Project Zomboid

Project Zomboid

71 ratings
Take No Prisoners (Hostile NPC's with PZNS framework)
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21 Aug, 2023 @ 7:28pm
27 Apr, 2024 @ 9:36pm
37 Change Notes ( view )

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Take No Prisoners (Hostile NPC's with PZNS framework)

In 3 collections by oZumbiAnalitico
TakeNoPrisoners | Firearms B41 | VFE
6 items
TakeNoPrisoners | PZNS NPCs Mods
9 items
PZNS NPCs Mods
16 items
Description
Beware! Backup your save before using this mod, both my mod and npc framework are still in development and could lead your character to unfair death.
For single player only (I mean, not tested on multiplayer, neither the mod and possibly the framework) .

This mod spawn random hostile npc near the player using the PZNS Framework mod. Configurations using Mod Options mod. This mod should not be treated as a NPC mod, they are enemies, not full-fledged NPCs, so they miss some behaviors.

Types of Enemies:
(1) Prisoner - Pistols or Shotguns (Medium)
(2) Thugs - Baseball bats or crowbars (Easy)
(3) Hunter - Varmint Rifle .223 (Difficult)
(4) Militia - M14 (Difficult)
(5) Weeping Angel - Nothing (?)
Never underestimate the melee guys (they are better than you, shoot them)

Notes for the Artificial Behavior:
1. If you go far enough the Enemy will stop the pursue. But could be necessary to run or sprint.
2. If the npc spawns or go inside a building they will stay there walking randomly until find something to shoot (you). That not applies for thugs though.
3. By Default the enemies don't have names, there are options to show enemy position which will display dots above the npc (Crouching increase the detection radius, Foraging Skill Increase detection radius) for both field and building enemies.
4. The field npcs have stronger health than building npcs, still you should fear building npcs.
5. Now they can spawn safely with zombies (For performance, control de Zombie Tolerance using mod options)
6. Increase the difficulty using mod options (The default is for unskilled firearm character).

Notes for Interface:
1. A red texture around the PVP Button will indicate a raiding spawn

Notes for Walkie-Talkie Spawn:
1. Must be attached to belt hotbar and turned on to work.
2. Right click on the Walkie-Talkie in the hotbar select "Survivors>Call For Survivors".

Don't take any prisoners

Workshop ID: 3023939431
Mod ID: tnp_pzns_framework
Popular Discussions View All (4)
19
9 Mar, 2024 @ 4:19pm
PINNED: BUG REPORT
oZumbiAnalitico
4
4 Feb, 2024 @ 7:37pm
Creating Enemy Addon
oZumbiAnalitico
1
19 Oct, 2023 @ 2:51am
Tips and Strategies for Take No Prisoners Hostile NPC's
oZumbiAnalitico
93 Comments
tusyok 28 Dec, 2024 @ 10:22am 
For some reason, I cannot spawn any type of enemies which this mod adds using debug menu (however, default PZNS raider can be spawned through native PZNS mod menu).
Tried running just pzns and this mod and resubscribing anew to no avail.
Could you please advice what might be the culprit? Thank you.
brutetooth 26 Dec, 2024 @ 12:36pm 
Any plans to update this or the framework for B42, really enjoyed this mod.
Holy Nut 22 Dec, 2024 @ 7:18pm 
So does this mod require the framework mod to be activated or no? Same with fanatic addon
Hunterr 27 Jul, 2024 @ 6:42am 
The problem about current npc mods are that it lets the game lag (sometimes like hell).
oZumbiAnalitico  [author] 11 May, 2024 @ 5:06pm 
@NotYourTito
hmm .. not sure anymore, I think it was because of errors, or invincible npcs, or npcs with inconsistent range. The guns itself isn't a problem tho, you just need to use a mod to convert vanilla to brita's.
NotYourTito 8 May, 2024 @ 10:37pm 
I saw an earlier comment that this mod has a conflict with Brita's. Is the conflict npcs not spawning with the Brita guns or does it cause actual function problems with either mod?
MarBl 26 Apr, 2024 @ 12:59pm 
Oh, that is an amazing surprise - that's really appreciated! No need to apologise for being "late", don't be silly!
oZumbiAnalitico  [author] 26 Apr, 2024 @ 12:50pm 
@Spodey
Sorry for the late update, should be fixed by now ... actually was quite simple, I was checking the variable options on file load, before the mod options load, now the check is on game start, and that should fix the issue (I hope).

You can re-enable the "PZNS movement fix", there is no relation between them.
MarBl 18 Apr, 2024 @ 4:16am 
Well, in the end I modified the enemy definitions in the CONTENT folder to just change the clothing and weapons of the hunters / militia etc to something that made more sense for my modlist (Last of Us themed :P).

Now everything is working great, and I have enemy AI randomly in the world without the bugs of Superb Survivors. Your mod is a godsend!
MarBl 16 Apr, 2024 @ 3:11am 
Thanks so much!

In the end, I managed to stop the spawns.

I don't know what exactly it was, but it seemed that starting a new game, and disabling the PZNS movement fix, then loading my old save is what did it.

I can't be quite sure, since I was just trying out a new game to test it there, with only this mod and PZNS - then I realised it was suddenly working.

However, when I tried to enable hunters, but leave the others disabled, prisoners started appearing again.

I know PZNS isn't your mod - just as an aside, for some reason PZNS Raiders do nothing, just stand on the spot and attack you if you stand close enough.

PZNS survivors usually just stand in their spawn tile doing nothing too, but once in a blue moon they start walking around. As soon as you attack them and they become hostile, they stop on the spot and will never move again.

The NPCs in your mod work perfectly, however, besides from the awkward melee movement that seems to come from PZNS.