NPC system
NPCs are placed in the world using Marketplace Hammer, a build-mode tool. Once placed, you configure an NPC through its own settings panel — no config file needed for the NPC itself (though you can export one for reuse, see Saved NPCs).
NPC types
An NPC's Type decides what it does, and which profile folder its Profile field looks into:
| Type | Profile comes from | See |
|---|---|---|
None |
— | No mechanic — a decorative or dialogue-only NPC. |
Trader |
Traders | Traders |
Info |
Server Info | Server Info |
Teleporter |
Teleporters | Teleporters |
Feedback |
— | No config folder — posts player feedback to the Feedback Discord webhook. |
Banker |
Bankers | Bankers |
Gambler |
Gamblers | Gamblers |
Quests |
Quest Profiles | Quest Profiles |
Buffer |
Buffer Profiles | Buffer Profiles |
Transmog |
Transmogrifications | Transmogrification |
Marketplace |
— | The player-to-player auction NPC — no setup needed, works immediately. |
Mail |
— | Opens the mail menu. |
Every NPC also has an optional Dialogue field, separate from its Type — any NPC, including None, can have a full conversation attached (see Dialogues).
Core identity settings

| Setting | What it does |
|---|---|
| Type | One of the types above. |
| Name Override | A custom display name. |
| Profile | Which profile this NPC uses, from the folder matching its Type. |
| Model/Prefab Override | Swaps the NPC's appearance for a different creature/character model — supports the animation-swap trick and randomized pools, see Prefabs and text markup. |
| Dialogue | A dialogue ID from Dialogues. |
| Pin Icon | The map pin shown for this NPC, if any. |
Appearance settings

Set through the NPC's fashion panel: left/right hand items, helmet, chest, legs, cape, hair, hair color, beard, beard color, skin color, model scale, hidden-item toggles, greeting/farewell text and animations, crafting animation, interact sound and animation, text size/height, and periodic idle animation/sound.
Most appearance fields accept a space-separated list of options — one is picked at random each time the NPC spawns, so a single NPC setup can produce visual variety across several placements. Greeting/farewell text also supports dynamic placeholders like %playername%.
Periodic animation and periodic sound make the NPC occasionally play an idle animation or sound on their own — separate from Random NPC Speech, which handles idle text barks instead.
Patrol routes
Give an NPC a patrol route two ways:
- Record it in-game: while holding Marketplace Hammer, drop waypoints as you walk the route, then confirm — the route is copied for you to paste into a
SetNPCPatrolcommand (see Commands). - Script it: use the
SetNPCPatrolcommand from a dialogue or quest event to set or change a patrol route on the fly.
Related
- Marketplace Hammer — the placement tool.
- Saved NPCs — exporting an NPC setup as a reusable template.
- Random NPC Speech — idle bark text.