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Configuration Map
All paths below are relative to the active server's config/.
| File or directory | Controls | Override shape |
|---|---|---|
| tacznpc_loadouts.json | Names, equipment, skins, faction identity and directed relations | Root keys are loadout IDs |
| tacznpc_factions.json | Groups of vanilla/modded entity types | Root keys are group IDs |
| tacznpc_structures.json | Structure mob replacement rules | Root keys are structure IDs |
| tacznpc_behavior.json | Rest, perception, escape, campfires, combat, gun modifiers, friendly fire | Global sections → loadouts.ID.section; campfires is global only |
| tacznpc_inventory.json | Cargo, interests, sharing, shop policy and currencies | defaults → loadouts.ID; commerce is global |
| tacznpc_reputation.json | Hostile/allied thresholds and initial faction scores | Global; factionDefaults by faction ID |
| tacznpc_requests.json | Supply request eligibility and rewards | defaults → loadouts.ID |
| tacznpc_dialogue.json | Conversation limits and profile selection | Ordered rules |
| tacznpc_dialogues/*.json | Authored conversation graphs | Profiles selected by rules |
| tacznpc_dialogue_replies.json | Activity/news fallback lines | defaults → loadouts.ID |
| tacznpc_greetings.json | Reputation-based opening lines | loadout → faction → defaults → authored greeting |
| tacznpc_quests.json | Autonomous quest checks, progression and minimum spawn levels | Global progression; loadouts.ID.minSpawnLevel |
| tacznpc_quests/*.json | Autonomous quest definitions and quest dialogue | Per definition; optional loadout dialogue overrides |
| tacznpc_offline_actions.json | Time wallet, action costs and selection weights | offlineActions → loadouts.ID.offlineActions |
| tacznpc_loot/*.json | Offline loot pools selected by biome | Exact biome file replaces default.json |
| tacznpc_travel.json | Experimental offline relocation | Global only |
guard in loadouts, inventory, behavior, requests and progression refers to the same loadout ID. A faction such as settlers is a separate identity that several loadouts may share. A TaCZ GunId such as tacz:minigun is different again from its shared item ID tacz:modern_kinetic_gun.
- Behavior sections inherit missing fields. Combat resolves common ranges and category overrides before weapon-ID percentages.
- Inventory and request profiles inherit missing fields from
defaults. - A loadout's
interestsarray replaces the default array. It does not append. - Reputation price entries and weapon modifier entries inherit missing fields.
- Empty greeting/reply arrays mean fallback, not silence.
- A biome file replaces the fallback pools.
"pools": []intentionally supplies no loot. - Identity loadouts do not inherit another named loadout.
Use /tacznpcs_reload. Each subsystem has its own result; this command is not one transaction across every file.
Templates/factions/structures are parsed together. Offline actions and biome loot are loaded together. Dialogue profiles, replies, greetings and request settings are installed together. A failed subsystem reload retains its previous snapshot; other subsystems may still reload successfully. Read the log.
Missing new fields usually inherit current built-ins, so an older file can gain new defaults without being rewritten. This includes minigun modifiers and friendly-fire protection. Some obsolete schemas are explicitly rejected; see migration.
Files under tacznpc_examples/biome-loot-v0.2/ are references, not active configuration. Runtime-generated ADM conversation/shop definitions are implementation data; edit this mod's inputs rather than generated offers.
Configuration reference for the customized TACZ NPCs Alive build, baseline 2.2.1-hiki.c2me.1. Home · Troubleshooting
- TACZ NPCs Alive : Configuration Wiki
- Getting started
- Configuration map and inheritance
- Configuration recipes
- Behavior and perception
- Offline loot by biome
- Resting, campfires and social space
- Combat: reaction, accuracy and firing patterns
- Administrator commands
- Recruitment and companion orders
- Dialogue profiles and selection rules
- Factions, relations and player reputation
- Friendly-fire prevention and damage protection
- Greetings and contextual replies
- Inventory, interests and item replacement
- Levels, health and accuracy progression
- Loadouts and equipment
- Offline activity and the time wallet
- Autonomous NPC quests
- Player supply requests
- Spawning and structure replacement
- Trading, prices and currency denominations
- Experimental offline travel
- Troubleshooting and migration
- Weapon-specific percentage modifiers