Project Zomboid

Project Zomboid

[B42] Week One NPC
Guide on using week one and knox event expanded npcs together
So I have just done a play through using both npc mods and there are some things to be aware of.

1. KEE see week one bandits as zombies and WILL attack them on sight. This may cause a lot of lag, and a lot of police/paramedic spawning to clear up the mess, while also probably getting attacked too creating a massive cycle of emergency service spawns.

2. Lower KEE spawns to about 250, lower Week one interior, exterior and military spawns to 2.0

3. in the 19 bandit spawn options, set everything to wanderer, and have a spawn chance of 0.9
if you want preppers, set them to guard, and set any bandit factions to thief. set all weapon magazines to 2 so you dont end up maxing out on unlimited ammo.

4. If you feel that it is slowing your gameplay down too much, either deactivate KEE mod until after day 7, or do not enable KEE at all until after the week one cycle has finished.

5. If you do take on KEE survivors into your group, keep them at home to guard your house, (if armed, they are VERY effective) do not bring home any week one npcs to your house because KEE companions will kill them. Only bring KEE companions out with you after the week one cycle has finished, because if you havent worked it out yet, they go full psycho on anything week one related.

Both mods can work well together but you need to make sure the settings reflect that you are going to have a very highly populated game before zombies even turn up, and any npcs you kill, will rise into zombies on day 7 so try not to make it too hard for yourself and overwhelm your playthrough and your pc.
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Just a heads up, due to numerous updates by the game, this mod and KEE, I have noticed an issue where as soon as you go to any town or populated area, the game will rapidly slow down to a full game freeze. It will start as random quick second game freezes and they will get faster and closer together and within 30 seconds to a minute the game will lock. I have tried varying the spawns for both KEE and bandits but i think they are both now fully incompatible until something changes in further updates
Originally posted by Alpha Gamer:
Just a heads up, due to numerous updates by the game, this mod and KEE, I have noticed an issue where as soon as you go to any town or populated area, the game will rapidly slow down to a full game freeze. It will start as random quick second game freezes and they will get faster and closer together and within 30 seconds to a minute the game will lock. I have tried varying the spawns for both KEE and bandits but i think they are both now fully incompatible until something changes in further updates

Hello, Alpha!
I tried combining Knox Event and Bandits NPC. And it works without errors. I disabled all friendly NPCs from Bandits NPC mod to replace them with NPCs from KEE.

And it works well except for one problem. Bandits never notice KEE. They ignore KEE. As a result, one KEE with a melee weapon can kill a group of bandits armed with firearms single-handedly if you tell him to guard a house during a raid. Do you have this problem?
Last edited by konung2112; 29 Apr @ 4:36am
Slayer  [developer] 29 Apr @ 8:23am 
Shoudnt this thread be posted on Bandits modpage?
Anyway the problem is that it totally makes no sense if Bandits cannot recognize KE NPCs. How would you even play this. Have your own KE NPCs that can always defend you from Bandits and Bandits cannot attack them? Kinda broken idea.
Originally posted by Slayer:
Shoudnt this thread be posted on Bandits modpage?
Anyway the problem is that it totally makes no sense if Bandits cannot recognize KE NPCs. How would you even play this. Have your own KE NPCs that can always defend you from Bandits and Bandits cannot attack them? Kinda broken idea.

Hello, Slayer! I totally agree! I would like bandits to be able to attack KEE. The fact that KEE NPCs become invulnerable to bandits breaks the whole game. It would be great to teach bandits to react to KEE NPCs. Is it possible? If it weren't for this problem, KEE NPCs would be a good replacement for friendly NPCs until the bandits' friendly NPCs are not developed enough.
Originally posted by Slayer:
Shoudnt this thread be posted on Bandits modpage?
Anyway the problem is that it totally makes no sense if Bandits cannot recognize KE NPCs. How would you even play this. Have your own KE NPCs that can always defend you from Bandits and Bandits cannot attack them? Kinda broken idea.

I Believe I copy/pasted this and posted it on all 3 mods
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