Project Zomboid

Project Zomboid

1,782 ratings
[B42] Knox Event Expanded NPC mod [alpha v0.3.6-2]
146
51
14
30
14
14
18
29
6
9
8
14
9
8
7
7
5
5
5
2
2
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
5.828 MB
31 Dec, 2024 @ 4:15pm
16 Aug @ 2:28pm
41 Change Notes ( view )

Subscribe to download
[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 (110)
231
13
18 hours ago
PINNED: Installation guide
Snejk
18
31 Aug @ 5:42am
New installation method not work for me
SiTWulf
1
5 Sep @ 4:36am
Tending to animals.
Rico ✠
2,854 Comments
❤️ Bella 🏳️‍⚧ 17 minutes ago 
We can no longer edit the number of NPCs in the world in the sandbox settings?
Bartholomew Marmalade 2 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] 3 hours ago 
@rafaxtar4 You get this issue because you haven't installed the mod properly. Please follow the instructions in the installation guide.
rafaxtar4 8 hours ago 
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?
Snejk  [author] 5 Sep @ 11:08am 
@Kyle11mc @spect This mod requires manual installation. Follow the instructions in the installation guide.
Hikari 5 Sep @ 10:08am 
Can the function of allowing the NPC to eat by itself be re-enabled? Now there's a lack of feeling, and there's less of a human presence.
spect 5 Sep @ 7:36am 
this mod is causing me map loading crash, just verified it. couldnt open my map with this mod on
Kyle11mc 4 Sep @ 10:39pm 
why do i keep getting an error with this mod
Hunterr 4 Sep @ 7:10am 
Sometimes npcs freeze over a dead zombie body and they do nothing. They also beam arround the area like ghosts.