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The full /npc reference. Every command also works as /nme npc ..., both roots share the single permission nmentities.npc (included in nmentities.*). Commands act on either the definition (every instance of the NPC at once) or your selected instance. Selection happens automatically on create and spawn, or manually with select. Pass an explicit [npc] id on any command to override the selection.

Creating and placing

Selecting

Editing the definition

These apply to every instance of the NPC, unless you have a single placed copy selected: then rename, skin and nametag set an override on that copy alone, while the rest still change the whole definition.

Movement and behaviour

follow applies to the whole definition. positioning and behaviour are per placed copy — they describe how one NPC standing in one spot acts, so they take a placed id or your selected copy. Passing a draft id is rejected with a pointer to /npc select. The behaviour modes:
Every moving mode is driven by the same hidden pathfinding mob that backs follow, so they all get Minecraft’s real ground navigation: gravity, step-up, jumps and obstacle avoidance. See Performance for the tuning knobs if you run a lot of them.

Moving and removing

Inspecting

Console usage

create, spawn, editor, select, deselect, id, tp and tphere are player-only. remove <id>, rename, type, skin, display, look, follow, positioning, behaviour, glowing, gravity, nametag, addeffect, removeeffect, dialog and list also work from console, always with an explicit id, since console has no selection.

Naming rules

NPC names must be file-safe: letters, numbers, _ and -. Duplicate names are rejected.