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WH: NPCs

Build NPCs in-game with a clean GUI: JRPG-style dialogues, companions, shops, reputation, combat and daily routines.
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wh_npcs-forge-1.20.1-0.9.3.jar

File namewh_npcs-forge-1.20.1-0.9.3.jar
Uploaded
Jul 7, 2026
Downloads
128
Size
1.4 MB
Mod Loaders
Forge
File ID
8389591
Type
R
Release
Supported game versions
  • 1.20.1

Curse Maven Snippet

Forge

implementation fg.deobf("curse.maven:without-honor-npcs-1591137:8389591")

Learn more about Curse Maven

What's new



Without Honor: NPCs, Update 0.9.3

Look: three degrees of interest

The "React with gaze" setting in Traits grew from a checkbox into three modes:

  • Off — the NPC stands the way you placed him and doesn't turn his head.
  • Calm — the old behavior: occasionally glances at passers-by, looks around.
  • Lively — tracks you with his head while you move around, and if you walk behind his back he turns his body too. Stand still for a few seconds — he loses interest and goes back to his business; move again — he locks back on.

Lively mode has a radius (3 blocks by default, up to 16) — so the whole village doesn't stare at you while you walk down the street.

Into the boat with the player

A companion that follows you (once or permanently) now hops into your boat when there's a free seat. Leave the boat and he leaves too. Can be turned off with the "Board the player's boat" checkbox in Traits.

Say action: chat and cooldown

The Say action got two new options:

  • Duplicate to chat — the text also goes to chat for nearby players, just like profile phrases can.
  • Cooldown — the line fires at most once per N seconds. Counted per NPC (one cooldown for everyone) or per player (each gets their own).

Emotes: proper replay

Previously an Emotecraft emote from a dialogue action played once — and that was it until you re-entered the chunk. Now the action has three modes: every time, once (as before) and on cooldown. Schedule emotes got a choice too: once, or repeat every N seconds — a small "1x/Ns" button next to the emote (RMB cycles the intervals).

New condition: player level

Hide a dialogue line behind experience levels: "from level 30" — and the trader shows his special stock only to seasoned players. Min/max bounds; an empty one isn't checked.

"Turn to me"

Placed an NPC and he froze mid-turn after looking around? The Pose tab got a "Turn to me" button — the NPC turns to face you, for all players. The schedule transform window has a matching "Face me" button that writes the direction into the rotation field.

Mentions: @player and @nick with an avatar

  • Dialogue and phrase texts support the @player and @npc aliases — they insert names just like {player} and {npc}, only faster to type.
  • Mention a specific player — "@Dunknight" — and their tiny head shows up next to the name in the dialogue. A small thing, but immersion grows.

NPC Lines got comfier

A long phrase no longer sticks out of the list — it's trimmed with "..." and the full text shows on hover. Every phrase got a pencil icon — edit in place, no more delete-and-retype.

Also fixed

  • The "used by NPCs" hint for dialogues and factions now counts only NPCs actually placed in the world.
  • The dialogue portrait no longer inherits model rotations: turn an NPC 90 degrees — in the dialogue he still faces you.

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