task was not found on dstnpc:bandit-male-bannerman-boss
   at dstnpc.DstnpcModSystem.SetBannermanSearchRadius(ICoreAPI api, String code, Int32 radius) in C:\Users\buzek\source\repos\NPCAdditions\NPCAdditions\dstnpcModSystem.cs:line 127
   at dstnpc.DstnpcModSystem.StartServerSide(ICoreServerAPI api) in C:\Users\buzek\source\repos\NPCAdditions\NPCAdditions\dstnpcModSystem.cs:line 34
   at Vintagestory.Common.ModLoader.TryRunModPhase(Mod mod, ModSystem system, ICoreAPI api, ModRunPhase phase) in VintagestoryLib\Common\API\ModLoader.cs:line 680
16.9.2026 22:26:21 [Error] Failed to start system dstnpc.DstnpcModSystem
Crash Report
16.9.2026 22:26:21 [Error] [dstnpc] An exception was thrown when trying to start the mod:
16.9.2026 22:26:21 [Error] [dstnpc] Exception: Bannerman seekentity task was not found on dstnpc:bandit-male-bannerman-boss
   at dstnpc.DstnpcModSystem.SetBannermanSearchRadius(ICoreAPI api, String code, Int32 radius) in C:\Users\buzek\source\repos\NPCAdditions\NPCAdditions\dstnpcModSystem.cs:line 127
   at dstnpc.DstnpcModSystem.StartServerSide(ICoreServerAPI api) in C:\Users\buzek\source\repos\NPCAdditions\NPCAdditions\dstnpcModSystem.cs:line 34
   at Vintagestory.Common.ModLoader.TryRunModPhase(Mod mod, ModSystem system, ICoreAPI api, ModRunPhase phase) in VintagestoryLib\Common\API\ModLoader.cs:line 680
16.9.2026 22:26:21 [Error] Failed to start system dstnpc.DstnpcModSystem

 

I should stay I have been seeing a good number of these npcs and they seem to work out of the box with Hirelings which is great because I have 3 of those around my base initially as help with rift spawns and Hyena and Rhino spawns (from a mod) while I'm just focused on doing things around base. I will say both sets of NPCs seem to need to be basically on top of each other to see each other which for archers in each isn't ideal.

Edit: Also notices a few of these throughout the log too:

17.9.2026 00:54:42 [Warning] Entity with code dstnpc:knighterrant-male-bannerman-boss has defined a companion spawn dstnpc:knighterrant-male-{type}-grunt, but no such entity type found.

mjr121 , Sep 17th at 10:07 PM (modified Sep 17th at 10:10 PM)
@Allarionn: The drops appear to be fixed with the carvable corpses, I'm definitely seeing Poultices and other stuff now so thank you!Hovwever while checking my server-main logs for something else entirely I came across an error thrown for this mod, if you need more i

Interesting. I'll have to take a look about the seek entity thing, ill adjust some of the values about "seeing" other npcs as well. I know exactly which part of the code that errors referring too, and I bet its from swapping things around trying to make things flow better on the "mod start" side so its not opening, saving, opening again, saving again etc the same files. Operations like that add up over time.  

I may also have to do a custom aiTask entry again like I did for the archer units to fix the bannerman error. Probably should do that anyway now that im thinking about it...

 

I've fixed the {type} error in my working build, so that will be fixed when I push the update either tonight or in the morning. Depends on how busy i get when im off work. 

 

Speaking of Hirelings, 

Do they outright attack my npcs? Or do they kinda just stare at each other lol. Im not sure how hirelings handles its guard mobs. 

 

On the rhino/hyena, if you kick me the mod I can look into doing a patch for it. So my npcs fight them, theirs fight mine like i did for the Outlaw mod

Allarionn, Sep 17th at 10:26 PM
@mjr121: Interesting. I'll have to take a look about the seek entity thing, ill adjust some of the values about "seeing" other npcs as well. I know exactly which part of the code that errors referring too, and I bet its from swapping things around trying to make t

The Hirelings attack your NPCs and yours seem to attack back when aggroed but I'm not sure if the hirelings are attacking yours because they attack my player or because they saw your NPCs. The Hireling Default behavior is to attack entities that attack them or that target nearby players or tamed animals. I think the DSTNpcs seem to ignore them until the Hirelings aggro on them for attacking me. The Hirelings seem to ignore the DST NPCs until they aggro on me, but it isn't entirely clear. 

And there is no issues with the Rhinos and Hyenas are just vanilla, I just got the Hirelings mod to deal with constant threats wandering into my base area. I will say that the Rhinos and DST NPCs entirely ignore each other (I had a funny fight where I was fighting 6 Bandits and suddenly a Rhino charged me through their ranks). The Rhinos are from the Fauna of the Stone Age: Rhinocerotidae mod. I also use other mods from that series but they aren't common around me so I haven't had any encounters with both DST Npcs and the others yet.

mjr121 , Sep 17th at 10:44 PM (modified Sep 17th at 10:44 PM)
@Allarionn: The Hirelings attack your NPCs and yours seem to attack back when aggroed but I'm not sure if the hirelings are attacking yours because they attack my player or because they saw your NPCs. The Hireling Default behavior is to attack entities that attack th

The image of a rhino just going "fuck these bandits im after the seraph" is hilarious to me lmfao. 

 

Sounds like its my npcs aggroing on you as the player, and your guards aggroing from that. Which makes sense, as they dont.. probably the wrong word but it works, "see" each other as outright valid entities without doing a patch (see comment about Outlaw). 

 

With the fauna mods being of some popularity, it probably behooves me to do a patch for them for that reason alone. 

Allarionn, Sep 18th at 12:17 AM (modified Sep 18th at 12:18 AM)
@mjr121: The image of a rhino just going "fuck these bandits im after the seraph" is hilarious to me lmfao. Sounds like its my npcs aggroing on you as the player, and your guards aggroing from that. Which makes sense, as they dont.. probably the wrong word but it

Oh it was a great time. I was looting a ruined village and just as I had noticed it had one of the buildings with an entire buried floor of boney soil the bandits popped over the low part of the wall, I killed one, then noticed what just looked like a mess of them piling in so I backed out the other side keeping them at bay with my spear... not 10 steps back into the grass the Rhino comes around the corner of that same building behind them and I swear it looks like they cleared to the sides to give it a path straight to me. My head canon is that the bannerman was riding it. So in my head canon for my world in game the Bandits in the south ride Rhinos. 

mjr121 , Sep 18th at 1:35 AM
@Allarionn: Oh it was a great time. I was looting a ruined village and just as I had noticed it had one of the buildings with an entire buried floor of boney soil the bandits popped over the low part of the wall, I killed one, then noticed what just looked like a mes

Tbh, if I could work out a repeatable system to have mounted combatants, rhinos would be a solid choice. Although it would still only count as 1 for the kill tally lmfao.

 

Thats one of those moments I would love to see animated 

mjr121 , Sep 18th at 4:35 AM (modified Sep 18th at 5:12 AM)
@Allarionn: Oh it was a great time. I was looting a ruined village and just as I had noticed it had one of the buildings with an entire buried floor of boney soil the bandits popped over the low part of the wall, I killed one, then noticed what just looked like a mes

Are you by chance running any personal patch mods? Can you additionally send me your mod list? I'm unable to replicate this error

16.9.2026 22:26:21 [Error] [dstnpc] Exception: Bannerman seekentity task was not found on dstnpc:bandit-male-bannerman-boss

with the mod outta the box with the current version of the mod uploaded to the db.

Edit (45 min later) - Actually, i just made a custom AITask to handle it and thats what im checking against for updating the search radius, which is what that error is referring to. Hopefully this will sort things out

Allarionn, Sep 18th at 7:14 AM
@mjr121: Are you by chance running any personal patch mods? Can you additionally send me your mod list? I'm unable to replicate this error 16.9.2026 22:26:21 [Error] [dstnpc] Exception: Bannerman seekentity task was not found on dstnpc:bandit-male-bannerman-boss w

Not sure what a personal patch is exactly. I'm not running any personally made mods or anything. I'm not at all a coder so I've never looked at more than json editting. I can get you my mod list though if it would still help but your edit sounds like maybe you tried something and I saw the update so I'll install and try that and report back.

Here is the modlist though:

Spoiler
17.9.2026 19:34:40 [Notification] Found 114 mods (0 disabled)
17.9.2026 19:34:40 [Notification] Mods, sorted by dependency: advancedsmithing, walkingstick, bambootowood, beltmakingvanilla, cbr, chiseltools, chonkykitchenware, chonkyvessels, crockmod, dstnpc, fieldsandplateaus, elephantidae, rhinocerotidae, hohfs, hydrateordiedrate, millwright, morebuckets, morepaperrecipes, moretorchholders, pathsandroadways, plainpotashprocess, plainsandvalleys, primitivesurvival, resinlogextract, shelfobsessed, spinningwheel, temporal_gears_stack, sumpter, toolbelt, tseasonedfirewood, tunasclothing, usefultraders, game, vsimgui, warmgambeson, accessibilitytweaks, aculinaryartillery, attributerenderinglibrary, egocaribautomapmarkers, barkcanoe, bedspawnv2, betterruins, bettertraders, buzzwords, carryon, cartwrightscaravan, clotheshavepockets, coffeeandtea, configlib, electricalprogressivecore, tackandequipment, extrainfo, fatcandles, fixenfontmod, foodshelves, genelib, gofogyourself, hirelings, hudclockpatch, immersivebackpacks, immersivemodularbackpacks, immersivewoodworking, itempickupnotifier, jaunt, justthepepper, knapster, komet, krpgenchantment, lesschonkyvessels, handcrank, metalbowlsandpots, metalladders, meteoricsteel, mpecenteredspurgear, mpegearbox, mpepowersplitter, particlesplus, portalsreborn, primitivebackpacks, purposefulstorage, rivers, scaffolding, shadehouse, shipwright, sleepingbagmod, smithingplusplus, sonitodynamictraitsrebirth, stonebakeoven, toolsmith, treetapredux, usefultraderschonkypatch, vanillaarmory, vanity, viescraftmachines, creative, vsinstrumentsredux, vsroofing, survival, wallkickswillwork, woodenfortifications, xlibfork, xskillsqualitymodifiers, castaway, electricalprogressivebasics, equusdestrier, expandedfoods, functionalminerbeltandlantern, vsinstrumentsreduxexpansiona, xskillsfork, electricalprogressiveindustry, electricalprogressiveqol, efchefstricks, xskillsshipwrightcompat, electricalprogressiveequipment
Spoiler
17.9.2026 19:34:40 [Notification] Found 114 mods (0 disabled)
17.9.2026 19:34:40 [Notification] Mods, sorted by dependency: advancedsmithing, walkingstick, bambootowood, beltmakingvanilla, cbr, chiseltools, chonkykitchenware, chonkyvessels, crockmod, dstnpc, fieldsandplateaus, elephantidae, rhinocerotidae, hohfs, hydrateordiedrate, millwright, morebuckets, morepaperrecipes, moretorchholders, pathsandroadways, plainpotashprocess, plainsandvalleys, primitivesurvival, resinlogextract, shelfobsessed, spinningwheel, temporal_gears_stack, sumpter, toolbelt, tseasonedfirewood, tunasclothing, usefultraders, game, vsimgui, warmgambeson, accessibilitytweaks, aculinaryartillery, attributerenderinglibrary, egocaribautomapmarkers, barkcanoe, bedspawnv2, betterruins, bettertraders, buzzwords, carryon, cartwrightscaravan, clotheshavepockets, coffeeandtea, configlib, electricalprogressivecore, tackandequipment, extrainfo, fatcandles, fixenfontmod, foodshelves, genelib, gofogyourself, hirelings, hudclockpatch, immersivebackpacks, immersivemodularbackpacks, immersivewoodworking, itempickupnotifier, jaunt, justthepepper, knapster, komet, krpgenchantment, lesschonkyvessels, handcrank, metalbowlsandpots, metalladders, meteoricsteel, mpecenteredspurgear, mpegearbox, mpepowersplitter, particlesplus, portalsreborn, primitivebackpacks, purposefulstorage, rivers, scaffolding, shadehouse, shipwright, sleepingbagmod, smithingplusplus, sonitodynamictraitsrebirth, stonebakeoven, toolsmith, treetapredux, usefultraderschonkypatch, vanillaarmory, vanity, viescraftmachines, creative, vsinstrumentsredux, vsroofing, survival, wallkickswillwork, woodenfortifications, xlibfork, xskillsqualitymodifiers, castaway, electricalprogressivebasics, equusdestrier, expandedfoods, functionalminerbeltandlantern, vsinstrumentsreduxexpansiona, xskillsfork, electricalprogressiveindustry, electricalprogressiveqol, efchefstricks, xskillsshipwrightcompat, electricalprogressiveequipment

 

All 114 of the ones I have loaded when that error happened... (Obligatory I swear most are QoL, roflmao, that's a joke I use what I want)

mjr121 , Sep 18th at 8:08 AM (modified Sep 18th at 8:09 AM)
@Allarionn: Not sure what a personal patch is exactly. I'm not running any personally made mods or anything. I'm not at all a coder so I've never looked at more than json editting. I can get you my mod list though if it would still help but your edit sounds like mayb

I consider a patch mod to be a personal mod (like what this originally was) whose purpose is to tweak specific things (like adding more entities to target). Your mod list doesn't look like it has anything to egregious. Im leaning towards it was a one off chance and something loaded wrong 

 

That specific error got generated as I was using a trimmed down seekEntity task (what the ai uses to locate and move towards a creature/player). Which was.. very fragile. I created a variant of that task whose only purpose is to find and move to the player. The variant is significantly more sturdy code wise and less prone to load order shenanigans. Which should clear up that error from even happening now 

Allarionn, Sep 21st at 7:44 PM
@mjr121: I've been a busy bee today, pretty sure all FotSA mods are now compatable with this mod with this update. So bandits should target rhinos for you lmao

Oh wow, incredible. I wasn't even worried about it. I sort of liked the unintentional team up it was spicy (and for the record the previous ambush story I didn't die and actually killed the rhino and bandits lol). Do the poachers maybe drop some of the FOTSA custom pelts occasionally? Idk if you remember when I asked about the possibility of being able to config loot drops but that was the reason why, I wanted small chances of them dropping some of those. Also I was thinking maybe the Barbarians could have a small chance to drop bear pelts (since they wear that kind of armor, but I don't think dropping full armor pieces would be balanced).

mjr121 , Sep 21st at 11:53 PM (modified Sep 22nd at 7:05 AM)
@Allarionn: Oh wow, incredible. I wasn't even worried about it. I sort of liked the unintentional team up it was spicy (and for the record the previous ambush story I didn't die and actually killed the rhino and bandits lol). Do the poachers maybe drop some of the FO

No poachers dont drop the FotSA pelts, although that's a fantastic idea in hindsight. 

 

Barbarians dropping bear pelts or even bits of leather is also a solid idea. 

Ill look into it this evening 

mjr121 , Sep 22nd at 7:06 AM
@mjr121: No poachers dont drop the FotSA pelts, although that's a fantastic idea in hindsight. Barbarians dropping bear pelts or even bits of leather is also a solid idea. Ill look into it this evening

I was able to work out a method to allow for additional drops via config. Should be fleshed out by next update, hopefully sub 48 hours.

Stason4ikRU, Sep 17th at 5:05 PM

kicks from the server to the main menu. When collecting loot from NPCs

Console 
17.9.2026 20:04:41 [Server Notification] Client 50 disconnected: An action you (or your client) did caused an unhandled exception
17.9.2026 20:04:41 [Server Debug] Despawn player entity Stason4ikRU.
17.9.2026 20:04:41 [Server Event] ะ˜ะณั€ะพะบ Stason4ikRU ะธัะบะปัŽั‡ะตะฝ. ะŸั€ะธั‡ะธะฝะฐ: Threw an exception at the server
17.9.2026 20:04:41 [Server Error] Exception: Object reference not set to an instance of an object.
at Vintagestory.GameContent.EntityBehaviorHarvestable.GenerateDrops(IPlayer byPlayer) in VSEssentials\Entity\Behavior\BehaviorHarvestable.cs:line 510
at Vintagestory.GameContent.EntityBehaviorHarvestable.SetHarvested_Patch1(EntityBehaviorHarvestable this, IPlayer byPlayer, Single dropQuantityMultiplier)
at Vintagestory.GameContent.ItemKnife.OnHeldInteractStop_Patch1(ItemKnife this, Single secondsUsed, ItemSlot slot, EntityAgent byEntity, BlockSelection blockSel, EntitySelection entitySel)
at Vintagestory.API.Common.CollectibleObject.OnHeldUseStop(Single secondsPassed, ItemSlot slot, EntityAgent byEntity, BlockSelection blockSel, EntitySelection entitySel, EnumHandInteract useType) in VintagestoryApi\Common\Collectible\Collectible.cs:line 1522
at Vintagestory.Server.ServerSystemInventory.HandleHandInteraction(Packet_Client packet, ConnectedClient client) in VintagestoryLib\Server\Systems\Inventory.cs:line 330
at Vintagestory.Server.ServerMain.HandleClientPacket_mainthread_Patch1(ServerMain this, ReceivedClientPacket cpk)
at Vintagestory.Server.ServerMain.ProcessMain() in VintagestoryLib\Server\ServerMain.cs:line 965
17.9.2026 20:04:41 [Server Event] Client 50 disconnected.
17.9.2026 20:04:41 [Server Notification] [Portcullis] BackupInventories(Player Leave): 0 display case/stone rack BEs found with items
17.9.2026 20:04:41 [Server Notification] [Portcullis] BackupInventories: 178 tracked lamp holders
17.9.2026 20:04:41 [Server Notification] [Portcullis] BackupInventories: 4 armor stands with equipped items
mjr121 , Sep 17th at 6:04 PM (modified Sep 17th at 7:18 PM)
@Stason4ikRU: kicks from the server to the main menu. When collecting loot from NPCs Console 17.9.2026 20:04:41 [Server Notification] Client 50 disconnected: An action you (or your client) did caused an unhandled exception17.9.2026 20:04:41 [Server Debug] Despawn playe

Hello, can you enable the EnableDebugNotifs config option for my mod and send me both your client-main and server-main files please, along with your modlist if applicable. Ill take a look tonight when I get home. Approx 10 hours. 

 

I've not had anyone else report Harvesting loot issues (yet), so it's possible a compatability issue with another mod. 

mjr121 , Sep 17th at 10:40 PM
@Stason4ikRU: Hello, i can only send it tomorrow. Where should I send it?

If you have discord, you can join the mod forum page. Alternatively, i believe you can send them here as attachements. Either way works

mjr121 , Sep 18th at 12:10 AM
@Stason4ikRU: Hello, i can only send it tomorrow. Where should I send it?

I have responded on discord, and the correction for the crash will be resolved next update. Sub 5 hours or so from 8pm EST

RumpleRatskin, Sep 17th at 11:45 AM

I'd say for the "hunt on sight" mechanic, you could add a Karma system which works similar to this

Brigands

  • Doing negative actions will result in a karma slide towards evil
    • Killing traders (pretty evil)
    • Killing knights (big evil)
    • Just killing people from the village mod (evil)
  • Brigands could possibly become neutral past a certain level of evil like the Poachers

Knights Errants

  • High karma will result in the knights protecting you if you are attacked nearby.
  • Possible "rescue" mechanic where very high karma will result in a chance for 1-2 squires & 0-1 knights to spawn nearby to protect you

Poachers

  • Will hunt you if you have bad karma.
  • Often will randomly spawn at a distance when at very low karma and become more like "bounty hunters"
mjr121 , Sep 17th at 4:50 PM
@RumpleRatskin: I'd say for the "hunt on sight" mechanic, you could add a Karma system which works similar to this Brigands Doing negative actions will result in a karma slide towards evil Killing traders (pretty evil) Killing knights (big evil) Just killing people from

Your comment is pretty close to how I'd like things to go. I know doing a global flag in a similar method is possible as No Protection Zone does one for traders. But it's a lower priority since I'm still working out what all factions I want to add. I'm working on a new one this week that should be out next update.

RumpleRatskin, Sep 17th at 5:19 PM
@mjr121: Your comment is pretty close to how I'd like things to go. I know doing a global flag in a similar method is possible as No Protection Zone does one for traders. But it's a lower priority since I'm still working out what all factions I want to add. I'm wo

Speaking of factions...

Wandering Rot

  • Design would be of the hazmat suit clutter model, possibly variants with the helmet off and replaced with some kind of screw-up face
  • Attacks all creatures on sight, even rust ones
  • Would have insanely high armour tier
  • Possibly drop rare jonas components/just rare items like temporal gears
  • Appear most commonly near the Devastation and rarely spawns during periods of high-rift activity (high - apocalyptic)

 

"What a foolish thought... imprisoning oneself in leather and steel?"

 

Bailey Squatters

  • Variant of brigands/bandits wearing a mix of brigandine and scale-mail
  • Attacks non-brigand/bandit factions and players
  • Would mainly be found in ruins and near story locations like the Resonator (Could add a modification for Better Ruins)
  • Essentially acts as a late-game bandit

 

:D

mjr121 , Sep 17th at 6:01 PM
@RumpleRatskin: Speaking of factions... Wandering Rot Design would be of the hazmat suit clutter model, possibly variants with the helmet off and replaced with some kind of screw-up face Attacks all creatures on sight, even rust ones Would have insanely high armour tier

Huh. Why didn't I think of using the rusty hazmat suit for a mini boss style npc, that's genius. Could probably do both an attraction block to drag them to you as a player, and have a wide wander radius from its spawn. 

 

Doing a patch to use battle towers is also a solid idea. I'll have to add that to my ideas board. Using the spawners in the towers for the mobs is certainly a thought. 

Toonzar, Sep 16th at 2:35 PM

Holy,, This's so wonderful thank uu๐Ÿ˜

Randompug, Sep 15th at 9:38 PM

Ayooo this one already has Cannibalism compat, that's like my #1 thing I want Outlaw to get. Also could we turn the bandits poachers and knights red meat into palemeat? You can turn the meat traders drop into palemeat in the base mod

Randompug, Sep 16th at 12:04 AM
@mjr121: I wasn't even aware palemeat was a thing. Ill take a look. Worst case I just put a config option to choose.

๐Ÿ‘option in config is probably best, never hurts to have more options to customize your world (:

mjr121 , Sep 16th at 6:39 AM
@Randompug: ๐Ÿ‘option in config is probably best, never hurts to have more options to customize your world (:

I was able to work out a config entry for swapping to pale meat. It'll go live next update. Probably sub 48 hours or so from now.

mjr121 , Sep 18th at 5:52 AM
@Randompug: ๐ŸโŒš

Ho friend,

Update with config option is live now.
CannibalismSwapRawMeatToPale is the option name

Happy hunting.

Stason4ikRU, Sep 15th at 7:55 PM

It would be cool to make NPCs with custom models from the player model lib. Or compatible with Player model npc

mjr121 , Sep 15th at 10:42 PM
@Stason4ikRU: It would be cool to make NPCs with custom models from the player model lib. Or compatible with Player model npc

Im not sure how player model lib is setup. Suppose I could look at it irregardless. 

Hydromancerx, Sep 15th at 5:35 AM

Do you have a mod post on the offical VS Discord yet?

mjr121 , Sep 15th at 5:40 AM (modified Sep 15th at 5:42 AM)
@Hydromancerx: Do you have a mod post on the offical VS Discord yet?

I dont, but i should go make one real quick. my handle is the same on discord as it is here.
edit: Now i do

Allarionn, Sep 15th at 4:29 AM (modified Sep 15th at 4:30 AM)

I have now killed 6 bands of Bandits and 4 pairs of Poachers. Only got drops from poachers one time and it was weird how it happened. I tried open hands and a knife (Meteoric Iron, a Copper one I found later, and a Flint knife were all tried) on the corpses, at no time did any body open like either creatures or rust mobs. The one poach that I got stuff on I think it just kind of added to my inventory with no real indication it happened. I just happened to open my inventory after giving up on trying to loot them again and noticed there was 3 Bushmeat and a small hide in my bag.

The description says they should have working drops, but 1 or 2 out of 8 poachers and 0 out of about 20 or so Bandits and  Banditbannerment doesn't seem right. Are they supposed to be carvable with a knife like other mobs? Do I need to use a different tool? If they aren't setup to open up a corpse screen like other mobs could they be set up to do so? Right now there is no clear indication anything I'm doing is having any result.

mjr121 , Sep 15th at 5:20 AM (modified Sep 15th at 5:37 AM)
@Allarionn: I have now killed 6 bands of Bandits and 4 pairs of Poachers. Only got drops from poachers one time and it was weird how it happened. I tried open hands and a knife (Meteoric Iron, a Copper one I found later, and a Flint knife were all tried) on the corps

They drop the items out of their pockets when they die, so the items end up on the ground. Its possible a very aggresive item cleanup could have gotten them. I could swap back to having it be carvable like other mobs or have it enabled via config. The fact the drops are so low is strange, as they are setup for it rustyGearDropRate modifier (like on some of the classes)
All the grunt mobs drop 1 +/-2 rusty gears across the board, although this value is also modified by 
Poachers drop Small, Medium and large hides (1.5 +/- 0.5, 0.5 +/- 0/5, 0.125 +/- 0 respectively), 2 +/-1 raw bushmeat, 3 +/- 1 redmeat, 1 +/- 0.25 fat, along with 1 +/- 2 copper arrows when they die.
Bandits drop Reed poutices (0.4 +/-0), 1 +/- 2 rusty gears, and copper nuggets (0.125 +/-0) with bandit bosses also being able to drop silver and gold nuggets at a lower rate.

Edit: I just ran a test with the current version of 10 bandits and 10 poachers in a creative world using the commoner class. Which dropped
Bandits: 6 Reed Poultices, 7 rusty gears
Poachers: 2 large hides, 27 raw red meat, 5 Copper Arrows, 11 rusty gears, 16 small hides, 19 raw bushmeat, 8 fat, and 5 medium hides

Allarionn, Sep 15th at 5:43 AM (modified Sep 15th at 5:46 AM)
@mjr121: They drop the items out of their pockets when they die, so the items end up on the ground. Its possible a very aggresive item cleanup could have gotten them. I could swap back to having it be carvable like other mobs or have it enabled via config. The fac

Oh I know it isn't just getting lost in item stacks with reed poultices being that high in the drop rate. I live far enough south in my world that I don't even have cattails except on mountain lakes and I haven't found horsetails in aproximately 3 in game years so I literally haven't seen reed poultices in a hundred hours of playtime... I suppose some of the other stuff could have dropped as I always have my gears on me when I travel I likely wouldn't have noticed those, but I've only gotten meat/hides the one time. Having the option to make them carvable would be peak though. It would definitely make it a lot more obvious what is and isn't happening, which would help. More config options are always a good thing imo.

Oh and having their drop table in the description would be great. Could we maybe even get that configurable too? I play with a lot of mods so there are some things like ivory and other animal parts I'd love to be able to add to the poachers table.

mjr121 , Sep 15th at 5:46 AM
@Allarionn: Oh I know it isn't just getting lost in item stacks with reed poultices being that high in the drop rate. I live far enough south in my world that I don't even have cattails except on mountain lakes and I haven't found horsetails in aproximately 3 in game

Only thing I could think of would be that your getting some abysmal drop rates or theres an unforseen mod causing the problem. Are you running any mods that change drop rates/world settings (if there are any, i cant remember). 

Allarionn, Sep 15th at 5:48 AM
@mjr121: Only thing I could think of would be that your getting some abysmal drop rates or theres an unforseen mod causing the problem. Are you running any mods that change drop rates/world settings (if there are any, i cant remember).

Possibly xskills? It has the one combat skill that is supposed to increase mob drop rates, afaik it should only be from vanilla rust creatures though?

mjr121 , Sep 15th at 5:53 AM (modified Sep 15th at 5:55 AM)
@Allarionn: Possibly xskills? It has the one combat skill that is supposed to increase mob drop rates, afaik it should only be from vanilla rust creatures though?

I have that mod for my own playthrough, so I'll go check real quick just in case.
Speaking of, I should probably do a compat for xskills anyway lmao


I'm looking into doing a toggle for the harvest method so itd be like other mobs for clarity though

mjr121 , Sep 15th at 7:27 AM
@Allarionn: Oh I know it isn't just getting lost in item stacks with reed poultices being that high in the drop rate. I live far enough south in my world that I don't even have cattails except on mountain lakes and I haven't found horsetails in aproximately 3 in game

I coudn't find a method of having it be toggable for the harvets method that I liked. So I swapped it back to normal harvest via knife for clarity sake. Lemme know if you still have drop issues, as thats very strange to me.

Sophhhhh, Sep 15th at 3:04 AM

they ttack the outlaws now, pretty good ! the outlaws dont always fight back but that outlaw's problem now lol, it is a soft compatibility now i suppose

mjr121 , Sep 15th at 3:11 AM
@Sophhhhh: they ttack the outlaws now, pretty good ! the outlaws dont always fight back but that outlaw's problem now lol, it is a soft compatibility now i suppose

I took a look again, and i mucked up the patch files for the Outlaw mod slightly lmao. It'll be fixed next update I push out, then the outlaws should attack my NPCs correctly. Glad at least mine initate the fights now

mjr121 , Sep 15th at 7:50 AM (modified Sep 15th at 7:50 AM)
@Sophhhhh: they ttack the outlaws now, pretty good ! the outlaws dont always fight back but that outlaw's problem now lol, it is a soft compatibility now i suppose

Outlaw mobs should now attack my NPCs. Corrected in 1.0.3.

Demon_Spawn, Sep 14th at 9:45 PM (modified Sep 14th at 9:48 PM)

Not sure how it would work but you could maybe add a block to attract Vegabond or errant knights and mercenaries so they can be hired or kept around to protect areas. Maybe some kind of tavern style thing you can build 

Sophhhhh, Sep 14th at 7:20 PM

Could you implement Blocks like in outlaw mod which prevent their spawn arround theses blocks ? and or how the spawning mechanics, and when are theses NPC spawned please ?

mjr121 , Sep 14th at 7:28 PM (modified Sep 14th at 7:28 PM)
@Sophhhhh: Could you implement Blocks like in outlaw mod which prevent their spawn arround theses blocks ? and or how the spawning mechanics, and when are theses NPC spawned please ?

The mobs in this mod spawn like normal creatures do (on world generation and during playtime) but only at the same rate as bears do, so fairly infrequently from the testing ive done. I think during the last session I did (roughly 3 or 4 hours) my 4 man group found 3 bandit grunts, and 1 boss with his grunt minions. Or about 7 total.

 

Doing a block to inhibit spawning within a radius shouldn't be difficult, but the way I have the spawn rules set means they should spawn generally far enough away to players that they won't just appear to fight you. 

Sophhhhh, Sep 14th at 7:53 PM
@mjr121: The mobs in this mod spawn like normal creatures do (on world generation and during playtime) but only at the same rate as bears do, so fairly infrequently from the testing ive done. I think during the last session I did (roughly 3 or 4 hours) my 4 man gr

i tried it out and they seem rare enough, although ive seen dirrect incompatibilities with this mod here https://mods.vintagestory.at/noprotection (Killing bandits counts as killing traders thus having the aggro of the traders)

Sophhhhh, Sep 14th at 8:06 PM
@Sophhhhh: they seem to interact a little with https://mods.vintagestory.at/outlawmod122 's outlaws funnily enough, ill test abit

Outlaws will go allout against bandits, for some reason, but not knights lol.

Sophhhhh, Sep 14th at 8:14 PM
@Sophhhhh: Outlaws will go allout against bandits, for some reason, but not knights lol.

(If youre wondering the bandits get wooped by everyone else farly hard)

mjr121 , Sep 15th at 2:02 AM
@Sophhhhh: (If youre wondering the bandits get wooped by everyone else farly hard)

Mod updated with compat for Outlaw Mod. See Changelog.

mjr121 , Sep 14th at 10:09 PM
@Demon_Spawn: Do they have any interaction with guards and from vs village?

No current interation with guards/mobs from VS village, althought thats a good idea to do. I'll chuck it on my TODO for the day.

Demon_Spawn, Sep 14th at 10:37 PM (modified Sep 14th at 10:41 PM)
@mjr121: No current interation with guards/mobs from VS village, althought thats a good idea to do. I'll chuck it on my TODO for the day.

cool yeah i feel like the knights would be cool to integrate with village defense especially because it uses the same vanilla style as your mod, though bandits may need a little work to differentiate them from villagers/guards/knights more

mjr121 , Sep 21st at 5:36 AM
@Demon_Spawn: Do they have any interaction with guards and from vs village?

NPCs now have at least a basic level of interaction of fighting Guards, Traveling Traders and villagers now. Its been a productive day.

mjr121 , Sep 14th at 8:28 PM (modified Sep 14th at 8:30 PM)
@Sophhhhh: i tried it out and they seem rare enough, although ive seen dirrect incompatibilities with this mod here https://mods.vintagestory.at/noprotection (Killing bandits counts as killing traders thus having the aggro of the traders)

Ill take a look and see what directly is causing this. Only thing i could think of is its using some sort of a blanket check for villagers. 

https://mods.vintagestory.at/outlawmod122 > Probably also just have a blanket "Attack everything except" check. Pretty sure the Outlaw mod NPCs also hit harder then any of my mobs. This is by design, since i wanted some form of parity with player damage/equipment. IE, copper spearman do the same damage a player would do with a vanilla copper spear.

Kiryus56, Sep 14th at 3:16 PM

very cool mod, so I hope you dont mind me yapping a little bit here, i'm lowkey excited about what this mod can be:
- idk how aggressive the bandit bannermen will hunt down the Seraph, maybe there should be an escalation phrases to the encounter, like observe -> assert one's presence  -> solo light engagement (to deter newly started Seraph)-> if moderately damaged from the light engagement, then attemp to flee to nearby group (or encampment) and return with proper team to hunt the Seraph down for good
-the knight faction are so cool, I wonder if their arsenal can be expand if compatible with future combat overhaul: armory in the future, seeing wandering knight with greatsword would be sick
-my only concern with poachers is will they over-hunt their surrounding and eventually run their area barren?
-I think my concept of global "hunt on sight" faction should be something akin to the cult of Rust & Rot worshipping Lunatics, their presence can cause temporal rift activity to be highly volatile

sorry if my crackpot suggestion is too big to chew๐Ÿ˜… i lowkey dont expect any of this to go through tbh but i hope i can give you some idea, wish you a smooth development

mjr121 , Sep 14th at 4:41 PM (modified Sep 14th at 4:42 PM)
@Kiryus56: very cool mod, so I hope you dont mind me yapping a little bit here, i'm lowkey excited about what this mod can be:- idk how aggressive the bandit bannermen will hunt down the Seraph, maybe there should be an escalation phrases to the encounter, like obse

The banner man will hunt players within the block range in the config (default is 150), and other bandits will attempt to band up first to bosses, then the bosses to the banner. While I think its possible to have it escalate overtime, id need to have more math on the backend (which runs the risk of bogging the game down if its too overdone). Its certainly possible though. 

 

Doing an expansion based on CO would be possible as well, although id need to copy over the shapes and modify them to look at the correct attachementpoints due to how the vanilla villagers handle outfits. The textures would still point to CO however. I wouldn't mind though. 

 

Poachers should only "hunt" within i think its set to 20 +/- 10 blocks of their spawn location or so. If people start reporting its too aggressive, ill look into doing a counter system that resets every few days or so instead of just letting it happen. 

All the mobs added from this mod currently spawn as often as bears do by default, so hopefully theres no roaming poacher bands lmao. Might be cool as an event though. 

Doing a cult could be fun as a faction though

Demon_Spawn, Sep 14th at 9:59 AM (modified Sep 14th at 10:06 AM)

This looks awesome, maybe you could add rare blackguard soldiers or forlorn hope knights that spawn alone. I imagine a forlorn hope knight makes a little more sense as a sort of wandering hero from a forgotten order of valliant protectors whereas the blackguard I guess fits is a remnant of a rugged peacekeeping force of a morally grey system born of necessity.

mjr121 , Sep 14th at 4:34 PM
@Demon_Spawn: This looks awesome, maybe you could add rare blackguard soldiers or forlorn hope knights that spawn alone. I imagine a forlorn hope knight makes a little more sense as a sort of wandering hero from a forgotten order of valliant protectors whereas the blac

I'd like to add mobs based on the Lore knight orders (forlorn hope etc), as sorta mini bosses (good health, drops midlevel loot pool). And tie it somehow to the relevant factions in the mod (bandits getting black guards, knights having the forlorn hope). 

Demon_Spawn, Sep 14th at 4:46 PM (modified Sep 14th at 4:47 PM)
@mjr121: I'd like to add mobs based on the Lore knight orders (forlorn hope etc), as sorta mini bosses (good health, drops midlevel loot pool). And tie it somehow to the relevant factions in the mod (bandits getting black guards, knights having the forlorn hope).

I suppose it could make sense to have a blackguard turned rogue as like a bandit lord or he just got the armor of a blackguard. Maybe you could add also poachers wearing various bear armors

mjr121 , Sep 14th at 7:25 PM
@Demon_Spawn: I suppose it could make sense to have a blackguard turned rogue as like a bandit lord or he just got the armor of a blackguard. Maybe you could add also poachers wearing various bear armors

I was originally gonna give poachers bear armor, but ive been sitting on a different faction that would use the bear armor lol. I try to keep an armor "theme" to factions for identity purposes. 

Although having a faction that could spawn in with a hodgepodge of armor would be hilarious lmao

Hydromancerx, Sep 14th at 6:41 AM

Please add Biomes mod support!
Thanks!

mjr121 , Sep 14th at 4:32 PM (modified Sep 14th at 4:32 PM)
@Hydromancerx: Please add Biomes mod support!Thanks!

I'll take a look this evening. As long as the mod doesnt modify the vanilla block codes, it should work outta the box by default.

Hydromancerx, Sep 14th at 5:55 PM (modified Sep 14th at 5:55 PM)
@mjr121: I'll take a look this evening. As long as the mod doesnt modify the vanilla block codes, it should work outta the box by default.

I would recomend having them spawn in all the biorealms ..
"biorealm": [
        "pacific nearctic",
        "atlantic nearctic",
        "atlantic palearctic",
        "central palearctic",
        "eastern palearctic",
        "pacific palearctic",
        "pacific neotropic",
        "atlantic neotropic",
        "atlantic afrotropic",
        "eastern afrotropic",
        "australasian",
        "oceanic"
      ]

Hydromancerx, Sep 14th at 6:02 PM
@Hydromancerx: I would recomend having them spawn in all the biorealms .."biorealm": [ "pacific nearctic", "atlantic nearctic", "atlantic palearctic", "central palearctic", "eastern palearctic", "pacific palearctic", "pacific neotropic", "atlantic neotropic", "atlantic

That being said it would be very cool to have region specific NPC groups. Like Japanese themed NPCs in Pacific Palearctic or Aztec themed NPCs in Pacific Nearctic. Vikings in Atlantic Palearctic or Persians in Central Palearctic. So yeah if you want your more European based NPCs to be limited to just Europe then Atlantic Palearctic is the place to set them.

Hydromancerx, Sep 14th at 6:22 PM (modified Sep 14th at 6:30 PM)
@Hydromancerx: That being said it would be very cool to have region specific NPC groups. Like Japanese themed NPCs in Pacific Palearctic or Aztec themed NPCs in Pacific Nearctic. Vikings in Atlantic Palearctic or Persians in Central Palearctic. So yeah if you want your

here are some themed clothing if you want to do that kinda thing ...

Pacific Nearctic
- American Frontiersman
- Measoamaerican Drip

Atlantic Nearctic
- Arcticia
- Battledress 1776
- Canadian Winter Clothes

Atlantic Palearctic
- Celts
- European Horde
- Gothic Style
- Greek
- Greenwich Style
- Hussar Style
- Jousing Style
- Kilts
- Landsknecht Style
- Roman
- Templar Style
- Varangian Style
- Viking Style

Central Palearctic
- Cacasian Clothing
- Desert Delight
- Desert Wear
- Russian Horde

Eastern Palearctic
- Chinese Dynasties

Pacific Palearctic
- Hanfu
- Japanese Gear 
- Japanese Horde

You get the idea. There are many more and some could overlap with other regions. Plus i didn't even list any of the southern hemisphere regions. Also i could totoally see like Viking spawn in the colder climates of Atlantic Palearctic while the Romans would spawn in the warmer southern regions of Atlantic Palearctic.

EDIT: Also this weaponry mod has a lot of weapons for cultures around the world. Same with this armor mod.

mjr121 , Sep 14th at 6:37 PM
@Hydromancerx: I would recomend having them spawn in all the biorealms .."biorealm": [ "pacific nearctic", "atlantic nearctic", "atlantic palearctic", "central palearctic", "eastern palearctic", "pacific palearctic", "pacific neotropic", "atlantic neotropic", "atlantic

Ahhh I wasn't aware that they added new biomes specifically, and modified the spawning to account. Ill take a look and see what can be done. 

Doing themed gear is probably possible, although ill need to look at how each piece sits on the villager model and go from there. Same for the themed weapons being possible.

Big undertaking though, which im not opposed to. Just need to plan things out

Hydromancerx, Sep 14th at 7:12 PM (modified Sep 14th at 7:15 PM)
@mjr121: Ahhh I wasn't aware that they added new biomes specifically, and modified the spawning to account. Ill take a look and see what can be done. Doing themed gear is probably possible, although ill need to look at how each piece sits on the villager model and

Oh yeah this idea could be like multiple add-on mods that could go for as long as you want to go. But there are lots of already made armor, clothes and weapons. Plus i was was thinking on what if you had mounted units too? Such as ...

- Equus Horses + Steppe Clothing = Mongian Horse Rider!
- Elephant mod could be used to make Persian Elephant Riders
- Future Camels could have Mameluke Calvary
- Sami Reindeer Riders

And not to mention alternative timeline stuf like ...
- Canadian Moose riders
- Columbian Mammoth Riders in North America
- Wombat Riders in Australia (Austrasian)
- Moa Riders in New Zealand (Oceania)

you get the idea.

mjr121 , Sep 14th at 7:30 PM
@Hydromancerx: Oh yeah this idea could be like multiple add-on mods that could go for as long as you want to go. But there are lots of already made armor, clothes and weapons. Plus i was was thinking on what if you had mounted units too? Such as ...- Equus Horses + Step

I would love to work out how mounted enemies would work, but that's a low priority currently. Having cavalry battles out on the plains would be sick to see just from viewing it going on.

Imo a lived in world is much better to play in

Hydromancerx, Sep 15th at 3:33 AM
@mjr121: Mod updated with compat for Biomes. See Changelog.

Thank you! Will add you to the list of compatable mods.

mjr121 , Sep 15th at 3:55 AM
@Hydromancerx: Thank you! Will add you to the list of compatable mods.

Oh shit, it did't even click that Biomes was your mod lmao. Right on!

Hydromancerx, Sep 15th at 4:24 AM
@mjr121: Oh shit, it did't even click that Biomes was your mod lmao. Right on!

I just help and patch. Crab and Ninja are the main modders. But i do pester mods to add patches. lol

CmpltlyNobody, Sep 14th at 6:08 AM

Are the NPCs created by this mod able to be processed via the "Cannibalism" mod?

Asking for a friend.

mjr121 , Sep 14th at 6:13 AM (modified Sep 14th at 6:14 AM)
@CmpltlyNobody: Are the NPCs created by this mod able to be processed via the "Cannibalism" mod?Asking for a friend.

Not currently, but probably easy enough to do. I can look into it this week. Kick me the specific link for the Cannibalism mod if you could, so i know which to look at

mjr121 , Sep 14th at 6:27 AM (modified Sep 14th at 6:28 AM)
@CmpltlyNobody: It's this mod.

Thanks for the link,
Might take a day or three, but it looks like itd be pretty easy to allow entities to be processed via Cannibalism.

CmpltlyNobody, Sep 14th at 10:47 AM (modified Sep 14th at 10:47 AM)
@mjr121: Thanks for the link,Might take a day or three, but it looks like itd be pretty easy to allow entities to be processed via Cannibalism.

Awesome! Now I just need to convince the creator of VS village to do the same for their NPC mobs.

You know...on behalf of my friend.

FaustDoe, Sep 14th at 6:02 AM

Why is it tagged with AI if you state there was no AI used in this mod? Weird.

mjr121 , Sep 14th at 6:12 AM (modified Sep 14th at 6:13 AM)
@FaustDoe: Why is it tagged with AI if you state there was no AI used in this mod? Weird.

I wasn't aware that the AI tag was meant for "Made with AI". I thought it was for AI in the sense of mob AI

sacredsolis, Sep 14th at 4:08 AM

looks very cool