Mods / NPCs - Deprecated

Tags:
Attribute Rendering Library Worldgen Creatures
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Latest release (for Vintage Story 1.21.0 - 1.21.6, outdated):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 IdentifierFor Game version Downloads Released Changelog Download 1-click mod install*
0.3.2 npcs
1.21.0 - 1.21.6
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
Added a patch for skeleton race to be added to bandits and rotwalkers if the skeleton mod is being used
fixed some resistance values

 

0.3.0 npcs
1.21.0 - 1.21.6
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
1.21.0 - 1.21.6
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
1.21.0 - 1.21.6
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. 

Removed the despawn mechanic for the time being. 

Added configs for all but the most recent Forgotten Armory pack. This means others can add the Armors to NPCs (ideally unless i messed something up) and see them in game if they have the mods installed. Will eventually make an entity type that recognizes what packs are installed and spawns accordingly through patches. 

 

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
1.21.0 - 1.21.6
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
1.21.0 - 1.21.6
292 Dec 27th 2025 at 1:16 AM npcs_0.2.2.zip 1-click install

Added the DLL files. 

0.2.1 npcs
1.21.0 - 1.21.6
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


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

Nicklos, Feb 27th at 10:34 PM

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.

Blackmare , Feb 27th at 7:15 PM

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. 

Blackmare , Feb 24th at 12:56 AM

First im hearing it not working multiplayer. Please send me the relevant log files on here: https://discord.com/channels/302152934249070593/1355926181018468503

FatherLamb, Feb 23rd at 9:40 PM

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. 

Blackmare , Feb 22nd at 9:59 PM

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. 

Carccu, Feb 22nd at 5:24 PM (modified Feb 22nd at 5:27 PM)

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.

Carccu, Feb 22nd at 4:59 PM

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.

Blackmare , Feb 18th at 9:48 PM (modified Feb 18th at 9:49 PM)

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.

Dietzee, Feb 16th at 12:18 AM

That sounds Amazing! I can see how that would get tedious for sure.

Blackmare , Feb 14th at 11:24 PM

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)

Dietzee, Feb 14th at 7:47 PM

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. 

Blackmare , Feb 14th at 5:50 PM

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. 

Dietzee, Feb 14th at 1:34 PM

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.

Blackmare , Feb 11th at 3:18 PM

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. 

Herbs89408, Feb 11th at 7:05 AM

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.

Blackmare , Jan 25th at 9:54 PM

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. 

Dietzee, Jan 24th at 3:12 PM

Blackmare is there any possibility of a future that doesn't rely on CO

Oliverbbdk, Jan 20th at 9:49 AM

Is there a way to spawn NPCs/mobs in Creative mode, just to see them?

Blackmare , Jan 19th at 12:41 PM

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

Sunconure11, Jan 17th at 10:12 PM

Would it be possible to add support for various mods that add new classes, races, coloration (hair, eyes, skin, etc), and so on?

Pontes, Jan 16th at 12:01 AM

Ohhh I get it, didnt know if the mod was working or not, currently in my 10 day grace period. Thanks!

 

Blackmare , Jan 15th at 11:05 PM

If i remember correclty I have them hidden because its like 200+ entities

Pontes, Jan 15th at 10:31 PM

Do any of the mobs have descriptions or something in the handbook? I tried searching for them but nothing shows up.

Blackmare , Jan 12th at 8:16 PM

Yeah i need to go back and fix up the lang file some now that things seem to be stable. 

Bl0ckparty, Jan 12th at 7:27 PM

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.

Blackmare , Jan 10th at 4:59 PM

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. 

Toonzar, Jan 10th at 9:55 AM

Anything I can do to not use combat overhaul with this?😢

 

Centerion, Jan 10th at 1:18 AM

is there a way to lower the spawns? seems i have a ton of things from this mod constantly spawning pushing out other mobs

Blackmare , Jan 8th at 6:39 PM (modified Jan 9th at 3:13 PM)

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. 

Stason4ikRU, Jan 8th at 6:01 PM

image

Zuul, Jan 8th at 5:01 PM

Does this mod work with the cannibalism mod?

Myrak, Jan 8th at 5:18 AM

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.

 

Blackmare , Jan 7th at 8:18 PM

I dont use VS village so likely wouldnt come from me. 

InfernoLR, Jan 7th at 2:51 AM

I'll assume this mod might not be compatible with VS village? As in guards won't fight bandits?

Blackmare , Jan 6th at 7:03 PM

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. 

crookedlungs, Jan 6th at 4:52 PM

Blackmare Hit me up on Github if you want to collaborate on this.

Stason4ikRU, Jan 5th at 4:51 PM

loot does not drop from NPCs

Blackmare , Jan 5th at 3:07 PM

I do appreciate the call out of enemies not actually respecting the damage tier. not sure how i let that slip past. 

Blackmare , Jan 5th at 2:17 PM

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. 

breadv25, Jan 5th at 3:13 AM

also are the enemies supposed to drop loot? cause there is nothing there.

breadv25, Jan 5th at 3:01 AM

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.

crookedlungs, Jan 4th at 7:09 PM

Ironically, I'm working on a mod with these exact same features.

Zanzibar, Jan 1st at 8:04 PM

Awesome! ill keep an eye out for it.

Blackmare , Jan 1st at 7:43 PM

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. 

Zanzibar, Jan 1st at 7:30 PM

@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.

Blackmare , Jan 1st at 6:21 PM

I dont play with it so unlikely to come from my end. Atleast, not in the near future while im fleshing this out. 

sloppysteev, Jan 1st at 6:13 PM

Would be neat if this had compatibility with Cannibalism

Blackmare , Jan 1st at 2:19 PM

Gotcha! I removed despawn on them for now. Will have it up soon. 

Apollos, Dec 31st 2025 at 9:32 PM

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. 

Blackmare , Dec 31st 2025 at 5:47 AM

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. 

I3eauLeBoi, Dec 30th 2025 at 7:21 PM

After testing things, it all seems fine!
Except for the blackguard, they dont seem to be holding their weapons.

I3eauLeBoi, Dec 30th 2025 at 6:21 PM

I'll be sure to double check if anything changed / works c:

DOOMXENOS, Dec 30th 2025 at 6:11 PM

Hey I see NPCs BUT I want see closer they vanish.

Belisarius2, Dec 30th 2025 at 1:35 PM

excited for this mod to grow!

Centerion, Dec 30th 2025 at 3:06 AM

has this been fixed yet? id love to add to my world to see factions and NPC roaming about

 

Blackmare , Dec 30th 2025 at 2:43 AM

Do let me know if the entities are actually more - stable - if not let me know whats making them feel unstable still haha 

Serefinwen, Dec 29th 2025 at 11:22 PM

Love watching this grow and glad to see my feedback cause a little chain reaction.

Blackmare , Dec 29th 2025 at 8:53 PM (modified Dec 29th 2025 at 9:08 PM)

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. 

 


Apollos, Dec 29th 2025 at 8:32 PM (modified Dec 30th 2025 at 3:03 PM)

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.

I3eauLeBoi, Dec 29th 2025 at 7:41 PM

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.

Blackmare , Dec 29th 2025 at 5:48 PM

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. 

Serefinwen, Dec 29th 2025 at 3:48 AM

Looks like currently the NPCs just throw rocks, is this the current state or have I done something wrong?

Nyarc, Dec 28th 2025 at 10:56 PM

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.

Blackmare , Dec 27th 2025 at 5:34 PM

I realize I didnt put it anywhere in my description. Youll need Combat Overhaul and AttributeRenderingLibrary for this to work. 

amaranthinos, Dec 27th 2025 at 3:51 PM

Just wanted to confirm - is this able to be downloaded by itself or do I need to download another mod with it?

MiraLeaps, Dec 27th 2025 at 7:58 AM

Oh that's awesome. The CO dep was the one I was wishing to be gone so wonderful wonderful to hear.

Blackmare , Dec 27th 2025 at 3:19 AM (modified Dec 27th 2025 at 3:21 AM)

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. 

MiraLeaps, Dec 27th 2025 at 2:03 AM

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 

Blackmare , Dec 27th 2025 at 12:48 AM

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. 

TGerror, Dec 27th 2025 at 12:10 AM

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?

Blackmare , Dec 9th 2025 at 3:50 PM

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.

EthelVril, Dec 9th 2025 at 3:35 PM

Is this just a prerequisite mod or a full mod? 

Serefinwen, Dec 8th 2025 at 10:40 PM

YOOOOOO

Serefinwen, Nov 17th 2025 at 7:14 PM

Been checking daily for an update to either this or the Fantasy Creatures. Super excited for these NPCs.

Blackmare , Oct 1st 2025 at 7:30 PM

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. 

DuckyBananas, Sep 30th 2025 at 6:16 PM

will the new compile of all the npcs mods be for 1.21? :)

 

LunaGore, Sep 30th 2025 at 4:33 PM

Gotcha! I was wondering which mods disappeared when I checked my notifications 👀

Blackmare , Sep 30th 2025 at 3:52 PM

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. 

LunaGore, Sep 30th 2025 at 12:52 PM

Were all the NPCs deleted?