H.M.F

# ⚙️ H.M.F **Hyper Modificated Features** **Combined Framework Pack for Voyage** **My three framework mods combined into one super mod.** H.M.F combines **H.V.A.M**, **M.Ø.N.T** and **F.I.R.E** into one package designed to strengthen three major parts of Voyage gameplay: **NPCs, economics and combat.** I originally made the three frameworks separately, but since they seem to work well together, combining them felt like the obvious next step. I'm not an expert modder, but apparently I must be doing something right. 😄 ## 🧠 H.V.A.M — NPC Personality Framework **Homemade - Virtual - Autonomous - Moods** H.V.A.M focuses on making NPCs feel more alive, independent and socially reactive. NPCs can have stronger personalities, motives, moods, boundaries, secrets, preferences and relationship styles. They may start conversations, pursue goals, disagree, flirt, reject, apologize, lie, withdraw, confront problems or interact with other NPCs without everything revolving around the player. Relationships are also more layered. Affection, trust, attraction, jealousy, resentment, loyalty and commitment are treated as different things instead of one simple like/dislike meter. ## 💰 M.Ø.N.T — Economic Framework **Methodical - Økonomisk - Neutral - Transactions** M.Ø.N.T gives money, trade and economic interactions a stronger backbone. Prices are encouraged to remain consistent and react to actual world conditions instead of changing around the player's wallet. It improves: * 🏪 Merchants and markets * 🤝 Haggling and barter * 💼 Wages and rewards * 📜 Contracts * 🏦 Debt and credit * 🏠 Rent and property * 📈 Investments * 🎰 Gambling * 💱 Currency exchange * 📦 Supply and demand Different locations can have different economic conditions depending on production, imports, transport, scarcity, taxes, competition and world events. ## 🔥 F.I.R.E — Combat Framework **Fluid - Intelligent - Reactive - Encounter** F.I.R.E focuses on making combat more tactical, reactive and fitting to the host world. Combatants can consider: * 🎯 Objectives * 🛡️ Equipment * 📍 Positioning * 🧱 Cover and terrain * 🏃 Mobility * 🩸 Injuries * 😨 Morale * 👥 Allies * 🚪 Escape routes Weapons and powers should feel different according to what they actually are. F.I.R.E also supports ambushes, formations, group tactics, grappling, subdual, non-lethal combat, status effects and persistent combat consequences. Enemies may retreat, surrender, flee, negotiate or pursue objectives other than simply fighting until death. ## 🔗 One Combined Framework The three systems are designed to support each other without turning every scene into relationship drama, economic negotiation or combat. **H.V.A.M handles people.** **M.Ø.N.T handles economics.** **F.I.R.E handles combat.** When systems overlap, they can work together naturally. A merchant threatened over a price still has a personality, an economic reality and a tactical response. An injury can affect behavior or employment. A betrayal can damage relationships without automatically starting combat. ## 🌍 Designed for Different Worlds H.M.F is intended to work across fantasy, historical, modern, sci-fi, magical and other settings while respecting the host world's culture, technology, economy and power scale. ## 🎯 The Goal H.M.F is not meant to completely rewrite Voyage. It combines the three parts of the game I wanted to strengthen most: **More independent NPCs. More believable economics. More intelligent combat.** **H.V.A.M + M.Ø.N.T + F.I.R.E** **Three frameworks. One package.** ### H.M.F — Hyper Modificated Features News: 19-08-2026: Well I'm shipping this one read all in the in the description :)

Cover art for H.M.F, a npc mod on Voyage