<?xml version="1.0" encoding="UTF-8"?><rss xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:content="http://purl.org/rss/1.0/modules/content/" xmlns:atom="http://www.w3.org/2005/Atom" version="2.0"><channel><title><![CDATA[New RE NPCs]]></title><description><![CDATA[<p dir="auto">Create an NPC that drops loot and junkloot, but remove any credit value to the individual npcs.</p>
]]></description><link>https://swgevolve.com/forums/topic/46/new-re-npcs</link><generator>RSS for Node</generator><lastBuildDate>Sat, 15 Aug 2026 01:47:32 GMT</lastBuildDate><atom:link href="https://swgevolve.com/forums/topic/46.rss" rel="self" type="application/rss+xml"/><pubDate>Thu, 19 Oct 2023 22:38:42 GMT</pubDate><ttl>60</ttl><item><title><![CDATA[Reply to New RE NPCs on Sun, 22 Oct 2023 15:43:02 GMT]]></title><description><![CDATA[<p dir="auto">setting up small piles (something like 8 per spot) of say level 2 NPCs with ONLY junk loot in their loot table in 2 or 3 spots around Starports would help out a lot I think.  That way your inventory wouldnt fill up with weaps, clothing or the other muck but you could get a fairly large stockpile of junk loot for RE.</p>
]]></description><link>https://swgevolve.com/forums/post/71</link><guid isPermaLink="true">https://swgevolve.com/forums/post/71</guid><dc:creator><![CDATA[Talverda]]></dc:creator><pubDate>Sun, 22 Oct 2023 15:43:02 GMT</pubDate></item><item><title><![CDATA[Reply to New RE NPCs on Fri, 20 Oct 2023 21:55:48 GMT]]></title><description><![CDATA[<blockquote>
<p dir="auto"><strong>Rezec, post: 81, member: 1 wrote:</strong></p>
<p dir="auto">Are you not crafting mod bits in factories?</p>
</blockquote>
<p dir="auto">I am, but it'd be nice to have ALL the modifier bits be craftable.  Remove the need for my crafter to have to take up combat skills to accomplish providing RE services.</p>
<p dir="auto">I realize that certain class specific modifiers - Devastation is not currently listed, but you gave us heal action cost reduction, which is a class specific modifier.  I'd like to have that added to a craftable option.  The class specific modifiers would sell well, and itd be nice to be able to sell these to players.</p>
]]></description><link>https://swgevolve.com/forums/post/70</link><guid isPermaLink="true">https://swgevolve.com/forums/post/70</guid><dc:creator><![CDATA[Citrine]]></dc:creator><pubDate>Fri, 20 Oct 2023 21:55:48 GMT</pubDate></item><item><title><![CDATA[Reply to New RE NPCs on Thu, 19 Oct 2023 22:43:07 GMT]]></title><description><![CDATA[<blockquote>
<p dir="auto"><strong>Citrine, post: 80, member: 339 wrote:</strong></p>
<p dir="auto">Create an NPC that drops loot and junkloot, but remove any credit value to the individual npcs.</p>
</blockquote>
<p dir="auto">Are you not crafting mod bits in factories?</p>
]]></description><link>https://swgevolve.com/forums/post/69</link><guid isPermaLink="true">https://swgevolve.com/forums/post/69</guid><dc:creator><![CDATA[Rezec]]></dc:creator><pubDate>Thu, 19 Oct 2023 22:43:07 GMT</pubDate></item></channel></rss>