Project Zomboid

Project Zomboid

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[B42] Knox Event Expanded NPC mod [alpha v0.3.0-1]
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4.140 MB
31 Dec, 2024 @ 4:15pm
11 Jul @ 10:05am
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[B42] Knox Event Expanded NPC mod [alpha v0.3.0-1]

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 modified class files that must be installed manually. 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.

Current features
  1. Npcs are procedurally generated when starting the game the first time. This simulates their lives between 1953 and 1993. This includes bandits.
  2. Npcs remember what have happened before and after the Knox Event began, and will tell you about it if you ask them.
  3. Dynamic migration system where npcs will migrate into the zone to replace ones that have died.
  4. Meta events where npcs will call for help over radio on 90MHz, if you are close enough (within 200 squares).
  5. 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.
  6. Even when you are not around them, npcs will continue to live their lives in the background.
  7. Military faction that guard the Louisville checkpoint, with guard rotations, and enforces curfew at night. They communicate via radio on 92MHz.
  8. Inventory system for giving npc items e.g. food and equipment, and changing what they wear and which weapon they use.
  9. 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.
  10. Npcs will not take kindly to you trepassing in their home and will turn hostile if you don't leave.
  11. Npcs can be robbed by the player.

Roadmap
  1. RW-style management of npc jobs.
  2. Survival behaviors - npcs will take care of their needs i.e. find food, water, shelter etc.
  3. More advanced procedural generation of npcs.
  4. Player faction integration (npcs can be a part of a player faction).
  5. Dynamically formed npc factions.
  6. More combat improvements e.g. improved escape/hide behavior, usage of the anger stat.
  7. Expansion of the Military faction.
  8. Dynamic waypoint system to better support custom maps.
  9. More "static" npc factions (examples: police, EMT, fire fighters).
  10. 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 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.

For a list of known bugs, please see the Bug Report thread or post it in the Discord[discord.gg].
For feature requests, please post them in the Feature/ideas thread

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 (86)
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4 hours ago
PINNED: Bug reports
Snejk
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16 hours ago
PINNED: Installation guide
Snejk
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11 Jul @ 11:57am
PINNED: Frequently Asked Questions (FAQ)
Snejk
2,387 Comments
mad-rooky 2 hours ago 
@Alpha Gamer the issue I was talking about does not include any crashes. However, the mod currently reacts allergic to custom start dates, if you set anything different than July day 9, you brake the NPC and likely run into crashes. I had this issue after the update aswell.
It should be safe to set the time of day and length of the day, but the date must be default.
Alpha Gamer 2 hours ago 
yep, completely broken for me. any time i walk up to any npc other than my own companion, the game crashes back to menu. Cant even get to interact with them, if i can reload the crash save and run away from them quickly enough the game will play fine.
mad-rooky 3 hours ago 
@Simply-V as soon as you recruit NPC it will break. I have tested all angles on this. Spouse is unaffected, and as long as you dont recruit, which is easy as most refuse to join, everything is fine. Recruit the first NPC and reload and you not only lose all your NPC except the spouse, but most safe houses will be gone too.
A little tip on the side, when you start with spouse, backup the player0_npc file from your safegame folder. backup this before any recruitment attempt, then you will be able to restore your spouse later on without dying. ;)
The file normally saves the entire player safehouse including safehouse location and recruited NPC, but it gets corrupted when starting to recruit.
Broccali 4 hours ago 
@Chillary, you will have to unsub from mod, let it fully finish. Verify files. Resub, then follow the instruction guide. Don't delete any folders just drag those folders from workshop and replace.
usasamdoc 4 hours ago 
@Simply-V I've reinstalled a couple times and have still had the disappearing issue, both with existing games and new games. Me and some others have sent the creator our log files so he can see what the problem is.
Yeah I'm getting error spam too. Anyone know the fix?
Broccali 5 hours ago 
I fixed it for the issue i've been having.
Balduin 5 hours ago 
" Unsubscribe > Verify game files > Resubscribe > Install manual files as directed in install guide "

Ok, this does not fix it for pre-update saves. I will gladly provide any logs that could help fix that.
Broccali 5 hours ago 
Still getting thousands of errors when opening map when using this mod. I unsubbed and resubbed and went through all the steps in the installation guide. Game would not launch at all then verified files and it was able to launch but the errors are back.
Balduin 5 hours ago 
@Simply-V

So that fix works only for new created games? I cannot fix my already pre-update save?