I'm glad you found the issue. which Kits plugin are you using? I bet the IsAPI is broken, and would explain why the npc is naked. If it's not from k1lly0u or Mevent then this is probably the fix in the Kits.cs:
[HookMethod("isKit")]
public bool isKit(string kitName)
{
return kitsList.Exists(p => p.Name == kitName);
}
can you send the oxide log so I can see where to trap the exception at? it's probably thrown in UpdateItems
murder_kit_1, murder_kit_2, etc are placeholders that shouldn't exist, and by default Murderer (Items) and Scientist (Items) would be equipped instead. using a kit with that same name (or not at all) shouldn't cause any issues unless Kits plugin is broken or using some item that doesn't work. can you tell me exactly what items you put in that kit?
Spawn Alternate Default Scientist Loot is what loot they'd drop in the base game. so when you kill an npc in the open world they contain a few pieces of loot. this is for that (LootSpawnSlots)
Drop On Death Loot Table does work that way yes. if you wanted it to drop a kit then you would use the NPCKits plugin on this site for that (and make sure its enabled in this plugin)
Damage Multipliers in the profiles modify damage from npcs, but that applies to all weapons in that profile instead of per weapon. generally you should adjust the accuracy settings to determine how difficult the npc should be. I imagine armor adds to the npcs protection but the game handles that
CreateLoadout method uses Murderer (Items) and Scientist (Items). you can put any number of items in those lists to have them randomly picked from
ya I drew the npc positions in the game to make sure they were positioned correctly. when you mentioned water I thought maybe the game tried to put them on the waters surface but it put them on the ground correctly as expected