Project Zomboid

Project Zomboid

1,699 ratings
[B42] Knox Event Expanded NPC mod [alpha v0.3.5-1]
143
47
13
30
14
14
16
28
6
9
8
13
9
8
7
7
5
5
5
2
2
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
5.811 MB
31 Dec, 2024 @ 4:15pm
5 Aug @ 10:51am
39 Change Notes ( view )

Subscribe to download
[B42] Knox Event Expanded NPC mod [alpha v0.3.5-1]

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.
  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, agression 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.

Roadmap
  1. Reintroducing of the military faction as a static faction i.e. the military will not longer respawn when reloading the save.
  2. A crime procedural generation module together with the (re)introduction of bandits.
  3. More procedural generation modules for the npcs.
  4. More faction features e.g. a "values" system for factions to give them goals and create conflict.
  5. Survival behaviors - npcs will take care of their needs i.e. find food, water, shelter etc.
  6. More combat improvements.
  7. More "static" npc factions (examples: police, EMT, fire fighters).
  8. Dynamic waypoint system to better support custom maps.
  9. 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.

If you find any bugs, please see the Bug Report thread, or preferably, post it in the Discord[discord.gg].

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 (98)
568
9 hours ago
PINNED: Bug reports
Snejk
8
2 hours ago
New installation method not work for me
SiTWulf
216
11
1 hour ago
PINNED: Installation guide
Snejk
2,615 Comments
deadheryk 1 hour ago 
does anyone know if this work in split screen?
np np :)
Torhak 9 hours ago 
omg thanks Bomb that hit Hiroshima, I had the same problem as gulliver, I solved it by declaring the bathroom as the wash area and it works.
@✠ Gulliver ✠ make sure the room is set in the bathroom (wash) like how youd set corpse dump area
✠ Gulliver ✠ 11 hours ago 
Survivor not washing when hit "Wash" on NPC Menu, even if claimed a Safehouse, I don't mind it but it's a bug or..?
Bomb that hit Hiroshima 12 hours ago 
how does the job priority and schedule work? is it bugged? it dosent seem to do anything for me when i click the tab on it
La tulipe 15 hours ago 
Hello when i recrut survivor , i want to go in my base but if i am fast , my survivors d'ont follow me and go too far :(
wackywarrior07 16 hours ago 
Okay what is the discord page? I am not sure how to send logs if you can talk me through it? I am not very tech savy sorry.
Snejk  [author] 16 hours ago 
@wackywarrior07 Join the Discord and send logs. If I can't reproduce it, I can't fix it.
wackywarrior07 16 hours ago 
Oh it doesnt seem to work on my save game, I am presuming the simulation wont work on loading in? I am in a town that is from the mod world maybe it is that?