tModLoader

tModLoader

Simple NPC Customizer
82 Comments
Molten Sh4dow Nov 11 @ 1:05am 
i swear it used to work before some updates to the mod
Molten Sh4dow Nov 11 @ 1:02am 
how to make wall of flesh slower? i set movement speed and AI speed of mouth and eye all the way down to .1 speed and its still not slowing down.
DdSunny Oct 29 @ 8:05pm 
This mod is amazing! I'll recommend it in my mod's description because the fact that you can balance the NPCs your way is really very interesting. Currently, I only recognize one problem with the mod: when you modify any of a boss's stats, its AI completely bugs out; however, this only happens in MULTIPLAYER. I don't know if you intend to test it, but I wanted to warn you anyway. :sans:
morpe  [author] Sep 8 @ 12:49am 
@PLMMJ
Movement speed affects velocity.
AI speed effects how fast they do their actions, say if an enemy fires a projectile every second, having 2x AI speed would make them fire a projectile every 0.5 seconds.
Mess around with it and you'll figure it out :)
PLMMJ Sep 7 @ 3:37pm 
What's the difference between movement speed and AI speed?
morpe  [author] Jul 31 @ 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.
Epsilon Jul 31 @ 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 Jun 30 @ 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 Jun 9 @ 9:51am 
could u add an option to disable certain npcs from spawning? Or alter their rarity?
morpe  [author] May 17 @ 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.
does this work on players?
morpe  [author] Apr 12 @ 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 Apr 12 @ 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 Apr 12 @ 2:26pm 
Also, when I meant like glitched out, it meant every segment was a glowing orb.
Catter the Walt Apr 12 @ 2:23pm 
Does like base hp like multiply or increase a NPC's hp?
NYamo Mar 27 @ 11:55am 
Now Cryogen no longer shakes when hit, thank you!
morpe  [author] Mar 27 @ 7:18am 
Hello, I have released an update. Let me know if there are any issues.
morpe  [author] Mar 26 @ 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 Mar 26 @ 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] Mar 26 @ 10:21am 
...just decrease the number instead then..?
NYamo Mar 26 @ 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] Mar 26 @ 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 Mar 25 @ 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] Mar 24 @ 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 Mar 23 @ 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 Mar 8 @ 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 Mar 6 @ 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 Mar 1 @ 5:11am 
Yup seems to be working now, can confirm that friendly critters are no longer being targeted by minions :steamthumbsup:
morpe  [author] Feb 28 @ 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 Feb 28 @ 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”?
kamikaze joe Feb 18 @ 4:37pm 
nvm figured it out lol
kamikaze joe Feb 18 @ 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 Feb 16 @ 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] Feb 16 @ 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 Feb 16 @ 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] Feb 4 @ 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_ Feb 4 @ 10:56pm 
ah, alright 👍
morpe  [author] Feb 4 @ 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_ Feb 4 @ 8:03pm 
Also another thing, is there a way to be able to alter spawnrate for specific enemies?
Solarium_ Feb 3 @ 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] Feb 1 @ 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.
Spirit Feb 1 @ 2:51am 
can i modify all npcs ALL? at once? easily?
morpe  [author] Jan 23 @ 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 Jan 22 @ 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 Jan 11 @ 3:47pm 
Make this for player modification please
Molten Sh4dow Jan 4 @ 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 Dec 12, 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] Dec 7, 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 Dec 7, 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.)