Project Zomboid

Project Zomboid

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[B42/B41] Bandits NPC (v2)
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517.817 MB
Jun 15, 2024 @ 11:51am
Apr 23 @ 12:46pm
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[B42/B41] Bandits NPC (v2)

Description
Bandits

IMPARTANT: The mod has been updated to new major version for B42. You need to reenable the mod. Read Release Notes. Mod id has changed to Bandits2. Please report any bugs. B41 version will be updated soon.

Also try Bandit Creator mod which now controls spawn settings and many other aspects of bandits.

During the zombie apocalypse, It's not the zombies you should be afraid of; it's the people...

This mod introduces hostile (NPC) bandits into the game. Please be aware that the enemies in this mod are extremely dangerous, and provide an extent of challenges. Treat them as actual players when it comes to combat. You will need to relearn how to survive.

WORKS IN MULTIPLAYER and WITH EXISTING SAVES and ALL MAPS!

Check What's new.

I happily respond to questions unless it is clear you haven't read the description and the guidebook first. Please mention game version when commenting or posting bug reports.

Check the Bandits Discord[discord.gg].

If you like my work, be sure to give it a LIKE or:
[ko-fi.com]

Bandit Spawning
Initially, a small groups of armed individuals with melee weapons appear in the world. Over time, much larger groups armed with handguns and rifles will arrive to take your head. If you die and create a new character, that process will repeat considering the day. In multiplayer on the other hand, this happens independently for each player. Newer players will have more so simple bandits attacking them, whereas long term players will have stronger bandits attacking them.

When the event (or wave) occurs, the player will hear a more or less discrete sound and the notification icon. There are 16 types of bandit clans each controlled by a separate schedule with start and the end days. These schedules can be adjusted in sandbox settings, for example you can change spawn chance, number of bandits, their appearance, equipment, behavior AI model etc.

If you'd like to spawn waves by hand and test the mod directly, start the game in Debug Mode by going into the launcher settings in Steam and typing "-debug" in the text box. Afterward use the context menu to do as you need in-game.

Do not turn off zombies in your world completely. Otherwise Bandits will not spawn. Turning off zombie respawn is ok.

Bandit AI types
Raiders
Raiders will always know where you are, and their primary objective is to run to your location and kill you. They will be capable of removing obstacles in the way, break windows, doors, remove barricades and they will even turn off your generator so you will ♥♥♥♥ your pants in the darkness.

Wandering bandits
Similar to raiders with the exception that they will not know where you are unless they spot you. Wanderers will naturally travel the world taking care of their business.

Thieves
Thieves will not attack you unless you start the fight. They will steal random items from your base and escape.

Defender Bandits
Some of the hostile bandits will not chase the player, instead they will spawn in buildings to protect them with the provided loot. The type of bandit also depends on the building type. The bandits may occupy previously cleared building so watch out! Defender spawn chance is controlled separately in sandbox settings.

Bandits Camps
There are tent camps that will spawn in the world. The base will provide with valuable loot and will be guarded by special type of bandits. These bandits will guard the base until they spot you. Then they will follow you to kill you.

Friendlies
Friendlies will spawn naturally (unless removed in options) and join you as companions. Companions will simply follow you and help you during the fight.

Friendlies without guns are able to collect them automatically from dead bodies or containers inside buildings. There must be a gun and separate loaded clips for it to work. They cant use revolvers and shotguns, only weapons that operate with magazines. Note that this works best when friendly collects weapons from fallen hostile bandit because he just has the right set.

If you have Modoptions mod active, you can make multiple guard posts by pressing G button (by default). Friendly will move to the nearest post, and will no longer follow you. You can also use guard posts as attack orders simply by placing them for example inside buildings that you want the friendly to strike.

Friendlies will recognize player base and perform some actions there like watering crops, cleaning, maintaining generators, and more. Details in the guide.

Bandit FAQ
Q: What is the hostile bandits goal?
A: Their goal is to locate you, and kill you. If they come across other zombies or players; they will attempt to eliminate them if they are an obstacle. Bandits will also eliminate bandits from another clan/family.

Q: Do bandits have unlimited ammo?
A: No, just like the player; they run off their own varied inventory. If they have a firearm, you can loot them and collect said weapon and their magazines.

Q: How can I improve my stealth?
A: Bandits visibility can be reduced by various means: distance, intensity of light falling on the player, sneaking position, lack of movement, being on a square with a bush. All these can sum up together.

Q: Can bandits become friendly?
A: If you want some companions, you can change the friendliness of any wave in the sandbox settings.

Q: What is the range/accuracy like with the bandits?
A: Their range, accuracy levels and aiming time can be configured in sandbox settings.

Q: How do I protect myself against bandits?
A: Use bulletproof vests and protective clothing. Always carry stitching items to dress gunshot wounds. Scan your surroundings. Listen for unfamiliar sounds. Barricade your base as much as you can.

Q: How do hostile bandits treat safehouses and bases?
A: They can not burn anything down or loot anything (yet), they can open doors, smash windows, remove barricades also furniture used by player as an obstacle. They can also turn off power generators.

Q: How do notification icons work?
A: Notification icons show up only if they are turned on in sandbox settings. Green icon: friendlies, red icon: raiders, yellow icon: wanderers and the violet icon are the bandits' bases, The icon points to the spawn location, not the actual position of any bandit. The icon will not vanish automatically. To make it go away, double click it.

Compatibility
Read about Enhancements and Compatibility

Credits
Some coding: changshashinumaoyiyouxiangongsi
The icon framework and code behind notification system: Expanded Helicopter Events by Shark.
Notification icons: Ravense
Mod Picture: Ravense
Voice acting: Goosesalesman of Hamburg(Male1), Mimbius Bimbius(Male 2), Shadesz(Male 3), Joey Bracken(Male 4)
Translations: Eaglefire(German), @Furthick (French), @Oversights2006_ (Chinese SImplified), Бен (Ukrainian), VVentos (Turkish), Choko (Spanish)

Contribute
Submit you bandit voice!

Workshop ID: 3268487204
B41 Mod ID: Bandits
B42 Mod ID: Bandits2
Popular Discussions View All (428)
39
9
16 hours ago
PINNED: MOD REWORK (BANDITS2?)
Slayer
7
1
14 hours ago
Bandits automatically zombifiying after a week or two in-game (multiplayer)
bossbeetz
115
21
19 hours ago
PINNED: FRIENDLY NPC FUTURE
Slayer
5,327 Comments
Camper 1 hour ago 
Crash after update
DPREDATORIAN 4 hours ago 
la cagaste ya no funciona el mod dice error y no es compatible con nada
SigSpearThumb 5 hours ago 
Is there a way to clear the indicators? i have like 30 stacked on top of each other and they won't go away even after "eliminating" the bandit and or defender camp.
Forbidden_Knowledge 6 hours ago 
getting errors with bandit extra options that this is bandits 2
TRY ADDING THE CHARGE ON THE FENCE PLEASE :C
joatrece 11 hours ago 
I don't know why I get this error, I already removed all the mods and reinstalled both Bandit, Bandit Creator and Mod Options 42 build
Slayer  [author] 14 hours ago 
@richardallard you are correct, the bandits spawned by the previous version of bandits may cause errors.
Slayer  [author] 14 hours ago 
Lord you can make two copies of the same clan. Then set one of them as defenders and another one as assault. Then make a neccessary differentiation in their weaponry
Slayer  [author] 15 hours ago 
Settings are now controlled by bandit creator mod. Check out its modpage to see how it works now.
path 15 hours ago 
what happened to the sandbox settings? i had a customised configuration for the bandit spawn groups and its not showing up in sandbox settings anymore, is this a load order issue or have you just entirely removed all customisation from your mod and forced me to play with your playstyle?