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This page was last updated on 14 May 2025, 3:12PM
- Changelogs
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Version 7.5.13
- Bug-fix: Ships set to not engage targets were still engaging targets. Hopefully, this fixes that.
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Version 7.5.12.1
- Bug-fix: Missing text entry for the Search And Destroy mission from the Emergent Missions mod in the Chinese and Russian language files.
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Version 7.5.12
- Tweak: Added the Report Enemies and Scout Behaviour settings to the collect and deploy orders, including the deploy order from the Waypoint Fields For Deployment mod.
- Bug-fix: NPC ships that you board and then hire as a taxi were getting destroyed after the service. Only taxis that you hire from the dock terminal or bars should be destroyed.
- Bug-fix: Taxis called from the dock terminal were not checking whether you have enough cash to hire them.
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Version 7.5.11
- New feature: Rumours: Compatibility with Search and Destroy (SAD) missions of the Emergent Missions mod. The last known locations of SAD targets can be updated by talking to an NPC whose faction have a more recent sighting.
- Tweak: Rumours: Better implementation of the Extended Conversation Menu mod.
- Tweak: Bridge Crew: Cleaned-up the enemy contact reports. Some things have changed so tweak this feature in the Extension Options.
- Bug-fix: Scouts: Compatibility with the Kuda mod. Kuda was making scouts ignore the Do Not Engage order setting.
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Version 7.5.03
- Bug-fix: The "Add Hold Position to last controlled ship" feature sometimes didn't work.
- Bug-fix: The "Player's fleet follows the player" feature sometimes didn't work.
- Tweak: Added true scout support (i.e. the "Report enemies" and "Do not engage enemies" options) to the Revisit Stations order.
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Version 7.5.01
- Bug-fixes: 7.5 compatibility updates.
- Tweak: Removed Bridge Crew: Tactical Officer damage reports because they are now in the base game.
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Version 7.1.16
- New feature: Player's fleet follows the player: When taking control of a ship that is one of your immediate subrodinates, your other subordinates will auto-assign themselves to your new ship. Enable this in the mod's Extension Options. This is disabled by default.
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Version 7.1.13
- Bug-fix: Scouts will not flee from non-dangrous enemies.
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Version 7.1.07
- Tweak: Mission offers from conversations are offered from the faction of the NPC 75% of the time. At other times, the mission is offered by a random faction. Previously, all mission offers are from random factions regardless of the NPC's faction.
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Version 7.1.03
- Tweak: NPC Taxi: A cutscene is shown on the Target Monitor when the taxi approaches the station.
- Bug-fix: Disembarking from the cutscene wasn't updating the mission objective to "Rehire Taxi".
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Version 7.1.02
- Tweks: Bridge crew: ensure npc is player-owned.
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Version 7.1.01
- Bug-fix: Bridge Crew: "We've arrived at our destination." during autopilot were sometimes skipped.
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Version 7.1.00
- Bug-fix: In lua, changed the use of the obsolete GetSoftTarget to GetSoftTarget2.
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Version 7.0.02
- Tweak: 7.00 hf 1 compatibility. Disabled in Timelines scenarios.
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Version 6.2.013
- Compatibility: With Mycu's Verbose Transaction Log mod, money transfers from this mod will be labeled: Bank loan, Bank loan payment, Construction ship hire, Taxi hire in the Transaction Log menu.
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Version 6.2.011
- New feature: Support for More rooms mod. (Hopefully working.)
- Tweak: Player-ship radar contact reports obey the Report enemies settings.
- Tweak: Taxi: When hiring a taxi when in conversation with an NPC pilot, the pilot doesn't say "Wel'll be undocking soon." twice anymore. Previously, they said when you confirmed payment then again just before take off.
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Version 6.2.007
- New feature: Bridge Crew: announces when your autopilot reaches its destination.
- Tweak: Bridge Crew: Detected criminal mass traffic are not logged to the logbook.
- Tweak: Bar Patrons: NPCs from pirate factions in bars.
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Version 6.2.001
- Tweak: 6.2 compatibility.
- Bug-fix: Construction ships requesting for jobs were decling after you approve the job.
- Bug-fix: Bridge Crew: alerts were not working when you have no AI pilot assigned to your ship.
- Tweak: Bar Patrons: Terran bars will not have NPCs that have less than neutral relationship the Terran faction.
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Version 6.1.004
- Bug-fix: Reports of enemy drones and lasertowers were getting logged into the player's log.
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Version 6.1.003
- Tweak: Enemy reports from your bridge crew are now logged like enemy reports by your NPC ships.
- Tweak: Kuda 6.1.002 compatibility.
- Chinese localisation: Thanks to ycy2750617!
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Version 6.1.001
- Bug-fix: Prevent finding lockbox mission from producing errors in the log.
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Version 6.0.002
- Bug-fix: Tides Of Avarice compatibility: Axiom will now not get-up from the controls when he needs to fly you to his destination.
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Version 6.0.0004
- New feature: The ship you requested to dock on will stop their flight and wait for you to dock.
- Note: This version should work with 6.x and 5.x of the base game.
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Version 5.1.0313
- Bug-fix: Clean-up of data of loans at destroyed (or removed) stations was not happening causing the UI to crash.
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Version 5.1.0308
- Bug-fix: Ships weren't obeying their "Report enemies" behaviour options.
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Version 5.1.0305
- Tweak: Compatibility with Kuda v5.1.0305's changes to Escort AI.
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Version 5.1.0304
- Bug-fix: Escorts of ships set to not attack enemies were attacking.
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Version 5.1.0303
- New feature: Ships on Explore, Patrol, Police, and Protect orders can report on detected enemies. Read more in the Report Enemies section.
- New feature: Ships on Explore, Patrol, Police, and Protect orders can be set to flee from all enemies. Read more in the Scouts section.
- Bug-fix: NPC Taxis: Remove the "Call For Transport" button from the dock consoles when the feature is disabled.
- Tweak: NPC Constructors: Remove busy constructors to prevent them requesting for your build jobs then rejecting them.
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Version 5.1.0301
- New feature: The "Hold Position" order that was added to your last controlled ship can now be disabled. Note that I still find it enabled better than the base game's "Wait for signal" order.
- New feature: Star Wars Interworlds support: NPC Constructors should now request your build jobs. This wasn't working on SWI in previous versions.
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Version 5.1.0009
- Tweak: Taxis: When asking to fly to the nearest shipyard/wharf, allow stations owned by enemies of the player.
- Bug-fix: Taxis were accepting the job even if the player can't afford the fee.
- Bug-fix: NPC Construction Ships does not ask to build your stations that have been destroyed.
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Version 5.0.0013
- Bug-fix: Taxi: Reveal the sectors the Taxi you're in traverses unknown sectors.
- Bug-fix: Bar Patrons: They were constantly moving from one part of the bar to another.
- Bug-fix: Taix: Some M-sized taxis were not detecting when you've entered their cockpit.
- Bug-fix: Bridge Crew: Do not target the enemy after interacting with the alert unless you're in control of the ship.
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Version 5.0.001
- Removed feature: SOS Missions from NPC has been removed because it's been made obsolete by the same mission in my other mod, Emergent Missions.
- Bug-fix: Bar patrons were walking out of bars. They're suppose to walk around in the bar.
- Bug-fix: The conversation counter (which determines if an NPC has rumour to share) wasn't getting reset when you decline to listen to the rumour. This resulted in every NPC that you converse with having a rumour if you never activate the rumour topic.
- New feature: Bridge crew: Your last ship will wait where you last left it UNTIL you take control of another ship at which time they'll proceed with their queued orders. I know this was a feature in the base game, but I found it broken during the 5.0 beta. Egosoft might have fixed it since. Even if they had, this feature still works as override of it. Also, the NPC will never ask for you signal to them to proceed with their orders as in Egosoft's previous version of this feature. (Note that that previous version also gave an automatic and quiet signal when you took control of another ship - like in this feature. So why add this feature? Because I know it works and don't want to chase after my ship again in the future in case Egosoft breaks their feature again. :D)
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Version 4.2.0804
- Tweak: SETA support: prevent all comms from this mod while SETA is active.
- Tweak: Bridge crew selection: will select anyone on the bridge or cockpit when an alert is required. Previously, the mod "tried" (but wasn't totally successful) in assigning NPCs on the ship to a dedicated crew position (helm, tactical, engineer).
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Version 4.2.073
- New feature: Bridge crew: "Give order." conversation option with any of your AI pilots will open the map with their ship pre-selected so that you can directly give them an order. This is more tactile than the base game's actions to give an AI pilot an order: open map, select ship, give order.
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Version 4.2.072
- Bug-fix: New game bug: Auto-get-up variable not initialised. You don't need to start a new game. You can continue playing with your current game. The bug from the previous version only didn't initialise the variable.
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Version 4.2.071
- Bug-fix: The mod was creating its rooms and npcs when you arrive at the station instead of when you actually dock or teleport to it.
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Version 4.2.07
- Bug-fix: Teleporting in and out of stations wasn't detected, so the mod's custom rooms and NPCs were not created when teleporting into a station.
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Version 4.2.06
- Tweak: Ship-class-based AI auto-get-up Extension Options.
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Version 4.2.02
- New feature: Extension Options that disables the feature that makes the AI pilot of the last ship you controlled to get up when you enter the cockpit.
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Version 4.2.01
- New feature: NPC Bridge Crew: The AI pilot of the last ship you piloted will get up out of their seat when you enter the cockpit - saving you those precious several seconds!
- Bug-fix: Bar Patrons: Populate all the bars. Several bars may actually be spawned at a station, but only one is available from the Transporter Room. E.g.: One bar is always spawned for the blackmarketeer. But until he becomes available, the bar is removed from the Transporter Room panel. But if a taxi mission is created at the station, a secondary bar MAY be created. Several taxi missions from one station may spawn several bars. In this version, the Bar Patrons feature will spawn at all bars instead of the first random bar the feature found first in previous versions.
- Bug-fix: Standardised the event listeners for: arrive at station, dock, undock, leave station in my mods that need them with these events: attention change, dock, undock, teleport. In previous versions, these events were handled inconsistently that resulted in intermittent bugs like: (in Reputations and Professions) the Guild Network button become disabled after docking even if it was available before docking, (in High-security Rooms Are Locked) the mission NPC not getting moved to an unlocked room, (in several mods) mod NPCs, like the Mod-Parts Trader not getting spawned in their rooms, etc.
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Version 4.2.0
- Bug-fix: Clean-up mod-specific NPCs at stations after the player teleports. Previously, they were cleaned-up only when the player leaves the station's vicinity.
- Bug-fix: Unpaid bank loans crimes were getting lost after exiting the game.
- Tweak: Support for Social Standings and Citizenships (SSaC) mod: because SSaC may remove friendly and alliance licences, relations are checked against Relationship Points (e.g. 10+, 20+).
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Version 4.1.0
- New feature: Unpaid Loans is a crime if you have my other mod, Crime Has Consequences mod, installed.
- Tweak: The bank loans UI is now shown beside the Accounts UI.
- Tweak: The NPCs Request Backup feature is disabled if my other mod, Emergent Missions, is installed.
- Bug-fix: Bridge crew: Stop the video comm when you acquire a new target.
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Version 2.2.4
- Bug fix: Re-acquire bridge crew if the game re-instantiates the NPCs on the ship.
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Version 2.2.3
- Tweak: Request back-up missions now reward you a minimal value if the ship escapes without you destroying any of their enemies.
- Tweak: Bridge crew: time-outs for hit detection for reporting on hull and shield levels.
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Version 2.2.2
- Bug-fix: silence debug logs.
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Version 2.2.1
- New feature: Accepting a request for back-up now creates an actual mission. Your reward is based on how many enemies you destroy. This reward is additional to the general bounty given to you by the sector's faction authority. Previously, accepting a request for back-up only added a Guidance Mission to the ship.
- Tweak: Manager's bank loans are only available if your relationship with the faction is 10 or more.
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Version 2.2.0
- Tweak: Removed the "Dock at nearest shipyard/wharf" when speaking to your ai pilot. It clutters up the default converstation topics.
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Version 2.1.9
- Tweak: Bridge Crew: I removed my changes (i.e. diffs) to Egosoft's code that forced bridge crew members to stay on the bridge. 4.1beta1 showed that they were changing that portion of the code significantly enough that I decided to remove it and re-visit when 4.1 is released. With this tweak, bridge crew will move around the ship as normal. You'll sometimes see them at the ship's docking bays, for example.
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Version 2.1.8
- Compatibility: Update so the previous changes for v4.1beta1 of the game work in v4.0 of the game.
- Bug-fix: The handling of the possibility of a bridge crew getting re-assigned elsewhere by the player was running when in your spacesuit.
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Version 2.1.7
- Compatibility 4.1beta1: Station seed property used in creating rooms.
- Compatibility 4.1beta1: NPC State Machine for AI pilots in player ships.
- Bug-fix: Bridge crew getting disabled intermittently while in flight - requiring the player to get up and then re-take the controls.
- Bug-fix: Bridge crew: handle when crew changes - e.g. when their post is changed by the player.
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Version 2.1.6
- Bug-fix: Player Info menu sometimes stalss when rendering the bank loans.
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Version 2.1.5
- Tweak: Better selection of bridge crew. Better prioritsing of NPCs already on the bridge. Better method of making them stay on the bridge.
- Tweak: Rumours now stick on the Conversation Menu until you select it or it expires.
- Tweak: Bar Patrons now move around the bar. Previously, they were stuck in their starting positions.
- Bug-fix: Data vault and anomaly rumours were broken. They would be presented as rumours in the Conversation Menu but their missions weren't getting created.
- Bug-fix: Various bugs when the mod, Extended Conversation Menu, is installed.
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Version 2.1.4
- New feature: Bridge crew: Radar contacts can be targeted when you interact (key F) with the alert video comm.
- Tweak: Changing the target will remove the video comm immediately.
- Bug-fix: Extensions Options for Bridge crew wasn't working.
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Version 2.1.3
- Bug-fix: Hiring bar patrons was broken. It was a bug introduced by the previous version which made the bar patrons stay in the bar, rather than walking all around the station. Fixed now in this version.
- Bug-fix: The option for using the older cutscene, ShowPilot, for video comms wasn't getting used.
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Version 2.1.2
- Bug-fix: Brdige crew: in the previous version, bridge crew wasn't getting set for your first engagement. It required a second engagement (i.e. you to move to another sector or enter then leave Travel Mode) for the bridge crew to be set.
- Tweak: Bar patrons: You can limit the races of NPCs that spawn in bars to the races internally listed in the station's workforce. In previous versions, races were totally random - within the limits of factions neutral to the station.
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Version 2.1.1
- New feature: Enable/disable the mod's different packages: Rumours, Bank loans, Bar patrons, Bridge crew, NPC SOS, NPC Constructors, NPC Taxi.
- Bug-fix: Bridge crew: video cutscene was trying to initiate with uninstanced actors, causing the the video comm to get stuck on the interference pattern.
- New feature: Brige crew: They now stay on the bridge, per engagement. Engagements are separated by entering travel mode, changing sectors and exiting ship controls.
- New feature: Bridge crew: "Captain." greeting - just so you know your crew is ready. (And for me, as the developer, that the event cues are in the correct "waiting" state.)
- Tweak: Better implementatino of "Extended conversation menu". Some conversation options are based on conditions. In the previous version, all conversations are sent to ECM (if it is installed). The problem is when no conversation options are based on those conditions, which sometimes leaves the conversation empty, requiring the player to Escape out of it.
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Version 2.1.0
- New feature: Bridge crew: Helm alerts of new contacts. Tactical alerts of shield damage. Engineering alerts of engine failures. Read more below.
- New feature: Compatibility with iforgotmysocks' Extended Conversation Menu (ECM) - if used. ECM is optional.
- New feature: Now uses Egosoft's new Cutscene for comms that shows the interior of the ship.
- Bug-fix: Cost of a taxi was not getting calculated when speaking to an NPC pilot on the bridge of his ship.
- Bug-fix: You are now allowed to have multiple NPC SOS Guidance Missions. Be sure to use my other mod, UI Extensions, that allows multiple Guidance Missions.
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Version 2.0.3
- Bug-fix: Was using a text reference from "Crime has consequences". Fixed in this version.
- Bug-fix: Destroys unused taxis on game load. Previously, some taxis that you do not take were not getting deleted because: my deletion loop deletes from the beginning of the list taxis not taken - which then shifts the list one place. the next deletion is of the next taxi, skipping a taxi because of the shift. the best practice is to delete from the end of the list - which prevents this bug, which this version now does. Note that taxis are created every time you speak to a bar patron so that their conversation options, if the bar patron was randomly chosen to "know" a pilot, include the taxi's reference.
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Version 2.0.2
- Bank loans were not getting calculated still (becasue I'm stupid sometimes)! Fixed now.
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Version 2.0.1
- Bug-fix: Bank loans had no interest calculation.
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Version 2.0.0
- New feature: updated for v4.0.0 beta 11 of the base game.
- Tweaks: Cleaned-up unnecessary localisation files. Rewrote content.xml manifest file.
- New feature: Bar patrons: Between 1 and 4 hireable NPC of each type of profession (engineers, marines, pilots, and managers) of up to elite skills will be generated at bars.
- New feature: NPC SOS hails: NPCs that request backup will hail you via comms. A Mission Guidance can be created to them when you interact with their hail.
- New feature: Bank loans: Station managers offer 1,000,000 Cr loans.
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Version 1.4.0
- New feature: Bar patrons: Between 1 and 4 hireable NPC of each type of profession (engineers, marines, pilots, and managers) of up to elite skills will be generated at bars.
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Version 1.3.3
- Bug-fix: Taxi service: The re-hire mission update, after you disembarked at your destination, wasn't getting set.
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Version 1.3.2
- Updates: Taxi service: new code for the main taxi to destination sequence. Bug-fixes and new features as described below.
- New feature: Taxi: All taxis are in a custom Taxi Service faction.
- Bug-fix: Taxi service: The Taxi Service faction allows all taxis to dock on any station and ship.
- Bug-fix: Taxi service: Taxis were previously cancelling their taxi orders. The Taxi Service faction allows us full control of the taxis.
- Bug-fix: Taxi service: If the taxi needs to land on another ship, that code sends the wait order to the receiving ship. Previously, I was relying on the base game's behaviour of ships waiting for other ships to dock with them. This was unreliable. This new version prevents this bug from occuring.
- New feature: Taxi service: Upon disembarking, taxis now wait for you (for 5min) - incase you want to re-hire them. This is required because the Ship Console is disabled on enemy stations and ships.
- Bug-fix: Taxi service: Gate distance is now added to taxis hired from black marketeers.
- Tweak: Taxi service: Added speed to the ETA notification.
- Bug-fix: NPC construction ships: Jobs are cancelled when the station is destroyed.
- Bug-fix: NPC reactions: the finding of galaxy missions are extended to further clusters if none are found in nearby clusters.
- Update: Pilot cutscene caption standardised with my other mods. I.e. name, faction, ship/station, caption.
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Version 1.3.1
- New feature: Gate distance multiplier for the cost of taxis.
- Bug-fix: The list of available taxis should now only include those piloted by NPCs. Previously, drones, laser towers, and such were getting listed.
- Bug-fix: The player can now enter/exit the taxi while the taxi is still docked without the taxi AI terminating. Previously, the taxi AI would quit once the player exits even if the taxi had not left the dock.
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Version 1.3.0
- Tweak: NPC construction ships: convo of job request.
- Tweak: Uses UI Extensions and HUD mod for Lua changes.
- Bug-fix: NPC reactions: Rumours about military, economic, and scientific missions were generating only in friendly sectors. Now in neutral sectors, too.
- Bug-fix: NPC reactions: Declined missions do not stick in the Accepted Missions lists anymore.
- Tweak: NPC reactions: Disabled on enemies.
- Tweak: NPC reactions: Disabled on mission actors.
- New feature: NPC taxi: Call for transport from a ship console on a dock or from a patron in a bar. Or board an NPC ship and ask the pilot to transport you.
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Version 1.2.0
- New feature: Available NPC construction vessels (your employees first, then from friendly or neutral factions) will request jobs from you.
- New feature: Conversing while in a bar adds a 2.5% bonus to the chance a conversion produces a meaningful rumour.
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Version 1.1.3
- Tweak: get_safe_pos tweaks to ensure objects are inside the search area.
- Tweak: Ensure Init cue is in waiting state.
- Tweak: Cleaned-up cue instantiations.
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Version 1.1.2
- Bug fix: lockbox, data vault and anomaly missions were broken in the previous version.
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Version 1.1.1
- The random chance of a meaningful rumour in the previous version was always 100%.
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Version 1.1.0
- Added this rumour topic: (Chat about politics): Increases your relation with the NPC's faction. 15% chance.
- Conversing with an NPC from the same race gives a 2.5% bonus to the chance of a meaningful rumour.
- Conversing with an NPC from a friendly faction, another 2.5% bonus.
- Conversing with an NPC from a friendly faction while in an enemy sector, a further 2.5% bonus.
- An NPC can offer only one meaningful rumour per hour.
- Generic missions are categorised as: combat, economic, engineering. The type of mission offered will be based on the NPC's profession and/or role.
- Your 'conversation skill' degrades by 0.25% every hour you don't have at least one direct (i.e. face-to-face) conversation. This should be negated by your day-to-day activities like: checking with traders for argnu beef, picking up passengers, talking to faction representatives, etc.
- Extension options support: Customise the penalties and bonuses above. Read below for more info.
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Version 1.0.0
- initial release
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- Author's activity
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May 2025
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14 May 2025, 3:12PM | Action by: kuertee
File added
'kuertee_npc_reactions [version 7.5.13]'
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14 May 2025, 3:11PM | Action by: kuertee
Readme file added
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14 May 2025, 3:11PM | Action by: kuertee
Changelog added
'Change log added for version 7.5.13'
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14 May 2025, 3:11PM | Action by: kuertee
Attribute change
'Description changed.
Mod version changed to 7.5.13.'
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13 May 2025, 12:57AM | Action by: kuertee
File added
'kuertee_npc_reactions [version 7.5.12.1]'
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13 May 2025, 12:56AM | Action by: kuertee
Readme file added
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13 May 2025, 12:56AM | Action by: kuertee
Changelog added
'Change log added for version 7.5.12.1'
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13 May 2025, 12:55AM | Action by: kuertee
Attribute change
'Description changed.
Mod version changed to 7.5.12.1.'
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08 May 2025, 6:12AM | Action by: kuertee
File added
'kuertee_npc_reactions [version 7.5.12]'
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08 May 2025, 6:11AM | Action by: kuertee
Changelog added
'Change log added for version 7.5.12'
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08 May 2025, 6:11AM | Action by: kuertee
Readme file added
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08 May 2025, 6:10AM | Action by: kuertee
Changelog added
'Change log added for version 7.5.11'
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08 May 2025, 6:10AM | Action by: kuertee
Attribute change
'Description changed.
Mod version changed to 7.5.12.'
April 2025
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27 Apr 2025, 12:56AM | Action by: kuertee
Attribute change
'Description changed.'
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27 Apr 2025, 12:56AM | Action by: kuertee
Readme file added
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27 Apr 2025, 12:44AM | Action by: kuertee
File added
'kuertee_npc_reactions [version 7.5.11]'
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27 Apr 2025, 12:43AM | Action by: kuertee
Readme file added
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27 Apr 2025, 12:43AM | Action by: kuertee
Changelog added
'Change log added for version 7.5.11'
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27 Apr 2025, 12:42AM | Action by: kuertee
Attribute change
'Description changed.
Mod version changed to 7.5.11.'
March 2025
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05 Mar 2025, 4:32AM | Action by: kuertee
File added
'kuertee_npc_reactions [version 7.5.03]'
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- Mod page activity
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May 2025
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18 May 2025, 4:53AM | Action by: Thesosa13
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02 May 2025, 11:26AM | Action by: Sbosa
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01 May 2025, 3:15PM | Action by: TheFluffiestGoat
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April 2025
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30 Apr 2025, 1:07PM | Action by: MrSickness
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