"Npcs names for example, will require me to mask some lists in order to make it work correctly with mod npcs."
I believe he means that when the game creates an NPC, it would normally choose one from a file which limits certain names to certain NPC types, such as "NAME_GUIDE", or "NAME_MERCHANT" for example. If a game were to load an NPC that it doesn't have a prepared name for, it would likely either display random characters (best outcome), hit the bug stop trigger and crash the game (frustrating, but understandable), or crash the game AND corrupt the player or world files (bad). He needs to work out a way for the game to view the extra NPC as an already existing type, or program it to recognize and use the new NPC in the world (AND THEN bugtest to see if it displays any unwanted behavior).
Quote from
https://en.wikipedia.org/wiki/Array_programming
"The fundamental idea behind array programming is that operations apply at once to an entire set of values. This makes it a high level programming model, as it allows the programmer to think and operate on whole aggregates of data, without having to resort to explicit loops of individual scalar operations."
(In short, measure to the power of "
n", cut once).