I first tested a group of scripts in a new game to see if functionally they were compatible. Everything worked great and as expected. I then installed the same scripts into my existing game and they all appear to work except for one issue. The Aura/Tint HealthColor script treats all NPCs as PCs. I've double checked the character sheets for the tokens and they are all marked as NPC. I've even recreated one from scratch to ensure it wasn't some weird setting. But the HeathColor feature only works for the NPC tokens when I have the Script setting for PCs turned on. I've tried deleting the script, and re-adding it, nothing works. No errors in the console output either, just the fact that the feature only works for NPCs if I have the PC setting turned on. EDIT: I've gone and imported the script itself (v1.6) from dxwarlock's github and threw some logs into it. I'm pretty sure its due to the following line and the way I have character sheets for NPCs and Enemies setup. Line 39 of his code states; var type = (oCharacter === undefined || oCharacter.get("controlledby") === "") ? 'Monster' : 'Player'; I have the enemy and NPCs set to owned by "Dungeon Master" (which is me) and that logs an ID in the oCharacter ControlledBy property. Since the type statement is looking for undefined or empty string (meaning no controlledBy) that is the only way it will be marked as a Monster. This seems like a design flaw in the code and its not logged anywhere as a requirement from what I can find.