Project Zomboid

Project Zomboid

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[B42] Knox Event Expanded NPC mod [alpha v0.3.2-1]
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File Size
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4.159 MB
31 Dec, 2024 @ 4:15pm
16 Jul @ 11:15am
36 Change Notes ( view )

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[B42] Knox Event Expanded NPC mod [alpha v0.3.2-1]

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 (88)
543
8 hours ago
PINNED: Bug reports
Snejk
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17 Jul @ 8:44pm
PINNED: Installation guide
Snejk
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15 Jul @ 1:08pm
PINNED: Frequently Asked Questions (FAQ)
Snejk
2,446 Comments
Falcon 16 hours ago 
Fyi, in the bottom right corner of the screen it will tell you if your KEE needs an update.

Also, this mod is incompatible with Pack Mule. It's minor but Pack Mule alters how lower tier bags (duffel bag, satchel, etc) are worn so they can still be worn with higher tier bags(military, alice, etc). The incompatibility being when I transfer a duffel bag / satchel to the NPC inventory and right click, the only option is Drop, there is no equip on back.
andriosca 19 hours ago 
@Snejk if you removed the military patrols and the louisville checkpoint military npcs, pls can you delete that area where zombies enter they get deleted???
chicken leg 20 hours ago 
no? its JUST been updated, why would it be broken?
gonna shit 20 hours ago 
is this broken in the new version? 42.10 i think
ОТЧИМ ГУСЕЙ 18 Jul @ 6:48am 
Why do I get a lot of errors with this mod? When I open the map, the number of errors increases by 10
Romainian Passanger 17 Jul @ 7:58am 
@KANO thanks for the help I remember that they used to spawn items but its good they fixed that
KANO 17 Jul @ 1:02am 
@Romaninian Passanger If you want them toarricade or farm, Make sure you either give them the things thats required example: nails, hammer and planks will bartricade the windows., That goes for farming too. Just dont forget to layout it out on the ground on where they will be farming. Before they would barricade it regardless if you had those materials but now with the update you need to make sure have them on the base or given to them. Hope that helps.
KANO 17 Jul @ 12:59am 
@Boop i never went that far but what i do know from experience, is they just randomly walk around and they are already in groups so be careful sometimes they are not hostile and sometime they just shoot onsite.
Boop 16 Jul @ 4:34pm 
Where do the military spawn exactly? And how do they work? I went to the checkpoint but noticed no signs of anyone.
zach2233 16 Jul @ 4:15pm 
@Jazzwingo thank you i see starving zombies indeed does work i do not know about wandering zombies they seem to get bugged in place when they hear different sounds at once im not to sure yet then i seen them wander in from different areas