Project Zomboid

Project Zomboid

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[B42] Knox Event Expanded NPC mod [alpha v0.3.6-2]
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File Size
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5.828 MB
31 Dec, 2024 @ 4:15pm
16 Aug @ 2:28pm
41 Change Notes ( view )

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[B42] Knox Event Expanded NPC mod [alpha v0.3.6-2]

Description
Knox Event Expanded
The goal of this NPC mod is to add npcs through engine modifications.

The inspiration for this comes from various Thursdoids Indie Stone have published during the last ~10 years, which I am basically trying to recreate as good as possible. My goal is to enhance the endgame experience by bringing npcs into the mix by allowing them to exist from the very beginning of the outbreak, and later develop into various factions.

The B41 version of this mod can be found here.

IMPORTANT
This mod relies on modifying the engine. This requires manual installation. Instructions for how to install can be found in the Installation guide
NOTE: Map mods will not work well with the npcs when they are in the metaverse as their movement is implemented right now. It relies on waypoints, which in turn requires manual work to map out the roads for the npcs to move in a good way. This will be addressed in the future.

Before asking questions, please see the Frequently asked questions thread.

If you encounter bugs, please see the Known issues thread first. If the issue in question is not there, please make a bug report in the Discord[discord.gg].

Current features
  1. Npcs are procedurally generated when starting the game the first time. This simulates their lives between 1953 and 1993.
  2. Call out over radio that you are looking for survivors. Npcs within 200 squares will respond and their safehouses will be marked on your map. They will also give directions on 90MHz.
  3. Npcs have a memory system that lets them remember what happened before and after the Knox Event began. Trust, aggression etc. is derived from these memories. (Some) memories fade over time, making it possible to run into a npc at one point and have them be aggressive towards you, and the next time, they're friendly.
  4. Npcs will not take kindly to you trepassing in their home and will turn hostile if you don't leave.
  5. Even when you are not around them, npcs will continue to live their lives in the background.
  6. Inventory system for giving npc items e.g. food and equipment, and changing what they wear and which weapon they use.
  7. Npcs in your group can be sent out to scavenge or ordered to loot e.g. if they are out on a loot run together with you.
  8. RW-style management of npc jobs.
  9. Faction creation, both for npcs and the player.
  10. Npc stories - npcs are able to play out scripted events in front of you.
  11. Military faction that defends the Louisville checkpoint.

Roadmap
  1. A crime procedural generation module together with the (re)introduction of bandits.
  2. More procedural generation modules for the npcs.
  3. More faction features e.g. a "values" system for factions to give them goals and create conflict.
  4. Survival behaviors - npcs will take care of their needs i.e. find food, water, shelter etc.
  5. More combat improvements.
  6. More "static" npc factions (examples: police, EMT, fire fighters).
  7. Dynamic waypoint system to better support custom maps.
  8. Driving npcs.
This is the current list of features and it is still subject to change. Just as with B42 in general, taking backups is recommended. Also, saves may break, since B42 is still in unstable.

Credit to @xylewood and @Good Pablo for helping out with RU translations.
Credit to @RexTollBar for helping out with PTBR translations.
Credit to @Choko for helping out with ES translations.
Credit to @SIMD for helping out with DE translation.

The A* implementation used for "macro" pathfinding by the npcs is distributed under MIT License and was developed by Eugen Paraschiv. The license text is provided with the binaries and the original source and the license itself can be found here[github.com].

Workshop ID: 3397396843
Mod ID: KnoxEventExpandedNpc
Popular Discussions View All (111)
231
13
5 Sep @ 9:38pm
PINNED: Installation guide
Snejk
18
31 Aug @ 5:42am
New installation method not work for me
SiTWulf
3
2 Sep @ 1:48pm
Modifying the json file
Hunterr
2,859 Comments
Pupkin 3 hours ago 
Cant load mods anymore after installing this. I've uninstalled the game 3 times, deleted all the files in the game folder, reverted to b41 and back to b42 and none of my mods will even show up anymore. I followed the new installation and uninstall guides and my mods are just missing now.
Maple 7 hours ago 
how can ram you increase?
chicken leg 9 hours ago 
how can ram increase you?
atterrisageaigredouce 10 hours ago 
How i can increase ram ?
Snejk  [author] 11 hours ago 
If you are not getting npcs spawning, you haven't installed the mod correctly. Read the installation guide. If the issue persists, report it in the Discord with logs. I'm not seeing this issue, so I don't understand how you expect me to fix it.

If you are getting stuttering, freezes, and crashes after a while of playing, increase the amount of available RAM to the game. The default memory settings doesn't work with this mod. This is described in the installation guide.

Aside from that, 42.11.0 is worse overall in terms of optimizations. It has nothing to do with the mod per se. I have tried to alleviate this by optimizing the parts that are causing issues, but at the end of the day, this is an issue for Indie Stone to fix.
We can no longer edit the number of NPCs in the world in the sandbox settings?
Bartholomew Marmalade 23 hours ago 
Weird. Looks like I installed in correct, but it's just giving me this black screen on loading. It doesn't seem like a crash or it's frozen, and in fact I think it's the screen where you populate the history/population of Knox County. There even seems like there's a clickable button in the bottom right corner like it used to be before this new installation method took place.
Snejk  [author] 6 Sep @ 12:26pm 
@rafaxtar4 You get this issue because you haven't installed the mod properly. Please follow the instructions in the installation guide.
rafaxtar4 6 Sep @ 7:00am 
this mod crashed my map! i confirmed it.
Epsilon 5 Sep @ 1:23pm 
@Snejk is it possible to increase their firearms range if their aiming level is high?