Project Zomboid

Project Zomboid

Guide How to use Bandits Week one and Knox event Expanded Npcs together (UPDATED)
So I have just done a play through using both npc mods and there are some things to be aware of.

(NEW UPDATE PLEASE TAKE NOTE)

1a. Due to the KEE Family Generation screen and various other game updates, it is now impossible to load both Week one and KEE on the first initial load after setting up your sandbox settings. You MUST Deactivate KEE, and let week one do its first initial load into the game for the first time.

1b. Exit to main menu, and now activate Knox event Expanded, and load into the game for the 2nd time. When you get to the Family history generation screen, Set your KEE survivors to a low setting, and go through the process to generate KEE Survivors. The game will now load in but you will not get a KEE wife, so you need to go out and find one, rename her and claim her.

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. (Outdated, not applicable anymore) in the 19 bandit spawn options, set everything to wanderer, and have a spawn chance of 0.9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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Showing 1-8 of 8 comments
Nice guide, will try, question though, does activating kee mid save give you the family generation screen?
no idea, i literally cant use KEE anymore because of that annoying Family generation system.
You should post this guide in the Guides tab, so as not to lose this under a monsoon of unrelated threads on Main,
Okay, so now you'll need to first start a Week One save, then once you've finished the set up and such, leave and add the Knox Event Expanded mod. If you do not do this, you will end up loading into the game on a black screen.
Originally posted by LastLight_Crusader:
Okay, so now you'll need to first start a Week One save, then once you've finished the set up and such, leave and add the Knox Event Expanded mod. If you do not do this, you will end up loading into the game on a black screen.
yeah just came back to pz today after 2 months of not being able to play because of mods not working and I just found this out, you cannot start both on the first load, but you can if you add KEE on the 2nd load. you don't get to spawn with a wife which is annoying, but currently its the only work around
ah so that what it was, just assumed they didn't work together. Understandable but abit of a shame I wanted to start with a wife but with the context of "the start of the end" kinda thing.

Thanks for posting this thought it was just me.
THANK GOD I FOUND THIS. I was getting crazy bc my screen went black always when i was trying to load
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Date Posted: Jan 31, 2025 @ 3:53pm
Posts: 8