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all of this is just review, i don't meant to be mean.
They don't even walk around or wait in their home, they wait outside of their home. OUTSIDE.
I thought that they would go loot other buildings and fight eachother, act alert when you get close to them but they ignore you if you just don't speak to them. Makes no sense.
They just don't have any stuff to do when they are not in your group. They should upgrade and barricade their houses, loot other buildings, try to survive for real (their only act to survive is defending theirself from zombies.)
Well i have played suberp survivors before, for a old mod it was pretty fine with npcs barricading their home and making bases, loot,ng around, killing eacother and attacking player.
I did not get angry, just upset. But this mod is still under development so i guess it will get better.
I hope you don't leave the mod without even telling anyone.
1. Every NPC will have a row with 24 cells. Every cell represents one hour.
2. Clicking either work or rest at the top will select that category.
3. Once you have selected a category, you left click and drag across the cells to change them to the selected category.
I hope this helps.
1. Right click one NPC in the NPC overlay to the right and press "Send to safehouse". Npcs not in the safehouse cannot have their job priority or schedule set, nor will they do the tasks I mentioned in my previous post.
2. Open the NPC overview
3. Go to the tab "Job priority"
4. There will be a series of checkboxes. Left-clicking them changes the priority from (C)ritical (highest) to (L)ow (lowest). Making it blank makes the NPC disregard it completely.
5. NPCs will now execute tasks in the order of priority i.e. all critical tasks -> all high tasks -> all medium tasks etc. Which tasks to execute is refreshed every 10 ingame minutes.
Remember to update the mod via Steam. If you are using the old installation method, you will have to reinstall as well.
Next patch will feature the military faction falling apart after approx. 7 days.
@Naughty Ram @Snar I'm not making a compatibility patch for the furry mod. End of discussion.
Also, mod seems to work fine for me. Even with a bombardment of other mods.
Great mod btw
Got the same problem as this guy here. Does anyone know the fix for this? Any help would be appreciated, thanks.
@Sigma See the FAQ. You can also check the in-game help by pressing F1. I've added a lot of information there, including how to make npcs scavenge.
@The Unbidden One NPCs will go get food or water if they are in the safehouse and it's available to them. If there is no food or water, they will complain. This has a risk of causing a relationship penalty against the leader or to other NPCs in the group.
If it's a NPC group, the leader might rally people to go scavenge. Some will accept and some will not, and the ones that want goes scavenging.
https://imgur.com/a/QhrV188
But none of the NPCs are doing their job.
How do you do this?
[B42] Week One NPC
https://steamcommunity.com/sharedfiles/filedetails/?id=3403180543&searchtext=week
... seems to be overriding your ability to customize a spouse when starting a new game, and you have that trait enabled. Just a heads up, not a critique.
Great mod btw
@glamour If the game doesn't launch, you have typically put an invalid character into ProjectZomboid64.json or put the class files in the wrong place. Try reinstall the mod after running "Verify integrity of game files".
@Takaki Kasekari AFAIK, some people find success in running Bandits with only bandits, while having KEE for friendlies. KEE NPCs will treat the Bandits NPCs as hostiles, since they are technically zombies. However, KEE will never officially be compatible with Bandits, or any other NPC framework for that matter.