Project Zomboid

Project Zomboid

[B42] Knox Event Expanded NPC mod [alpha v0.3.14-1]
3,177 Comments
Falcon 8 hours ago 
Task suggestion that might help with NPC path finding when on guard. If it's possible, allow for multiple Guard zones to be created to make it possible to have the guard zones be outside of the base wall
Q 10 hours ago 
I can't access the inventory of my spouse while on my married character or any other one
No_Mad 18 hours ago 
Hi Snejk, im haveing a problem: mod is working by doing manual installation as been said, in this way it work, a new game will get the NPCs "normaly" but the isue is this: they start to simply die for no reason after some days have passed (more or less around 5 days to 1 week). Once it started in a matter of a couple of days i have no more NPCs. They are simply dead werever they were. Not by zombies because some die inside house with no breaches (i mean no broken doors nor windows) not even a dead zombie body even near to them. By the amount of days it takes them to start dying i guess it will be an issue like lack of food or water. What can it be? or maybe im doing something wrong (im not touching mod setups except a couple of times i reduced the factor of how fast they became hungry or thirsty from 0.5 (default) to 0.25, but with it or without it the problem is the same.
clown_emperor 18 hours ago 
Got black screen while fighting with zombies.
This mod is great, keep it up!
MobileSuitCleb 21 hours ago 
@TheHalfwayHere I would imagine it's probably some kind of conflict with the the simulation stage of this mod and the scenario selection from Week One? That's a rough guess though
TheHalfwayHero Oct 28 @ 11:36pm 
Running into a weird issue trying to run Week One and Knox Event Expanded together. When first loading into the game I get to "Click to Start" and when I do it takes me to what would be the KEE setup menu where you choose the different variables, but it is just a black screen. It isn't frozen, I can still hear the menu if I press ESC, but even if I blindly click through the menu it won't proceed.

Any idea what might be the problem? It happens even if I run just the two mods by themselves, so no other conflicts I'd imagine. Both work fine separately as well. Funnily enough, if I try to use Day One instead of Week One it is perfectly fine.
MobileSuitCleb Oct 28 @ 3:59pm 
Ope never mind, commanded them to 'stay' outside the vehicle, that worked. Will leave this here for anyone else having a similar issue
MobileSuitCleb Oct 28 @ 3:58pm 
Got a bit of an issue, currently stuck in an RV from filibustas car pack due followers taking the seats adjacent to the exits, I can't move them either
pineapple pizza Oct 28 @ 2:49pm 
is this mod going to be built around truly expanding how npcs work once build 43 comes out?
Alpha Gamer Oct 28 @ 1:53pm 
can we have a hotkey to spawn a random survivor in. (if i get a crash it will sometimes delete the survivor i have at my house)
AdamMcbane Oct 28 @ 10:54am 
The recent update makes it so you need to redo the manual install part of the mod, if your map is not loading that's probably it. Happened to me, that's how I know. Fixed by just doing the manual bit again.
華鳥風月 Oct 28 @ 7:39am 
@Psycho I have closed all my mods and only left translations, but the map is still not visible and may not be compatible with translations?
Psycho Oct 28 @ 6:03am 
@華鳥風月 You may have installed the mod incorrectly.
Psycho Oct 28 @ 5:55am 
@jamiepercival1990 You may have installed the mod incorrectly. It was like this for me from the very beginning.And one more thing. You just installed the mod, then enabled it in the game, and didn't do anything else, right?
華鳥風月 Oct 28 @ 3:07am 
After the mod is enabled, the large map will be blank
jamiepercival1990 Oct 28 @ 1:53am 
after i installed i tried to open the map but couldnt, everything was just white, how do i fix?
frdrch Oct 27 @ 11:37pm 
+also how to fix ai not fighting zeds
HECKINLOVEMILFS Oct 27 @ 10:46pm 
would this be compatible with the bandits mod?
frdrch Oct 27 @ 9:47pm 
i may have forgotten or something changed but how do i make the npcs guard the safehouse again? iirc it appears on the list of activities when you right click on the npc
Snejk  [author] Oct 27 @ 8:48pm 
@ymi358325 The mod is incorrectly installed or you have a mod incompatibility.

@Holl lo There are hostile npcs.

@Ollie The npc inventory appears in the loot pane as a container.
ymi358325 Oct 27 @ 12:30pm 
The map has some kind of error but the map cannot be used
Holl lo Oct 27 @ 9:59am 
Any chance of getting hostile npcs or nah?
G. Freeman Oct 27 @ 8:24am 
did everything, installed, removed map mods, getting a bunch of errors, any help? feel like they dont spawn
Ollie Oct 27 @ 5:30am 
i love this mod, but i can't check the NPC's inventory, nor can they climb through windows
MrRatkovac Oct 27 @ 4:21am 
Iv been messing with a debug mode and now all my npcs doubled. How can I fix it? I have backaup save file from some time ago
crosstears Oct 27 @ 3:54am 
fyi sergal valley breaks knox event if you choose the map
SIMBAproduz Oct 27 @ 1:15am 
Instead of creating a separate mod, I uploaded the PTBR translations (sep/24) in the discussions so they can be officially integrated into the mod
francosoriano.2006 Oct 26 @ 12:36am 
It gives me errors like when I press on some clothes the option to equip is blocked
Dazzle1988 Oct 25 @ 11:45pm 
@durtvonnegut thanks for that, never saw it :D
durtvonnegut Oct 25 @ 6:33pm 
@dazzle1988 you need to installit a special way by going into the game files and editing them. There is an installation guide linked at the top of the mod description!
Tom Oct 25 @ 2:27pm 
Hi, do you have a fight/retreat button under the bar where your survivors are listed? I remember it used to be there, but now it's not there, so I just wanted to ask if I'm bugged or if everyone has it like that, thanks.
Smurf∞¸.•'¯) Oct 25 @ 2:23pm 
gave them my biggest gun lol
Smurf∞¸.•'¯) Oct 25 @ 2:05pm 
npc wont consume bullet when i gave them gun
Anarsim Oct 25 @ 12:11pm 
Update to my previous comment; It seems the NPC's stop shuffling in place once you create a safehouse
Dazzle1988 Oct 25 @ 7:52am 
anyone got any ideas on why I cannot get this to work and I keep getting error tags in game?
Smurf∞¸.•'¯) Oct 25 @ 4:09am 
farming or hunting animal work on this mod?
Anarsim Oct 25 @ 1:41am 
Idk why, but the NPC's will not follow stay orders, they will not stop shuffling when they should be standing still either. Half of them delete any item you put into their inventory, and since they're constantly shuffling their inventories close prematurely and sometimes they just close when you click into them.
Adrian Oct 24 @ 1:56pm 
Hello, I'm from Brazil! I loved the mod and my dream was to use it together with the Week One + Bandits mod, but it causes a conflict when I spawn, since the Week One mod spawns NPCs a week earlier and your mod spawns an exact amount of NPCs...

Is there any way to use the mod without having to go through that screen? So that they are generated during the game?
iRaijin Oct 24 @ 9:43am 
Do I need to give food to each NPC manually, or will the NPCs take food from the container at my base???? :steamdeadpan:
JGuar Oct 24 @ 5:32am 
Hey, awesome mod! I’ve noticed that NPCs sometimes come into my bedroom while I’m sleeping—they’ll sit on the bed and end up waking my character up. Just a small suggestion (not sure if it’s possible), but could you make it so NPCs can’t be added to your group unless they have their own bed? It would also be great if we could assign beds—both for the player and for NPCs—so they don’t sit or sleep in someone else’s spot. It’s a minor idea, but I think it would add some nice realism and save players from being woken up all the time.
҉p҉ᴉ҉o҉Λ SKINS Oct 24 @ 4:24am 
The npcs have the ability to adapt and learn from diffrent situation?
Snejk  [author] Oct 24 @ 3:59am 
@MOMOSA Probably not. I try to design the mod so that you as the player is as equal to the npcs as possible and don't have any real advantages to the npcs. This implicitly forces you to group up and actually try to keep a group together in order to survive.

For ragdolling to be a feature, you would have to be susceptible to ragdolling as well, which I think most people wouldn't like, or it would go against this core design principle.
MOMOSA Oct 24 @ 3:41am 
So are you planning or intending to add a ragdoll effect to NPCs? Just like zombies:steamhappy:
Snejk  [author] Oct 24 @ 2:25am 
@MrRatkovac Yes, both the player and the npcs begin taking damage when hunger and/or thirst is between 0.7 - 1.0 (hunger and thirst varies between 0 - 1.0). I've capped it so that they can never die from it.

@Jondi Jondi You have to be more specific than that. Preferably, report it in the Discord.

@Wahfulls11 They are shown on the world map. If you go and find them, you can tell them to come back. I'm planning to make it possible to communicate with them using radio in the future.
MrRatkovac Oct 24 @ 12:28am 
@Snejk Thank you for the patch. One question about hunger and thirst. So if I read the patch notes correctly, if setting are enabled, NPCs will eat and drink, but will never die or get damaged if there is no food/water available?
Jondi Jondi Oct 23 @ 5:48am 
Thanks for quick response bro, I started to like this game with your mod again. Just want to remind you one more issue, npc's are always in move when following us even we stop, they still move. they dont stand a second.
Wahfulls11 Oct 22 @ 7:22pm 
Npcs will "Scout" for weeks on end by the end of it they'll be half zombie, coated in bandages have extreme fever, and die just 3 days later most of the time, I need a way to cancel scouts
Michael Rubanov Oct 22 @ 3:25pm 
Patch tomorrow? Man you really should get paid for this, thank you again!
Michael Rubanov Oct 22 @ 3:25pm 
Please dont worry about manual update stuff, its not a big deal. Most mods require it anyway.