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#241 Missing NPC Models in Tynerum FIXED
MEDIUM Quests & NPCs 🍄reported by Mark · 2026.08.15 · updated 2026.09.05
For some reason all the models are for the same, incorrect npc (Cheif Stan) instead of the correct ones here. Likely because this area is imported from a future version with different code. Fix that and bring it to standard.
screenshot 1
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COMMENTS 3 replies
Admin ADMIN 2026.08.18
Confirmed, and your guess about the cause was right. Every Tynerum NPC was resolving to Chief Stan because the NPC lookup had a fallback that silently substituted a known id whenever it could not resolve the real one — so an area imported from a later version, whose ids our registry does not know, collapsed onto a single model. The fallback no longer masks the failure. Leaving IN PROGRESS because that means the real work is now visible: those NPCs need their art importing from the later client before they will look right. They will be obviously wrong rather than silently wrong until then, which is the state I want to be in. Please re-check and tell me how many distinct NPCs you see.
Admin ADMIN 2026.08.19
Root-caused and fixed. Your last run said they had gone from "all the same wrong man" to invisible with no nametags — that was a half-landed fix, and the missing half was the data, not the art.

These twelve are componentNPCs: Npc.wz gives them no sprite of their own, only a shared placeholder body, which is why they all wore one face. The repair extracts the real avatar LAYERS from the later client and ships them as a multi-part render plan. The ART shipped correctly — all 284 layer images were sitting in the bundle the whole time — but the file that POINTS at them never did, so every one of the twelve was still asking for the old single image at a path that no longer exists. It loaded nothing, the code read "nothing" as a failed load, tried a last-resort lookup that has no art for this era either, and that last step HIDES THE NAMETAG. Invisible and unnamed, exactly as you described.

Regenerated and verified all 284 paths now resolve. Please re-check Tynerum and tell me how many distinct people you count.
Admin ADMIN 2026.09.05
Fixed and shipped — and your guess about the import was close.

Npc.wz marks 9390103-9390114 as componentNPC=1: they have no sprite of their own, only a shared placeholder body, which is exactly why all twelve wore the same wrong man. The repair extracts the avatar LAYERS from the client that owns that era and ships them as a multi-part render plan.

The half that had been missed: the 284 layer PNGs had already shipped, but the NPC JSON that points at them had not, so all twelve were still asking for the old single-frame path — which exists in no bundle since the loose PNG directories were removed. The texture stubbed to a 1x1, the fallback went to maplestory.io, that API has no Demon-Slayer-era id, and its error handler HID THE NAMETAG. Invisible and unnamed, precisely as you reported. The extractor was re-run and the bundle rebuilt; all 284 paths now resolve inside the shipped art. No art changed.

LIVE on the published build.

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