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tModLoader

[LEGACY] Simple NPC Customizer (Stats, Size, Speed & More!)
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morpe  [developer] 10 Mar, 2024 @ 7:54am
BUG REPORTS!!!
Please read the F.A.Q. before reporting a bug!!!
You can report bugs relating to mod incompatibilities, but depending on what it is I might not be able to fix.
Last edited by morpe; 10 Mar, 2024 @ 8:00am
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Showing 1-10 of 10 comments
Molten Sh4dow 11 Mar, 2024 @ 2:54pm 
im not able to change the movement speed of bats; I set them to 60% and they arent any slower. Also, for some reason setting the overide from default to constant makes all slimes the same size. green slime, purple slime, pinky, etc. are all the size of blue slime. I did not edit them either, im not even capable of editing the individual slimes, they all take any edits done to blue slime, which all i did was give it a regen of 3.
Last edited by Molten Sh4dow; 11 Mar, 2024 @ 5:48pm
morpe  [developer] 13 Mar, 2024 @ 1:07am 
Originally posted by Molten Sh4dow:
im not able to change the movement speed of bats; I set them to 60% and they arent any slower. Also, for some reason setting the overide from default to constant makes all slimes the same size. green slime, purple slime, pinky, etc. are all the size of blue slime. I did not edit them either, im not even capable of editing the individual slimes, they all take any edits done to blue slime, which all i did was give it a regen of 3.
Thank you!Just pushed an update!!!
I couldn't find anything wrong with movement speed, I did just tweak code a little so maybe that somehow fixed it...
Slime variants and other netId npcs should work now.
Last part is a bit tricky to do, I'd need to implement my own dictionary of npcs including netId ones.
Last edited by morpe; 13 Mar, 2024 @ 1:07am
Spicyfiction 14 Mar, 2024 @ 10:04am 
Hello again ! I've got two unfortunate news to report, one of them about NPC variants since there were updates on that front recently.

1 - NPC variants have health scaling applied twice, i checked using the eater of souls and it's 2 variants, applying the percentage increase i chose for the normal eater a second time gave me roughly the health of the small and large variants, both of which are vastly superior to the regular eater, it's only aproximate because i didn't bother checking the different scaling from being variants however those do line up (small eater has less and large eater has more).

Their other stats are scaled correctly according to my changes and vanilla's variant scaling.

2 - critters still receive increased health from the global modifiers even if the option to not to do that is set to true
Molten Sh4dow 19 Mar, 2024 @ 6:15pm 
One strange bug i found is that giving both the walking and wall crawling versions of spiders (they are separate enemies in the editor) regeneration causes a game freeze and crash when you damage them and they switch between their two forms from going on and off walls. I noticed this from Blood crawlers in the crimson (I gave all crimson enemies life regen to fit the theme) My guess is that both the crawling and walking variants have their own separate countdowns for regenerating (they regen 5 HP every second) and them switching between the two forms causes it to confuse the mod and crash.

This crash is unique for me in that it doesn't allow the game to realize it crashed and appear in the logs. As far as I know this wasnt an issue in older versions of the mod that had the regen as a constant rate rather than every second.
morpe  [developer] 20 Mar, 2024 @ 12:02am 
Originally posted by Spicyfiction:
Hello again ! I've got two unfortunate news to report, one of them about NPC variants since there were updates on that front recently.

1 - NPC variants have health scaling applied twice, i checked using the eater of souls and it's 2 variants, applying the percentage increase i chose for the normal eater a second time gave me roughly the health of the small and large variants, both of which are vastly superior to the regular eater, it's only aproximate because i didn't bother checking the different scaling from being variants however those do line up (small eater has less and large eater has more).

Their other stats are scaled correctly according to my changes and vanilla's variant scaling.

2 - critters still receive increased health from the global modifiers even if the option to not to do that is set to true

Thank you! I have fixed the issue with critters, simply in the code the option was inverted... on is off, off is on... oops!

Regarding the NPC variants bug, I couldn't get it to work myself. Could you please tell me everything you've set in the config? What override, is it global npc change or specific npc change?



Originally posted by Molten Sh4dow:
One strange bug i found is that giving both the walking and wall crawling versions of spiders (they are separate enemies in the editor) regeneration causes a game freeze and crash when you damage them and they switch between their two forms from going on and off walls. I noticed this from Blood crawlers in the crimson (I gave all crimson enemies life regen to fit the theme) My guess is that both the crawling and walking variants have their own separate countdowns for regenerating (they regen 5 HP every second) and them switching between the two forms causes it to confuse the mod and crash.

This crash is unique for me in that it doesn't allow the game to realize it crashed and appear in the logs. As far as I know this wasnt an issue in older versions of the mod that had the regen as a constant rate rather than every second.

Thank you!!!

I couldn't recreate this bug. It wouldn't crash but however the timer does reset upon changing form. They count as two separate NPCs and is kinda annoying and buggy to deal with sorry!
Any chance you could also explain the specific settings you have set for everything in the config?


Apologies for these bugs, it's a big tricky to make a perfect mod!
Spicyfiction 20 Mar, 2024 @ 4:32am 
Apologies for the unhelpful report when it comes to NPC variants, here's one much more thorough

Mods used : cheat sheet, simple NPC customiser
The world is in master mode (it is not journey tuned up to master diff)
In vanilla master mode, the main eater of souls NPC has 120 health, the small and large variants have a 0.85 and 1.15 multiplier respectively, amounting to 102 hp and 138 hp

Giving the eater of souls NPC a health multiplier of 200% leaves the main variant with 240 hp as expected, however the small and large variants have 408 and 552 hp which is far above both 204 and 276.
Those hp values can be obtained if the health multiplier of 200% is applied twice : 120*0.85*2*2 equals 408, 120*1.15*2*2 equals 552

This happens with NPC specific override and also global

This bug only happens on the default override mode, spawn override and constant override act as expected with the small and large eaters having 204 and 276 hp

One last strange note, this does not seem to happen with slime variants : the blue slime has 75 hp and the pinky has 450hp, meaning it has 6x more hp than the blue slime, giving the blue slime a multiplier of 200% correctly leaves the pinky with 900hp

No need to apologise about bugs, i know if one bug is fixed three more come up in its place, especially if there's huge backend rewrites like what was done recently
Molten Sh4dow 20 Mar, 2024 @ 12:26pm 
Actually i did some testing and it seems that regeneration isnt what makes spider enemies crash the game, but rather giving BOTH the walking and wall crawling variants increases to their AI speed. Giving just one variant an AI speed increase doesnt cause a crash, but giving both variants an AI speed increase causes a crash as the spiders go on and off walls. I had both variants have 120 AI speed increase and a 5 regeneration, and saw that the regeneration was getting cut off for a second as they switched between forms and thought that was the cause, but it seems that it was AI speed all along.
morpe  [developer] 23 Mar, 2024 @ 5:29am 
Originally posted by Spicyfiction:
Apologies for the unhelpful report when it comes to NPC variants, here's one much more thorough

Mods used : cheat sheet, simple NPC customiser
The world is in master mode (it is not journey tuned up to master diff)
In vanilla master mode, the main eater of souls NPC has 120 health, the small and large variants have a 0.85 and 1.15 multiplier respectively, amounting to 102 hp and 138 hp

Giving the eater of souls NPC a health multiplier of 200% leaves the main variant with 240 hp as expected, however the small and large variants have 408 and 552 hp which is far above both 204 and 276.
Those hp values can be obtained if the health multiplier of 200% is applied twice : 120*0.85*2*2 equals 408, 120*1.15*2*2 equals 552

This happens with NPC specific override and also global

This bug only happens on the default override mode, spawn override and constant override act as expected with the small and large eaters having 204 and 276 hp

One last strange note, this does not seem to happen with slime variants : the blue slime has 75 hp and the pinky has 450hp, meaning it has 6x more hp than the blue slime, giving the blue slime a multiplier of 200% correctly leaves the pinky with 900hp

No need to apologise about bugs, i know if one bug is fixed three more come up in its place, especially if there's huge backend rewrites like what was done recently

Thank you. Should be fixed now. Found out that some netIds override stat changes while others just multiply, so just had to make a small case-by-case solution. If there are any I missed please let me know!!
At the moment netIds will follow whatever changes are made to the original NPC they're based off. For most it doesn't really impact the NPCs besides slimes maybe.


Originally posted by Molten Sh4dow:
Actually i did some testing and it seems that regeneration isnt what makes spider enemies crash the game, but rather giving BOTH the walking and wall crawling variants increases to their AI speed. Giving just one variant an AI speed increase doesnt cause a crash, but giving both variants an AI speed increase causes a crash as the spiders go on and off walls. I had both variants have 120 AI speed increase and a 5 regeneration, and saw that the regeneration was getting cut off for a second as they switched between forms and thought that was the cause, but it seems that it was AI speed all along.

Thank you.
I still cannot get this to work. Are you sure it isn't some other mod breaking it? Does it crash with other mods disabled?
Last edited by morpe; 23 Mar, 2024 @ 5:32am
Molten Sh4dow 23 Mar, 2024 @ 1:33pm 
Yea it still crashes with no other mods enabled, of course besides cheat sheet which i kinda have to use to test it. But i normally play without cheat sheet and thats when i noticed the crash, so it most likely is not cheat sheet.

In order for you to try and recreate this, try creating a flat area or platform, then build several 3-tile thick pillars (doesn't matter how tall, just enough for the spiders to start crawling on) made of walls (not blocks) with 2-tile wide gaps between each pillar (for them to switch back to their walking variants for a split second. I know this type of structure does not happen in game, but it's just to test their behavior, as spiders in game will often crawl on walls towards you, run out of walls and jump off, chasing you in their walking variant.). Then, Set a spider enemy’s (I used blood crawler) crawling variant to have higher AI speed than normal, and then do the same with its walking variant (I had both set to 125) You will notice it freezes for about 5 seconds as the spiders go on and off the walls, and then crashes, but it's more like it force-closes itself on purpose as there is no indication of an error or crash in the client.log.
JuliusTheRazor 9 Nov, 2024 @ 8:10pm 
Ok... I tested this new version for two hours, both on its own and in conjunction with other mods it has previously worked with.
here are the results :
- Base health value works correctly even with 10x scaling.
- But when you change the life value and kill a monster with the modified value and monster killed with ranged weapon will disappear without loot, "death animation" or sound. And this doesn't happen sometimes, but very often.
- modifying the damage multiplier completely breaks collision detection. only enemies that don't ram into the player to deal damage work.
- Base damage value acts as a multiplier. (because an eye with a damage value of 48 when you add 2 to the damage value, suddenly doesn't deal 50 but 96)
- NPC resizing works fine but when zombie spawns naturaly (tested on zombies) is gets stuck in ground (it is possible that now the hitbox is also getting bigger ? because previously only the model was getting bigger and the hitbox remained the same)
P.S. Creator, why did you change something that was so simple and worked so well ? :(
Last edited by JuliusTheRazor; 9 Nov, 2024 @ 8:20pm
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