NPCs
Every character the game places in a town or dungeon, in 3D from your own disc image: pick a location, click anyone in its cast to spin the field model and play its real idle animation. Nothing is uploaded; the disc never leaves your machine.
About this data — how an NPC is put together, naming, provenance
How an NPC is put together
There is no "NPC file" on the disc: an NPC is an entry in the scene's placement list - a model in the scene's own mesh pool, an animation clip, a tile, and the script it runs when you talk to it (see the field script VM). Its only real "name" is the first line it says to you, which is what this page labels them with.
The models ship in joint-local pieces that the animation clip assembles - frame 0 is the resting stance - exactly as on the console (see the ANM format). Two casts are held back: party members and the save crystal come from a global pool (see the characters page), and a handful of story actors ship no clip to pose them with, so they're counted in the status line rather than shown as a pile of parts.