





FS25 NPC Favor V1.3.0.0
AI-driven neighbor farmers live and work around your map. They follow their own daily routines, build a friendship with you over time, and ask for favors you can complete for cash and better relationships. Walk up and press E to talk, without menus.
Features
- Living Neighbors
- Relationship & Favor System
- Walk-Up Interaction
- Fully Configurable
Controls:
Interact with an NPC: E
NPCs follow a daily schedule. They head out to their fields, take breaks, and return home, so where you meet them depends on the time of day.
Changelog
- V1.3.0.0
Fixed: Multiplayer neighbours stand where the server says, show their real names and personalities on every player’s screen, and every button, including talk, offer help, accept, complete, and abandon, acts through the host on the exact person and job shown, by the player who pressed it.
Saved neighbours stay the same people after a reload, with their homes, trust, and work, and a saved favour keeps its remaining destinations.
Neighbours work land they are actually allowed to work and are no longer thrown off a field the farmer owns over and over. They work the whole field and stay on it, and a neighbour inspecting a field’s edges follows the field’s real shape.
An expiring favour no longer deletes a different, still valid favour, and accepted favours survive a deleted or reused farm. Orphaned ones appear in the favour menu’s Recovery view.
A favour number used before a save is never reused after loading.
The NPC Favor menu key no longer collides with Dashboard Live’s map orientation, the favours HUD key is registered, keyboard defaults are bound, and the interact key shows the live key.
Translations: the page legend shows a plain dot between page names, and the title and description read correctly in the mod manager in nine languages.
Added: the NPC Favor page on the Realistic Farming Esc menu, with scrollable tables and a details card for each neighbour.
A favours HUD show/hide toggle in the Control Center, Control Center actions, and a HUD that follows the base game’s theme and can be resized in width.
Experimental, off by default: an Experimental Systems switch saved with the game, and the first groundwork for companion mods to bring their own neighbours and jobs, offered to one farm, finished face to face, paid once, saved with the game, and free to let go. No companion mod uses it yet. - V1.2.7.1
Fixed favors never completing (#62): every favor step within 30m of its target called a method that did not exist, throwing a Lua error on each check so no favor could progress. The borrow-tractor favor, for example, handed over the keys and then did nothing at the field marker. Step completion now flashes on the favor HUD and favors finish normally.
Favors now pay the farm that accepted them, stamped at accept time and applied at every money site, so the correct farm is paid even on a dedicated server and clients never apply money locally.
Favor completion, loan repayment, and gifts all route through the mod’s own server-authoritative event.
Idempotency flags, persisted, prevent a reload from double-paying a favor, and a live double-payout in the favor management dialog is fixed.
Bridges onto the four core services when installed, StateLedger, NetworkSync, MasterHUD, and SettingsHub, with the mod’s own paths kept as the standalone fallback.
A read-only relationship and favor API for Dairy Core and Pro Staff. - V1.2.7.0
NPC FIELD WORK, NEW: real base-game AI tillage. An NPC’s tractor and implement runs a genuine field-work job and actually tills the ground.
Full job-to-field matching: each NPC gets a role and the matching gear, till with tractor + plow/cultivator, sow with tractor + seeder, or harvest with combine + header. The AI job only runs when the field state matches.
Crop safety: NPCs read the field’s real crop and growth state and never plow or cut a growing crop. Harvesters only go to fields that are ripe.
Fallbacks: if the game AI cannot run, because there is no implement or the hire limit is reached, the NPC drives its combo with base-game pathfinding or a visual pass, so it always looks busy without errors.
ON-DEMAND EQUIPMENT: equipment now spawns on demand at the field edge the moment an NPC starts working, matched to the field’s current need, and despawns when they stop. This removes stale gear, such as a plow left on a field that had since grown a crop. A growing field simply gets no equipment and the NPC visits on foot.
If an NPC leaves work while their vehicle is still loading, the load is cancelled before the implement spawns, so nothing is created just to be deleted.
FIXES: fixed a VehicleCharacter crash from a wrong argument order.
Fixed 5 no-op vehicle deletions that left stranded units behind.
Fixed a map-marker overlay render flood, “Unknown entity id …”, by sharing one overlay across all NPC markers.
Fixed harvester headers never attaching. The New Holland combo pointed at a header as its combine, so two headers were paired. It now uses the real combine, and the header attaches and harvests.
Silenced the “Can’t change money of spectator farm” log spam: NPC AI job cost is zeroed, NPC vehicles keep their fuel topped, and Worker Costs, when installed, drops any charge aimed at the spectator farm.
AI BEHAVIOUR, MULTIPLAYER, EDGE CASES: added the “loner” personality to the daily schedule.
Schedule-aware commute speed boost so NPCs running late move quicker at any time of day, not just the evening.
Group gatherings now show a speech bubble even with no partner nearby.
Reduced NPC-to-NPC social pairing distance to 50m for more natural pairing.
Preserved mood-based movement speed correctly across walk and run modes.
Cleared stale gathering data when an NPC sleeps, and unified scheduled activity lookups into one code path.
Client-side orphan-vehicle cleanup in multiplayer, so stranded NPC vehicles are removed on clients too.
NEW CONSOLE COMMAND:npcDeleteVehicle [radius], delete the nearest vehicle/implement to you as cleanup for stranded units. Never deletes the vehicle you are in.







