Project Zomboid

Project Zomboid

[B42] Knox Event Expanded NPC mod [alpha v0.3.6-2]
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Update: Aug 16 @ 2:28pm

Patch 0.3.6-2
The version string at the bottom right will incorrectly show that you need to update. If you have already updated to v0.3.6-1, you don't need to do anything.
  • Fix compatibility CleanUI.
  • Fix bug where if patch versions (X.Y.Z-patch) don't match, the version watermark would ask the user to update even if it's not needed.
Known issues
  • Even with a lot of issues related to saving data being addressed in this patch, some issues may still exist. If you run into any issues, please report it here with logs. This is the highest priority for me at the moment and I appreciate any logs I can get.
  • There is a performance issue related to nearby containers that was introduced in 42.11.0. The workaround helps a bit, but in the end, Indie Stone needs to solve this properly with a hotfix or 42.12.0.
  • The static faction implementation is still fairly new and needs more work. Please let me know if you run into any issues related to the army.
  • Sometimes when a npc dies, whoever attacked them last is cleared for some reason. This means that we can't know who killed a specific npc and thus the wrong memory is created and the wrong dialogue is displayed.
  • The procedural generation UI has a safeguard in itself where if a tick takes more than 1 second, it will auto stop. This number of npcs will 100% not work with your PC, but the actual cutoff is lower. This will be improved in coming patches.
  • Some seed types are not identified correctly when npcs try to plant.
  • Seeds have to be unpackaged for npcs to identify them correctly.
  • Npcs can't refill any fluid container so that they can water plants.
  • Npcs will use up all magazines for ranged weapons until they run out. When they run out, they will spawn in a full magazine to reload. Don't give npcs magazines to use.
  • There is a memory leak that becomes very evident after reloading saves with npcs a couple of times. Restarting the game eliminates this issue.

Update: Aug 16 @ 11:14am

Patch 0.3.6-1
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.
  • Make npcs pick their targets using a "danger score" system.
  • Disable automatic return to base behavior if npcs are too hurt.
  • Fix npcs trying to vault closed windows when backpedaling.
  • Since Indie Stone fixed the invincible zombie glitch in 42.11.0, the workaround is removed. This means that corpses can now be buried again.
  • Fix a bug where running procgen would reset npcs created before procgen i.e. static faction npcs and spouses.
  • Fix lua error when a npc dies inside of a car.
  • Make the player's starting house be a safehouse if it's residential. This should eliminate players spawning in other npcs' houses.
  • Make "justified attacks" i.e. attacking someone who is aggressive to you, have no negative impact on relationships.
  • Make npcs with low morality consider attacking innocent npcs (or players) to always be justified.
  • Fix issue where npcs in stories would get stuck moving to whoever they are approaching.
  • Make npcs automatically get out of car when they are assigned to a task that is not follow.
  • Make npc vs. player combat more balanced by fixing so that npcs don't attack the instant they are not considered knocked down anymore.
  • Add temporary workaround for poor performance in 42.11.0.
  • Improve unstuck so that it will throw npcs out of vehicles and unstuck npcs stuck in invalid stories.
  • Fix bug where player deaths would not migrate the player group into a npc group, causing e.g. duplications.
  • Implement a aggression cache to avoid making lots of memory lookups every tick.
  • Switch to using aggression cache to reinvent how soldiers become aggressive towards the player and other npcs.
  • Make soldiers not attack unless within 10 squares distance (Beware, once you've come within 10 squares distance, they will chase you even if you run).
  • Try to retune attack distances for npcs.
  • Remove the old aggressivenss stance and retreat stance.
  • Fix bug where map selection would be wildly inaccurate if the minimap was open at the same time as the world map.
  • Add new option in Npc Radial: Fight stance - This allows you to tell the npcs that you are trying to disengage. They will still fight if they are pressed, but it should be easier and safer to disengage overall.
  • Fix minor bug where the confirmation button for zone selection, both on map and in-game, would be slightly too big.
  • Fix minor bug where npcs given the Stay command wouldn't go onto scavenge or scout.
Known issues
  • Even with a lot of issues related to saving data being addressed in this patch, some issues may still exist. If you run into any issues, please report it here with logs. This is the highest priority for me at the moment and I appreciate any logs I can get.
  • There is a performance issue related to nearby containers that was introduced in 42.11.0. The workaround helps a bit, but in the end, Indie Stone needs to solve this properly with a hotfix or 42.12.0.
  • The static faction implementation is still fairly new and needs more work. Please let me know if you run into any issues related to the army.
  • Sometimes when a npc dies, whoever attacked them last is cleared for some reason. This means that we can't know who killed a specific npc and thus the wrong memory is created and the wrong dialogue is displayed.
  • The procedural generation UI has a safeguard in itself where if a tick takes more than 1 second, it will auto stop. This number of npcs will 100% not work with your PC, but the actual cutoff is lower. This will be improved in coming patches.
  • Some seed types are not identified correctly when npcs try to plant.
  • Seeds have to be unpackaged for npcs to identify them correctly.
  • Npcs can't refill any fluid container so that they can water plants.
  • Npcs will use up all magazines for ranged weapons until they run out. When they run out, they will spawn in a full magazine to reload. Don't give npcs magazines to use.
  • There is a memory leak that becomes very evident after reloading saves with npcs a couple of times. Restarting the game eliminates this issue.

Update: Aug 5 @ 10:51am

Patch 0.3.5-1
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 42.11.0.
  • Redesign how npcs move in metaverse to avoid e.g. guarding npcs randomly walking off. Npcs will now prioritize the direct path if within 40 squares, otherwise follow the roads. This should eliminate most of the previously seen issues.
  • Make the time npcs spend standing guard scale properly with game speed.
Known issues
  • Even with a lot of issues related to saving data being addressed in this patch, some issues may still exist. If you run into any issues, please report it here with logs. This is the highest priority for me at the moment and I appreciate any logs I can get.
  • The static faction implementation is still fairly new and needs more work. Please let me know if you run into any issues related to the army.
  • Sometimes when a npc dies, whoever attacked them last is cleared for some reason. This means that we can't know who killed a specific npc and thus the wrong memory is created and the wrong dialogue is displayed.
  • Putting corpses in graves doesn't work. This is because of another bug fix. If you or a npc is holding a corpse when exiting the game, the corpse is technically alive (because of reasons) and once you load into the game again, the zombie will still be alive, but invincible and can't even be removed with debug tools. The fix for this is to identify all zombies in this state and force them to become corpses again. This fix unfortunately also catches the corpses as they are being put in the grave and aborts the action.
  • The procedural generation UI has a safeguard in itself where if a tick takes more than 1 second, it will auto stop. This number of npcs will 100% not work with your PC, but the actual cutoff is lower. This will be improved in coming patches.
  • Some seed types are not identified correctly when npcs try to plant.
  • Seeds have to be unpackaged for npcs to identify them correctly.
  • Npcs can't refill any fluid container so that they can water plants.
  • Npcs will use up all magazines for ranged weapons until they run out. When they run out, they will spawn in a full magazine to reload. Don't give npcs magazines to use.
  • There is a memory leak that becomes very evident after reloading saves with npcs a couple of times. Restarting the game eliminates this issue.

Update: Aug 2 @ 2:20pm

Patch 0.3.4-1
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.
  • Make npcs in your own group not appear as "Mysterious person".
  • Fix relationships resetting on reload (again). This was cause by memory tags not being saved, so the memories couldn't be searched.
  • Re-enable npcs reacting to the deaths of the player and other npcs while also adding memories including memories.
  • Readd military using the new static faction system. Curfew is still not implemented, but the military npcs are persistent i.e. if you kill them, they will not respawn. This may change in the future.
  • Change military's warning behavior - They will now shoot one warning shot and warn you verbally. The next time, they will shoot to kill.
  • Make npcs not try to vault over fences that also has a blocking wall on the same square (e.g. the northern and southern entry to the Louisville checkpoint).
  • Change all soldiers' pants to camo trousers.
  • Give all soldiers gas masks.
Known issues
  • Even with a lot of issues related to saving data being addressed in this patch, some issues may still exist. If you run into any issues, please report it here with logs. This is the highest priority for me at the moment and I appreciate any logs I can get.
  • The static faction implementation is still fairly new and needs more work. Please let me know if you run into any issues related to the army.
  • Sometimes when a npc dies, whoever attacked them last is cleared for some reason. This means that we can't know who killed a specific npc and thus the wrong memory is created and the wrong dialogue is displayed.
  • Putting corpses in graves doesn't work. This is because of another bug fix. If you or a npc is holding a corpse when exiting the game, the corpse is techinically alive (because of reasons) and once you load into the game again, the zombie will still be alive, but invincible and can't even be removed with debug tools. The fix for this is to identify all zombies in this state and force them to become corpses again. This fix unfortunately also catches the corpses as they are being put in the grave and aborts the action.
  • The procedural generation UI has a safeguard in itself where if a tick takes more than 1 second, it will auto stop. This number of npcs will 100% not work with your PC, but the actual cutoff is lower. This will be improved in coming patches.
  • Some seed types are not identified correctly when npcs try to plant.
  • Seeds have to be unpackaged for npcs to identify them correctly.
  • Npcs can't refill any fluid container so that they can water plants.
  • Npcs will use up all magazines for ranged weapons until they run out. When they run out, they will spawn in a full magazine to reload. Don't give npcs magazines to use.
  • There is a memory leak that becomes very evident after reloading saves with npcs a couple of times. Restarting the game eliminates this issue.

Update: Jul 26 @ 2:37pm

Patch 0.3.3-1
This patch requires an update to the class files. This means that you need to reinstall the mod.
  • Make join group a sub menu and add new options for asking npcs to merge groups.
  • Add option to ask a random npc where their safehouse is and who is their leader.
  • Rebalance how much relationship matters when asking an individual npc to join your group.
  • Fill out some more dialogue options, so the answers are actually varied.
  • Disable unfinished dialogue options.
  • Make sure that dead npcs are filtered out and aren't accidentally saved.
  • Cancel npc stories if any of the npcs happen to die during the story to prevent weird stuff with the chat etc.
  • Fix inferring of family relationships for newborn children during procedural generation.
  • Improve lost children dialogue.
  • Fix relationship "resetting", but remembering to save the initiator field for each memory. This is necessary for memories to be searchable. Old memories will remain but be filtered out when calculating the sum for the relationship.
  • Increase memory "length" (how long non-persistent memories last) to 28 days (from 14 days).
  • Reduce the base of the memory function from 0.5 to 0.1. This means that memories will fade more consistent over a longer period of time and bottom out at 10% relevance before being forgotten by the npc.
  • Try to rebalance all conversation memories so all give roughly the same amount.
  • Add saving of squad data, so that squads will not autodissolve when reloading a save.
  • Fix calculation of how much water is used per use, so a full watering is 2L of water.
  • Fix movement bug where npcs would try to climb a wall with a roof (i.e. an unclimbable wall).
  • Fix bug where npcs are unable to rest if the center of the safehouse is not a building.
  • Fix organize task, so that npcs drop whatever they pick up. Please keep in mind that they will only pick up items from the chop tree zone, since this is intended to be used to make npcs fetch logs.
  • Add controller support for the npc group radial.
  • Add keybinds for npc group radial commands.
Known issues
  • Even with a lot of issues related to saving data being addressed in this patch, some issues may still exist. If you run into any issues, please report it here with logs. This is the highest priority for me at the moment and I appreciate any logs I can get.
  • Putting corpses in graves doesn't work. This is because of another bug fix. If you or a npc is holding a corpse when exiting the game, the corpse is technically alive (because of reasons) and once you load into the game again, the zombie will still be alive, but invincible and can't even be removed with debug tools. The fix for this is to identify all zombies in this state and force them to become corpses again. This fix unfortunately also catches the corpses as they are being put in the grave and aborts the action.
  • The procedural generation UI has a safeguard in itself where if a tick takes more than 1 second, it will auto stop. This number of npcs will 100% not work with your PC, but the actual cutoff is lower. This will be improved in coming patches.
  • Some seed types are not identified correctly when npcs try to plant.
  • Seeds have to be unpackaged for npcs to identify them correctly.
  • Npcs can't refill any fluid container so that they can water plants.
  • Npcs will use up all magazines for ranged weapons until they run out. When they run out, they will spawn in a full magazine to reload. Don't give npcs magazines to use.

Update: Jul 16 @ 11:15am

Patch 0.3.2-1
This patch requires an update to the class files. This means that you need to reinstall the mod.
  • Fix crash from where npc bumps into an animal.
  • Disable auto age for loot looted by npcs in the metaverse.
  • Make sure that the version of the Lua scripts as well as the class files are printed in the log when loading into a save with the mod active.
  • Fix bug where loaded squads wouldn't become part of the group they actually belong to.
  • Fix a bug with scavenging where npcs would never go to another building while in metaverse.
  • Fix a bug where npcs would try to loot an item that can't fit into their backpack/inventory over and over again.
  • Make sure that player factions replace the default player group when the player faction is loaded.
  • Reduce intensity for friendly fire events, so it doesn't affect relationship too much.
  • Add return dialogue for npcs that are scavenging or scouting.
  • Convert player groups into npc groups when the player dies.
  • Fix a crash after the player dies and creates a new character.
  • Fix npc stories so they actually play out.
  • Make sure npc overview is refreshed even when claiming or releasing safehouse.
  • Disable home alarm when streaming in a npc safehouses.
  • Remove a couple of sandbox settings that are no longer used.
  • Remove attached items from npcs when removing items for them.
  • Don't show "Detach" option for preferred weapon for npc.
  • Show npcs in safehouse and player group on world map again.
  • First version of squad npcs on world map - Every squad's average position will be shown. This will be improved in the next patch.
  • Rename localizations to match rename of relationship level Hated -> Despised.
  • Update RU translations (Credit to @Good Pablo)
Known issues
  • Even with a lot of issues related to saving data being addressed in this patch, some issues may still exist. If you run into any issues, please report it in the Discord with logs. This is the highest priority for me at the moment and I appreciate any logs I can get.
  • The procedural generation UI has a safeguard in itself where if a tick takes more than 1 second, it will auto stop. This number of npcs will 100% not work with your PC, but the actual cutoff is lower.
    This will be improved in coming patches.
  • Some seed types are not identified correctly when npcs try to plant.
  • Seeds have to be unpackaged for npcs to identify them correctly.
  • Npcs can't refill any fluid container so that they can water plants.

Update: Jul 13 @ 12:38pm

Patch 0.3.1-1
This patch requires an update to the class files. This means that you need to reinstall the mod.
  • Fix issue where saves in January will cause npcs to freeze.
  • Fix error where null memories would try to be saved, causing the entire save to become corrupted.
  • Improve how aggression is calculated. It's still not 100% perfect, but it should be closer to what it was in v0.2.X, with the addition that the aggression fades over time.
  • Adapt relationship calculations to use the same memory "filter" for violent memories as aggression.
  • Fix memories containing character references (e.g. attacked, trespassing, and joining group) causing data corruption. This would cause npcs to reset.
  • Fix initialization of farming areas so that they can be saved properly, even when the player only creates them but doesn't configure them.
  • Localize procedural generation UI, so it can be translated.
  • Fix spouse age calculation.
  • Fix spouse greeting, so it's localized correctly.
  • Revamp how UI elements are placed in the procedural generation UI, so it should support resolutions > 1080p.
  • Remove duplicate "Stay" command menu option.
  • Make sure that npcs that marry switch lastnames.
  • Updated DE translations (Credit to @SIMD)
Known issues
  • Even with a lot of issues related to saving data being addressed in this patch, some issues may still exist. If you run into any issues, please report it here with logs. This is the highest priority for me at the moment and I appreciate any logs I can get.
  • The procedural generation UI has a safeguard in itself where if a tick takes more than 1 second, it will auto stop. This number of npcs will 100% not work with your PC, but the actual cutoff is lower.
    This will be improved in coming patches.
  • Scavenging seems to get stuck sometimes.
  • Some seed types are not identified correctly when npcs try to plant.
  • Seeds have to be unpackaged for npcs to identify them correctly.
  • Npcs can't refill any fluid container so that they can water plants.

Update: Jul 11 @ 10:05am

Patch 0.3.0-1
This patch requires an update to the class files. This means that you need to reinstall the mod.
This is also a breaking change. Your old npcs will not be recoverable.
  • Completely redesign how npcs are organized architecturally. This is the main cause if the breaking change.
  • Add framework for npc stories.
  • Make npcs dynamically visit relatives and neighbours in order to group up.
  • Make npcs form factions automatically once their group reaches 8 members.
  • Allow the player to form a faction once they have at least 8 members in their group (excluding the player).
  • Add framework for defining dialogue trees.
  • Add possibility of defining safehouses manually.
  • Add new FindItemSubTree behavior for fetching required items.
  • Make npcs fetch an axe if available in safehouse before trying to chop trees.
  • Make npcs fetch a hammer, planks, and nails for barricading instead of spawning in items on-demand.
  • Add basic farming - npcs can plow, plant, and water (if given a container with water)
  • Add ugly npc radial with placeholder icons (Default: Hold Tab)
  • Add buttons for resetting npcs completely as well as deleting files containing npc data via the "Load Game" menu in-game.
Known issues
  • This is a massive change to how all data is stored. If you run into any issues, please report it on Discord together with the logs, so I can deal with all of these issues.
  • The procedural generation UI has a safeguard in itself where if a tick takes more than 1 second, it will auto stop. This number of npcs will 100% not work with your PC, but the actual cutoff is lower. This will be improved in coming patches.
  • Scavenging seems to get stuck sometimes. It will be fixed in v0.3.1.
  • Some seed types are not identified correctly when npcs try to plant.
  • Seeds have to be unpackaged for npcs to identify them correctly.
  • Npcs can't refill any fluid container so that they can water plants.

Update: Jun 30 @ 11:05am

Patch 0.2.33
This patch requires an update to the class files.
  • Update the mod to 42.10.0.
  • Fix a bug where the EveryHour callback would trigger twice.
  • Remove old zombie spawn prevention code, since it seems to have the opposite effect e.g. for player safehouses.
  • Fix npcs getting an absurd amount of keys by making the spawning of key conditional to only when the npc claims a new safehouse.
  • Fix bug where npc wasn't attackable even with forced npc aggression on.

Update: Jun 18 @ 5:47pm

Patch 0.2.32
This patch requires an update to the class files.
  • Fix zombie corpses being grappled when exiting becoming invincible zombies when loading the save.
  • Fix some issues with dumping loot where npcs would becomes stuck if the container they are dumping to becomes full.
  • Fix some issues with scavenging for npcs wearing a backpack.
  • Don't show chat boxes for npcs in the metaverse.
  • Make npcs in player groups no longer auto scavenge when hungry. They will still try to find something to eat if they are near the safehouse.
  • Fix npcs barricading so npcs don't become stuck after completing the first barricade.
  • Make sure spouses have the default level 5 fitness and strength.
  • Spouses will now spawn with a random weapon, like any other survivor.
  • Fix clothing options initilization when using the "Show all clothing" sandbox option.
  • Fix npc stomping not doing any damage.
  • Make npcs unable to scout the own safehouse.
  • Update existing waypoints and waypoints for new areas added in B42.
  • Exclude npcs in the player's group when contacting nearby npcs to reveal nearby safehouses.
  • Update DE translations (Credit to @SIMD)