Prefabs, assets, and inline text markup
Shorthand and markup that shows up across many config formats — item names, sound/image references, and dynamic text.
Item and creature names
Any field asking for an item, creature, or object uses the exact same name you would use with the game's own spawn command — the vanilla item/creature name (Wood, Wolf, SwordIron) or an item added by another mod. There is no restricted list — if the game or an installed mod knows the name, you can reference it.
Model with a different animation set
Model@AnimationSource — makes an NPC use one model's appearance but another's movement/animations. Two useful shortcuts:
Player@Morgen # use the player model, animated like Morgen
SomePrefab@humanoid # shorthand for "use the player's animations"
Example, on an NPC's model field: Haldor@humanoid gives you Haldor's look, moving like a normal humanoid NPC instead of his usual stiff idle.
Sound with a custom volume
Add @number after a sound name to set its volume (1 = normal):
PlaySound, tavern_bell, 0.5
is equivalent to a fashion sound field written as tavern_bell@0.5.
Inline image
<image=NAME> inserts a picture wherever it appears — in a quest name or a Server Info page. NAME is the file name (without extension) of an image you dropped into the images folder — see Custom assets.
Welcome to the server!
<image=banner>
Read the rules below.
Teleporter travel speed
Add <speed=N> inside a teleport destination's name to make travel take time instead of being instant:
"Mountain Outpost<speed=15>", 800, 150, -400
Leave it out entirely for an instant teleport (the default).
Custom values
A simple per-player number you can set and read yourself, for tracking anything you like — reputation, a story flag, a counter. There is no fixed list of custom value names; you invent the key name and use it consistently across your quests/dialogues.
- Set with
SetCustomValue, key, valueor add to it withAddCustomValue, key, amount(see Commands). - Check with
CustomValueMore/CustomValueLess(see Conditions). - Also usable as a quest reward:
SetCustomValue: key, valueorAddCustomValue: key, amount.
Example — a simple reputation counter:
# reward line of a quest
SetCustomValue: village_rep, 10
# condition elsewhere, gating a discount
CustomValueMore, village_rep, 50, You need more reputation with the village.
Players can check their own current custom values in-game with the mcustomvalues command (see Console commands).
Dynamic text (%keyword%)
A handful of placeholders get replaced automatically wherever greeting/farewell text or webhook messages are shown:
| Placeholder | Becomes |
|---|---|
%playername% |
The player's name |
%day% |
The current in-game day |
%health% / %maxhealth% |
Current/max health |
%stamina% / %maxstamina% |
Current/max stamina |
GreetText: Welcome back, %playername%! You've survived %day% days so far.
Custom Spawn Data
A more structured way to attach extra values to something — see the dedicated page: Custom Spawn Data. Used from GiveItemWithData, SpawnWithData, SpawnXYZWithData, and SetPlayerData (see Commands), and from PlayerHasAllCustomDataKeys / PlayerHasOneOfCustomDataKeys (see Conditions).
Related
- Custom assets — the sound/image/video folders these references point to.
- Commands, Conditions.