Mods / NPCs - Deprecated
- Tags:
- Author:
- Blackmare
- Side:
- Both
- Created:
- Mar 26th 2025 at 5:39 PM
- Last modified:
- Jan 15th at 8:55 PM
- Downloads:
- 5739
- Follow Unfollow 213
-
Latest release (for Vintage Story 1.21.0 - 1.21.6, outdated):
npcs_0.3.2.zip 1-click install
This mod is deprecated in favor of my Faction and NPCs mod
I'll be leaving this mod up for posterity and also so that if anyone wants to take anything from this mod they may.
Overview
This is a continuation of the Fantasy NPC Series, evolved from the original FNPC Library into a comprehensive NPC mod. The goal is to add diverse humanoid NPCs similar to the Nadiyans but with much more variety - different races, factions, equipment, and behaviors that make exploration more interesting and dangerous.
This mod also requires you to install AttributeRenderingLibrary and Combat Overhaul
Features
Race-Based Enemies
Each race has unique stats, damage resistances, and visual characteristics:
|
Race |
Base Health |
Base Damage |
Piercing |
Slashing |
Blunt |
|
Human |
20 |
5.0 |
0 |
0 |
0 |
|
Elf |
14 |
4.8 |
0 |
+1 |
-1 |
|
Halfling |
14 |
3.9 |
+1 |
-1 |
0 |
|
Goblin |
16 |
4.0 |
+1 |
0 |
-1 |
|
Orc |
26 |
6.0 |
0 |
+1 |
+1 |
|
Kobold |
18 |
5.2 |
+1 |
0 |
-1 |
|
Satyr (WIP) |
26 |
5.3 |
-1 |
0 |
+1 |
|
Faunling (WIP) |
18 |
4.6 |
-1 |
+1 |
0 |
Faction-Based Enemies
|
Faction |
Description |
Hostility |
|
Bandits |
Common raiders with randomized equipment. Fight everything they encounter. |
Hostile to players and rust creatures |
|
Blackguard |
Elite warriors clad in ancient armor. Wield specialized Blackguard weapons. |
Antagonistic to Forlorn Hope |
|
Forlorn Hope |
Zealous fighters in distinctive ancient gear. Wield Forlorn weapons. |
Antagonistic to Blackguard |
|
Rotwalkers (WIP) |
Corrupted beings allied with drifters. May spawn alongside them. |
Friendly to drifters |
|
Villagers/Traders (WIP) |
NPCs that will buy or sell goods. |
Non-hostile |
Weapon System
Four Weapon Categories:
- Blades - Slashing damage
- Axes - Slashing damage
- Spears - Piercing damage
- Clubs/Maces - Blunt damage
Weapon Tier Damage Multipliers:
|
Tier |
Multiplier |
|
Copper |
1.15x |
|
Tin Bronze |
1.3x |
|
Bismuth Bronze |
1.3x |
|
Black Bronze |
1.3x |
|
Iron |
1.45x |
|
Steel |
1.6x |
Armor System
Eight Armor Families with distinct protection profiles:
|
Armor Type |
Specialty |
Available Tiers |
|
Linen |
Light cloth |
Sewn, Tailored |
|
Leather |
Basic protection |
Jerkin, Full Leather |
|
Lamellar |
Early metal |
Copper through Black Bronze |
|
Brigandine |
Blunt-resistant |
Copper through Steel |
|
Chain |
Slash-resistant |
Copper through Steel |
|
Scale |
Pierce-resistant |
Copper through Steel |
|
Plate |
Balanced heavy |
Copper through Steel |
|
Ancient |
Elite faction gear |
Pristine condition |
Ancient Armor Sets (Elite Factions):
|
Set |
Blunt |
Slashing |
Piercing |
Notes |
|
Antique (Pristine) |
12 |
12 |
13 |
Standard elite armor |
|
Warden (Blackguard) |
14 |
13 |
13 |
Heavy defense |
|
Tracker (Blackguard) |
11 |
11 |
12 |
Light agile defense |
|
Acolyte (Forlorn) |
14 |
13 |
13 |
Heavy armored zealot |
|
Zealot (Forlorn) |
11 |
11 |
12 |
Agile fighter |
Outfit System
There are now 4 outfit configs, each aligned to a different outfitter:
|
Outfitter |
Slots |
Purpose |
|
Race |
Skin color, hair, ears, facial features |
Physical appearance |
|
Armor |
Body, legs, head armor |
Protection equipment |
|
Clothing |
Neck, feet, face, hands, etc. |
Accessories and clothing |
|
Weapons |
HeldL, HeldR |
Weapons and shields |
Note: The weapons outfitter needs additional work for proper weapon scaling when held.
Future Work: Adding pathing to Combat Overhaul shapes and textures to expand from 3 vanilla armor slots to full CO slot support.
Entity Models
|
Model |
Base |
Used By |
|
Kobold |
Original kobold base |
Kobolds |
|
Commonbody |
Seraph base (no face) |
Elves, Halflings, Humans |
|
Orkoid |
Goblin model with mouth protrusions |
Goblins, Orcs |
Note: Using seraphnoface model means animations use capitalization - a "wander with walk" is not the same as "wander with Walk".
Long Term Planned Features
- Better drops
- Race and Faction based structures
- Model Integration with PlayerModelLib
- More/better models
- Integration with other mods (horses, dinosaurs, dungeons)
- Better animations for a larger pool of weapons
- Lore
- More Races
Known Issues
- Missing Textures on some stuff
- Kobold content needs to be redone
- Satyr and Faunling rely on this
- Shape rework for weapons needed or step-parent and rotation needed.
Special Thanks
- Soi - For the kobold model that this mod started from
- Yew - For allowing use of their hair and skin textures
- StraudBeryl - For allowing use of their hair and skin textures
- Aillun - For allowing use of shapes from their ear and horn mods
- Darong - For helping fix a major bug that would have prevented this mod from working
- Irakonul
I will be looking into speaking with different PML creators to see if they'd allow me to integrate their models and if not make a patch for them.
Quick note - AI has been a bit of a sore point in the community so just want to put out that this was made in conjunction with AI tools like codex and claude. I put that out there so that you may make the decision on whether or not to use this mod.
| Mod Version | Mod Identifier | For Game version | Downloads | Released | Changelog | Download | 1-click mod install* |
|---|---|---|---|---|---|---|---|
| 0.3.2 | npcs | 1457 | Jan 15th at 8:55 PM | npcs_0.3.2.zip | 1-click install | ||
|
Added rotwalker entity type - friendly to rust enemies and will seek them out to group up
| |||||||
| 0.3.0 | npcs | 543 | Jan 8th at 4:21 AM | npcs_0.3.0.zip | 1-click install | ||
|
Removed code attempts to make entities run on atttribution (reason why they had 0 tier damage or 0 resistance) First balance pass at damage, damagetiers, health and resistances. Fixed drops. Reduced entity variants by 99.9% down to some ~200 - I have some ideas on how to reach a similar previous count for visuals through attributing visuals alone and keeping stats to a manageable level. | |||||||
| 0.2.7 | npcs | 276 | Jan 5th at 1:04 AM | npcs_0.2.7.zip | 1-click install | ||
|
Reverted overzelous code changes and added drops to entities. | |||||||
| 0.2.5 | npcs | 305 | Jan 1st at 2:27 PM | npcs_0.2.5.zip | 1-click install | ||
|
Had the codebase cleaned up some. Should hopefully make the spawning of entities more efficient but also make it easier on servers if they want to ramp up count.
Made the outfitters be toggleable - This means an entity that doesnt need armor or weapons can now skip those outfitters or an armor that shows nothing behind it can remove clothing. | |||||||
| 0.2.3 | npcs | 203 | Dec 29th 2025 at 9:07 PM | npcs_0.2.3.zip | 1-click install | ||
|
Renamed the skin colors to remove the # as PML seemed to have an issue with it. Also resized all of them to now fit the player model correctly if used in PML. changed entity tasks to use code instead of tags. added a feature to allow to turn off certain outfitters as needed - should save a bit of data usage on them. fixed horns so that they actually point to new texture path. | |||||||
| 0.2.2 | npcs | 292 | Dec 27th 2025 at 1:16 AM | npcs_0.2.2.zip | 1-click install | ||
|
Added the DLL files. | |||||||
| 0.2.1 | npcs | Dec 26th 2025 at 8:32 AM | 1-click install | ||||
|
Updated release of mod with 3 workable factions - still testing out spawning but everything else should work fine. | |||||||
| 0.2.0 | npcs | Dec 25th 2025 at 6:16 PM | 1-click install | ||||
|
Initial release of reworked mod - bugs here and there or just outright missing content that needs fixing but wanted to atleast get something out for others to peruse through. | |||||||
| 0.1.4 | npclibrary | 152 | Dec 8th 2025 at 10:25 PM | npccommons.zip | 1-click install | ||
|
Updated skins to work for new mod. | |||||||
| 0.1.2 | npclibrary | 2429 | Mar 27th 2025 at 2:50 AM | npccommons 0.0.4.zip | 1-click install | ||
|
Initial release | |||||||
Blackmare Thank you! It's understandable and no worries, my servers usually wipe every few months but I am excited for your continuation and will probably switch over when that's up.
Nicklos - sorry about that. fixed it just now but know that I will not be providing support for this version of the mod so might be worth removing before building out anything in relation to it.
First im hearing it not working multiplayer. Please send me the relevant log files on here: https://discord.com/channels/302152934249070593/1355926181018468503
Any clue when this may work well with Multiplayer?
Tried it and it crashes the client, meanwhile the host is fine. It works on the clients PC in single player though.
We did disable all mods, ran just this and its requirements to rule out any conflicts, no luck.
Any thing I should mofidy so the client doesn't crash? It is indeed just this mod when used in LAN co-op as the crash dump had mentioned.
So im told haha - the mod is meant for multiplayer so its not scaled well for singleplayer as i have it set to 40 npcs of each type being able to spawn and then also some other mechanics i didnt fully well understand. Moving forward that wont be an issue as they'll be tied to "Points of Interest" where the location is shared with all sorts of groups. think something like fallout or skyrim where certain locations saw npcs spawning in at random encounter locations instead of just anywhere and everywhere.
Furthermore, at first but knavish brigands did plague the land. Now mine eyes do witness, since mine own settling, a most prodigious increase in Knights and men-at-arms.
Thy work is well wrought, save for this; They spring forth in far too great abundance. Verily, I am beset on all sides by Knights of Forlorn Hope and Blackguard knaves, such that I may accomplish naught. Moreover, they oft bear odd trinkets, showing naught but a featureless surface dark as night.
Updated text to display this really isnt a library mod anymore. Debating whether to leave this mod for posterity and open use and move experimental version into a mod of its own that way I dont muddy the waters too much.
That sounds Amazing! I can see how that would get tedious for sure.
I could do that but thats just more overhead I feel like. Where im at right now is i have 32 factions (38 really if you consider some others im removing short term) implemented and each has its own cultural profile that determine request. currently all are only humans but thats more a testing thing than anything else. but my thinking is itll randomly assign a minimum of 1 race and max of 4 races per faction with 1 at minimum being from my races. That all lives in a config though so it can be turned on or off and if a player wants to make a faction that is only orcs with particular cultural preferences then they can with their own faction json. im very much aiming for it to be configurable so that anyone can add factions.
most of the systems are configurable too, so names, objectives and tailored requests, factions, and trading can be built on in a sort of community driven way.
just need to finish the objectives around vanilla so that i never have to think about them again (he says with 1.22 around the corner changing stuff)
Maybe do a good-neutral-evil scheme per race. As for cultural naming, for my worldbuilding I have the humans as sort of an old english light french theme, dwarves as a cross between tolekin and warcraft, elves were the first people in the land but I stay with the sing songy elf stereotypes, orc's I think more in line with warcraft but also take from the elder scrolls series you could go either way naming conventions either tribal or "english" first name and a forward last name like Black Hammer, Stone Axe, etc.
Appreciate it! Currently just working through the objective conception as a lot of the stuff requires me really thinking through how different Cultural Axes might think of an order or how the completion or failure of said quest would affect the factions stats.
Blackmare I'd be interested in helping test this out on my server. I'm alright with models and textures, and my friend UncleLucky is pretty good with code. We've used this in the past and had a lot of fun. Just let me know.
Im currently working through a major experimental build that expands the NPCS to be "factionable" with new taskai, blocks and a request board system similar to bountiful but with a proper economy. The economy is whats taking me a bit long while I write out large tables for each recipe and variant where needed but once thats filled out it will allow me to balance out requests and expand to other modded content.
I like this mod a lot add's plenty of roaming npc's only seen the bandits, blackguard, and forlorn npc's so far, but their fun for combat in solo player. Once the textures are fixed for faction items this mod will be amazing. thanks for putting this out here. Couldn't care less if its ai assisted in its making or not. I support ai in this type of tech.
Originally I had said there likely would be but the more I work through some of my planned systems the further that gets pushed out. Now thats not to say a firm No, but its not a priority for me at this point in time.
Blackmare is there any possibility of a future that doesn't rely on CO
Is there a way to spawn NPCs/mobs in Creative mode, just to see them?
Sunconure11 maybe? coloration is always fun though I have been allowed to integrate two already for skin tones. Races are a little tougher, but if the Skeleton patch is working as intended then doable. Unsure how class integration would matter for NPCs
Would it be possible to add support for various mods that add new classes, races, coloration (hair, eyes, skin, etc), and so on?
Ohhh I get it, didnt know if the mod was working or not, currently in my 10 day grace period. Thanks!
If i remember correclty I have them hidden because its like 200+ entities
Do any of the mobs have descriptions or something in the handbook? I tried searching for them but nothing shows up.
Yeah i need to go back and fix up the lang file some now that things seem to be stable.
Suggestion to name the Forlorn Hope Ancient Armor Sets after Knights Templar or other similar religious orders with fighters. Could be Acolyte, Monk or Squire, for lighter armor and Cleric, Abbot, or Knight for heavier armor.
Centerion yeah, got to the jsons here npcs\assets\npcs\entities\humanoid and add an extra zero to the spawn chance. itll reduce their chance to 10x less than now. this is going to be changing in an update later so they only spawn around a "spawner" that way you can kill the banner and they'll stop spawning there.
Toonzar beyond stripping and replacing the jsons above to not use it, nope.
Anything I can do to not use combat overhaul with this?😢
is there a way to lower the spawns? seems i have a ton of things from this mod constantly spawning pushing out other mobs
feel free to keep or drop them. visuals and use case arent implemented yet but essentially the faction drop will be tradeable for goods eventually.
as for the cannibal mod, like I mentioned before, I dont support compats for mods I dont use.
Does this mod work with the cannibalism mod?
InfernoLR i dont know about the latest version but the last time i had this on with vsvillage, when bandits spawned near the village the server shut down.
I dont use VS village so likely wouldnt come from me.
I'll assume this mod might not be compatible with VS village? As in guards won't fight bandits?
Youre more than welcome to strip this down for whatever youre working on. This is just me messing around with AI and learning the Vanilla Systems and finding remedies for what are essentially stress points for me.
Blackmare Hit me up on Github if you want to collaborate on this.
loot does not drop from NPCs
I do appreciate the call out of enemies not actually respecting the damage tier. not sure how i let that slip past.
There isnt a config? Youd have to change the entity files themselves.
As for drops they should be harvestable and dropping items. Provide me your log after attempting to harvest one.
also are the enemies supposed to drop loot? cause there is nothing there.
how do i change the config? there doesnt seem to be a config file.
also all of the NPCs have damage tier 0, so wearing literally any armor makes you completely immune.
Ironically, I'm working on a mod with these exact same features.
Awesome! ill keep an eye out for it.
Zanzibar Not officially. I have an RPG one coming out in a few months hence why im working on this mod and several others as a large package that will eventually be split into components.
@Blackmare whatsup dude, long time! I was wondering if you got a server going right now? That last one you had going was pretty lit.
I dont play with it so unlikely to come from my end. Atleast, not in the near future while im fleshing this out.
Would be neat if this had compatibility with Cannibalism
Gotcha! I removed despawn on them for now. Will have it up soon.
Blackmare I think I know what Doomxenos is seeing. I think it is the bandits in particular. I see them in a group, and they will just be walking around. But when I move towards them they just flicker away and disappear. They don't re-appear when I step back.
DOOMXENOS can you provide more info
I3eauLeBoi yeah most heldr/heldl are scuffed at the moment while i figure out how the original villager class handles spears.
After testing things, it all seems fine!
Except for the blackguard, they dont seem to be holding their weapons.
I'll be sure to double check if anything changed / works c:
Hey I see NPCs BUT I want see closer they vanish.
excited for this mod to grow!
has this been fixed yet? id love to add to my world to see factions and NPC roaming about
Do let me know if the entities are actually more - stable - if not let me know whats making them feel unstable still haha
Love watching this grow and glad to see my feedback cause a little chain reaction.
Yeah its something to do with some new additions to the aitasks i need to figure out. Currently have them no longer running away the instant they spot you and made the cooldown on rock throwing higher so they dont spam it, eventually will change to spears or javelins.
as for the stepheight that is on me for not changing both client and server to 1.125 so they actually moved over blocks.
Adding on to that feedback in the other comments. The bandits just stand in place, I walk through them and nothing happens. The blackguards are the only other ones I've seen and they don't seem like they can jump. I've seen 2 stuck in a one block deep hole, and they just throw rocks over and over that end up hitting themselves. It is super cool to see NPCs around though, I'm excited to see the mod grow.
Edit: The blackguards are more active now! They chase us down and try and fight us. I haven't seen bandits again to verify their changes at the time of this updated comment.
I tested this as well. The ai doesnt target rust enemies either. They run in place, throw rocks and dont attack. They dont spawn for me.
and here i thought i fixed that... Are they also just running away? I think my ai tasks are a bit borked after transitioning them to use entity tags.
Looks like currently the NPCs just throw rocks, is this the current state or have I done something wrong?
Some screenshots of the Models or anything would be nice, to have a first look at it. Can make people more interested. Personally im interested, but dont wanna commit yet knowing this is alot, but no Screenshots.
I realize I didnt put it anywhere in my description. Youll need Combat Overhaul and AttributeRenderingLibrary for this to work.
Just wanted to confirm - is this able to be downloaded by itself or do I need to download another mod with it?
Oh that's awesome. The CO dep was the one I was wishing to be gone so wonderful wonderful to hear.
Theyre temporary dependecies as I have quite a bit of CO stat blocks intertwined as thats how im building it out right now but I will be creating some patches in the future that will recognize when CO is on or not and use the correct entity files.
But attributerenderinglibrary will never be removed so if that one is an issue I wont be of much help there and would suggest using the older NPC library to try making your own.
I would climb the tallest mountain and brave the deepest cave for the option to have this mod without the mod dependencies. This is exactly what weve been looking for in our world, but the combat overhaul stuff is too heavy for what we want out of it
Currently youll find entities around the world. Really its more a tool for others to expand on so they dont have to painstakingly write up their own configurations.
But my intent is for the mod side to grow for things Im adding to my server such as quests, traders, and camps.
looks interesting but can anyone explain it simply what this mod do? is it to build a city with? or are this just so this is people you can find around the world?
This is a prereq mod. So if you want to add NPC's you can use this to essentially "kit" them out graphically. The seraph model is currently the most finished.
My intention was to build out my NPCs for Kobolds, Elves, Goblins, etc a while ago but I never got the spawning to a good state and got burnt out on them trying to figure it out. (think 150 npcs spawning in one ruin)
Currently im working on a new progression mod where I intend to use NPCs for some of the progression/damagetype stuff and will force me to finally get them situated out for release.
Is this just a prerequisite mod or a full mod?
YOOOOOO
Been checking daily for an update to either this or the Fantasy Creatures. Super excited for these NPCs.
Initialy it will only be goblins, elves, humans and halflings and likely just finish the 4 off in terms of everything im trying to implement so that when I move on to the races that use the kobold base I just need to move some bits around here and there to get them in.
will the new compile of all the npcs mods be for 1.21? :)
Gotcha! I was wondering which mods disappeared when I checked my notifications 👀
LunaGore They were - I am releasing a larger comprehensive mod that will house all of them sometime this week as soon as I get the spawning corrected.
Were all the NPCs deleted?