Project Zomboid

Project Zomboid

[B42] Knox Event Expanded NPC mod [alpha v0.3.18-1]
3,413 Comments
Cyber 4 hours ago 
:healthyhearthling:
overwateredcactus 4 hours ago 
We love you Snejk!!
Daimyo 13 hours ago 
I think you're on the right track, legacy preserves long saves, new version moves forward with new updates. All in one means less work for you too.

Thanks for your hard work, have been waiting on this mod to start a new mp game. Can't wait :)
Fradrick 21 hours ago 
Nice:buzzed:
Snejk  [author] 23 hours ago 
I wanted to provide an update on the current status of the mod.

Yes, the mod is broken for 42.13.0. Basically everything changed, and I'm getting close to something that is stable enough.

There will in total be 3 version of the mod (for now):
1. The "normal" version that follows the unstable branch i.e. it upgrades to 42.13.0. This version will NOT have MP.
2. A "legacy" version that is still compatible 42.12.3. I will not actively maintain this, but it will nevertheless be available, since 42.13.0 is a breaking change and breaks a lot of mods. So you can use this while you wait for mods to get fixed. This version will NOT have MP.
3. A specific MP version that supports only dedicated servers (to begin with). This will take some time to get in place and will not be in the next patch.

I'm leaning towards having everything in one workshop item i.e. in this workshop item, but using different mod-ids for different versions.
Danko Dec 14 @ 4:58am 
Oh wait, it seems not updated yet for .13 version
Danko Dec 14 @ 4:57am 
I tried both methods to install this mod, and both of them doesnt work for me - when I tryin to launch the game, after 5 sec game just crashed without any error warnings.
Alpha_Zeon Dec 13 @ 11:11pm 
Seeing as my 42.12 save is borked (not because of this mod), I'm going to pray that I'll be able to add this mod back midsave on my new game.
Michelleki0 Dec 13 @ 5:38pm 
great mod, though it would be nice if the NPC's would put bottles, cups and drinking glasses back in the container they took it from. :coffeeTLD:
LeoHeartPOV Dec 13 @ 4:54pm 
LOG : General f:0, t:1765673455278> -----------------------------------------
STACK TRACE
-----------------------------------------
function: initSpouse -- file: NpcCreationMain.lua line # 2206 | MOD: Knox Event Expanded NPC
function: onOptionMouseDown -- file: NpcCreationMain.lua line # 2158 | MOD: Knox Event Expanded NPC
function: onMouseUp -- file: ISButton.lua line # 65 | Vanilla


cant figure out how to disable it either, that toggle vanished. also the log for it is a bit longer
Alpha_Zeon Dec 13 @ 4:29pm 
Its not updated for 42.13, atm it works for the previous unstable patch 42.12 which you can select in the beta selection menu.
Mini Trump Dec 13 @ 3:15pm 
When I start the game, I get a black screen and it closes after 5 seconds. I deleted this mod and it opened without any problems this time. Will this be fixed in the next update? Or is anyone else experiencing the same problem?
MrWalkemdown Dec 13 @ 2:45pm 
hey how do i make them loot for me?
liqnoog Dec 13 @ 4:39am 
can't wait for the 42.13 update...
Alpha_Zeon Dec 12 @ 11:10pm 
Nothing to add, that's exactly what i did. Then every other mod starts updating. Too many mods to try and keep previous versions of.
Aconius Dec 12 @ 7:53pm 
HOW TO FIX POST UPDATE:
Revert to 42.12
Follow installation steps again (Editing the JSON file with the mod directory)

Reverting to a previous beta also resets the pz json file so you need to do it again, then the mod will work
Alpha_Zeon Dec 12 @ 6:43pm 
Man, this is like the one mod that i have to have to play SP. I really wish there was a way to have steam not update things. I could just play offline i guess.
Tom Cruise Dec 12 @ 3:32pm 
can you make it so when we nickname a survivor their name also changes in the menu? for example i like to pretend i have a little army so i'll give some people ranks like "Pvt. John" for example. but when i open the menu to look at my survivors and what not, it still shows their first and last name, not the nickname i put on them. just a small little qol detail if you dont mind and thank you very much for this awesome mod :steamthumbsup:
wjambrose Dec 12 @ 1:36pm 
great mod! thanks for your hard work!
@suren.roj its because PZ was update. Just wait when mod update too
Connor Is World Dec 12 @ 6:19am 
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suren.roj Dec 12 @ 6:08am 
Hi, I'm downloading iod according to the instructions, but it's not working correctly. The character's clothing selection menu doesn't appear, and the map doesn't show up.
Ravayen Dec 12 @ 2:46am 
don't know what to say, it's working for me, a lot of mods aren't or wont be updated for this build in my list so didn't have a choice for this play through.
Are you sure after reverting you changed the java file again?
your little wewe Dec 12 @ 2:38am 
42.12 dont work ether
Ravayen Dec 12 @ 2:20am 
reverting to legacy 42.12 fixed everything for me for now, which is what we were on before the update anyways so just do that guys and wait a sec for the mod author to update.
The Unbidden One Dec 11 @ 10:35pm 
I dont expect it to work for MP but does this still work for Single player for 42.13?
Need update for 42 mp build 😶‍🌫️
Cyber Dec 11 @ 2:49pm 
@Snejk take ur time, looking forward to it! Do you think it would be dedicated server only again?
Mastantuono Dec 11 @ 11:58am 
When I select the survivor there are options that don't work for me, like the barricade, the farm, and cutting down trees. They don't appear directly to me.
do I have to reinstall the mod?
Dieselmannen Dec 11 @ 8:43am 
Nevermind, it still works. I typed the wrong path in the installation guide.
Dieselmannen Dec 11 @ 8:31am 
Seems to be broken for 42.12.3. Something with loading the map.
Connor Is World Dec 11 @ 7:17am 
Not sure if its because of the MP update, but the mod doesn't seem to work. Just crashes now
Snejk  [author] Dec 11 @ 5:48am 
@Cyber It won't. I will try to port the MP mod during my Christmas holiday, but it will be a separate mod and it will take some time to fix. It will be redone completely with new architecture etc.
Cyber Dec 11 @ 4:57am 
Praying this will be usable for multiplayer when updated. This mod is literally THE GOAT
the wok Dec 11 @ 3:51am 
blud mod is broken again by another update, PZ is just that cooked
Snejk  [author] Dec 11 @ 3:49am 
I unfortunately won't be able to work on the mod tonight. Tomorrow is however my last workday for the year. Tomorrow after work, I will get right on fixing the mod for 42.13.0.

I might take some extra time to make some changes to the save format, since 42.13.0 is a breaking change i.e. I don't have to worry about backwards compatibility.

If everything goes well, I might be able to release a fixed version tomorrow evening (CET), but I don't want to make any promises.
Duuka Dec 11 @ 2:48am 
no,cannot start after update
xavvery Dec 11 @ 12:58am 
game doesn't launch after changing the .json
Philip Dec 10 @ 9:58pm 
@Yumi OWO what kind of mods u have it works perfectly fine for me [expect the order ui or whatever its called disappear]
Yumi OWO Dec 10 @ 7:48pm 
Still crashing on start.
yaaago.davi Dec 10 @ 5:20pm 
i am really happy to see someone working so ♥♥♥♥♥♥♥ much to make an actual good npc mod. please snejk never give up on this man. and ♥♥♥♥ rav3n
I love that you keep working so hard on this project thank you!
Czezary Dec 9 @ 9:11am 
I have problem where the game freezes after starting the game , after simulating npc's. This is probably a mod conflict, but i just wanna ask what might be the culprit and if anyone had the same issue.
林二九 Dec 8 @ 7:50pm 
Thank you for your reply. It's confirmed that the military personnel do leave the checkpoints after one hour. What I hope for is an option to disable their initial spawning entirely at the start to maintain a more vanilla-like gameplay experience. Moreover, even with only this mod and the debug menu enabled, I still experienced severe performance issues at the military base, leading to crashes. After reloading the saved game, NPCs needed to be regenerated, and the military base became completely devoid of zombies.Also, while it's great that the version updates include new gameplay mechanics, the main issue is that they feel somewhat "rough." The gunplay interactions in the vanilla game feel problematic; once you're knocked down, there's no chance to fight back. Could interactions with military NPCs be enhanced through methods like broadcast sounds or other means? Currently, by the time you see a checkpoint, an M16 is already shoved in your face.
Ravayen Dec 8 @ 12:19pm 
I took over the school and fenced in the field out back but i cant extend the safehouse are to cover an area that big, is there a way to do this so other npcs know it's my farm/animal area? Basically the edit safehouse button has a size restriction.
Snejk  [author] Dec 8 @ 10:43am 
I just tested the "Military start collapsed" option and it's working just fine. The military instantly disbands after the first hour tick.

Next patch will also feature the military faction having a random number of checkpoints/roadblocks. The military base, Lv border, and Lv checkpoint will be constant spawns. Hopefully that should help with the feeling of randomness.
Snejk  [author] Dec 8 @ 10:40am 
@crashed The military collapses completely within 28 days of the military being generated. This means that if you add it mid save, the military don't "catch up" and collapse instantly.

@thephoenixb @amberknox19 Both of your installation are likely wrong. Try reinstalling.
林二九 Dec 7 @ 7:23pm 
Could we add an option where the military order has already collapsed from the start? I mean that military bases, the Louisville Checkpoint, etc., would retain their original spawns. Only survivor NPCs similar to the player would appear on the map. I see there is an option for the military order to start collapsing, but after entering the game, I don't feel any difference—military NPCs are still consistently present at the factory intersection in Riverside.
thephoenixb Dec 7 @ 11:15am 
Also, theres another bug where it makes the map blank and unusable