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NPC Offsets

Information

  • All offsets are for files from the official 1.1 patch.
  • Numbers are in hexadecimal, or suffixed to indicate their type:
SuffixTypeSize
ffloat4 bytes
ddouble8 bytes
iinteger4 bytes
bbyte1 byte (-128 to 127)

A value like "0F 85 -> 90 E9" means replace the original bytes on the left with the new bytes on the right. (The bytes are given in file order, they don't represent a number like the offset.)

Spawning

Default ValueFileOffsetByDescription
100dcontent.dll11BC78foxInitial NPC min spawn distance in SP and MP (such as after respawn).
1775dcontent.dll11BC80DevInitial NPC max spawn distance in SP and MP (such as after respawn).
2500dcontent.dll11BC68DevNPC max spawn distance in SP and MP.
2500fcontent.dll0D3C36foxMaximum distance that NPCs will persist in SP.
2500fcontent.dll0D3D6EDevMaximum distance that NPCs will persist in MP.
3750fcontent.dll058F46DevDistance over which NPC spawning will ignore density cap in SP.
7500fcontent.dll117A68DevDistance over which NPC spawning will ignore density cap in MP (in other words, players within this distance to another player will "share spawns" with that player, and must move this distance away from other players for FLServer to start spawning NPCs for him/her).
3.0fcontent.dll0BA57AadoxaSpacePop 'heartbeat' interval in seconds. I.e. how often the game 'rolls' to spawn an encounter based on repop time and density.

Patrol Paths

Default ValueFileOffsetByDescription
200fcontent.dll118578VitalMultiplier for patrol_path spawn distances, double this to double patrol_path spawn ranges; use this in tandem with below to raise patrol_path spawn ranges.
2500fcontent.dll0C4974foxPatrol_path NPC min spawn distance check, patrol_path spawns below this distance will be rejected; use this in tandem with above to raise patrol_path spawn ranges.
2000fcontent.dll0BB1DAVitalDistance from the zone (or from the edge of the patrol_path) that encounters begin to spawn - this is not from the center of the patrol; if your patrol has a radius of 750, encounters will spawn 2750 away from the central axis of the patrol; if your zone is a sphere with 4000 radius encounters start spawning 6000 (4000 + 2000) away from the centre of the zone.
2500fcontent.dll0C48D7VitalDistance that patrol_path NPCs spawn when players are close to each other in patrol path.

Tradelanes

Default ValueFileOffsetByDescription
1400icontent.dll0D8AAFVitalDistance from a disrupted trade lane that tradelaneattackers are created
2000fcontent.dll0BB1DAVitalDistance from the last tradelane ring that FL will generate NPCs from when you enter tradelane.
4000fcontent.dll0D3D93VitalDistance from the last tradelane ring that patrol path npcs created when you enter tradelane will still exist.
1200fcontent.dll11BB58VitalDistance from the last tradelane ring that patrol path npcs are created (2750 and more, no npcs are created(unless patrol_path spawn distance is raised?)).
3750fcontent.dll0C5D53VitalDistance from the tradelane ring (except the nearest one) at which npcs with arrival = tradelane encounters are created (negative numbers accepted, though terminal rings will act up) - there are more 3750f values in content.dll which may be relevant.
5000icontent.dll0C2946VitalMinimum spawn distance for tradelane NPCs, tradelane spawns below this distance will be rejected and transferred to the next ring instead.

Behavior

Default ValueFileOffsetByDescription
5000fcommon.dll140810DevMax range at which NPCs will engage enemies; don't forget to increase the range at which NPCs will engage in pilots_population as well (attack_preference under JobBlock).
10000fserver.dll0A8AF0FriendlyFireMaximum AI firing range.
2icommon.dll18C754adoxaFirst value of Act_PlayerEnemyClamp, used to determine the amount of enemy NPCs that will attack the player.
2icommon.dll18C758adoxaSecond value of Act_PlayerEnemyClamp, used to determine the amount of enemy NPCs that will attack the player.
7E 31 -> EB 39common.dll08E86AadoxaAlternative to above: disable PlayerEnemyClamp altogether; instead making NPC enemy target selection random.
74 -> EBcommon.dll08E6D8adoxaRemove FIGHTER / FREIGHTER testing on Player for attack_preference in JobBlocks.
04 -> 00common.dll13E52CadoxaNPCs use scanner (enables CMs).
5000fcontent.dll0D0630
11BD10
DevMax range at which NPCs will go hostile upon seeing their allies go hostile (both offsets must be changed).
500icontent.dll06C470DevMax range at which NPCs will scan your cargo.
2500fcontent.dll06C717DevMax range at which NPCs will initiate scan of your cargo.
500fcontent.dll0C4C01Gold_Sear
M0tah
Min distance from player position at spawn moment that an NPC patrol with arrival = cruise will fly to when spawned.
2000fcontent.dll0C4C06Gold_Sear
M0tah
Max distance from player position at spawn moment that an NPC patrol with arrival = cruise will fly to when spawned.
25000000fcontent.dll1195D4VitalSquare of the distance from the end of the patrol_path to the object over which patrol_path NPCs won't dock with it (so far tested only with jumpgates; raising this may prevent PP crashes?).
200fcommon.dll07AE5EVitalUnknown, increasing this to 1000f and more makes patrol_path NPCs stand still after spawn (side note by fox: this range seems to also denote the range which MsnRandEnc ships spawned with story scripting cut cruise and engage targets; if you're spawning ships with MsnRandEnc, try increasing this to make them more combat-effective).
0.0001fcommon.dll13E518adoxaNudge_force sensitivity (higher = less auto-dodging from autopilot and AI).
1.5fcommon.dll13E6D0foxAutopilot helper value used by all AI functions, including NPC maneuvering and player autopilot; generally, set lower for a more accurate and picky autopilot (beware, has massive effect on how AI handle and may break your NPCs, so be very careful!).
50fcommon.dll13E6D4foxDefault follow offset for following NPCs using FollowOp; a following NPC is to the right by default, but will appear to the left, below, and above after jumping systems.
54 72 61 69 6C 4F 70 40 41 49 40 70 75 62 40 40 51 41 45 40 58 5A 00
->
46 6F 6C 6C 6F 77 4F 70 40 41 49 40 70 75 62 40 40 51 41 45 40 58 5A
content.dll129058foxReplace TrailOp behavior with FollowOp behavior (very useful for wingmen addon here).
33 FF 89 7C 24 -> E9 23 F9 FF FFcontent.dll085D6FadoxaReplace TrailOp behavior with FollowOp behavior (alternate method, Part 1).
06 -> 07content.dll06CDF5adoxaReplace TrailOp behavior with FollowOp behavior (alternate method, Part 2).
14 -> 4Ccontent.dll06CE24adoxaReplace TrailOp behavior with FollowOp behavior (alternate method, Part 3).
18 -> 50content.dll0875BCadoxaReplace TrailOp behavior with FollowOp behavior (alternate method, Part 4).
1C -> 54content.dll0875C2adoxaReplace TrailOp behavior with FollowOp behavior (alternate method, Part 5).
7A 19 -> 90 90common.dll08C331Gold_SearMake formation leader independent of escorts (this will make formation leaders able to flee) Part 1.
DC 0D 88 DF 39 06 -> 90 90 90 90 90 90common.dll08C35CGold_SearMake formation leader independent of escorts (this will make formation leaders able to flee) Part 2.
7A 23 -> 90 90common.dll08C4D3Gold_SearMake formation leader independent of escorts (this will make formation leaders able to flee) Part 3.
75 12 -> 90 90common.dll08C4E4Gold_SearMake formation leader independent of escorts (this will make formation leaders able to flee) Part 4.
500fcommon.dll06C017Gold_Sear
M0tah
Distance ahead of formation leader escorts "anticipate" to go to when catching up in cruise (decrease this to make escorts go in a straighter line towards the leader, but setting this too low causes them swing back and forth after a minor turn).
500fcommon.dll075B36Gold_SearDistance from formation leader an escort will cruise to (before dropping out of cruise) when the leader is not cruising, as well as cruise catch up trail range.
200fcommon.dll06C00DM0tahIncrease this to enable large formations to dock with jumpgate (raise with caution).
07 -> 00common.dll08ADD7adoxaDisable NPC firing timing delay.
83 EC 34 53 56 -> B0 01 C2 04 00common.dll038590adoxaAdjusts CEGun::CanSeeTargetObject, allowing NPCs to 'see' everything. Has a pretty significant impact on firing behavior.
0.0523599fcommon.dll08A185
08AE95
adoxaNPC muzzle cone angle (radians) (both offsets must be changed).
03 -> 7Fcommon.dll66148AingarForce NPCs to use correct chase behavior for shiptypes that are not FIGHTER or FREIGHTER
84 C0 -> 90 90common.dll763B6VenemonFormation Members will use their thrusters
33 F6 -> B3 04freelancer.exeCF4E6VenemonContact list switch before launch (00 important, 01 ships, 02 solar, 03 loot, 04 all)
89 B5 -> 89 9Dfreelancer.exeCF500VenemonContact list switch part 2
89 B5 -> 89 8Dfreelancer.exeCF4EFVenemonContact list switch part 3
89 B5 -> 89 8Dfreelancer.exeCF517VenemonContact list switch part 4
3000ffreelancer.exe1D95A8VenemonDistance in which player names will appear