WH: NPCs

Create living, talking NPCs entirely in-game - JRPG-style dialogues, quests, shops, reputation, combat and daily routines.

File Details

wh_npcs-forge-1.20.1-0.9.6.jar

  • R
  • Jul 13, 2026
  • 1.79 MB
  • 33
  • 1.20.1
  • Forge

File Name

wh_npcs-forge-1.20.1-0.9.6.jar

Supported Versions

  • 1.20.1

Curse Maven Snippet

Forge

implementation fg.deobf("curse.maven:without-honor-npcs-1591137:8426674")
Curse Maven does not yet support mods that have disabled 3rd party sharing

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Without Honor: NPCs, Update 0.9.6

In 0.9.4-0.9.5 a bug crept into the provocation system that made combat NPCs noticeably dumber - found it, took it apart down to the last screw, and fixed it. No new features, fixes only.

Combat AI back in shape (thx kai3379)

The root was a single bug: provocation "forgiveness" wrongly dropped any player target once a second - even one assigned via "Who to attack".

Forgiveness itself isn't gone - it works as intended: the NPC only lets go of someone who hit it themselves and hasn't touched it in a while. Assigned enemies don't get "forgiven".

Also fixed

  • An NPC with an active schedule could teleport to its schedule spot mid-fight. The schedule now politely waits for the fight to end.
  • "Flee when hurt" on combat styles: the panicking NPC first aggroed from the very first hit and only then ran. It now honestly runs, and provocation stays intact.
  • Natural hostility: a combat villager-NPC fled from undead instead of fighting, and feared a predator even with its hostility turned off. Prey now fears only real predators - and only while not in a fight itself. How's that for a line, huh?
  • After a chunk reload the mage could assemble its spells without the book ones - the spellbook in the accessory slot is now always counted.
  • Invulnerable decorative NPCs no longer gather a crowd of mobs endlessly punching thin air around them.
  • A defender golem no longer gets a permanent target over an accidental poke at an NPC - it steps in only for a real offense.
  • The preview on the Pose tab now shows the per-part pose and the idle emote if they're set. Rotation and position of the transform no longer push the model out of the frame - it stays centered.