🔐
NPC Offsets

💥 Table of contents

💥 Information

  • All offsets are for files from the official 1.1 patch.
  • Numbers are in hexadecimal, or suffixed to indicate their type:
Suffix Type Size
f float 4 bytes
d double 8 bytes
i integer 4 bytes
b byte 1 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 Value File Offset By Description
100d content.dll
11BC78
fox Initial NPC min spawn distance in SP and MP (such as after respawn).
1775d content.dll
11BC80
Dev Initial NPC max spawn distance in SP and MP (such as after respawn).
2500d content.dll
11BC68
Dev NPC max spawn distance in SP and MP.
2500f content.dll
0D3C36
fox Maximum distance that NPCs will persist in SP.
2500f content.dll
0D3D6E
Dev Maximum distance that NPCs will persist in MP.
3750f content.dll
058F46
Dev Distance over which NPC spawning will ignore density cap in SP.
7500f content.dll
117A68
Dev Distance 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).
3.0f content.dll
0BA57A
adoxa SpacePop 'heartbeat' interval in seconds. I.e. how often the game 'rolls' to spawn an encounter based on repop time and density.

📎 Patrol Paths

Default Value File Offset By Description
200f content.dll
118578
Vital Multiplier 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.
2500f content.dll
0C4974
fox Patrol_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.
2000f content.dll
0BB1DA
Vital Distance 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.
2500f content.dll
0C48D7
Vital Distance that patrol_path NPCs spawn when players are close to each other in patrol path.

🔥 Tradelanes

Default Value File Offset By Description
1400i content.dll
0D8AAF
Vital Distance from a disrupted trade lane that tradelaneattackers are created
2000f content.dll
0BB1DA
Vital Distance from the last tradelane ring that FL will generate NPCs from when you enter tradelane.
4000f content.dll
0D3D93
Vital Distance from the last tradelane ring that patrol path npcs created when you enter tradelane will still exist.
1200f content.dll
11BB58
Vital Distance 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?)).
3750f content.dll
0C5D53
Vital Distance 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.
5000i content.dll
0C2946
Vital Minimum spawn distance for tradelane NPCs, tradelane spawns below this distance will be rejected and transferred to the next ring instead.

⚡ Behavior

Default Value File Offset By Description
5000f common.dll
140810
Dev Max 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).
10000f server.dll
0A8AF0
FriendlyFire Maximum AI firing range.
2i common.dll
18C754
adoxa First value of Act_PlayerEnemyClamp, used to determine the amount of enemy NPCs that will attack the player.
2i common.dll
18C758
adoxa Second value of Act_PlayerEnemyClamp, used to determine the amount of enemy NPCs that will attack the player.
7E 31 -> EB 39 common.dll
08E86A
adoxa Alternative to above: disable PlayerEnemyClamp altogether; instead making NPC enemy target selection random.
74 -> EB common.dll
08E6D8
adoxa Remove FIGHTER / FREIGHTER testing on Player for attack_preference in JobBlocks.
04 -> 00 common.dll
13E52C
adoxa NPCs use scanner (enables CMs).
5000f content.dll
0D0630
11BD10
Dev Max range at which NPCs will go hostile upon seeing their allies go hostile (both offsets must be changed).
500i content.dll
06C470
Dev Max range at which NPCs will scan your cargo.
2500f content.dll
06C717
Dev Max range at which NPCs will initiate scan of your cargo.
500f content.dll
0C4C01
Gold_Sear
M0tah
Min distance from player position at spawn moment that an NPC patrol with arrival = cruise will fly to when spawned.
2000f content.dll
0C4C06
Gold_Sear
M0tah
Max distance from player position at spawn moment that an NPC patrol with arrival = cruise will fly to when spawned.
25000000f content.dll
1195D4
Vital Square 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?).
200f common.dll
07AE5E
Vital Unknown, 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).
0.0001f common.dll
13E518
adoxa Nudge_force sensitivity (higher = less auto-dodging from autopilot and AI).
1.5f common.dll
13E6D0
fox Autopilot 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!).
50f common.dll
13E6D4
fox Default 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.dll
129058
fox Replace TrailOp behavior with FollowOp behavior (very useful for wingmen addon here).
33 FF 89 7C 24 -> E9 23 F9 FF FF content.dll
085D6F
adoxa Replace TrailOp behavior with FollowOp behavior (alternate method, Part 1).
06 -> 07 content.dll
06CDF5
adoxa Replace TrailOp behavior with FollowOp behavior (alternate method, Part 2).
14 -> 4C content.dll
06CE24
adoxa Replace TrailOp behavior with FollowOp behavior (alternate method, Part 3).
18 -> 50 content.dll
0875BC
adoxa Replace TrailOp behavior with FollowOp behavior (alternate method, Part 4).
1C -> 54 content.dll
0875C2
adoxa Replace TrailOp behavior with FollowOp behavior (alternate method, Part 5).
7A 19 -> 90 90 common.dll
08C331
Gold_Sear Make 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 90 common.dll
08C35C
Gold_Sear Make formation leader independent of escorts (this will make formation leaders able to flee) Part 2.
7A 23 -> 90 90 common.dll
08C4D3
Gold_Sear Make formation leader independent of escorts (this will make formation leaders able to flee) Part 3.
75 12 -> 90 90 common.dll
08C4E4
Gold_Sear Make formation leader independent of escorts (this will make formation leaders able to flee) Part 4.
500f common.dll
06C017
Gold_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).
500f common.dll
075B36
Gold_Sear Distance 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.
200f common.dll
06C00D
M0tah Increase this to enable large formations to dock with jumpgate (raise with caution).
07 -> 00 common.dll
08ADD7
adoxa Disable NPC firing timing delay.
83 EC 34 53 56 -> B0 01 C2 04 00 common.dll
038590
adoxa Adjusts CEGun::CanSeeTargetObject, allowing NPCs to 'see' everything. Has a pretty significant impact on firing behavior.
0.0523599f common.dll
08A185
08AE95
adoxa NPC muzzle cone angle (radians) (both offsets must be changed).
03 -> 7F common.dll
66148
Aingar Force NPCs to use correct chase behavior for shiptypes that are not FIGHTER or FREIGHTER
84 C0 -> 90 90 common.dll
763B6
Venemon Formation Members will use their thrusters
33 F6 -> B3 04 freelancer.exe
CF4E6
Venemon Contact list switch before launch (00 important, 01 ships, 02 solar, 03 loot, 04 all)
89 B5 -> 89 9D freelancer.exe
CF500
Venemon Contact list switch part 2
89 B5 -> 89 8D freelancer.exe
CF4EF
Venemon Contact list switch part 3
89 B5 -> 89 8D freelancer.exe
CF517
Venemon Contact list switch part 4
3000f freelancer.exe
1D95A8
Venemon Distance in which player names will appear