I know 1.6.4 is older, but I could not find anything on this in the 858 pages on this thread. I am using forge 965 and trying to just load customnpc 1.6.2-1.6.4.zip and I keep getting a crash. Any way to fix this? Need 1.6.4 for pixelmon 3.0.2 and a map that uses both..
---- Minecraft Crash Report ----
// You should try our sister game, Minceraft!
Time: 8/7/14 8:29 PM
Description: Initializing game
java.lang.NullPointerException
at net.minecraft.client.resources.LanguageManager.func_135044_b(LanguageManager.java:96)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:478)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:808)
at net.minecraft.client.main.Main.main(SourceFile:101)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:131)
at net.minecraft.launchwrapper.Launch.main(Launch.java:27)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at magic.launcher.Launcher.main(SourceFile:207)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at net.minecraft.client.resources.LanguageManager.func_135044_b(LanguageManager.java:96)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:478)
-- Initialization --
Details:
Stacktrace:
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:808)
at net.minecraft.client.main.Main.main(SourceFile:101)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:131)
at net.minecraft.launchwrapper.Launch.main(Launch.java:27)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at magic.launcher.Launcher.main(SourceFile:207)
-- System Details --
Details:
Minecraft Version: 1.6.4
Operating System: Windows 7 (amd64) version 6.1
Java Version: 1.7.0_51, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 327928488 bytes (312 MB) / 464519168 bytes (443 MB) up to 477626368 bytes (455 MB)
JVM Flags: 3 total; -Xms512m -Xmx512m -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Suspicious classes: FML and Forge are installed
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v8.11 FML v6.4.49.965 Minecraft Forge 9.11.1.965 4 mods loaded, 4 mods active
mcp{8.09} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized
FML{6.4.49.965} [Forge Mod Loader] (minecraftforge-9.11.1.965.jar) Unloaded->Constructed->Pre-initialized
Forge{9.11.1.965} [Minecraft Forge] (minecraftforge-9.11.1.965.jar) Unloaded->Constructed->Pre-initialized
customnpcs{1.6.4} [CustomNpcs] (CustomNPCs_1.6.2-1.6.4.zip) Unloaded->Constructed->Pre-initialized
Launched Version: 1.6.4-Forge9.11.1.965
LWJGL: 2.9.0
OpenGL: AMD Radeon HD 7700 Series GL version 4.2.11733 Compatibility Profile Context, ATI Technologies Inc.
Is Modded: Definitely; Client brand changed to 'fml,forge'
Type: Client (map_client.txt)
Resource Pack: Default
Current Language: ~~ERROR~~ NullPointerException: null
Profiler Position: N/A (disabled)
Vec3 Pool Size: ~~ERROR~~ NullPointerException: null
This is odd but when I go into my mincraft folder, saves, my map, custom npcs, i only have a dialogue.dat, playerdata folder, recipes.dat, scripts folder. I do not have a resource folder like everyone else does therefore i cannot add custom music/skins. I placed the custom npc mod folder in the mods section and everything, but my world data doesnt add that resource folder. Is there a way i can fix this?
This is odd but when I go into my mincraft folder, saves, my map, custom npcs, i only have a dialogue.dat, playerdata folder, recipes.dat, scripts folder. I do not have a resource folder like everyone else does therefore i cannot add custom music/skins. I placed the custom npc mod folder in the mods section and everything, but my world data doesnt add that resource folder. Is there a way i can fix this?
Launch minecraft go to options > resource packs -> press the open resource folder button
I know 1.6.4 is older, but I could not find anything on this in the 858 pages on this thread. I am using forge 965 and trying to just load customnpc 1.6.2-1.6.4.zip and I keep getting a crash. Any way to fix this? Need 1.6.4 for pixelmon 3.0.2 and a map that uses both..
---- Minecraft Crash Report ----
// You should try our sister game, Minceraft!
Time: 8/7/14 8:29 PM
Description: Initializing game
java.lang.NullPointerException
at net.minecraft.client.resources.LanguageManager.func_135044_b(LanguageManager.java:96)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:478)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:808)
at net.minecraft.client.main.Main.main(SourceFile:101)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:131)
at net.minecraft.launchwrapper.Launch.main(Launch.java:27)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at magic.launcher.Launcher.main(SourceFile:207)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at net.minecraft.client.resources.LanguageManager.func_135044_b(LanguageManager.java:96)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:478)
-- Initialization --
Details:
Stacktrace:
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:808)
at net.minecraft.client.main.Main.main(SourceFile:101)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:131)
at net.minecraft.launchwrapper.Launch.main(Launch.java:27)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at magic.launcher.Launcher.main(SourceFile:207)
-- System Details --
Details:
Minecraft Version: 1.6.4
Operating System: Windows 7 (amd64) version 6.1
Java Version: 1.7.0_51, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 327928488 bytes (312 MB) / 464519168 bytes (443 MB) up to 477626368 bytes (455 MB)
JVM Flags: 3 total; -Xms512m -Xmx512m -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Suspicious classes: FML and Forge are installed
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v8.11 FML v6.4.49.965 Minecraft Forge 9.11.1.965 4 mods loaded, 4 mods active
mcp{8.09} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized
FML{6.4.49.965} [Forge Mod Loader] (minecraftforge-9.11.1.965.jar) Unloaded->Constructed->Pre-initialized
Forge{9.11.1.965} [Minecraft Forge] (minecraftforge-9.11.1.965.jar) Unloaded->Constructed->Pre-initialized
customnpcs{1.6.4} [CustomNpcs] (CustomNPCs_1.6.2-1.6.4.zip) Unloaded->Constructed->Pre-initialized
Launched Version: 1.6.4-Forge9.11.1.965
LWJGL: 2.9.0
OpenGL: AMD Radeon HD 7700 Series GL version 4.2.11733 Compatibility Profile Context, ATI Technologies Inc.
Is Modded: Definitely; Client brand changed to 'fml,forge'
Type: Client (map_client.txt)
Resource Pack: Default
Current Language: ~~ERROR~~ NullPointerException: null
Profiler Position: N/A (disabled)
Vec3 Pool Size: ~~ERROR~~ NullPointerException: null
No clue honestly something about the Language manager.
Rollback Post to RevisionRollBack
Those who want to chat or hang out, join me on discord
Want to support me? Become one of my patrons:
Re logging didn't work it still fades out when its a play in background with the no for the ending option.
I've been making a huge rpg world and I was setting up traveling music so when you exit areas around towns you will have music play in the background. Its not needed but it adds to the game, because paths can take a good 15 mins without interference.
Edited: This may be the reason, its still listed as a player sound, not as minecraft music, I was playing with the sound settings.
Edited: it glitch out for a little bit longer and then started working after i redownloaded the mod, Thank you for helping!
One of my factions, the Band of Mercenaries, I want to be always neutral until you, like, ultra-provoke them.
First point system I tried:
Default: 10
Unfriendly: 500001
Neutral: 500000
Friendly: (there's no option for friendly points)
My thoughts: "Unfriendly will be only at 500001 points and below, Neutral will be 500000 to 0, Friendly... just doesn't exist, I guess?"
My result: Hostile faction
Second point system I tried:
Default: 10
Unfriendly: 500000
Neutral: 0
Friendly: (there's no option for friendly points)
My thoughts: "Unfriendly will be only at 500000 points and above, Neutral will be from 0 to 500000 points, Friendly... just doesn't exist, I guess?"
My result: Hostile faction
What do I dooooooo?
Rollback Post to RevisionRollBack
(It's "VMod" when used in a title or beginning of a sentence, and "vmod" otherwise. LEARN IT)
Maker of multiple vanilla mods, like these:
Link Removed - Overhauls survival with steeper difficulty curve
Excuse me, Noppes or anyone else who happens to know, but for some reason when I place a custom NPC monster spawner cage thingy, it spawns them during the day, but not at night, why? By the way, I looooove your mod, it is awesome!
One of my factions, the Band of Mercenaries, I want to be always neutral until you, like, ultra-provoke them.
First point system I tried:
Default: 10
Unfriendly: 500001
Neutral: 500000
Friendly: (there's no option for friendly points)
My thoughts: "Unfriendly will be only at 500001 points and below, Neutral will be 500000 to 0, Friendly... just doesn't exist, I guess?"
My result: Hostile faction
Second point system I tried:
Default: 10
Unfriendly: 500000
Neutral: 0
Friendly: (there's no option for friendly points)
My thoughts: "Unfriendly will be only at 500000 points and above, Neutral will be from 0 to 500000 points, Friendly... just doesn't exist, I guess?"
My result: Hostile faction
What do I dooooooo?
First number - standart points. So that's what players get by default.
Lower number is a Neutral-Friendly barier, while lowest is Neutral-Hostile, so if you set up a default number between first and second value NPC will respond to provoked agression(that means they're neutral), if you set a number highter than first - they'll be friendly, that means player can't attack them directly at all, if you set a number lower than Neutral-Hostile barier, NPCs will be hostile by default and attack player as soon as they see him.
Ofcourse, value is individual for each player, you may change by by quests, dialogs, murder, scripts... etc. So players may have different reaction depending on individual rating.
If you won't set up any events to change faction-rating value, it will stay at default level. So you may use much lower numbers.
For your personal set-up your NPCs will be always HOSTILE, because standart value is lower than 500000(as you said it's 10) and as Unfriendly is a lowest set-up, i belive you messed with value order, so there's no possibility your npcs will be friendly with such settings, while 500000 on Friendly value, and 0 on Hostile will make them NEUTRAL unless you're 5000000+
So you need
10-1000000000 as default
any number lower than default as Friendly barier
and any number lower than Friendly barier as hostile barier
That will make your faction untargettable.
If you want your NPCs to be attackable, you may use scripts, clearing NPC target every time they're hit, but giving a rating penalty.
Would you be able to Add Some Sort of "Stock" Features to the Trader Job?
Example:
A Trader Only Has a Certain Amount of Items that they Sell and Once sold out you have to wait a certain Amount of Time for them To Restock. (Similar to Quests.)
Noppes, I have a problem on my private server, when I want to make a NPC, it doesn't show, it shows the GUI/menu, but they NPC isn't there, and then I exit the GUI/menu, the client crash!
Oh, never mind, I found the problem. Just some of my other mods...
Firstly, thank you for this mod, I love it, and if I could only have 1 mod, this would be the one.
Secondly, I just switched from 1.6.4 to 1.7.10, and noticed that it added the models from all my other mods. Specifically, it added pixies from BoP, and I wanted to make one that followed me around. I did, but it only walks around, so I noticed you have plans to address this in future, but until then, is it something I can do myself if I look into the scripting thing that you added?
mod idea: add a new block, cupboards, for a kitchen, works like a chest, looks like a cupboard, basically a remodeled crate, or barrel. but it is the best mod i have ever played on, I LOVE IT!:lol:
Mod Suggestion: I was wondering in your next update if you could change the bard's music playing distance at a maximum of 256 blocks away or something. 64 blocks away is too little and I do not want it to play for an infinite distance. Many thanks for your help before!
Ello Nopples Big fan of your work and have to say it's one of my favorite mods I try to have it on my minecraft whenever I possibly can. I do have question though, I noticed that you can now add custom sounds to your NPC's now. My question is how? I tried importing them to CustomNPCs_1.7.10b.jar\assets\customnpcs\sounds but no matter what I do I can't get the mod to recognize them. (curtainly not like adding a skin) Do you, or anyone else reading this post got any ideas on how to solve this? Thanks a bunch!
---- Minecraft Crash Report ----
// You should try our sister game, Minceraft!
Time: 8/7/14 8:29 PM
Description: Initializing game
java.lang.NullPointerException
at net.minecraft.client.resources.LanguageManager.func_135044_b(LanguageManager.java:96)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:478)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:808)
at net.minecraft.client.main.Main.main(SourceFile:101)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:131)
at net.minecraft.launchwrapper.Launch.main(Launch.java:27)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at magic.launcher.Launcher.main(SourceFile:207)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at net.minecraft.client.resources.LanguageManager.func_135044_b(LanguageManager.java:96)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:478)
-- Initialization --
Details:
Stacktrace:
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:808)
at net.minecraft.client.main.Main.main(SourceFile:101)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:131)
at net.minecraft.launchwrapper.Launch.main(Launch.java:27)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at magic.launcher.Launcher.main(SourceFile:207)
-- System Details --
Details:
Minecraft Version: 1.6.4
Operating System: Windows 7 (amd64) version 6.1
Java Version: 1.7.0_51, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 327928488 bytes (312 MB) / 464519168 bytes (443 MB) up to 477626368 bytes (455 MB)
JVM Flags: 3 total; -Xms512m -Xmx512m -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Suspicious classes: FML and Forge are installed
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v8.11 FML v6.4.49.965 Minecraft Forge 9.11.1.965 4 mods loaded, 4 mods active
mcp{8.09} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized
FML{6.4.49.965} [Forge Mod Loader] (minecraftforge-9.11.1.965.jar) Unloaded->Constructed->Pre-initialized
Forge{9.11.1.965} [Minecraft Forge] (minecraftforge-9.11.1.965.jar) Unloaded->Constructed->Pre-initialized
customnpcs{1.6.4} [CustomNpcs] (CustomNPCs_1.6.2-1.6.4.zip) Unloaded->Constructed->Pre-initialized
Launched Version: 1.6.4-Forge9.11.1.965
LWJGL: 2.9.0
OpenGL: AMD Radeon HD 7700 Series GL version 4.2.11733 Compatibility Profile Context, ATI Technologies Inc.
Is Modded: Definitely; Client brand changed to 'fml,forge'
Type: Client (map_client.txt)
Resource Pack: Default
Current Language: ~~ERROR~~ NullPointerException: null
Profiler Position: N/A (disabled)
Vec3 Pool Size: ~~ERROR~~ NullPointerException: null
Plz tell me how to fix this problem or if its just a problem that needs to be fixed.
love the mod
Remove clone fix
- Item render fixes
- Disable blocks crash fix
- Pony fixes
- and more
Couple of hotfixes and a few more extra options.
~Noppes
Want to support me? Become one of my patrons:
Dantdm had a video with a custom NPC pixelmon map.
Yes. cause I totally spread gold bars on my toast...

Launch minecraft go to options > resource packs -> press the open resource folder button
Nope will probably never happen
It seems to somewhat bug out when you are editing it. Not sure what causes it. Could you relog after setting it up and check.
No clue honestly something about the Language manager.
Want to support me? Become one of my patrons:
I've been making a huge rpg world and I was setting up traveling music so when you exit areas around towns you will have music play in the background. Its not needed but it adds to the game, because paths can take a good 15 mins without interference.
Edited: This may be the reason, its still listed as a player sound, not as minecraft music, I was playing with the sound settings.
Edited: it glitch out for a little bit longer and then started working after i redownloaded the mod, Thank you for helping!
One of my factions, the Band of Mercenaries, I want to be always neutral until you, like, ultra-provoke them.
First point system I tried:
Default: 10
Unfriendly: 500001
Neutral: 500000
Friendly: (there's no option for friendly points)
My thoughts: "Unfriendly will be only at 500001 points and below, Neutral will be 500000 to 0, Friendly... just doesn't exist, I guess?"
My result: Hostile faction
Second point system I tried:
Default: 10
Unfriendly: 500000
Neutral: 0
Friendly: (there's no option for friendly points)
My thoughts: "Unfriendly will be only at 500000 points and above, Neutral will be from 0 to 500000 points, Friendly... just doesn't exist, I guess?"
My result: Hostile faction
What do I dooooooo?
Like them? Post on them! Say your opinion, or suggest more features!
First number - standart points. So that's what players get by default.
Lower number is a Neutral-Friendly barier, while lowest is Neutral-Hostile, so if you set up a default number between first and second value NPC will respond to provoked agression(that means they're neutral), if you set a number highter than first - they'll be friendly, that means player can't attack them directly at all, if you set a number lower than Neutral-Hostile barier, NPCs will be hostile by default and attack player as soon as they see him.
Ofcourse, value is individual for each player, you may change by by quests, dialogs, murder, scripts... etc. So players may have different reaction depending on individual rating.
If you won't set up any events to change faction-rating value, it will stay at default level. So you may use much lower numbers.
For your personal set-up your NPCs will be always HOSTILE, because standart value is lower than 500000(as you said it's 10) and as Unfriendly is a lowest set-up, i belive you messed with value order, so there's no possibility your npcs will be friendly with such settings, while 500000 on Friendly value, and 0 on Hostile will make them NEUTRAL unless you're 5000000+
So you need
10-1000000000 as default
any number lower than default as Friendly barier
and any number lower than Friendly barier as hostile barier
That will make your faction untargettable.
If you want your NPCs to be attackable, you may use scripts, clearing NPC target every time they're hit, but giving a rating penalty.
say you have two npc's, one visible one not. Once the quest is completed the other one becomes visible.
Example:
A Trader Only Has a Certain Amount of Items that they Sell and Once sold out you have to wait a certain Amount of Time for them To Restock. (Similar to Quests.)
Noppes, I have a problem on my private server, when I want to make a NPC, it doesn't show, it shows the GUI/menu, but they NPC isn't there, and then I exit the GUI/menu, the client crash!Oh, never mind, I found the problem. Just some of my other mods...
Firstly, thank you for this mod, I love it, and if I could only have 1 mod, this would be the one.
Secondly, I just switched from 1.6.4 to 1.7.10, and noticed that it added the models from all my other mods. Specifically, it added pixies from BoP, and I wanted to make one that followed me around. I did, but it only walks around, so I noticed you have plans to address this in future, but until then, is it something I can do myself if I look into the scripting thing that you added?