Add an NPC to Outward as plain data: StoryKit builds the character, spawns it at a fixed spot, wires its dialogue, and compiles a trainer skill tree that sells from the vanilla Trainer UI. Requires SideLoader at runtime. A library dependency.
fix: high-severity wave from the 2026-07-19 static-analysis review
Maren: relocate default spawn to Cobalt's spot + StoryKit ground-snap
Guest pets Phase A (M0-M5): guests can tame, fight, and buy the skill tree
Small-mods bundle (review 2026-07-14): TreeLayout breakthrough violations now hard-refuse (Cobalt's ruling), Hireling recruit/dismiss master-gated, AggroKit cause-stack maintenance skipped when observation is off, StoryKit verbs through VerbHost
StoryKit: NPCs/trainers/dialogue as a kit — Maren goes live in Cierzo
0.1.0 — initial release
Add an NPC to Outward as plain data: a consumer describes placement, appearance, dialogue, and
(if the NPC is a trainer) the skills it sells, and StoryKit builds the character, spawns it at a
fixed spot, and wires the conversation — no custom UI, no NodeCanvas hand-editing.
NpcDirector spawns the registered NPC at player-ready on every scene load — master-only in
co-op, duplicate-safe.
DialogueBuilder compiles a described conversation into a real NodeCanvas graph, reusing
SideLoader's own trainer dialogue nodes.
A described skill tree compiles and sells from the vanilla Trainer window — no custom shop UI.
NPCs, trainers, and dialogue only. No quest/story-event authoring API in this release.
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