Project Zomboid

Project Zomboid

[B42] Knox Event Expanded NPC mod [alpha v0.2.27]
1,832 Comments
WettestCascade 6 hours ago 
I figured out why my npc were wondering off, i think its because of food/water. Why do they need so much of it? i fill up a container worth of food and they go through it like theyre starving 24/7.
RAZGUL 18 hours ago 
Compatible with Bandits NPC mod?
Tag Apr 24 @ 6:32am 
lol I swear I read advice given is to have this mod load last, generally it shouldn't matter unless the mods is inherently related, as in, trying to run 2 NPC or two gun mods or two car packs, conflict carnage.

just sometimes, in very small cases, GUI game element get taken and patched over, so whether its a mod loaded before or after, it will struggle to find original data and cause mismatches during play.

Yeah, so weird.
Sithe124 Apr 23 @ 6:26pm 
@Tag Soooo funny thing is I managed to get it sorted out. It was apparently some load order conflict. I was goofy and had it at the bottom. Put This mod up at the very top and all issues resolved themselves :)
Linben Apr 23 @ 10:05am 
yo. so I've updated until most recent patch (Apr. 23) - thing is I still can't help the NPCs with their wounds, and my NPC waifu is still having difficulties taking care of her wounds.

basically any NPC does this; once they're wounded, they won't change bandages when they're sitting on a chair, resting. and their wounds never heal. I think my wife survived the infection cuz she got bit and she said she's "feeling fine" after a few days of being bit, but the four wounds she had are still there. the first 3 which are minor lacerations and scratches never gets dirty, but the bitten left hand still gets dirty from time to time, and when it does when she's resting, she bugs out - doesn't move an inch from the chair, cannot be brought out into missions (unless I move away from the block and she teleports to the vehicle), and lets the wound bleed, depleting her HP. I just want my companions in the best condition they could as the horde night will come in a week or 2 ingame time. :<
SolarMaximum Apr 23 @ 8:55am 
hey i love the mod basically a must for me now.. but there is something that bothers me is that even when walking npcs lag a little too much behind me so i have to stop for them to catch up or keep turning back to check if they're not being shewed on by a zed. how about implementing a feature akin to RE4 remake in where Leon can tell Ashley to stick close to him or keep the distance, this would make keeping npcs alive during hectic zombie clearing and travelling much better.
Tag Apr 23 @ 5:11am 
I would highly recommend starting a new save, although it will work on an old save, but to be 100% everything has loaded correctly without any errors, start fresh, you will also see a slight change to to starting/loading screen when generating the world.

@Sithe124

700 mods - I am not surprised. Boot a new game with just this mod and see if problem still occurs, and then put in bugs thread. If it does not, it's not this mod causing issue.
Sithe124 Apr 23 @ 12:08am 
Odd issue on my part but Im honestly impressed how well this mod has been running otherwise on my 700+ mod save..... The only issue I am struggling with is for some reason while my map is open I can't context click/right click on the map itself. It keeps selecting the world behind it (objects around my character sink, container, stove etc) Not sure why that is but its likely SOME conflict with something Anybody had similar issues?
Lazy Invincible General Apr 22 @ 11:10am 
yes you can add this mod mid-save and when you load the save up (assuming you installed properly) it will generate the NPCs
Strider Apr 22 @ 6:53am 
can this mod be added a week into a save?
andriosca Apr 22 @ 6:07am 
inventory can be accessed by pressing on your inventory, then another window on the right side will pop up
J2x0n Apr 21 @ 3:12pm 
i cant access the npcs inventory i saw someone play this mod and they had the same problem
ManCee Apr 21 @ 11:18am 
Not sure if anyone else is encountering this issue, but I installed it and it worked fine yesterday, booted up my game today and the mod didn't load. I can just re-download and install the mod again but now the same NPCs are would be gone :( not sure why
MrHan Apr 20 @ 5:39pm 
I Subscribed to the mod but i'm not seeing it in my downloads in the workshops mods file, so i can't follow the installation guide, is this a glitch or am i just dumb.
Ryman Apr 20 @ 10:11am 
my only complaint so far is that zombies somehow miraculously aggro me over NPCs. Even if they do not see me, or know where I am, they will suddenly lock onto me like heat seeking missiles and beeline straight to my location. An NPC was shooting a gun down the street from my base, and the zombies would go towards the sound, then suddenly divert their aggro to me instead of the NPC despite me just quietly sitting inside my base minding my business. So suddenly my base is being attacked and overwhelmed for no reason.
Shaggoth (Ищезаяц) Apr 20 @ 2:59am 
I've noticed npcs often sit on some chairs like in a very glichy way. Basically in the air, behind a chair, oriented in a wrong direction. So I assumed it's the same bug
Shaggoth (Ищезаяц) Apr 20 @ 2:54am 
So that's a vehicle bug?
Shaggoth (Ищезаяц) Apr 20 @ 2:53am 
😶
Mang_Go Apr 19 @ 8:11pm 
Shaggoth (Ищезаяц) use the patch from the mods you use if they have it

Naathaan182 not yet, 41 has it
Naathaan182 Apr 19 @ 7:24pm 
can this be used for multiplayer?
andriosca Apr 19 @ 2:06pm 
i dont think there is any way, probably is conflicting with the npcs spawning with guns
ZloyAndrew Apr 19 @ 1:50pm 
[CJ] Firearms | Lore-friendly vanilla expansion

the conflict with this mod prevents you from starting a new game, is there a way to make it compatible?
Shaggoth (Ищезаяц) Apr 19 @ 4:55am 
any way to hide them as passengers? they clip through some vehicles
해킹 당했었네 Apr 18 @ 5:05pm 
@XScvog
My world generation wasn’t working either, so I removed the CJ Mod firearms, and now it works. It’s a shame, though, because it has the largest variety of modded firearms for the B42 version.
lks. Apr 18 @ 4:44pm 
@XScvog
Same problem here, CJ is one of the best weapons mod atm :(
andriosca Apr 18 @ 1:38pm 
pravděpodobně mod v konfliktu s modem npc nebo umístění příliš mnoha npc
CZ-KiLLER23 Apr 18 @ 5:16am 
při generováni nové mapy a rozmístění NPC se hra sekne a jediná možnost odejít na plochu nějaké nápady ?? :steamfacepalm:
Malpelo Apr 18 @ 1:36am 
G.young, If there's no food in your safe-house the NPCs will go search for food. That's what may be happening.
XScvog Apr 17 @ 11:37pm 
I found it. The issue was caused by the mod [CJ] Firearms | Lore-friendly vanilla expansion.
XScvog Apr 17 @ 11:14pm 
new game "placing npc groups in world 39/247 than out of game
Nameless3Xx Apr 17 @ 7:04pm 
Hello, the splitscreen mode is bug, i cant open the inventory.
Shabloom Apr 17 @ 4:23pm 
Mcginnmarty.. Bro its FOR b42
G.young Apr 17 @ 12:00pm 
"When I go too far away, my follower NPCs abandon the safehouse and head to locations I never commanded them to."
Malpelo Apr 17 @ 8:27am 
# mcginnmarty56
It works for B42. See the installation guide:
https://steamcommunity.com/workshop/filedetails/discussion/3397396843/595136892797764113/
G.young Apr 17 @ 6:41am 
The companion NPC's magazine is not visible.
It would be helpful if the magazine could be shown when they're holding a firearm.
Tag Apr 17 @ 6:14am 
Waaaay better than other NPC/bandit mods. Was unsure about changing core files but its working really well, not as clunky and fewer bugs - it actually feels part, or should be part of the game.

Great work chap, they should be giving you a job :D
Reodorant Apr 17 @ 1:52am 
got killed by a firing squad that spawned out of thin air, immaculate mod, 10/10, would recommend
mcginnmarty56 Apr 16 @ 8:47pm 
i take it this doesn't work for 42 huh
Katora Noku Apr 15 @ 5:23pm 
Indeed, I activated pvp and melee attacks gave knockback to NPCs, but gunshots did not. I believe it is something related to the ATRO mod.
Katora Noku Apr 15 @ 3:10pm 
Yeah, I think pvp was already on, because I killed the npc. But there was no knockback reaction. I'll test it again, it might be incompatibility with some other mod too.
andriosca Apr 15 @ 10:29am 
you need to activate pvp by pressing the button on the left side of the screen, green means pvp active, red means inactive
Katora Noku Apr 15 @ 9:51am 
NPCs don't take knockback? Like, when I hit or shoot them, it feels like they're super man.
HFXjb Apr 15 @ 9:29am 
this mod has been amazing and the updates are worth it every time. only thing that keeps happening for me is npc's sometimes not being able to speak back to me when i greet them. have to wait until the next day in game and even that doesn't work sometimes. but amazing mod and i cant even play without it haha with every update that happens with project zomboid i then wait until your mod is updated before i even play again haha
hydratate Apr 14 @ 7:27am 
el mod es advanced trayectorie, tendra algun choque con los npc?
hydratate Apr 14 @ 7:22am 
tengo un fallo que no me deja dispararles a los npc bandidos, tengo el un mod de punteria
Snejk  [author] Apr 14 @ 3:30am 
@Mang_Go You can add the mod mid-save. Npcs will be generated the first time you load a save with the mod loaded, regardless if it's a new game or not.

@Bella After changing sandbox vars, you need to regenerate npcs manually.
1. Enable the mod on a new save.
2. Load into the game and change sandbox vars to whichever number of npcs you'd like.
3. Exit the save to the main menu or exit the game all together.
3. Go to the save's directory in your Zomboid directory.
4. Find and delete the files map_metabandits.bin, map_metanpcs.bin, map_npcs.bin, and player0_npcs.bin. Delete these files. Please mind that this step is irreversible, so verify that you are looking at the correct save.
5. Start the game and load into the save. New npcs will be generated according to the sandbox settings.
Nightleft Apr 14 @ 3:26am 
Thank you for the great mod.

However, I think some adjustments are needed as allied NPCs die too easily.
Mang_Go Apr 14 @ 12:29am 
i know the mod doesn't support mid save
❤️ Bella 🏳️‍⚧ Apr 13 @ 11:29pm 
Hello, it seems that if you activate the mod mid save, the Sandbox settings defaults to 1,000 NPCs.

If you change the sandbox NPC number during the game, does the NPC number decrease or does it remain at 1,000?
Gleckus Apr 13 @ 7:10pm 
Hey! Just wanted to report a bug I ran into while playing with your mod — which is awesome, by the way 👌

So, if you set the Diner on the left/west side of Echo-Creek as your safehouse, the Guard NPCs eventually wander off way into the woods. Like, they just dip and disappear into the forest after a while, far from the safehouse.

Looks like there might be a rogue safehouse tile or zone placed somewhere deep in the woods, and the AI thinks it’s part of the base, so they go there.

Steps to reproduce:

Choose the Diner (west side of Echo-Creek) as a safehouse

Assign NPCs as Guards

Wait a bit or fast-forward

Watch them march into the trees like they got drafted by nature

Not a huge issue, just a heads up in case that stray tile needs to be cleaned up!

Also, the mod's great overall — really adds a lot to the gameplay.