Vortex Scripting Core Mod FAQ
10 questions players actually ask, answered.
How do I open the script editor in-game?
Open your inventory and look for the Vortex Scripting Core interface or keybind (check your controls menu). The in-game script editor will appear with code completion and hints enabled by default.
What's the difference between client-side and server-side scripts?
Server-side scripts control game logic, NPC behavior, and quest progression that all players see; client-side scripts handle visual effects, UI, and player-specific interactions. Most quest and NPC systems should run on the server to stay synchronized.
Can I use custom 3D models for NPCs?
Yes, the mod supports glTF, GLB, OBJ, and Bedrock geo.json formats. Import your model through the asset manager or script editor, then assign it to your NPC in the dialogue/animation system.
How do I make an NPC play different animations based on what they're doing?
Use the animation editor to set up state transitions with expression language triggers—for example, trigger 'walk' when the NPC moves, or 'talk' when dialogue plays. The mod syncs these states between client and server automatically.
What happens if my script has an error—does it crash the server?
The mod is designed to fail gracefully; script errors are logged but won't crash your server or client. Check the log file or in-game console to debug syntax or logic issues.
Can I override vanilla textures or models without replacing the actual files?
Yes, use the asset manager tool to view and override client and server resources on the fly. Changes apply without restarting, making it ideal for testing custom content.
Does this mod work on multiplayer servers, and will it lag?
Yes, it's designed for multiplayer and runs with minimal performance impact on server tick rate. Scripts execute efficiently in the background, though complex cutscenes with many players should be tested for your server's load.
How do I trigger a script when a player does something specific?
Use event listeners in your script to detect player actions (like right-clicking, entering an area, or breaking a block), then execute your custom logic. The mod provides built-in hooks for common player interactions.
Can I create branching quests where player choices matter?
Yes, the dialogue system supports multiple-choice branching. Each choice can trigger different scripts, set variables, or progress different quest paths—all managed through the interactive dialogue editor.
What's the best way to organize scripts if I have a lot of custom content?
Create separate script files for different systems (NPCs, quests, cutscenes, events) and use the script editor's file management to keep them organized. Reference other scripts using the mod's import or function-call system to avoid duplication.