Tags
Creators
Details
1.0.1
Compatibility
Changes

Without Honor: NPCs, Update 1.0.1
A Halloween update with nothing Halloween-y in it. Well, why not. The big things: a new dialogue window, interface styles and TaCZ for NPCs on Forge 1.20.1.
Dialogue window
I rebuilt the dialogue window in the manner of modern RPGs. Planned from the very start - and finally done.
- Three styles to pick from in "Config" → "Dialogue window": "Scene" (default: the character stands on the left at full height, the line sits on a plate, answers in a column), "Card" (old look, new format) and "Chronicle" (the whole conversation as a feed on the right). A style can be set for the whole server, and even for a single dialogue node.
- QoL: A long line is split into pages instead of scrolling. Space, Enter, a click or the mouse wheel turn pages forward, wheel up goes back. Keyboard. ↑↓ pick an answer, Enter confirms, 1–9 pick right away.
- Next to "2C" there's a new "OC" (original character) button: on this node the NPC can be shown with its own picture or model instead of the profile portrait. A new node inherits the looks, the second character and the window of the open one.
- Conversation log: the quill icon in the status bar shows everything that's been said.
- Window size: "Normal / Larger / Largest" in "Config" (not sure anyone will actually use it, but I was asked to add it :D).
- While a dialogue is open, the game HUD (hotbar, health, chat, Iron's Spells mana, minimaps) isn't drawn. A checkbox in "Config" turns that off.
- Small things: "Say goodbye" instead of the house button (this is for companions that follow you), a locked answer with hatching and a lock, crisp text at any GUI scale, and in "Open in game" you can see the window the way a player with a different monitor sees it.
Interface styles
- Theme and frames became one choice, the interface style, and it changes every window of the mod. There are six: Original, Coffee, Space Black, Space Coffee, Vanilla (light, like Java Edition windows) and Bedrock (speaks for itself).
- The "Config" button next to the mod in the mod list opens the client settings (on Fabric through Mod Menu).
Flags
- Flag groups in the "Player Flags" window, like for dialogues: folders with a color and an icon, multi-select, a right-click menu, drag and drop.
- "All flags" is the first row in the player list: every flag in the world and how many players have each. Sort them into groups right there and "Forget" the ones nobody has anymore.
- "Remove from player…" for all selected flags at once.
Companions
- "Attacks your target". A checkbox in the "Following" window: hit someone a couple of times in a row, and your companion joins the fight. How many hits it takes (ex. 1–3) is set next to it, so a stray hit doesn't drag it into a fight. Off by default.
[TaCZ] Timeless and Classics Zero Guns
- An NPC with the "Archer / Thrower" combat style shoots a TaCZ gun held in its right hand. It picks the distance by the gun: closes in with a shotgun, keeps far away with a sniper rifle. It fires in bursts, reloads, racks the bolt and hits with the stock up close.
- It all looks and sounds like a player: muzzle flash, shell casings, reload sounds, gunpack animations (needs player-animation-lib). Out of combat the gun hangs on its back and the pistol on its hip.
- Tactical AI (on by default). The NPC shoots crouched, hides behind a wall to reload and comes out of cover for a burst, goes prone with a sniper rifle or a machine gun, lays down suppressing fire with an automatic weapon. Combat manners: "Assault", "Defense", "Cover" or "Auto". All of it is in the "Tactics" block, where you can also switch back to the simple AI.
- A second gun in the left hand comes out when the main one runs dry and an enemy is close.
Other
- "Repair items" on the "Items" tab restores the durability of weapons, armor and shield.
- "Done" in the reaction editor saves right away, even if you then close the NPC editor without "Save".
Also fixed
- Dialogue exported to PC lost its pictures: attachments, OC and second-character portraits. Now they travel with it, like with an NPC preset.
- Skin changed through /whc skin or by re-uploading to the skin library updates for every player right away, not after a restart.
- JPEG portrait with a .png extension wasn't accepted; now it's recoded to PNG on its own.
- Large portrait caused a frame hitch on first load. Importing a preset with pictures and saving a big dialogue no longer stall the server.
- Long flag (over 96 characters) broke a player's flag list; when a dialogue is renamed, the flag descriptions of its buttons move along with them.
Projects on Modrinth are automatically available through a Maven repository for use with JVM build tools such as Gradle. To learn more about the Modrinth Maven API, click here.
Note: When available, you should use the creator's maven repo instead as it will have transitive dependency information that the Modrinth Maven API does not. You may also end up with duplicate dependencies if you use a mix of Modrinth and non-Modrinth Maven repositories for your dependencies, because the group identifier will be different when served through the Modrinth Maven API.
Maven coordinates:
Version ID:
build.gradle:
repositories {
exclusiveContent {
forRepository {
maven {
name = "Modrinth"
url = "https://api.modrinth.com/maven"
}
}
// forRepositories(fg.repository) // Uncomment when using ForgeGradle
filter {
includeGroup "maven.modrinth"
}
}
}
// Standard Gradle dependency
dependencies {
implementation "maven.modrinth:z3LQpsHg:Z2hwTm3l"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:z3LQpsHg:Z2hwTm3l"
}

