Project Zomboid

Project Zomboid

238 ratings
[B41] Knox Event Expanded MP NPC mod [alpha v0.2.1]
14
14
4
3
2
2
2
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
4.135 MB
Sep 21, 2024 @ 6:28pm
Jan 10 @ 6:08am
34 Change Notes ( view )

Subscribe to download
[B41] Knox Event Expanded MP NPC mod [alpha v0.2.1]

Description
Knox Event Expanded
The goal of this MP NPC mod for dedicated servers is to add npcs through engine modifications (and a workaround in client for "vanilla" clients in MP).

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 SP version of this mod has been discontinued. Please note that this also applies to MP hosted via the in-game menu. This is a decision I have taken due to the scope becoming to big with B42. To play SP, please refer to the B42 version of the mod here.

IMPORTANT
This mod relies on modified class files that must be installed manually. Instructions for how to install and what server settings are recommended for a good experience 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. There is a plan for how to remove the need for this.
Servers running Knox Event Expanded
RegularZomboid[discord.gg]
IP: 173.0.158.164
Port: 27300

Last Hope Roleplay[discord.gg]
192.227.64.200
16261

Please reach out if you want your server added to this list.

Check out the Player guide for how this mod works and for instruction for how to install the deadlock workaround for MP.

For a complete list of known bugs, please see the Bug Report thread or post it in the Discord[discord.gg].
For feature requests, please post them in the Feature/ideas thread

Current roadmap
The roadmap for the B41 MP version of this mod is currently limited. Some new features might be added if requested, but overall, my main focus is on B42. Some features made in B42 SP will be backported to B41 MP, but it will be kept on a case to case basis.

Credits
Credit to @okkg for helping out with npc presets, mapping out new areas, adding some new npc behaviors, and implementing and adding a lot of events.
Credit to @SrPignata for helping out with PTBR translations.
Credit to @Spiffich for helping out with RU translations.

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: 3335447777
Mod ID: KnoxEventExpanded
Popular Discussions View All (7)
64
Feb 15 @ 12:29pm
PINNED: Bug reports
Snejk
36
May 31 @ 2:14pm
PINNED: Installation guide
Snejk
8
Apr 28 @ 5:15pm
PINNED: Mod compatiblity
Snejk
352 Comments
number1millipedefan Jun 7 @ 7:07pm 
@coffinfeeder it MUST be a dedicated server
CoffinFeeder Jun 7 @ 6:53am 
I don`t understand, can you still play it in b41 on a local hosted server with friends?
Sony Boy May 23 @ 11:39am 
После установки мода и захода на сервер пропадает весь интерфейс
RegularPlayer May 21 @ 5:08pm 
Can you elaborate?
Сапортик May 18 @ 12:40am 
how respawning works?
RegularPlayer May 13 @ 2:35pm 
@Santai , The mod has hard coded English translations in some places, This is up to the Main mod author to fix, I am not proficient in other languages
RegularPlayer May 13 @ 2:34pm 
Check your server logs
elias Apr 30 @ 3:58am 
So, I've installed the mod as instructed on my dedicated server (B41) file directory ("knox"+"zombie" -> "java") upon having downloaded the mod to the server and activated it in-game. Entering the game, I get all the configs and admin options as well as the HUD-elements that come with the mod, but no NPCs show up at all - neither when I'm running around, activating "Show NPCs" on map or hit "Spawn NPC". Anyone else experiencing this and knows what the issue could be?
A week ago I tested the mod on a SP save and plenty of NPCs showed up. However, I'd forgotten to deactivate Superb Survivorsso both mods were running at the same time. The options for interacting with the NPCs were different from the SupSurv-options though, so I assumed that the NPCs actually came from the KEE and not SS concluding the installation of KEE had been successfull. Could it be that the NPCs I met in my SP testrun actually were from SS and only the interactions were replaced by KEE?
Rokko Apr 22 @ 9:08am 
:steamthumbsup:
Santai Apr 20 @ 2:10am 
I seem to have found a problem and need to put the CN file in the server's module file, but I still don't find the "Not really. Everything's been kind of boring lately.” Where is the text of this sentence.