Known gaps and traps

Things in the current mod version (10.0.3) that look like they should work based on folder names, in-game text, or their own naming, but do not — or that behave differently from what their name suggests. Every entry below is checked directly against the mod's own source, not guessed. This page is about present-day behavior, not about updating between versions; for that, see Migrations.

A Saved NPC template rolls its random picks only once per session

A Saved NPC can hold a space-separated list of options in an appearance field (items, colors, animations) and is meant to pick one at random per placed copy. In practice the pick is written back into the template held in memory the first time you place it, so every further copy placed in the same session gets that same pick. Only the model/prefab field is rolled again each time. The picks are fresh again after mreloadnpcs or a game restart. Read from the mod's code, not tested in-game. If you want variety, run mreloadnpcs between placements, or place the NPCs and then change the fashion of each by hand.

Several items in one slot: a comma list with spaces gets cut in a Saved NPC template

The 10.0.2 multi-item syntax (SwordIron, ShieldBlackmetal) works as written when you type it into the fashion panel of an NPC you've placed. In a Saved NPC template it doesn't: placing a template first picks one random option from every space-separated list, and the space after the comma splits that list in two — so only one of the items is worn, no error shown. Write the group without spaces in a template: SwordIron,ShieldBlackmetal. Details on the NPC system page.

Quest cooldown values other than a number or an s/d suffix silently become 0

Since 10.0.1 the cooldown line of a quest takes a plain number or a number with a d (in-game days) or s (seconds) suffix. Anything else — 30m, 2h, 1.5d, a typo — is not rejected: the cooldown is silently read as 0, so the quest just has no cooldown and nothing in the server log says why. The time limit after the comma has the same behaviour and takes plain seconds only. If a quest repeats when it shouldn't, check that line first.

IsVIP / NotIsVIP still parse, but never do anything

Since 9.9.2 removed the VIP system (see Migrations), these two conditions are still valid syntax — they will not error out — but IsVIP always evaluates to false and NotIsVIP always evaluates to true, regardless of the player. There is no VIP list left to check against. If you're writing new content, use a real condition instead (HasGuild/HasFaction/a custom value you set yourself) to gate anything that used to be VIP-only.

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