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Living villager (NPC)

Villagers become living NPCs with 14 personalities, real conversations, emotions, and job-based quests. Each village remembers your honor (RDR2-style, per player) — earn trust for real trade discounts and hidden caches from the Wandering Merchant.
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🆕 Update

This update was mostly about making villagers feel less like a menu and more like people.

  • They talk about more now. On top of gossip, opinions, and village smalltalk, villagers can crack jokes, warn you about specific mobs ("water hurts Endermen, carry a bucket"), share bits of world lore, and — rarely — let slip something they probably shouldn't have. Warriors and smiths lean toward monster tips, sages and clerics toward lore, jokers toward jokes. It's not random noise; it fits who they are.
  • They remember what happened. Save a villager from a zombie and they'll thank you by name — differently the next day than they did in the moment. Slay the Ender Dragon or the Wither and the whole village hears about it. Beat back a raid and they'll still be talking about it days later.
  • The Nitwit is finally worth talking to. He doesn't discuss village affairs like everyone else. He has opinions about the moon (it's cheese), the government (run by chickens), and you (suspicious). None of it is true. All of it is confident.
  • They actually hold still while you talk. No more villagers wandering off mid-sentence or turning to stare at a chicken. They stop, face you, and stay put until you close the dialogue.
  • Available in English and French, auto-detected from your game language, or switched manually from the settings menu or with /scriptevent q2:lang fr / en / auto. No book required.
  • Runs on current Script API, so it plays nicely with the latest game versions. Still no Beta APIs needed — achievements stay intact.
  • Fixed a merchant-cache bug where the coordinate tracker could render as a black box on some devices. It's just a chat message now.
  • Confirmed compatible with Villager Rebuilder and Villager Names — install all three and nothing steps on anything else.

✨ Features

14 personalities Every villager spawns with one of 14 personalities — Grumpy, Chatty, Mysterious, Cheerful, Shy, Wise, Distrustful, Hurried, Greedy, Joker, Warrior, Lazy, Curious, Devout. Each talks and reacts differently, and it colors everything from their opening line to the quests they offer.

Real conversations Sneak + right-click a villager to talk. They open with a line shaped by their mood, your standing with them, and what's going on around them — a raid you just won, a rescue you pulled off, rain on the roof, their own trade. You answer with one of four tones: friendly, neutral, angry, or leave. Normal right-click still opens vanilla trading, untouched.

Living emotions Villagers feel things. Hit one and they turn angry or scared; finish a quest and they're happy; nightfall makes them tired; a horde nearby makes them fearful. Mood colors every reply, with small particle reactions to match.

Job-based quests Ask for a quest and the villager explains, in character, why their trade needs it: the Farmer wants wheat for the granary, the Librarian wants paper for the archives, the Armorer wants iron for the forge, the Fisherman wants cod. Difficulty scales with your standing — Easy, Medium, Hard — with rewards from bread up to golden apples. Zombies nearby? Expect a defense quest instead.

Per-village, per-player reputation Each village tracks its own honor with each player, independently. Be a hero in one village and a stranger in the next. Standing climbs from Sworn Enemy through Stranger, Liked, Buddies, Friends, up to Best Friend. The bar only shows while you're in a village, and it remembers the place when you come back.

Honor-based mood and trust Low honor, and the wary personalities won't even talk to you — "I've heard rumors about you..." High honor grants the vanilla Hero of the Village effect automatically, at scaling levels: real trade discounts that fade if you leave or your standing drops.

Wandering Merchant, finally useful The Wandering Trader now offers exclusive quests — bring emeralds, leather, or paper, and they'll point you to a hidden cache: a real chest with diamonds, emeralds, a golden apple, and iron. The coordinates go straight to chat, and you can pull them up again anytime with /scriptevent q2:cache.

Memory and consequences

  • Refuse a quest and they remember it. Refuse enough times and they stop offering for a while.
  • Hit a villager: −20 honor. Kill one: −50. Kill the Wandering Merchant: −30.
  • The one who gave you a quest dies, and the quest cancels on its own — you'll be told why.
  • Saved someone from a mob, ended a raid, took down a boss: they'll bring it up, for a few in-game days.

Bilingual, no book required Everything above works in English or French. It follows your game's language by default; switch it manually anytime from the settings menu or /scriptevent q2:lang.

Plays well with others Compatible with Villager Names (your villagers get real personal names, plus a "Living Villagers ⚙" entry in the config book) and Villager Rebuilder (villagers repair damage to the village, with the same reputation and mood feeding into both).


🎮 How to use

  1. Install the .mcaddon and activate both the behavior pack and the resource pack.
  2. Sneak + right-click any villager or wandering trader.

That's it — no experiments to toggle for this build.


⌨️ Commands

  • /scriptevent q2:hud — toggle the honor bar
  • /scriptevent q2:rep — show your honor in this village
  • /scriptevent q2:cache — show your active cache coordinates
  • /scriptevent q2:cache clear — drop the cache tracker
  • /scriptevent q2:lang fr / en / auto — set your language

✅ Compatibility

  • Minecraft Bedrock 1.26.20+
  • Single-player and multiplayer (reputation is tracked per player)
  • No Beta APIs required — achievements stay enabled
  • Works alongside Villager Rebuilder and Villager Names
More versions
Dev by: Avatar
VillagerEnjoyer @VillagerEnjoyer
All Rights Reserved
06/06/2026
22:44 02/08