Project Zomboid

Project Zomboid

[B42] Knox Event Expanded NPC mod [alpha v0.3.15-1]
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Update: Nov 8 @ 2:31pm

Patch 0.3.15-1
If you are using the new installation method: The mod should auto-update. Please let me know if it doesn't.
If you are using the old installation method: You need to reinstall the mod described in the installation guide.
  • Slightly improve dumping loot, so that the container is picked a bit more smarter.
  • Make npcs not do robberies if they are in the player's personal group or at the safehouse for any group.
  • Make npcs not do robberies if they are unarmed.
  • Make npcs and players in cars ineligable to be robbed.
  • Make robbery morality limit configurable.
  • Make npcs shoot through fences if they are set to aggressive fight stance.
  • Make npcs not try to execute zombies if it means they have to climb over a tall fence.
  • Fix some localization issues for npcs complaining about thirst.
  • Add ingame guides for the npcs accessible via F1.
  • Add basic inferring marriage relationships (in-laws etc.)
  • Some npc dialogue options will now cheer you up when you speak to them (limited to once per day and npc).
  • Remove leftover "Current age" debug print.
  • Optimize initial item generation for npcs to make the loading after pressing "Export" significantly faster.
  • Try to improve how all job queues are calculated and how npcs pick which job to do.
  • Fix compatibility with KillCount (and probably other mod that uses the WeaponCategory class).

Update: Oct 23 @ 12:37pm

Patch 0.3.14-1
If you are using the new installation method: The mod should auto-update. Please let me know if it doesn't.
If you are using the old installation method: You need to reinstall the mod described in the installation guide.
  • Fix bug where npcs that encounter too many zombies would become stuck only shoving them.
  • Give npc safehouse an initial inventory to be placed when it comes on screen.
  • Improve placement of items obtained in the metaverse.
  • Fix bug identifying seeds when generating farm jobs for npcs to perform.
  • Fix rare bug where npcs going into the metaverse while dumping loot would become stuck performing the dumping action.
  • Remove some options from the NpcOverlay context menu.
  • Cap thirst to 0.69, so it doesn't cause any damage to npcs (hunger is already handled the same way).
  • Fix bug where hunger setting was incorrectly applied to thirst as well.

Update: Oct 20 @ 10:38am

Patch 0.3.13-1
If you are using the new installation method: The mod should auto-update. Please let me know if it doesn't.
If you are using the old installation method: You need to reinstall the mod described in the installation guide.
  • Update for 42.12.2.
  • Added thirst as opt in feature (default disabled).
  • Adjust the npc overview panels so that the npc entries scale properly with fonts in different resolutions.
  • Enable repulsion movement even when targets are out of range, both for guns and melee.
  • Make npcs complain about food every hour instead of every ten minutes.
  • Fix bug where the player starting house would be empty of loot.
  • Fix bug where the Louisville checkpoint would be empty of loot.
  • Make npcs use infinite water sources to wash themselves without a wash zone.
  • Fix weird crash when populating the corpse queue by simplifying the corpse type check.
  • Implement so that npcs shoot faster if they have higher aiming level.
  • Fix regression where friendly targets would act as bullet sponges for npcs.
  • Add sandbox option for disabling npc overhead names.

Update: Oct 17 @ 12:30pm

Patch 0.3.12-1
If you are using the new installation method: The mod should auto-update. Please let me know if it doesn't.
If you are using the old installation method: You need to reinstall the mod described in the installation guide.
  • Fix bug where the ammo category would affect the looting of other categories.
  • Make npcs that scavenge or loot also loot electronics when looting materials.
  • Add behavior for more consistent disengaging.
  • Re-enable npcs vaulting fences during combat, but reduce distance.
  • Fix bug where npcs could become stuck approaching a target they are attacking.
  • Make npcs only push zombies if there are too many zombies too close to them.
  • Add fadeAfterDays property for memories. This allows different types of memories to be forgotten faster.
  • Add new npc aggression state - SCARED. Npcs can now be scared of both the player and the npc, causing them to run away.
  • Change how relationships are calculated - Negative and violent memories are now weighted the same way as positive ones (the "worst" one per day).
  • When new violent memories are formed, make them exclusive per type, day, and target i.e. a fight where you and a npc hit each 10 times will not generate 10 memories, but only 1. This causes violence to be less exaggerated in relationship calculations, while still causing the violent behaviors on-demand.
  • Fix memory impact fading over time for most memories.
  • Added hunger as opt in feature (default disabled).
  • Fix npcs entering buildings with unlocked doors.
  • Fix scavenging npcs entering the same vehicle as the player.
  • Fix bug where loading safehouse items could sometimes cause a crash.
  • Fix bug where containers in npc safehouses wouldn't have their visuals updated when loaded from disk.
  • Try to infer kitchen area more accurately when player claims a safehouse.
  • Fix bug where npcs would become stuck in an infinite loop trying to pathfind while in metaverse.

Update: Oct 6 @ 12:15pm

Patch 0.3.11-1
If you are using the new installation method: The mod should auto-update. Please let me know if it doesn't.
If you are using the old installation method: You need to reinstall the mod described in the installation guide.
  • Fix some issues with splitscreen co-op.
  • Improve how npcs identify seeds and sow.
  • Improve how sowing jobs are generated.
  • Fix bug where scavenge and scout would fail if the square selected had flipped coordinates.
  • Fix bug where npcs would sometimes perform the wrong task when assigned to farming.
  • If a friendly npc robs someone, make only the robbed npc targetable.
  • If a friendly npc is getting robbed, make only he robbing npc targetable.
  • Fix npcs disliking you if you attack a robbery target.
  • Add a degree of randomness to npcs "challenging" when being robbed.
  • Make npcs ignore the "Speak" command if they are aggressive or dislike you, unless they are in a group with you.
  • Abort stories in case npcs are attacked, robbed, or trespassed.
  • Fix a bug where npcs would try to rob a npc that was just trespassed.
  • Fix a bug where the npcs' escape direction would be set incorrectly after they were trespassed.
  • Fix a bug where npcs would try to trespass themselves when they were trespassed by another npc.
  • Properly clear all trespassing and robbery states in case a npc is trespassed and begins running away.
  • Swap "send to safehouse" and "set nickname" button position, so the "send to safehouse" button is aligned with the "send to group" button.
  • (Hopefully) fix bug where npcs could get stuck jumping over a wall over and over again.
  • Improve npcs avoiding trying to run inside of houses when moving in general (go around instead of trying to go through).
  • Update RU translations (Credit to @xylewood)
  • Update PTBR translations (Credit to @SIMBAproduz)

Update: Sep 25 @ 3:38pm

Patch 0.3.10-1
If you are using the new installation method: The mod should auto-update. Please let me know if it doesn't.
If you are using the old installation method: You need to reinstall the mod described in the installation guide.
  • Update for 42.12.0.
  • Fix barricade behavior where some hammers weren't properly identified as hammers.
  • Fix scavenging instantly resetting.
  • Fix zone definitions not allowed to be smaller than 5x5 (new limit is 1x1). Safehouse still have the original 5x5 limit.
  • Fix squad goal data not being restored to behavior trees properly when loading a save.
Known issues introduced with 42.12.0
  • During testing, a bug where the renderer got completely bugged out and failed to render some objects was observed. It's only been reproduced once, so it seems relatively rare. If you run into the issue, please close down the game as quickly as possible to avoid a crash, and save the logs. If you could also join the Discord and make a bug report with the logs, I would appreciate it.
  • Because of refactoring in 42.12.0, a new method for highlighting which key goes to which door seems to cause problems with the mod. Because the bug, the key/door highlight feature has been temporarily disabled.

Update: Sep 21 @ 5:42am

Patch 0.3.9-1
If you are using the new installation method: The mod should auto-update. Please let me know if it doesn't.
If you are using the old installation method: You need to reinstall the mod described in the installation guide.
  • Fix bug where npcs in your own group would try to rob you if relationship becomes low enough.
  • Fix bug where robbing npc could become stuck if robbed npc/player died.
  • Reset robbed npcs in case the robber goes far enough away.
  • Make npcs robbing other npcs and not in your group targetable.
  • Make npcs getting robbed by a npc in your group targetable.
  • Make npcs getting trespassed by a npc in your group targetable.
  • Make npcs trepassing a npc in your group targetable.
  • Don't use timeout for trespassing and robbery dialogue options.
  • Fix a bug where npcs would become stuck just next to their target location. Now, they will snap to the target location after a couple of ticks. This should hopefully help a lot with npcs becoming stuck in the aiming stance and not moving.
  • Make npcs react negatively to the player attacking a npc that is being robbed.
  • Further tune npcs movement so they accidentally walk into buildings less frequently.
  • More improvements to corpse clearing to make it more stable.
  • Make npcs able to clean stains in stairs.
  • Fix and improve the dialogue for travelling npcs.

Update: Sep 19 @ 2:09pm

Patch 0.3.8-1
If you are using the new installation method: The mod should auto-update. Please let me know if it doesn't.
If you are using the old installation method: You need to reinstall the mod described in the installation guide.
  • Limit robberies to 10 squares away.
  • Fix a bug where a npc that got robbed would become stuck if their robber dies.
  • Improve npc handling walking around fences.
  • Add "repulsion system" - This will make npcs treat each other as magnets in combat, causing them to repel each other and create spacing between them.
  • Sync beard color of npcs with hair color.
  • Increase free hand safehouse area to 70x70 squares.
  • Increase robustness with stories - catch exceptions and gracefully abort the story to avoid npcs becoming stuck.
  • Make npcs robbing another npc a legitimate target for attackers.
  • Make npcs run away in panic if they catch fire.
  • (Hopefully) fix bug where npcs would walk back to the old safehouse even after switching.
  • Improve corpse detection inside of corpse clear zones.
  • Fix bug where starting in January would cause npcs to not be exported from the simulation.
  • Fix looting npcs only looting one container.
  • Fix npcs opening windows "remotely" when trying to enter a building.
  • Fix npcs ignoring opens doors when trying to enter a building.
  • Make npcs able to scout for safehouses and go on (basic) raids against them.
  • Make npcs able to trespass other npcs aside from just the player.

Update: Sep 12 @ 6:54am

Patch 0.3.7-2
If you are using the new installation method: The mod should auto-update. Please let me know if it doesn't.
If you are using the old installation method: You need to reinstall the mod described in the installation guide.
  • Fix bug where the player's personal group wouldn't load properly.

Update: Sep 11 @ 12:47pm

Patch 0.3.7-1
If you are using the new installation method: The mod should auto-update. Please let me know if it doesn't.
If you are using the old installation method: You need to reinstall the mod described in the installation guide.
  • Fix bug where "Knock" option on buildings were completely broken.
  • Add player greeting when knocking on building.
  • Fix bug where npcs far away from the safehouse could trigger safehouse stories.
  • Fix bug where npcs would get out of vehicles if they are bit through a open/broken window.
  • Fix bug where npcs would get out of vehicles to execute downed zombies.
  • Fix bug where npcs could consider the player hostile (and hit them with weapons), even when in the group.
  • Fix npcs running in circles when trying to execute a downed zombie.
  • General improvements to npcs executing downed zombies.
  • Try to fix the module options on the procedural generation screen so that their heights scale correctly on 4K monitors.
  • Fix relationship resetting when saving the game for the first time.
  • Fix and re-enable the player robbing npcs again.
  • Change robberies so that npcs "stay robbed" even when you are not actively pointing the gun at them.
  • Make it possible for npcs to rob each other as well as the player.
  • Add crime module for procedural generation - This allows npcs to become criminals and eventually bandits once the game starts.
  • All npcs in jail will now spawn in around the Rosewood jail and walk back home to their family.
  • Give npcs varied voice style and pitch.
  • Give npcs varied hair colors that are hereditary and turn gray/white later in life.
  • Add new button to the fight stance selector - Aggressive. This will make the npc shoot at any hostile targets within the weapon's effective range.
  • Improve danger score calculation against sprinters so that they are detected properly and valued as more dangerous.
  • Make npcs come to friendlies help if they see them being targetted by a zombie and it's getting closer to the friendly.
  • Add new safehouse interaction (telling knock knock jokes).
  • Fix bug where more than 8 npcs could be moved to the player's personal group.
  • Make sure that npcs' dialogue gets reset to the correct tree when removed from group.
  • Offload macro pathfinding to its own thread.
  • Make it possible to give every npc in your group a nickname.