Content creation
There is no in-game editor for quests, dialogues, zones, and so on. You create content by editing plain text files in a Configs/ folder, one subfolder per feature. The mod watches those folders and picks up changes automatically.
NPCs themselves are placed directly in the world, using a build-mode tool (Marketplace Hammer) available to players with admin access. When you place an NPC, you give it a type (which mechanic it uses) and a profile (which config entries it uses) right there in its settings panel.
This page and the ones below describe the shared machinery — the syntax, vocabulary, and grouping rules every config format is built from. If you'd rather learn by doing, skip ahead to NPC system, the first page in Core, and place something — the individual feature pages link back here (usually as "Profiles", "Conditions", or "Commands") wherever you actually need one of these concepts, so nothing here is a prerequisite you have to finish first.
Writing config files
A handful of pages cover the syntax and vocabulary shared across many config types — read these once and the rest make a lot more sense:
- Config file syntax — comments, sections, separators, and the general shape every config file follows.
- Profiles — how content gets grouped and assigned to an NPC.
- Conditions — the shared requirement language (
HasItem,QuestFinished, and the rest). - Commands — the shared action language (
GiveItem,Teleport, and the rest). - Prefabs and text markup — referencing items, sounds, images, and dynamic text.
- Scheduling a config to a time window — limiting a Territory or Trader to specific hours.