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bmos
July 23rd, 2022, 20:42
AFAIK the method of overriding addNPC has now changed. I see no effect from this when adding NPCs to CT now.

EDIT:
specifically, CombatManager.addNPC is now CombatRecordManager.addNPC
it now receives a single argument, a table of data keyed to the data type (tData['nodeRecord'] and tCustom['nodeCT'], for example).

WeirdAdventures
July 29th, 2022, 05:24
I was using this ext for 100% on all creature types. I can confirm that it is no longer working for the newest version of 5e rules. I'm not seeing any errors pop up, and the ext is listed as loaded. Is there anything you'd like me to paste from my client to help you isolate the issue?

charmov
July 29th, 2022, 15:23
I was using this ext for 100% on all creature types. I can confirm that it is no longer working for the newest version of 5e rules. I'm not seeing any errors pop up, and the ext is listed as loaded. Is there anything you'd like me to paste from my client to help you isolate the issue?

Are you adding creatures to the combat tracker through an encounter or just from NPC records. I believe this extension only names NPCs added to the combat tracker from an encounter.

similarly
July 29th, 2022, 16:12
This is working for me. I added creatures to combat tracker from encounter and it gave them amusing names.

GKEnialb
July 31st, 2022, 17:53
I was using this ext for 100% on all creature types. I can confirm that it is no longer working for the newest version of 5e rules. I'm not seeing any errors pop up, and the ext is listed as loaded. Is there anything you'd like me to paste from my client to help you isolate the issue?

Did you remove npc-flavors.ext from your extensions folder and get the latest from the Forge? I was having the same problem until I did (the first post really should be updated with the Forge link). It works fine now (with version 1.9).

MrDDT
July 31st, 2022, 19:42
Are you adding creatures to the combat tracker through an encounter or just from NPC records. I believe this extension only names NPCs added to the combat tracker from an encounter.


I was using this ext for 100% on all creature types. I can confirm that it is no longer working for the newest version of 5e rules. I'm not seeing any errors pop up, and the ext is listed as loaded. Is there anything you'd like me to paste from my client to help you isolate the issue?


Did you remove npc-flavors.ext from your extensions folder and get the latest from the Forge? I was having the same problem until I did (the first post really should be updated with the Forge link). It works fine now (with version 1.9).



This is not how it used to work, before adding NPCs from the NPC list into the CT if it already had an NPC there it would rename both to flavored names. Now it is ONLY working from the encounters.

I would love to see this go back to doing it BOTH ways as before, the 7-19 update has made this no longer working as it did before, however, as people have noted if you do it from the ECNOUNTERS it will still work.

You don't need to delete the ext for FORGE to update either, that is only if you have a manually edited one. Wont hurt, but also will not fix this issue.

With the change in the FGU update has caused this, having the old version or the new version (which is the same version) will not help.

bmos
August 1st, 2022, 02:03
As I posted earlier, the addNPC function has been changed. That change perfectly explains MrDDT's explanation of the issue.

I didn't test it with encounters, but I'm glad to hear those are working.
The issue is with adding additional NPCs directly from the NPC list when you already have one in the CT.

WeirdAdventures
August 1st, 2022, 05:02
As I posted earlier, the addNPC function has been changed. That change perfectly explains MrDDT's explanation of the issue.

I didn't test it with encounters, but I'm glad to hear those are working.
The issue is with adding additional NPCs directly from the NPC list when you already have one in the CT.

I can confirm that, after deleting my original .ext and downloading the Forge version, that this now only works when encounters are added to the combat tracker.

Would be nice if it still supported the add-NPCs-from-list function. Using encounters is a few extra button clicks I don't need.

P.S. I enjoy this extension enough to throw down some money on it, if need be.

SmackDaddy
August 6th, 2022, 22:53
Definitely would also throw down money to buy if it were back to the way it worked before! I usually now do not work from encounters in adding to the combat tracker...

Lord Skrolk
August 6th, 2022, 23:29
Still does not work for me. I deleted the extension and redownloaded. Still does not populate any Flavor names. Try adding from Encounters and by themselves, nope, nothing.

damned
August 7th, 2022, 00:00
Still does not work for me. I deleted the extension and redownloaded. Still does not populate any Flavor names. Try adding from Encounters and by themselves, nope, nothing.

Post a screenshot of Chat Window showing what version you have loaded and a screenshot of your Options window showing the selected settings.

Lord Skrolk
August 7th, 2022, 00:19
53878

Screenshot as per request.

bmos
August 7th, 2022, 00:49
oops wrong thread

similarly
August 7th, 2022, 02:03
Still does not work for me. I deleted the extension and redownloaded. Still does not populate any Flavor names. Try adding from Encounters and by themselves, nope, nothing.

1. Have you tried running with ONLY Flavor names loaded? Could this be a conflict with another extension? I don't think this is the problem, since I'm running with over 100 extensions, and flavors still works for me.
2. Have you tried bumping it up to 100% to see what happens? Just curious.

Lord Skrolk
August 8th, 2022, 17:10
Yes, I have tried running it by itself and with other extensions. Still nothing. I will bump up to 100% and see what happens. Just switch to 100%, just only having this extension running, tried different encounters and still nothing. This extension no longer works for me.

similarly
August 8th, 2022, 23:52
Yes, I have tried running it by itself and with other extensions. Still nothing. I will bump up to 100% and see what happens. Just switch to 100%, just only having this extension running, tried different encounters and still nothing. This extension no longer works for me.

Some of these are questions that have been asked, but I want to go down the list all in one place, so I'm sorry if this seems repetitive. I just want to help you nail down the problem. I'm running Windows 11 and even with over a hundred extensions running, this is working for me.
1. What OS are you running?
2. When was the last time you updated fantasy grounds?
3. What version of NPC flavors are you running?
4. In your extensions folder, do you have ANY other versions of the extension in the folder?
5. Have you tried adding a brand new NPC to a brand new encounter, and then added that encounter to the combat tracker?
6. How do you add your encounter NPCs to the combat tracker?

I love this extension, and I'd be sad to lose it, so I can understand your frustration. Hopefully we can get this working for you. Thank you for your patience.

bmos
August 9th, 2022, 05:12
Try this.
I updated the addNPC function so that it uses the new table format.

I also made a pull request (https://github.com/Tideturner/npc-flavors/pull/1) to submit these changes to Tideturner's repo :)

EDIT: removed ext file since the OG has been updated :)

Tideturner
August 9th, 2022, 06:47
Hey folks,

Sorry, been away on vacation. I'll catch up on all your bug reports and comments tonight. (It's morning here right now)

/Tideturner

Lord Skrolk
August 9th, 2022, 18:47
Some of these are questions that have been asked, but I want to go down the list all in one place, so I'm sorry if this seems repetitive. I just want to help you nail down the problem. I'm running Windows 11 and even with over a hundred extensions running, this is working for me.
1. What OS are you running?
2. When was the last time you updated fantasy grounds?
3. What version of NPC flavors are you running?
4. In your extensions folder, do you have ANY other versions of the extension in the folder?
5. Have you tried adding a brand new NPC to a brand new encounter, and then added that encounter to the combat tracker?
6. How do you add your encounter NPCs to the combat tracker?

I love this extension, and I'd be sad to lose it, so I can understand your frustration. Hopefully we can get this working for you. Thank you for your patience.

1. Win 10
2. The last time there was an update. (Quite Often)
3. Ver 1.9
4. no other extension (got from the forge)
5. Yes
6. Yes

Tideturner
August 9th, 2022, 19:51
Hey All,

I've added bmos' changes and it tested just fine for me. Both adding from encounter and as a single NPC.
So I've updated Forge with that.

Lord Skrolk,
Let's see if this works for you. Otherwise we'll have to do some digging.

macDsinfo,
Swade isn't there yet. But I just took a look again, and while SWADE does things differently with the combat tracker, it looks doable.
And good news is that our group will be starting a small SWADE campaign soon (probably this weekend), so...

bmos,
Thank you so much for the help. Not only with the extension, but I'd never worked with pull requests before, so that was fun to learn how that worked :)

bmos
August 9th, 2022, 20:18
bmos,
Thank you so much for the help. Not only with the extension, but I'd never worked with pull requests before, so that was fun to learn how that worked :)You're welcome! Pull Requests are fun :)

Lord Skrolk
August 9th, 2022, 20:27
Hey All,

I've added bmos' changes and it tested just fine for me. Both adding from encounter and as a single NPC.
So I've updated Forge with that.

Lord Skrolk,
Let's see if this works for you. Otherwise we'll have to do some digging.

macDsinfo,
Swade isn't there yet. But I just took a look again, and while SWADE does things differently with the combat tracker, it looks doable.
And good news is that our group will be starting a small SWADE campaign soon (probably this weekend), so...

bmos,
Thank you so much for the help. Not only with the extension, but I'd never worked with pull requests before, so that was fun to learn how that worked :)


Tideturner and BMOS: Thank you for all the help, greatly appreciate it. And to let you know, it is working great now!!

WeirdAdventures
August 9th, 2022, 21:23
Hey All,

I've added bmos' changes and it tested just fine for me. Both adding from encounter and as a single NPC.
So I've updated Forge with that.

Thank you so much for the help. Not only with the extension, but I'd never worked with pull requests before, so that was fun to learn how that worked :)

Can confirm that adding NPCs straight from the list also populates the Combat Tracker with the tags. Thanks!

Is there any easy way to send a few bucks your way in appreciation for the mod?

bmos
August 9th, 2022, 22:47
I'd love to see this posted on the Forge!

WeirdAdventures
August 9th, 2022, 22:54
I'd love to see this posted on the Forge!

It's already there; it's how my client auto-updated the extension when I connected.

It's free though, if you were implying that the creator should in fact charge for it, in which case I agree.

bmos
August 10th, 2022, 00:25
It's already there; it's how my client auto-updated the extension when I connected.

It's free though, if you were implying that the creator should in fact charge for it, in which case I agree.Nah, I just meant oh their at all. Didn't see a link in the first post.
Here it is for anyone else: https://forge.fantasygrounds.com/shop/items/290/view

I think free extensions are good, but it is nice to be able to be able to donate for the extensions you like best :)

similarly
August 10th, 2022, 00:30
Hey All,

I've added bmos' changes and it tested just fine for me. Both adding from encounter and as a single NPC.
So I've updated Forge with that.

Lord Skrolk,
Let's see if this works for you. Otherwise we'll have to do some digging.

macDsinfo,
Swade isn't there yet. But I just took a look again, and while SWADE does things differently with the combat tracker, it looks doable.
And good news is that our group will be starting a small SWADE campaign soon (probably this weekend), so...

bmos,
Thank you so much for the help. Not only with the extension, but I'd never worked with pull requests before, so that was fun to learn how that worked :)

Question: is this on the forge? Do you have a link to the forge entry? I don't see it. EDIT: Nevermind. I found it:
https://forge.fantasygrounds.com/shop/items/290/view

Tideturner
August 10th, 2022, 17:00
Lord Skrolk and Torms Shining Blade,
Thanks for confirming :)


... Didn't see a link in the first post.
Here it is for anyone else: https://forge.fantasygrounds.com/shop/items/290/view

Question: is this on the forge? Do you have a link to the forge entry? I don't see it. EDIT: Nevermind. I found it:
https://forge.fantasygrounds.com/shop/items/290/view

You're both quite right. Should have had the link in the main post.

Luckily *exceptionally accomplished hand-swirling redirect* IT WAS THERE ALL THE TIME, and not just added right now.
Anyway the main post have been updated with 1.10 info.

As for donations or such. That's not really my thing, you know.
But just the fact that you folks mention it. That's a lovely sentiment that I shall hold dear and close to my heart as I stumble, broken, scarred, and battered through the coming corpocopalypse wishing I had just a few credits left for a sip of nutrigen.
(In all seriousness though, the thought is very much appreciated)

Stay flavored,
Tideturner

WeirdAdventures
August 10th, 2022, 17:11
But just the fact that you folks mention it. That's a lovely sentiment that I shall hold dear and close to my heart as I stumble, broken, scarred, and battered through the coming corpocopalypse wishing I had just a few credits left for a sip of nutrigen.
(In all seriousness though, the thought is very much appreciated)

Stay flavored,
Tideturner

Lol throw up your paypal or something.

My players love the extension because instead of just saying "I attack Spider 31" we can say "I'm attacking the spider with the mustache and the fedora."

Tideturner
August 10th, 2022, 20:59
Lol throw up your paypal or something.
Hehe no, not for me, sorry. Knowing you enjoy the extension is a big enough gift :)

If SW at one point implements gold (or whatever) donations and I can use those directly for purchasing products in the store, I'd consider.


"I'm attacking the spider with the mustache and the fedora."
Hmm, I'm torn between puns here.
I either think that's a Spyder, or suggest you use something more effective to attack the spider with.

similarly
August 11th, 2022, 00:30
Well, just to let you know: my players and I love this extension, and it's always fun to use. Thank you very much for making this.

EadtheHead
November 5th, 2022, 22:31
Since the most recent update of FGU, the extension seems to have quit working for D&D 2E ruleset.

OBG70
December 14th, 2022, 21:53
Since the most recent update of FGU, the extension seems to have quit working for D&D 2E ruleset.

As of 12/14/2022 still broken. Which is sad.

Tideturner
December 14th, 2022, 21:58
Oh. I completely missed this.

Even though our own game is 2E, we haven't had a session for quite some time, so I didn't even see it during play.

I'll take a look at it asap and get a fix up.

Sorry,
Tideturner

OBG70
December 15th, 2022, 15:55
Oh. I completely missed this.

Even though our own game is 2E, we haven't had a session for quite some time, so I didn't even see it during play.

I'll take a look at it asap and get a fix up.

Sorry,
Tideturner

I appreciate it very much. We had it turned off for a number of sessions due to live streaming and a few of the words were unfortunate but since we moved off stream to a discord only game we wanted to use them again only to find out it wasn't working. I look forward to the fix.

bmos
December 16th, 2022, 13:44
I appreciate it very much. We had it turned off for a number of sessions due to live streaming and a few of the words were unfortunate but since we moved off stream to a discord only game we wanted to use them again only to find out it wasn't working. I look forward to the fix.It's not hard to modify the lists of words if you want to remove certain ones.

OBG70
December 16th, 2022, 22:29
It's not hard to modify the lists of words if you want to remove certain ones.

Can you please point me in the right direction? Thanks

bmos
December 16th, 2022, 22:50
Can you please point me in the right direction? Thanks


If you see a flavor that is combination that is too out there, or an NPC with a flavor that really doesn't make sense, please let me know.
If you have any additions to that, or suggestions for making the extension more fun / better to use, don't hesitate to say so :)

And if you're interested you can find the source for the extension here: https://github.com/Tideturner/npc-flavors/

Specifically this file is used for constructing the flavors themselves:
https://github.com/Tideturner/npc-flavors/blob/master/scripts/npc_flavors_data.lua

And this file is used for determining which flavors are assigned to which NPC type:
https://github.com/Tideturner/npc-flavors/blob/master/scripts/npc_flavors_by_npctypes.lua

So basically you open the ext file and find the npc_flavors_data.lua file in the scripts folder.
Then you find the flavor you don't like and delete it.

for example you can remove small-boned by doing what I show here (remove what is in red)

suffix = {
"Alluring", "Big", "Goliath", "Scarred", "Sloppy", "aerodynamic", "ailing", "ample", "angular", "athletic",
"atrophied", "awe-inspiring", "awkward", "baggy", "baggy-figured", "bald", "barrel-chested", "battered",
"beanstalk", "beat-up", "beefy", "beer-bellied", "big-bellied", "big-boned", "biggish", "bloated", "blocky",
"blubbery", "bony", "brawny", "brittle", "broad", "broad-shouldered", "broken", "bruised", "buff", "built",
"bulbous", "bulging", "bulky", "bull-necked", "bullish", "bullnecked", "burly", "burnt", "busty", "buxom",
"cadaverous", "careworn", "carved", "chaste", "chesty", "chiseled", "chubby", "chunky", "colossal", "coltish",
"comely", "compact", "cooperative", "corpse-like", "corpulent", "crippled", "crooked", "crumbling", "cumbersome",
"curvaceous", "curvy", "cylindrical", "dainty", "decomposed", "decrepit", "defined", "deformed", "degenerating",
"delectable", "delicate", "dense", "deteriorating", "developed", "dilapidated", "diminutive", "dimpled", "doughy",
"dumpy", "durable", "dwarfish", "eensy", "elephantine", "elfin", "emaciated", "endless", "endomorphic",
"eye-catching", "fat", "feeble", "feverish", "fine-boned", "firm", "fit", "flabby", "flat", "fleshy", "flimsy",
"formidable", "foul-smelling", "fragile", "frail", "frangible", "full-figured", "furry", "gangling", "gangly",
"gargantuan", "gaunt", "gawky", "giant", "gigantic", "ginormous", "gnarled", "gnomish", "graceful", "gross",
"grotesque", "haggard", "hairy", "hale", "handsome", "hard", "hardy", "healthy", "heavy", "heavy-set", "hefty",
"herculean", "hideous", "holy", "hourglass-shaped", "huge", "hulking", "humongous", "humpbacked", "hunchbacked",
"hunched", "hunky", "husky", "immense", "imposing", "infirm", "in shape", "insubstantial", "itty-bitty", "jumbo",
"king-sized", "knee-high", "lank", "lanky", "large", "large-boned", "lean", "leggy", "lethargic", "limber", "limp",
"lithe", "little", "lofty", "long-shanked", "longish", "low-slung", "lumpy", "maimed", "majestic", "malformed",
"malnourished", "mammoth", "mangled", "massive", "matronly", "meaty", "mesomorphic", "mighty", "mini", "miniature",
"misshapen", "monstrous", "mountain-high", "muscle-bound", "muscular", "narrow", "neat", "neckless", "neglected",
"nimble", "nubile", "obese", "out of shape", "overweight", "packed-down", "pantywaist", "paunchy", "pear-shaped",
"peewee", "perfect", "petite", "pigeon-chested", "pint-sized", "pliant", "plump", "pocket-sized", "podgy",
"ponderous", "porky", "portly", "potbellied", "powerful", "powerfully built", "powerless", "pudgy", "puffy",
"puny", "pygmy", "pyramidal", "ramshackle", "rangy", "rawboned", "rectangular", "resilient", "revolting",
"rickety", "ripped", "robust", "ropy", "rotting", "rotund", "round-shouldered", "rugged", "runty", "scraggy",
"scrawny", "sculpted", "seductive", "sensuous", "serpentine", "sexy", "shaggy", "shapeless", "shapely",
"shipshape", "short", "shoulder-high", "shoulderless", "shredded", "shrimpy", "shriveled", "shrunken", "sickly",
"sinewy", "sinuous", "sizable", "skeletal", "skinny", "sky-high", "slack", "sleek", "slender", "slight", "slim",
"slinky", "slouched", "small", "small-boned", "small-scale", "small-waisted", "small in stature", "solid",
"soulless", "sound", "spare", "spherical", "spidery", "spindly", "spiny", "square", "squat", "stacked", "stalwart",
"starved", "stately", "statuesque", "stocky", "stooped", "stout", "strapping", "streamlined", "stringy", "strong",
"stubby", "stunning", "stunted", "sturdy", "substantial", "supple", "svelte", "swollen", "sylphlike",
"symmetrical", "tall", "taut", "teeny", "teeny-weeny", "thick", "thick-waisted", "thickset", "thin", "tiny",
"toned", "top-heavy", "tough", "towering", "triangular", "trim", "tubby", "twisted", "underdeveloped", "underfed",
"undernourished", "undersized", "underweight", "ungainly", "unresponsive", "unwashed", "unwieldy", "unwilling",
"unyielding", "vertically challenged", "vigorous", "voluptuous", "vulnerable", "waist-high", "wasp-waisted",
"wasted", "weak", "wee", "weedy", "weighty", "well-built", "well-fed", "well-padded", "well-proportioned",
"well-rounded", "whopping", "wide", "willowy", "wimpy", "wiry", "withered", "wizened", "wooden", "worn-out",
"wrinkled", "youthful"

Tideturner
December 20th, 2022, 18:15
Hey,

I've updated the extension in forge and on the main post.
On top of fixing 2E, I've added support for Swade / PF for SW.

Again, sorry for the delay.


Also, others have mentioned that there are inappropriate words on the lists, but I've never gotten around to going over it and cleaning up.
If there are words that should be removed please let me know. In a DM if you prefer.

If it's a combination of regular words that produces an inappropriate sentence, it'll be harder to clean though.

Have a nice day,
Tideturner

Tideturner
December 20th, 2022, 18:31
Right, so I just found out that a thing I thought worked one way worked another way, breaking stuff, bohoo.

So I republished the previous version while until I find a proper solution.

Tideturner
December 20th, 2022, 18:59
There that should be better.

I've uploaded a fix for what I broke with my previous fix :)

So 1.11 is now available through Forge.

/Tideturner

MrDDT
December 22nd, 2022, 14:29
Thanks for the hard work, love this little thing.

Baron Toth
December 25th, 2022, 20:15
Agreed- lots of fun. And thanks, Tideturner, for putting it in the Forge!

Wulfgangrpg
March 12th, 2023, 21:36
Hi since the last major update from two weeks ago, the NPC Flavor text does not seem to be working! I was wondering if you are willing to update a new version for this.

dannywonderful
March 12th, 2023, 23:13
It's not working for me either.

MrDDT
March 12th, 2023, 23:45
Hi since the last major update from two weeks ago, the NPC Flavor text does not seem to be working! I was wondering if you are willing to update a new version for this.


It's not working for me either.

What's not working? It's working for me with 75 EXTs or just this one.

Maybe your settings not reset, and you need to turn them back on or something?

GKEnialb
March 13th, 2023, 03:42
Works totally fine for me. 5E w/ lots of other extensions.

dannywonderful
March 13th, 2023, 10:10
What's not working? It's working for me with 75 EXTs or just this one.

Maybe your settings not reset, and you need to turn them back on or something?

It doesn't work on any NPCs at all now. My settings were the same, but I reset them all regardless. I disabled other extensions and that didn't change anything. Weirdly, it doesn't even differentiate between any NPCs now. I had a pack of wolves that were all called simply "Wolf", not even Wolf 1, Wolf 2 etc.

Trenloe
March 13th, 2023, 10:52
It doesn't work on any NPCs at all now. My settings were the same, but I reset them all regardless. I disabled other extensions and that didn't change anything. Weirdly, it doesn't even differentiate between any NPCs now. I had a pack of wolves that were all called simply "Wolf", not even Wolf 1, Wolf 2 etc.
What ruleset are you running?
What version (date) of that ruleset, and CoreRPG, are reported in the chat window when you load up your campaign?
What version of NPC flavors is reported in the chat window?

dannywonderful
March 13th, 2023, 11:24
What ruleset are you running?
What version (date) of that ruleset, and CoreRPG, are reported in the chat window when you load up your campaign?
What version of NPC flavors is reported in the chat window?

I'm running two campaigns in the 5e ruleset.
The date is 28/02/23 - latest version.
V1.9 (Odor-resistant turban)

Trenloe
March 13th, 2023, 11:59
V1.9 (Odor-resistant turban)
You're running 2 versions behind. Check post #1 for info on the most current version.

dannywonderful
March 13th, 2023, 12:43
You're running 2 versions behind. Check post #1 for info on the most current version.

I've grabbed the Forge version. Once it finally registers I have it, I should have the latest version and I'll check for errors then.

damned
March 13th, 2023, 12:46
You also need to remove the version you downloaded directly.

dannywonderful
March 13th, 2023, 12:54
You also need to remove the version you downloaded directly.

Yep, done that.

ImSoEnso
March 15th, 2023, 03:05
Tried it out ... first NPC name flavored with "mini fuchsia blouse".

Maintaining tone is a key GM responsibility. An extension that injects slapstick comedy without warning would work for GM's that like a silly, comedic tone, but clearly doesn't work for those that don't. Supplanting the GM's choice of tone without warning is .... yeah ... uninstalled immediately. If the silly and whimsical flavors were on the screenshot in the first post, I would understand. "Antagonistic gate" doesn't qualify there.

charmov
March 15th, 2023, 04:35
If you dig into the extension you can change the flavor text to make it more to your liking.

MrDDT
March 15th, 2023, 06:08
Tried it out ... first NPC name flavored with "mini fuchsia blouse".

Maintaining tone is a key GM responsibility. An extension that injects slapstick comedy without warning would work for GM's that like a silly, comedic tone, but clearly doesn't work for those that don't. Supplanting the GM's choice of tone without warning is .... yeah ... uninstalled immediately. If the silly and whimsical flavors were on the screenshot in the first post, I would understand. "Antagonistic gate" doesn't qualify there.

You can change the words as Charmov pointed out to ones you find that work to your liking.

If you need help on doing it let me know.

damned
March 15th, 2023, 10:11
If you dig into the extension you can change the flavor text to make it more to your liking.

The screenshot(s) on the first post contain several whimsical entries.
I have never had a player object to the comedic nature of some of the names - each to their own.

SmackDaddy
March 16th, 2023, 18:18
You can change the words as Charmov pointed out to ones you find that work to your liking.

If you need help on doing it let me know.

Is it simply a matter of "unzipping" the EXT, modifying and rezipping using the .ext extension, correct? Does it matter which zip utility is used? A couple years ago, I thought I remembered someone saying don't use X or Y, use Z.... thanks in advance MrDDT

MrDDT
March 16th, 2023, 18:38
Is it simply a matter of "unzipping" the EXT, modifying and rezipping using the .ext extension, correct? Does it matter which zip utility is used? A couple years ago, I thought I remembered someone saying don't use X or Y, use Z.... thanks in advance MrDDT

The zipping that comes with windows can have some issues.

I use 7zip and it's no issue.

I don't even unzip them, I open them up with 7zip as is and edit the file and update the zip after closing.

webdove
April 27th, 2023, 17:30
Hi,
I loved this extension for 5e!
Is Pathfinder 2 supposed to work with version 1.11?
I tried the first encounter of the PF2 Beginner Box sample adventure Menace under Otari (rats in the basement).
When I added the 4 rat encounter, only one of them had a flavor name, the others were all numeric.

57178

Tideturner
April 27th, 2023, 17:44
Hi Webdove,

By default, there's a 40% chance that a flavor is applied, so the three unflavored rats were just not lucky enough to get cool hats and handlebar mustaches.

But you can change that chance in the options.
Also remember, NPCs will only be flavored if there are more than one of them in the combat tracker.

Hope this helps,
Tideturner

webdove
April 27th, 2023, 22:01
Ah. Thanks!

RedmondStache
April 30th, 2023, 05:48
My players are in agreement that this is the best extension I've ever installed for our campaign. They keep trying to pressure me to up the flavor rate to 100%, though I personally think that'd be a bit TOO much and would take away from the magic.

I'm honestly not sure whether it's good or bad that it's given us "busty" skeletons and "underfed" constructs.

damned
April 30th, 2023, 08:43
I think your players know the answer :)

webdove
April 30th, 2023, 16:46
We find it fun at 100% and the number or enemies remains unknown.

Griogre
May 2nd, 2023, 06:05
I went the other way and set them to 10% so I get about one monster every other encounter and my players really enjoy them. I think keeping them that rare makes them feel like a minor treasure. :)

devilspork
June 18th, 2023, 01:04
My group loves this extension, but unfortunately it kills the Syrinscape sound files from auto-populating. It's probably beyond your scope, but it would be fantastic if there were some for this extension to work again.

ddavison
June 20th, 2023, 15:36
Unfortunately, the new sound packs use NPC name to find sound link matches and auto-populate the sound board. I'm not sure of an easy way around that unless we modified the sound integration to match the beginning of a string.

devilspork
June 20th, 2023, 15:57
The only thought that I had was if there was a secondary name field that this extension was modifying on NPC records while Syrinscape still pulled of the primary name field. But I understand that would be a huge change to NPC records and low priority. I've been looking at modifying the SoundPacks triggers to allow for wildcarding, but that's still quite an endeavor on my. Once I figure out the expression though, it would make applying it on-the-fly in a campaign tolerable.

BaneTBC
June 20th, 2023, 21:17
Or just don't use a high percentage, so say you are fielding 8 orcs, one of them should just be named Orc. You could also manually change one back to the base name for the NPC. I think that might make it work for you mostly.

Arnagus
June 21st, 2023, 06:32
... one of them should just be named Orc.

This might actually be the solution to fix the extension: keep the originl name of ONE monster as is. The rest can be updated with the flavour.

Farnaby
June 21st, 2023, 10:08
My group loves this extension, but unfortunately it kills the Syrinscape sound files from auto-populating. It's probably beyond your scope, but it would be fantastic if there were some for this extension to work again.

In the Syrinscape triggers you can turn on regex so that it looks for a part of the string, not just the monster name being the whole string.

Trenloe
June 21st, 2023, 14:27
In the Syrinscape triggers you can turn on regex so that it looks for a part of the string, not just the monster name being the whole string.
The NPC monster context sounds that appear when the NPC record is opened, or the NPC is added to the Combat Tracker, don't use triggers - they just use the NPC name (minus any trailing numbers and spaces trimmed), and there's not an option for regex with the NPC names.

However, as this is new functionality, I'm sure there'll be some refinement of how the soundlinks match NPC, and other, records. I've already been communicating offline about other sound integration edge cases and have added this to the discussion...

ddavison
June 21st, 2023, 16:19
This might actually be the solution to fix the extension: keep the originl name of ONE monster as is. The rest can be updated with the flavour.

That should actually work.

Orc - matches
Orc 2 - doesn't match, but doesn't need to
Orc 3 (with frilly curls) - doesn't match, but doesn't need to


Just don't remove Orc from the CT if he dies first.

Arnagus
August 17th, 2023, 10:33
However, as this is new functionality, I'm sure there'll be some refinement of how the soundlinks match NPC, and other, records. I've already been communicating offline about other sound integration edge cases and have added this to the discussion...

For those who did not notice - this was fixed in the meantime. You can use up to and including 100% flavor and always have the NPCs' sound in the context.

CassMerry
August 30th, 2023, 19:36
has this recently just completely broken for anyone else recently?

Baron Toth
August 30th, 2023, 19:46
It's still working for me. The only conflict I've had since yesterday's update is 5E Critically Awesome Essentials.

Tideturner
August 30th, 2023, 19:46
Hi CassMerry,

Just did a quick test in 5E and it seemed to work just fine.

What do you mean by completely broken? Getting errors or some such?

What ruleset are you using?
What other extensions? Might be a conflict.

Regards,
Tideturner

MrDDT
August 30th, 2023, 20:32
has this recently just completely broken for anyone else recently?

Working great for me and I use 75+ exts on the daily.

Tideturner
August 30th, 2023, 20:38
Working great for me and I use 75+ exts on the daily.

But you can stop anytime you want, right? :)

MrDDT
August 30th, 2023, 20:41
But you can stop anytime you want, right? :)

Look, I have good reasons for all of them and the ones I add, it's not an addiction. I can stop anytime!
*visibly shaking at the thought*

charmov
September 3rd, 2023, 06:27
Hi everyone a fellow GM is having a bit of trouble with this extension. The extension is fine in a fresh campaign but for some reason in the campaign we are in, he gets the following error:

Script execution error: [string "npc-flavors:scripts/manager npc flavors.lua"] 385; attempt to index local 'subtype' (a nil value)

(for some reason i can't upload the screenshot he sent, but this is the error.)

Thank you!

MrDDT
September 3rd, 2023, 08:25
Hi everyone a fellow GM is having a bit of trouble with this extension. The extension is fine in a fresh campaign but for some reason in the campaign we are in, he gets the following error:

Script execution error: [string "npc-flavors:scripts/manager npc flavors.lua"] 385; attempt to index local 'subtype' (a nil value)

(for some reason i can't upload the screenshot he sent, but this is the error.)

Thank you!

Is this with custom NPCs or new campaign nothing in it? nothing loaded? I'm not having this issue.

charmov
September 3rd, 2023, 08:31
Is this with custom NPCs or new campaign nothing in it? nothing loaded? I'm not having this issue.

The extension in a fresh campaign is all good. I believe the NPC's he's using are from a randomly generated Waterdeep Dragon Heist encounter. There are some extensions loaded, but they work fine for me when I add the encounter to the tracker in my campaign. In his campaign, he gets the following error:

58742

Trenloe
September 3rd, 2023, 09:36
The extension in a fresh campaign is all good. I believe the NPC's he's using are from a randomly generated Waterdeep Dragon Heist encounter. There are some extensions loaded, but they work fine for me when I add the encounter to the tracker in my campaign. In his campaign, he gets the following error:

58742
The error is caused if the extensions can't find a subtype in the type data field of the creature in the encounter - for D&D 5E the code checks for an open bracket "(" and then looks for one or more characters between an open and closed bracket, for example "(goblinoid)". The error will occur if there's not a close bracket or if there's nothing between the brackets "()". Ultimately the extension should do a check on the data it's working on to prevent the error, but this might help in identifying what might be causing the issue and working around it.

Tideturner
September 3rd, 2023, 16:16
Hi charmov,


Thanks for the bug report. I'll see to a fix. But probably not until later this coming week though.

In the meantime, as Trenloe mentions, this can be fixed by editing the Type field on the NPC.
Either by removing or filling out whatever is in the brackets.

That is, this throws an error: Beast ()
This does not throw and error: Beast (Beauty)

Trenloe
September 3rd, 2023, 16:29
That is, this throws an error: Beast ()
This does not throw and error: Beast (Beauty)

https://media.giphy.com/media/xjcCk9s2xYh9u/giphy.gif

charmov
September 3rd, 2023, 17:56
MrDDT, Trenloe, and Tideturner thank you for your responses!

VorpalZaddy
September 4th, 2023, 05:08
Hi charmov,


Thanks for the bug report. I'll see to a fix. But probably not until later this coming week though.

In the meantime, as Trenloe mentions, this can be fixed by editing the Type field on the NPC.
Either by removing or filling out whatever is in the brackets.

That is, this throws an error: Beast ()
This does not throw and error: Beast (Beauty)

Hi there! I appreciate the time and effort. I am the GM in question. I can't seem to find any npc records that have an incorrect subtype. Also, it is every encounter in this one campaign, no matter if I generate them myself, or they are loaded from a module. If I load a different campaign, it's fine. When I transfer the data from this campaign to a new one it is fine. 58753

Trenloe
September 4th, 2023, 09:58
Hi there! I appreciate the time and effort. I am the GM in question. I can't seem to find any npc records that have an incorrect subtype. Also, it is every encounter in this one campaign, no matter if I generate them myself, or they are loaded from a module. If I load a different campaign, it's fine. When I transfer the data from this campaign to a new one it is fine. 58753
Sounds like an extension clash.

Tideturner
September 4th, 2023, 11:07
Sounds like an extension clash.

Agreed, that does sound like another extension is doing something to the type field.

That does not mean that my extension should throw an error though, so that will get fixed.
I'm hoping to be at my development computer around Thursday.

/Tideturner

VorpalZaddy
September 4th, 2023, 16:13
Agreed, that does sound like another extension is doing something to the type field.

That does not mean that my extension should throw an error though, so that will get fixed.
I'm hoping to be at my development computer around Thursday.

/Tideturner

I kind of thought so too, but it still happens even if every other extension is turned off. Which makes me think, perhaps there was a conflict generated that somehow altered something that is still changed with the extension disabled.

VorpalZaddy
September 4th, 2023, 16:15
Agreed, that does sound like another extension is doing something to the type field.

That does not mean that my extension should throw an error though, so that will get fixed.
I'm hoping to be at my development computer around Thursday.

/Tideturner

I really love this extension. I thank you for your service to the community!

Tideturner
September 7th, 2023, 09:55
Hi VorpalZaddy,

Would you mind testing the fix? I've attached the extension to this post.
Just to make sure that it IS actually a fix :)

If so you can just replace the npc-flavors.ext in the GameData\extensions folder.
You'll find the path to the folder in the FG settings > Advanced > Data Directory

/Tideturner

VorpalZaddy
September 14th, 2023, 02:00
[QUOTE=Tideturner;697071]Hi VorpalZaddy,

Would you mind testing the fix? I've attached the extension to this post.
Just to make sure that it IS actually a fix :)

..../QUOTE]

Sorry for the late reply, first time logging in to my campaign this week.

I replaced the extension with the one you provided but I am still getting the same error code. The only solution I have found that works is exporting my campaign, and then starting a new campaign and importing it. I have attached the latest screenshot. In it I am trying to add a 4 gnoll encounter to the combat tracker and only one gnoll is added and the error popped up. I took this encounter from the DMG, but any module I use causes this.

Gilafron
October 12th, 2023, 04:39
Hi, love this extension. My players love it. The names are fun. One thing, it doesn't appear to work with rolling initiative every round and wanting to group initiative. The group initiative works if the monster has a number, but once the parens () are added with the descriptions, it appears the initiative roller treats each monster as unique (not part of a group). Can anything be done about that behavior? I'd rather have it group the "flavored-named" npcs together into the same group.

LordEntrails
October 19th, 2023, 23:22
Hi, love this extension. My players love it. The names are fun. One thing, it doesn't appear to work with rolling initiative every round and wanting to group initiative. The group initiative works if the monster has a number, but once the parens () are added with the descriptions, it appears the initiative roller treats each monster as unique (not part of a group). Can anything be done about that behavior? I'd rather have it group the "flavored-named" npcs together into the same group.
"Groups" are defined by having identical names, so I don't think its possible unless somehow this extension were to rebuild how groups are defined.

MrDDT
October 20th, 2023, 06:23
Hi, love this extension. My players love it. The names are fun. One thing, it doesn't appear to work with rolling initiative every round and wanting to group initiative. The group initiative works if the monster has a number, but once the parens () are added with the descriptions, it appears the initiative roller treats each monster as unique (not part of a group). Can anything be done about that behavior? I'd rather have it group the "flavored-named" npcs together into the same group.

You can use another ext called "Combat Groups" which allows you to group INIT by group, it's pretty easy to use for that and it also has a ton of other awesome features.

DustyLensCap42
December 15th, 2023, 17:56
I'd like to make a feature request, replace not just the number but the entire NPC name OR also apply the description to the Unidentified name. The reason is I'd love the option to hide creature type in Fantasy Grounds for some of my games, and it's a bit of work to set it up manually. Maybe someone knows of another extension that could help. In some games, I much rather like to describe the monsters they come upon. Rather than say it's an Orc, then my players just act accordingly. Because in certain instances it's fun to have some mystery, but I also really love your fun NPC descriptions.

Tideturner
December 15th, 2023, 18:28
I'd like to make a feature request, replace not just the number but the entire NPC name OR also apply the description to the Unidentified name. The reason is I'd love the option to hide creature type in Fantasy Grounds for some of my games, and it's a bit of work to set it up manually. Maybe someone knows of another extension that could help. In some games, I much rather like to describe the monsters they come upon. Rather than say it's an Orc, then my players just act accordingly. Because in certain instances it's fun to have some mystery, but I also really love your fun NPC descriptions.

Hey DustyLensCap42,

As far as I remember the extension still applies flavors when the NPC is unidentified.
And in the options you can change how the Unidentified name is displayed. I.e you can set it to display "Unknown [type]", or just "Unknown".

Does that not cover what you're looking for?

/Tideturner

DustyLensCap42
December 15th, 2023, 19:00
Yes! While I was hoping just to replace it with only the random description, that'll probably work better. Communicating that it has not been identified by anyone yet. Sorry, I should've just played around with the options.

Thanks TideTurner!

Darkrite
March 16th, 2024, 23:20
Just a QOL suggestion. Is there a way to remove a certain word from the possible descriptors? Namely "Snicker". There was an uncomfortable moment a couple weeks ago when the extension gave a fey the "useless snicker" descriptor and it wasn't noticed till after I said it out loud exactly what it was I had inadvertently said.

Appreciate it.

MrDDT
March 17th, 2024, 00:02
Just a QOL suggestion. Is there a way to remove a certain word from the possible descriptors? Namely "Snicker". There was an uncomfortable moment a couple weeks ago when the extension gave a fey the "useless snicker" descriptor and it wasn't noticed till after I said it out loud exactly what it was I had inadvertently said.

Appreciate it.

You can edit the ext file to remove it.

Snicker is a normal word though not sure why you having issues with it.

BaneTBC
March 20th, 2024, 14:57
I don't believe the word they are actually asking to have removed is "snicker", but one that sounds a bit like it. Unfortunately, the word in question is very close to a word you would not want to say on a stream, as it can easily be misconstrued as saying a negative connotation. I also have to quickly look over my list of NPC's when I add them to make sure that I'm not going to get surprised (or banned on Twitch) because someone says something inappropriate in this regard during a session.

bmos
March 20th, 2024, 16:45
npc_flavors_data.lua:245 item # 8
I'd suggest changing it to snicker, actually.

BaneTBC
March 20th, 2024, 17:16
I had removed it out of mine, I just have to be aware of when the extension gets updated as to not get surprised. Would make it simpler just to remove it, but my issues are mine, so will just continue to modify things as I need too.

PlexusDM
July 19th, 2024, 02:53
Hey, I got a big battle incoming (next week probably) involving many many devils (5E), and i noticed the extension wasn't working for those. Before coming in here, I went and checked the lua on github in case I was messing up, but was surprised to see that fiends.devil did actually not have any dataset assigned. Why the hate for poor little devils :( ? Is there a way (or to rephrase, am I allowed to do it myself in case it's too much of a hassle ?) they could be included ? I think the build and behavior sets would work, wouldn't they ?

Thank you so much, the extension is a godsent, fyi !

EDIT: I kinda went through the topic and it seems you're fine with us editing it for personal changes. I clearly can't modify the Forge version (encrypted, I believe), but (total noob here) could I just download the master folder from github, change what's needed in the lua files and repack (just zip and change to .ext ??) ?

Tideturner
July 20th, 2024, 06:43
Hey PlexusDM,

Yes, feel free to edit all you want.

I'm on vacation right now, so this is from memory, but I do not believe the forge version is encrypted.

You should find the extension in the fg unity gamedata/extensions folder.
From there you can just unzip the contents of npc-flavors.ext to gamedata/extensions/npc-flavors/ and edit whatever you need.

FG will then prioritize that folder over the extension file itself.

I think.

Regards,
Tideturner

PlexusDM
July 23rd, 2024, 02:43
Sooooo, I did edit it manually (from the github version), which did exactly what I wanted it to (as in, remove a multitude of qualifiers and add another bunch, in addition to adding some sets to be used by devil fiends) but in the process I broke something, clearly, since all NPC parsed actions text stopped showing up (weird)... I decided to disable my modified version for now, as I can't find where I messed up. It also caused somehow all NPCs to get average HP rather than my set up for roll hp.

Example of missing text for your viewing :
61370

MrDDT
July 23rd, 2024, 03:10
Sooooo, I did edit it manually (from the github version), which did exactly what I wanted it to (as in, remove a multitude of qualifiers and add another bunch, in addition to adding some sets to be used by devil fiends) but in the process I broke something, clearly, since all NPC parsed actions text stopped showing up (weird)... I decided to disable my modified version for now, as I can't find where I messed up. It also caused somehow all NPCs to get average HP rather than my set up for roll hp.

Example of missing text for your viewing :
61370

I went ahead an edited it for you (and me).
Added fiend.devil as an option along with another fiend type I saw that was not listed, which is fiend.yugoloth

Let me know if you have issues.

PlexusDM
July 23rd, 2024, 04:24
Thank you ! Think I can safely edit the dataset to remove/add "behavior" qualifiers ?

EDIT: Did just that, copied my dataset into your edit, seems like it's working properly, will let you know if it brings up any issue down the line ! Much appreciated!

bmos
July 23rd, 2024, 17:31
Thank you ! Think I can safely edit the dataset to remove/add "behavior" qualifiers ?

EDIT: Did just that, copied my dataset into your edit, seems like it's working properly, will let you know if it brings up any issue down the line ! Much appreciated!The only issue to watch out for is that updates from the forge will not take effect (your local copy overrides whatever the forge downloads)

ghen
October 2nd, 2024, 17:12
Is there a way for me to edit in longer strings with variables for npc_flavor_strings?

I'd like to see Unidentified name = [size] [npc flavors extension] [type - most specific ignoring "any type"] wielding a [first action name] and? [second action name]?

Adult blue dragon = Huge pleasantly bald dragon wielding a bite and claw
Acolyte = Medium loose suspenders humanoid wielding a club

WeirdAdventures
January 19th, 2025, 15:37
Is this project still being maintained?

Tideturner
January 19th, 2025, 16:29
Is this project still being maintained?

Not really?

I mean I will probably fix a bug if one pops up, but luckily the extension doesn't hook into very complex functionality.

A good while ago I asked another dev, who do good work, if they wanted to take over maintenance, but they had enough on their plate.
I might consider finding someone else, I dunno.

/Tideturner

MrDDT
January 19th, 2025, 17:02
Is this project still being maintained?

Currently working great. Did you have an issue?

WeirdAdventures
January 19th, 2025, 18:41
Currently working great. Did you have an issue?

Nothing I haven't confirmed isn't from a conflict with other mods...I just noticed that on the Forge page, it said the most recent update was 761 days ago.

LordEntrails
January 19th, 2025, 20:14
If it ain't broke, don't fix it :)

Tideturner
January 23rd, 2026, 18:26
So say somebody, who is probably a very cool person, decided to do a complete rewrite of the extension and would like to give it a logo this time around, and maybe have a small button by the name field to force apply flavors to unflavored NPCs, or re-flavor unfortunately skeletonized skeletons.

https://www.fantasygrounds.com/forums/attachment.php?attachmentid=66337&stc=1&d=1769192043

How would such an otherwise perfect being, make up for the SHOCKING lack of ideas to what such a logo should even look like, much less where it could be aquired?

Anyone have any ideas where I can look for such things? Not looking for free stuff, I'm just clueless.

/Tideturner

humby
January 23rd, 2026, 19:14
Such a person may find what they are looking for at https://game-icons.net/.

madman
January 24th, 2026, 02:00
So say somebody, who is probably a very cool person, decided to do a complete rewrite of the extension and would like to give it a logo this time around, and maybe have a small button by the name field to force apply flavors to unflavored NPCs, or re-flavor unfortunately skeletonized skeletons.

https://www.fantasygrounds.com/forums/attachment.php?attachmentid=66337&stc=1&d=1769192043

How would such an otherwise perfect being, make up for the SHOCKING lack of ideas to what such a logo should even look like, much less where it could be aquired?

Anyone have any ideas where I can look for such things? Not looking for free stuff, I'm just clueless.

/Tideturner


That person would also be one of my favorite people then.
Madman...

Tideturner
January 24th, 2026, 11:30
Such a person may find what they are looking for at https://game-icons.net/.

Excellent thanks.
I chose one, poked at it a bit, and decided that is good enough for now.



That person would also be one of my favorite people then.
Madman...

Exquisite taste. Just impeccable.

About version 2
I'll update forge in a day or two, when I have a bit more time to do my final tests, but if you're impatient, you can find the extension here:
https://github.com/Tideturner/npc-flavors

Or more directly:
https://github.com/Tideturner/npc-flavors/raw/refs/heads/master/build/releases/2.0/npc-flavors.ext

Main takeaway
I have completely rewritten how flavors are formed.
You can now have
Prefixes - Chubby wolf
Suffixes - Ghoul (sorrowful)
And a lot of combinations (multiple prefixes, both pre- and suffix)

This is controlled by templates, like:
"{physical.builds.general:capitalize} {name} ({appearance.textures.general} {anatomy.humanoid})"

And all words are now separated into categories, that are again separated into type "archetypes"
So while the weird and wild is still possible, flavoring an npc should be a bit more "realistic"

Note: That categorization took some time, and my brain might have exploded a few times, but I hope I got most of it right.

Secondly
I have added a small button at the end of the name field, to re-generate the flavor of the NPC.
So if there's a combination that is problematic, you can now change easely.
Also, clicking that button while holding ALT removes the flavor alltogether.
(Hey, I actually did FG UI, why I'm not a tech billionaire by now... no clue)

Note: The button does not show up in D&D 2E, so I need to investigate what that ruleset uses for the name field.
Others I've tested on are 5E, PF, PF2E, SWADE and core

https://raw.githubusercontent.com/Tideturner/npc-flavors/refs/heads/master/screenshots/flavors-1.png

Dax Doomslayer
January 24th, 2026, 12:11
Wow, nice job! My players and I love this extension and actually has lead to some memorable critters!

Jiminimonka
January 24th, 2026, 15:37
Ooh Shiny! Nice one

Azbandar
January 24th, 2026, 16:50
What type of logo are you looking for? I throw some into those that aren't clear so I remember what they are at a glance, I can share the one I made for this one with you if you'd like.

Tideturner
January 24th, 2026, 19:29
What type of logo are you looking for? I throw some into those that aren't clear so I remember what they are at a glance, I can share the one I made for this one with you if you'd like.

Not really sure what I'm looking for.

From the site humby suggested, I went with this one: https://game-icons.net/1x1/delapouite/mustache.html and just clicked the options a bit.

So it became

Icon:
https://raw.githubusercontent.com/Tideturner/npc-flavors/refs/heads/master/graphics/logo.png

Button for reflavoring:
https://raw.githubusercontent.com/Tideturner/npc-flavors/refs/heads/master/graphics/button.png

I also looked at this one: https://game-icons.net/1x1/lorc/drama-masks.html

I just thought hat and fake mustache, yeah sure why not. Masks? I dunno probably.

If you have better ideas, I'm all ears (and polka dot cape)

/Tideturner

Azbandar
January 25th, 2026, 03:17
Here's what I did on my end, feel free to use it or not.

What I used for my Icon:
66364

Just the Salt Shaker:
66365

Salt Shaker has a white background, rest is transparent, and if need be, I can recolour any part of it.

Tideturner
January 25th, 2026, 09:18
Here's what I did on my end, feel free to use it or not.

What I used for my Icon:
66364

Just the Salt Shaker:
66365

Salt Shaker has a white background, rest is transparent, and if need be, I can recolour any part of it.

Azbandar,

Very cool. Those are obviously much better than what I could come up with.

The icon was very big, and if I resized it, the text became unreadable.
So here I'm just using the salt shaker for both icon and button (64px and 16px in width)

https://www.fantasygrounds.com/forums/attachment.php?attachmentid=66368&stc=1&d=1769332392

How does that look?

In any case, I'd like to use them.
How and where would you like attribution?

/Tideturner

Azbandar
January 25th, 2026, 11:27
The icon was very big, and if I resized it, the text became unreadable.
So here I'm just using the salt shaker for both icon and button (64px and 16px in width)

How does that look?

In any case, I'd like to use them.
How and where would you like attribution?

/Tideturner

Looks good, and I'd agree, just the salt shaker works. I did the other as my folder icon for when I poke around with things. I thought the idea of a "spice" made sense with flavor.

If you want to add anything, just do an "Icon by Azbandar" somewhere in the code.

If you need it smaller, I can shrink it on my end, or if you'd like some color in it, let me know.

Jiminimonka
January 25th, 2026, 12:36
Looks good, and I'd agree, just the salt shaker works. I did the other as my folder icon for when I poke around with things. I thought the idea of a "spice" made sense with flavor.

If you want to add anything, just do an "Icon by Azbandar" somewhere in the code.

If you need it smaller, I can shrink it on my end, or if you'd like some color in it, let me know.

Where are your mods? on The Forge?

Azbandar
January 25th, 2026, 19:23
About version 2
I'll update forge in a day or two, when I have a bit more time to do my final tests, but if you're impatient, you can find the extension here:
https://github.com/Tideturner/npc-flavors

Or more directly:
https://github.com/Tideturner/npc-flavors/raw/refs/heads/master/build/releases/2.0/npc-flavors.ext


Where are your mods? on The Forge?

See the above from Tideturner, that's all the info I have for it too (posted Jan 24, 2026).

Tideturner
January 27th, 2026, 14:46
Hey,

I updated the original post, forge page, and pressed release on v2.


Version 2.0 (Viscous brain sac)
This version is a complete rewrite of the extension, so it now supports both prefixes, suffixes and multiple combinations.

The extension uses templates that vary by creature type. Undead get flavors about decay and supernatural features, beasts get natural characteristics, constructs get mechanical details, and so on.
The extension recognizes creature types including: aberration, beast, celestial, construct, dragon, elemental, fey, fiend, giant, humanoid, monstrosity, ooze, plant, and undead (with special subtypes for incorporeal, corporeal, and intelligent undead).

If an NPC type is not recognized, the extension uses a generic template that provides general-purpose flavors suitable for any creature type.

For example:
"Zombie" and "Zombie 2" become "Rotting Zombie (pale flesh)" and "Decayed Zombie (greenish sinew)"
"Vampire" and "Vampire 2" become "Vampire (sleek black cloak)" and "Vampire (piercing crimson eyes)"
"Goblin" duplicates might become "Scarred Goblin (crooked nose)" and "Wiry Goblin (tattered tunic)"

Regenerate button
There's a new regenerate what allows you generate a new flavor of the NPC. This also allows you to generate flavors for unique NPCs, so now you're BBE can have a stubbed toe, or a pink warhammer.
Or you can ALT+click the button to remove the flavor and restore the original name.


Hope it creates some fun NPCs for you :)

/Tideturner

Tideturner
January 27th, 2026, 15:10
Also I just noticed that the original post is almost 10 years old.

That can't be right. I think we have some rogue chronomancer loose on the forums.

Let's form an adventuring party and chase the fool out of our reality!

madman
January 31st, 2026, 23:48
I have been using that for 10 years.. Wow!
This is the one extension my group can not live without.
Thanks!

Jiminimonka
February 1st, 2026, 12:28
Great update! Only 10 years? Seems longer....

Tideturner
February 1st, 2026, 12:30
This is the one extension my group can not live without.
*panicked, eyes bloodshot, refilling the flavor IV*
LIVE, DAMMIT, LIIIIVE!!

(And thanks :))

Tideturner
February 1st, 2026, 12:31
Great update! Only 10 years? Seems longer....

Hehe thanks. Time sure flies slow when hitting that paprika :)

graphil
February 1st, 2026, 21:55
We got a skeletal skeleton today. The players enjoyed that. :)

anstett
February 2nd, 2026, 00:23
My players were VERY happy to have these pop up again in the CT.

Thank you again.

Azbandar
February 2nd, 2026, 18:39
We got a skeletal skeleton today. The players enjoyed that. :)

Love this one! Lol

Tideturner
February 4th, 2026, 20:39
We got a skeletal skeleton today. The players enjoyed that. :)

You found the calcium king. Good job :)

Griogre
February 7th, 2026, 21:26
I was messing around with this today (and thank you for the new version), and went to try the Alt-Click to remove the flavor and noticed when the flavor was removed it did not respect the "Flavor non-ID names" setting. IE the non IDed monsters were "Humanoid" with appended numbers along with two of the monster group having flavor names. When I Alt-Clicked on the "flavored" monsters I was expecting them to go back to "Humanoid" (the monster type) but instead they back to the generic "Unidentified".

Since these monsters are minions, and I use re-roll initiative each round, I want them to have the same initiative so they can group attack together - which means they need the same name.

Tideturner
February 8th, 2026, 12:09
I was messing around with this today (and thank you for the new version), and went to try the Alt-Click to remove the flavor and noticed when the flavor was removed it did not respect the "Flavor non-ID names" setting. IE the non IDed monsters were "Humanoid" with appended numbers along with two of the monster group having flavor names. When I Alt-Clicked on the "flavored" monsters I was expecting them to go back to "Humanoid" (the monster type) but instead they back to the generic "Unidentified".

Since these monsters are minions, and I use re-roll initiative each round, I want them to have the same initiative so they can group attack together - which means they need the same name.

Oh, right. Yeah, that makes sense.
I'll take a look and find a fix for that.

Thanks for reporting :)

Tideturner
February 8th, 2026, 15:51
Hey,

I've updated forge with a fix to make sure the unidentified name is flavored, no matter if the name field gets flavored or not.

There's still a problem with the appended numbers. You can end up with multiple Goblin 1. Or you can end up with no NPCs having numbers if your flavor profile is set to 100% (if you're a madman and you were *BORN* for flavor)


And since you didn't ask, here's what happens:
In CoreRpg, and most rulesets I'd guess, when an NPC is added to the combat tracker, FG looks for other NPCs with the same name (sans number), and appends either a higher number than found, or a random number, depending on setting.

Many NPCs do not like to be assigned a positive number, so they put on lilac glasses, wear a tutu, cut of an arm. You know, little things to disguise themselves.

And since CoreRrg, and most rulesets I'd guess, are not yet sentient, let alone sapient, it is easily fooled by the mechanism of flavor, and thus the NPCs remain uncounted.

I'm not entirely sure how to fix it yet.

/Tideturner

Griogre
February 8th, 2026, 18:26
Some ways I might approach it is make the random number in the hundreds by prepending a one hundreds digit which would work if you knew the random number was one or two digits so you could prepend a 0 for single digit numbers. Another might be to prepend a letter like A through F (hex) or even A-Z which wouldn't care about one or two digit random numbers and should be unique. LOL maybe a variant prepend with I (capital i) or lower case L (l) wich would look like a 1 in a lot of fonts but would be different if there was already a 1 or 11.

Edit: It occurred to me another good thing to prepend might just be a zero, which would preserve the random number vive while keeping things unique.

Tideturner
February 8th, 2026, 19:28
Some ways I might approach it is make the random number in the hundreds by prepending a one hundreds digit which would work if you knew the random number was one or two digits so you could prepend a 0 for single digit numbers. Another might be to prepend a letter like A through F (hex) or even A-Z which wouldn't care about one or two digit random numbers and should be unique. LOL maybe a variant prepend with I (capital i) or lower case L (l) wich would look like a 1 in a lot of fonts but would be different if there was already a 1 or 11.

Edit: It occurred to me another good thing to prepend might just be a zero, which would preserve the random number vive while keeping things unique.

Assuming I understand you here, and you suggest how the extension might handle it, and just to clarify my own ramblings:

The suffix numbers are all from FG's code. My code does nothing with the numbers except replace them with flavors, or try to glue them back on the unidentified names if needed.
The problem I'm having is my extension unintentionally hinders the numbering FG does, with those NPCs that becomes flavored.

When a "Goblin" is added, FG goes
- Hey, are there any NPC's in the combat tracker called "Goblin", or "Goblin 2"

But the extension have changed their names to "Hateful Goblin" and "Goblin (tired sob)", and FG goes
- Guess not, I won't append a number to this one then.


So I have a few options:

I can replicate what FG does and append numbers to unflavored NPCs, respecting the users setting (off, sequential, random), as I think maybe you're suggesting.
Problem is that the rulesets have a different ways of returning the list of NPCs in the combat tracker.
- Some return a simple list
- Some returns a grouped list
- Maybe other ways?

So suddenly the extension is not so ruleset agnostic, and I have to know how the different rulesets does things.
And being ruleset agnostic was one of the goals of the rewrite.

Or I can do what I did with the previous version, and only apply flavors when an entire encounter has been added, allowing FG to do it's numbering first, in one go.
But that has the exact same hurdle for me as the previous option. I need to retrieve the list of NPCs, so I can flavor them, and different rulesets might do that differently.

Or I can shrug and say maybe this isn't really a problem, I'm just obsessing over details to distract myself from the fact that I have a meeting tomorrow morning that I do not want to attend, and I just need a vacation and a hug.


So, there are options, but I'm not entirely sure how to fix it yet :)

/Tideturner

Griogre
February 9th, 2026, 04:27
I hope you get your hug! :) Sorry about the meeting. :(

I think your goal of staying ruleset agnostic is important. I would suggest when you replicate what FG does and append numbers to unflavored NPCs, respecting the users setting (off, sequential, random). Rather than trying to trying to build on numbers are already on the unflavored NPCs, for random I would generate numbers from 0-99 and add 100. For sequential, likewise start just start at 100. This should generate unique numbers except in the most corner cases where there are actually more than 100 of the same type of monster on the combat tracker.

My two cents - take it for what it's worth.

anstett
February 9th, 2026, 15:13
Being ruleset agnostic is almost as important as having the right color tutu to match the backdrop of the combat.

Seleh
May 6th, 2026, 18:48
After newest update, seeing the following warning popping up in 5E campaign:

[5/6/2026 12:52:22 PM] [WARNING] windowclass: Window class (combatants_entry_host) defined with merge attribute, but asset name does not match existing asset. [npc-flavors] [ct/ct_entry_npcflavors.xml]

Moon Wizard
May 6th, 2026, 23:50
This will occur if the extension is supporting the 2E ruleset and loaded in a non-2E ruleset, and can be ignored.

Regards,
JPG

Tideturner
May 8th, 2026, 17:18
After newest update, seeing the following warning popping up in 5E campaign:

[5/6/2026 12:52:22 PM] [WARNING] windowclass: Window class (combatants_entry_host) defined with merge attribute, but asset name does not match existing asset. [npc-flavors] [ct/ct_entry_npcflavors.xml]

Hey Seleh,

Thanks for the report.

It's not actually opening the console for you, right? I don't think warnings do that, only errors.

I'll take a look.

Seleh
May 8th, 2026, 18:17
May be a red herring after all. I wouldn't invest a lot of time in that. I have reenabled it in my campaign and will let ya know if anything else comes up.

Caratacus
June 30th, 2026, 19:54
Hello,
I downloaded this extension from the Forge yesterday, and have done three updates to my FGU since. It does not show on my list of Extensions to load yet. I have tried opening several of my campaigns, and there is no sign of it, yet it shows on the Forge as Owned. Any thoughts? In case it matters, most of my campaigns are SWADE in different settings, but also I include Star Trek Adventures.

Toadkiller
July 1st, 2026, 03:12
Hello,
I downloaded this extension from the Forge yesterday, and have done three updates to my FGU since. It does not show on my list of Extensions to load yet. I have tried opening several of my campaigns, and there is no sign of it, yet it shows on the Forge as Owned. Any thoughts? In case it matters, most of my campaigns are SWADE in different settings, but also I include Star Trek Adventures.

I had something similar happen with a different Forge addon, and what fixed it for me was to go into your Inventory in the Forge, then 'Disable' it and then 'Enable' it, and then run 'Check for updates' and see if it then appears.

Caratacus
July 1st, 2026, 04:17
I've done just that, and it works now. Thanks for the input.