Project Zomboid

Project Zomboid

[B42] Knox Event Expanded NPC mod [alpha v0.3.0-1]
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Update: 11 Jul @ 10:05am

Patch 0.3.0-1
This patch requires an update to the class files. This means that you need to reinstall the mod.
This is also a breaking change. Your old npcs will not be recoverable.
  • Completely redesign how npcs are organized architecturally. This is the main cause if the breaking change.
  • Add framework for npc stories.
  • Make npcs dynamically visit relatives and neighbours in order to group up.
  • Make npcs form factions automatically once their group reaches 8 members.
  • Allow the player to form a faction once they have at least 8 members in their group (excluding the player).
  • Add framework for defining dialogue trees.
  • Add possibility of defining safehouses manually.
  • Add new FindItemSubTree behavior for fetching required items.
  • Make npcs fetch an axe if available in safehouse before trying to chop trees.
  • Make npcs fetch a hammer, planks, and nails for barricading instead of spawning in items on-demand.
  • Add basic farming - npcs can plow, plant, and water (if given a container with water)
  • Add ugly npc radial with placeholder icons (Default: Hold Tab)
  • Add buttons for resetting npcs completely as well as deleting files containing npc data via the "Load Game" menu in-game.
Known issues
  • This is a massive change to how all data is stored. If you run into any issues, please report it on Discord together with the logs, so I can deal with all of these issues.
  • The procedural generation UI has a safeguard in itself where if a tick takes more than 1 second, it will auto stop. This number of npcs will 100% not work with your PC, but the actual cutoff is lower. This will be improved in coming patches.
  • Scavenging seems to get stuck sometimes. It will be fixed in v0.3.1.
  • Some seed types are not identified correctly when npcs try to plant.
  • Seeds have to be unpackaged for npcs to identify them correctly.
  • Npcs can't refill any fluid container so that they can water plants.

Update: 30 Jun @ 11:05am

Patch 0.2.33
This patch requires an update to the class files.
  • Update the mod to 42.10.0.
  • Fix a bug where the EveryHour callback would trigger twice.
  • Remove old zombie spawn prevention code, since it seems to have the opposite effect e.g. for player safehouses.
  • Fix npcs getting an absurd amount of keys by making the spawning of key conditional to only when the npc claims a new safehouse.
  • Fix bug where npc wasn't attackable even with forced npc aggression on.

Update: 18 Jun @ 5:47pm

Patch 0.2.32
This patch requires an update to the class files.
  • Fix zombie corpses being grappled when exiting becoming invincible zombies when loading the save.
  • Fix some issues with dumping loot where npcs would becomes stuck if the container they are dumping to becomes full.
  • Fix some issues with scavenging for npcs wearing a backpack.
  • Don't show chat boxes for npcs in the metaverse.
  • Make npcs in player groups no longer auto scavenge when hungry. They will still try to find something to eat if they are near the safehouse.
  • Fix npcs barricading so npcs don't become stuck after completing the first barricade.
  • Make sure spouses have the default level 5 fitness and strength.
  • Spouses will now spawn with a random weapon, like any other survivor.
  • Fix clothing options initilization when using the "Show all clothing" sandbox option.
  • Fix npc stomping not doing any damage.
  • Make npcs unable to scout the own safehouse.
  • Update existing waypoints and waypoints for new areas added in B42.
  • Exclude npcs in the player's group when contacting nearby npcs to reveal nearby safehouses.
  • Update DE translations (Credit to @SIMD)

Update: 10 Jun @ 2:52pm

Patch 0.2.31
This patch requires an update to the class files.
  • Update for 42.9.0.
  • Make it possible for npcs to loot (most) liquid containers. Some sealed ones still don't work, but the water bottles and most soda cans should work correctly.
  • Fix handling of ragdolled zombies - These will now be treated as executable by the npcs.
  • Add fix for invisible zombies after creating a new character while staying in-game.
  • Add new experimental damage model from weapons - Higher aiming level guarantees hitting more vital parts. Damage done to hit body parts still scale with distance.
  • Add unstuck option for npcs - Use this in case npcs become stuck inside of objects. It comes with a 5 second timeout.

Update: 6 Jun @ 1:44pm

Patch 0.2.30
This patch requires an update to the class files.
  • Fix the player occasionally teleporting 1 - 2 squares, even when not moving.
  • Try to fix all the crashes during procedural generation due to invalid item definitions.
  • (Hopefully) fix npcs sitting in each others' lap when resting on furniture e.g. chairs.
  • Try to fix UI scaling for some of the onscreen elements.
  • Add confirmation button for the "Remove"-button in the Npc overview.
  • Fix UI bug where zones would be deleted even if you press the "Cancel"-button.
  • Add possibility to configure all hotkeys.
  • Separate npc friendly fire to its own hotkey (i.e. not Toggle Safety).
  • Add tooltips for the friendly fire toggle and the NPC overview button.

Update: 21 May @ 3:00pm

Patch 0.2.29
This patch requires an update to the class files.
  • Improve known survivor safehouses rendering by adding an explanatory text.
  • Fix npcs and players not being able to attack each other at all.
  • Reduce overall NPC hunger rate with 40%.

Update: 20 May @ 3:31pm

Patch 0.2.28
This patch requires an update to the class files.
  • Update for 42.8.0.
  • Add fix for running out of space in the save buffer for npcs. This should hopefully address the issues with npcs not saving between sessions. If you still have issues with this, try reducing the numbe
    r of npcs and/or increase memory available to PZ.
  • Fix player safehouse becoming invisible on world map when using isometric view.
  • Make NpcOverview separate between npcs in your group and safehouse.
  • Add QoL feature that allows you to copy npc job priorities and schedules between npcs.
  • Make it possible to talk to npcs even if they are trying to fulfill a need e.g. if they are hungry.
  • Fix setting correct z coordinate for dump corpse zones, dumping food containers, and guard areas.
  • Fix calculation for how the area selector selects its area, so that it matches what is shown to the player.
  • Fix spouse creator getting some lua errors when using some functions e.g. toggling stubble.
  • Fix issue where npcs continue playing munching sound even after finishing eating.
  • Update DE translations (Credit to @SIMD)

Update: 22 Apr @ 11:19am

Patch 0.2.27
This patch requires an update to the class files.
  • Fix some cases where if the npcs try to eat e.g. fruit, it will be mistaken for the canned food variant and be replaced with an opened canned food.
  • Fix npcs being stuck and not being able to attack after failing to rack their gun.
  • Fix npcs being able to eat while sitting.
  • Fix npcs sitting down in wrong direction.
  • Fix npcs becoming stuck sitting down and unable to sit back up.
  • Make npcs let go of corpses if they enter combat.
  • Adjust npc model when sitting in cars, so they don't clip through the roof (Still WIP, but an improvement in most cases).

Update: 16 Apr @ 7:51pm

Patch 0.2.26
This patch requires an update to the class files.
  • Add npc job priority help/legend.
  • Improve escape behavior by reusing calculations of safe direction used when backpedaling. This should make npcs run away in weird directions less frequent.
  • Actually fix CTD that happens when npc is trying to sit down.
  • Fix resting action so that npcs stop stuttering when sitting.
  • Optimize npc targetting to make it faster.
  • Redesign scavenging and metaverse movement for better performance and less stuttering.
  • Improve eating so that npcs open cans and jars instead of "eating the jar".
  • Fix some logic issues with eating.
  • Fix npcs aiming over their target(s) when backpedaling.
  • Make npcs start backpedaling earlier when shooting (within 3 squares distance).
  • Fix npc aim logic that makes sure that npcs don't start shooting before the gun is actually aimed at their intended target.
  • Fix npcs who have previously seen a target trying to shoot them through walls.
  • Make npcs more careful with executions - only approach to execute if there are no zombies within 6 squares of them.
  • Fix using the married trait when remaking your character after dying.
  • Set spouse npc's profession to "unemployed", so the "Check Stats" debug utility works.
  • Make hostile npcs trigger (some) music events.
  • Make npcs not dump all of their inventory when in metaverse.

Update: 7 Apr @ 11:13am

Patch 0.2.25
This patch requires an update to the class files.
  • Update to 42.7.0.
  • Change "Placing npcs" to "Placing npc groups" during procedural generation to make it more clear what is happening.
  • Fix npcs stopping in place for 2 seconds after reattaching their weapon.
  • (Hopefully) fix crash when npcs tries to sit down on furniture.
  • (Hopefully) fix crash when npcs tries to get up from furniture.
  • Fix exception spam when npc tries to sit down on inaccesible furniture.
  • Fix spouses getting a new forename generated when spawning.
  • Add ATRO compatibility - attacking npcs will now follow the same rules with ATRO as KEE vanilla.
  • Seeing your spouse die will now make you very sad.
  • Update PTBR translation (credit to @NopOYes)