tModLoader

tModLoader

Simple NPC Customizer (Stats, Size, Speed & More!)
77 Comments
morpe  [author] 31 Jul @ 12:47am 
@Minos Prime there is a sample video which may help in understanding. The buttons / icons in game show information on how to use it when you hover over them. (Though some buttons have repeated visual designs because I didn't know what to make them, sorry about that)

I can see that the original version had a simpler design, but didn't allow for much customisation. I don't think this version is too much harder to use, you can still do the same thing as before, but needs a flew extra clicks to setup with filters.
Minos Prime 31 Jul @ 12:29am 
How does this even work now? when i first used this it was easy to use but now i have no idea how to even use it
Pennubar 30 Jun @ 5:26am 
The mod seems to prevent enemies from dropping down from platforms.
The stat adjustments sometimes stop affecting some entities but unloading and loading all mods fixes that
ClayWarTheOne 9 Jun @ 9:51am 
could u add an option to disable certain npcs from spawning? Or alter their rarity?
morpe  [author] 17 May @ 3:53am 
How long is "some time"? I don't see why it'd happen suddenly for no reason. Did the server host change config settings while playing or something? Or some other in game event? I'd like more specifics if you can provide them, anything :)

Also legacy version is old and unlisted, it functions differently internally so there are more or less bugs with it. Don't quite know why people are still using it or even finding it.
he who 22 Apr @ 1:36am 
does this work on players?
morpe  [author] 12 Apr @ 8:40pm 
@Catter the Walt Hover over the little info icon next to stats to see what the different values mean, it's for a formula. ((base + npcvalue) * multiplier + flat) or override if non-zero)
And unfortunately no I cannot make specific attacks do more or less damage.
Catter the Walt 12 Apr @ 2:29pm 
Finally, I was wondering if you could make it so specific attacks deal damage and their is a dropdown menu based off of what NPCs you selected so you can choose that specific attack.
Catter the Walt 12 Apr @ 2:26pm 
Also, when I meant like glitched out, it meant every segment was a glowing orb.
Catter the Walt 12 Apr @ 2:23pm 
Does like base hp like multiply or increase a NPC's hp?
NYamo 27 Mar @ 11:55am 
Now Cryogen no longer shakes when hit, thank you!
morpe  [author] 27 Mar @ 7:18am 
Hello, I have released an update. Let me know if there are any issues.
morpe  [author] 26 Mar @ 9:59pm 
I see. Apparently I have it setup so negative numbers aren't accepted, I will fix that in next update. My apologies.

For now you can try decreasing the multiplier to achieve your desired effect.
NYamo 26 Mar @ 5:48pm 
I've tried it, but if the damage figures are too high, the boss still shakes too much around regardless of the knockback figures. I've even tried putting three decimal places. And no negative numbers were available. I hope there's an option that makes bosses fully resist player's knockback.
morpe  [author] 26 Mar @ 10:21am 
...just decrease the number instead then..?
NYamo 26 Mar @ 8:07am 
then could you make a knockback resist option for monsters? I really need that option but I can't find any mods that can configure it. anyway, thank you for the mod.:steamthumbsup:
morpe  [author] 26 Mar @ 5:49am 
@NYamo that is intentional, it works / is named the same way internally (higher knockBackResist = more knockback). I will reword it on next update to prevent confusion.
NYamo 25 Mar @ 8:21am 
The knockback resistance option works in the opposite way. Increasing this number rather reduces the knockback resistance level, not making them resist it. It bounces off the map once the monster is damaged. (including the boss, such as golem's head or calamity's cryogen)
morpe  [author] 24 Mar @ 3:08am 
@Catter the Walt I don't know what "glitched out" means but if you haven't try selecting every segment of the sepulcher enemy. If it still the still becomes "glitched out" try to avoid modifying certain aspects of the sepulcher or the enemy all together.

If you can specify what you mean then maybe I can help? But if it's a problem with the enemy itself then I'm probably not going to fix it.
Catter the Walt 23 Mar @ 2:56pm 
Well trying to make a big large sepulcher, and making it easier to kill, the game glitched, out.:steamsad: Do you know why?
Mattyboyseñor 8 Mar @ 9:02am 
It seems that when playing multiplayer, all enemies and critters randomly stop spawning completely.
This is inconsistent and doesn’t always happen but removing the mod did immediately stop this issue. Honestly stumped as to what could be causing this as I don’t think this mod even touches spawn rates.
Осмыслитель 6 Mar @ 12:33am 
Finally, i decided to install such mod, no more stupid Master mode stat bloat, no more 200 damage green slime. Very easy to use. I hope it will continue work without issues.
Mattyboyseñor 1 Mar @ 5:11am 
Yup seems to be working now, can confirm that friendly critters are no longer being targeted by minions :steamthumbsup:
morpe  [author] 28 Feb @ 7:57am 
I have pushed an update to try and prevent this from occurring, should also work properly the other way around too now (settings enemy HP too low would stop minions/homing projectiles from targeting them). Let me know if it is now working properly.
Mattyboyseñor 28 Feb @ 6:35am 
When adding a filter to increase the health and damage of all friendly NPC’s, summons/minions begin to target critters without being prompted to do so.
Is this potentially intended behaviour stemming from the attack damage increase categorising critters as “enemies”?
[[#1Ratedsalesman1997]] 18 Feb @ 4:37pm 
nvm figured it out lol
[[#1Ratedsalesman1997]] 18 Feb @ 4:35pm 
Hey, its either im stupid, or i dont know how to use it, but how do i FULLY use it? im trying to make an insanely OP gnome, i wanna give it the HP of DoG but whenever i do it does nothing to effect the gnome, already existing or newly spawned, can someone please give me a step-by-step instruction on how to use it? :lario:
Pearlie 16 Feb @ 10:25am 
Yup seems great currently 👍👍

Thanks for quick response & fix, I'll let u know if theres anything else that comes up, again much appreciated
morpe  [author] 16 Feb @ 9:26am 
@Pearlie thank you, should be fixed now. Turns out I forgot to take into account the NPCs life regen into the modification equation, my bad. (No one told me until now...)
If it's still somehow broken let me know
Pearlie 16 Feb @ 3:49am 
Hello, one little crossmod bug report: From Pets Overhaul Mod, Skeletron Jr Pets converting damage into DoT effect doesn't seem to work. (Enemy doesn't lose any health via UpdateLifeRegen() method on GlobalNPC) Simple put; What originally happens with the Pet is, it re-heals the enemy on-hit, but adds the dealt damage onto a List, then the NPC takes damage from that list inside the UpdateLifeRegen() method. Here is code of the Pet: https://github.com/BugraPearls/Pets-Overhaul/blob/master/PetEffects/SkeletronJr.cs
morpe  [author] 4 Feb @ 11:41pm 
Due to more hard codes, I cannot modify spawn chance for vanilla NPCs... Boooo!!!
Unfortunately best you can do is use journey mode or a mod to modify the global spawn rate modifier... Sorry, blame Re-Logic.
Solarium_ 4 Feb @ 10:56pm 
ah, alright 👍
morpe  [author] 4 Feb @ 9:58pm 
@Solarium_ there isn't a way to alter spawn rate for specific enemies in this mod at the moment. I can look into adding it if I have time.

Regarding players that could maybe be done but there isn't really too much to tweak I think. Player size is definitely not happening, it's hard coded internally and would require too much work to be done, only player height can be changed via mounts (I'm pretty certain at least)... hence why there are no mods that do such a thing.
Solarium_ 4 Feb @ 8:03pm 
Also another thing, is there a way to be able to alter spawnrate for specific enemies?
Solarium_ 3 Feb @ 11:48pm 
very random question(s)
1, is there a way to make a version of this for players that is including specific player selection in multiplayer?
2, if so, would it be possible to also alter player scale and hitbox sizes for both larger and smaller? (kinda like minecraft pehkui) theres never really been a mod that allows you to edit size in terraria, im just messing around with a couple of turtles 'lil race mods and i think size altering would be cool
morpe  [author] 1 Feb @ 2:57am 
@Eric yes, top right. Click the button that says "Click to enable all filtered NPCs" when you hover over it. If you have nothing filtered it will enable every NPC.
Eric 1 Feb @ 2:51am 
can i modify all npcs ALL? at once? easily?
morpe  [author] 23 Jan @ 4:48am 
@Puddin0807 added

@Molten Sh4dow the pachinko-ing would need a finicky manual fix which probably could be done but would be annoying to do. In the mean time I added some global options to toggle how projectiles inherit the stats of their NPC owner, you can disable speed if you'd rather.

From some quick testing I cannot replicate the bug in single player with desert scourge... Make sure you select all segments? (maybe)

Multiplayer testing is iffy, sorry if it's not working to your expectation in its current state! Try not to use other mods / options that might be trying to change values as well... I'll try to look into it sometime.
Molten Sh4dow 22 Jan @ 10:07am 
I think i encountered a bug with calamity boss HP like that even in single player, like, ill set a boss like desert scourge with 8000 HP to 15000 with this mod, but their HP will still be 8000/15000, so i will set their HP with calamity config to +100% boss HP. Now their HP in calamity is supposed to be 16000 but with my 15000 set, it is now correctly 15000/15000.
Hello, thank you for creating this mod! But I encountered some bugs during multiplayer gameplay. When I play multiplayer, the vanilla bosses or creatures have the adjusted health, but the bosses from the "Calamity" mod are designed to have the health limit that I set, yet their actual health is based on the vanilla multiplier (1.0). I haven't verified whether other factors like damage and defense behave similarly, but this issue doesn't seem to occur in single-player. Also, my English is not good, so this message was translated using a translation tool. T.T
jamescdraper 11 Jan @ 3:47pm 
Make this for player modification please
Molten Sh4dow 4 Jan @ 2:20am 
there's a strange interaction with increasing some enemies movement speed, from my experience, Clown, Everscream, and Santank, their bombs/ornaments/spiky balls will start to strangely clip through the ground and drop like a pachinko machine if you increase their movement speed.
Puddin0807 12 Dec, 2024 @ 3:12pm 
Suggestion: Can you add a configuration for the HP regeneration to heal a set fraction of max HP? (for example if you set an NPC that has 4000 HP to heal 0.1% of HP it will heal 4 HP per second)
morpe  [author] 7 Dec, 2024 @ 4:19pm 
Obviously not intended, thank you for letting me know.
Negative IDs are managed in a really stupid way internally and I'm bound to mess it up my workaround somehow.
Molten Sh4dow 7 Dec, 2024 @ 2:24pm 
same seems to be the case with any enemy with a negative ID, they were edit-able before the most recent update but now they just follow the edits to their "parent" enemy (little eater gets the same edits as Eater of souls when before i could edit little eater individually, but now you cant change little eater's stats at all unless you edit the normal Eater of souls.)
Molten Sh4dow 7 Dec, 2024 @ 2:17pm 
before the most recent update, i was able to modify each individual colored slimes that are treated as variants as blue slime (green slime ,pinky, baby slime, etc. NOT including slimes with thier own ID like ice slime, mother slime, etc.) individually, but now, they all only follow the edits made to blue slime.
morpe  [author] 7 Dec, 2024 @ 9:01am 
Hello, sorry for the wait. Took quite a while to figure some stuff out and quite a few things were changed internally.
Hopefully the new update fixes some of these issues... and probably introduces new ones uhhhhghhguh
I tried to test multiplayer and it seems fine to me, but would like to know more if anyone uses this mod in multiplayer :)
Molten Sh4dow 6 Dec, 2024 @ 7:23am 
its all good, take your time
morpe  [author] 5 Dec, 2024 @ 9:34pm 
Sorry for not responding. I will fix these eventually.
It's just this mod is finicky and hacky and takes a bit of brain power for me to fix sometimes!!! Fixing one issue seems to nearly always create more...
Molten Sh4dow 5 Dec, 2024 @ 12:15pm 
also theres a bug with friendly NPCs in that they dont have immunity frames, a green slime touches the guide and the guide just goes "BRRRRRRRRRRR" and gets shredded