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Customizing

InteractV's built-in encounters, behaviors, and factions ship packed inside the mod itself. You don't need to touch the mod's own files to customize it: drop your own files in the matching folder under scripts/InteractV/, and they're used on top of (or instead of) what's built in: same name overrides the built-in version, a new name adds to it.

This is how you can:

  • Add a brand new type of encounter, or change the conditions/odds of an existing one.
  • Change how a scripted scene plays out, or write your own from scratch.
  • Give NPCs new reactive behavior once a scene hands off to AI.

There's no need to touch any code for this; it's all in editable files. If you want to look at real examples, the built-in content itself is the best reference: it's the same format you'd write your own in.

When you need actual code

If you want a genuinely new NPC action (not just a new scene or new odds, but a new kind of behavior that doesn't exist at all), that requires writing a small plugin in C#. See Plugin Authoring.