Details

Target: Obenseuer 0.5.08 (buildid 25969064), Unity 6000.0.77f1 Mono, BepInEx 6 Unity.Mono (be.788, the tested build) or BepInEx 5 (5.4.23 or later). Namespace: ObenseuerCore. Logs go to BepInEx\logs\obenseuer.moddingframework.npccontrol.log.

Everything not listed in this reference is internal and may change without notice.

The framework changes some of the game’s methods when it starts, so it can check your claims whenever the game looks, talks or hides an NPC. This page calls that a feature group: a named set of the framework’s changes for one feature. Its feature group is obenseuer.moddingframework.npccontrol, the name you will see in the log.

When you can call it

  • Call everything from your mod’s normal code (OnLoad, event handlers, Update), not from a background thread you started. The game and Unity only run safely on the main thread (see the glossary).

If something fails to set up

The framework changes some of the game’s methods when it starts. If a game update breaks one of them, the framework turns off the feature group that depends on it, and writes error lines to the group’s log file in BepInEx\logs. The rest of the framework keeps working.

  • All the changes are made together, or none are. If any of them can’t be made, the feature group is turned off, NpcControl.IsAvailable is false and Take returns false. Release and the reads keep working. (NpcControl.Init subscribes to the scene event, and the framework calls NpcControl.Tick once per frame. It also changes five game methods: FadeGameObject.Cull, NPC_FOV.CheckIfTargetIsDetected, InteractableTalk.CanTalk, BarkStarter.TryBark and DialogueSystemTrigger.Fire. The five install together or not at all.)
  • If the game has no culled flag on its fade component, only Fade stops working. The framework logs it once, and the other flags keep working. (FadeGameObject.culled is missing or is not a bool.)