Project Zomboid

Project Zomboid

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[B42] Knox Event Expanded NPC mod [alpha v0.3.14-1]
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6.051 MB
Dec 31, 2024 @ 4:15pm
Oct 23 @ 12:37pm
50 Change Notes ( view )

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[B42] Knox Event Expanded NPC mod [alpha v0.3.14-1]

Description
Knox Event Expanded
The goal of this NPC mod is to add npcs through engine modifications.

The inspiration for this comes from various Thursdoids Indie Stone have published during the last ~10 years, which I am basically trying to recreate as good as possible. My goal is to enhance the endgame experience by bringing npcs into the mix by allowing them to exist from the very beginning of the outbreak, and later develop into various factions.

The B41 version of this mod can be found here.

IMPORTANT
This mod relies on modified class files that must be installed manually. Instructions for how to install can be found in the Installation guide
NOTE: Map mods will not work well with the npcs when they are in the metaverse as their movement is implemented right now. It relies on waypoints, which in turn requires manual work to map out the roads for the npcs to move in a good way. This will be addressed in the future.

Before asking questions, please see the Frequently asked questions thread.

If you encounter bugs, please see the Known issues thread first. If the issue in question is not there, please make a bug report in the Discord[discord.gg].

Current features
  1. Npcs are procedurally generated when starting the game the first time. This simulates their lives between 1953 and 1993.
  2. Call out over radio that you are looking for survivors. Npcs within 200 squares will respond and their safehouses will be marked on your map. They will also give directions on 90MHz.
  3. Npcs have a memory system that lets them remember what happened before and after the Knox Event began. Trust, aggression etc. is derived from these memories. (Some) memories fade over time, making it possible to run into a npc at one point and have them be aggressive towards you, and the next time, they're friendly.
  4. Npcs will not take kindly to you trepassing in their home and will turn hostile if you don't leave.
  5. Npcs have sense of morality - if they are immoral, they might try to rob you and/or attack you.
  6. Even when you are not around them, npcs will continue to live their lives in the background.
  7. Inventory system for giving npc items e.g. food and equipment, and changing what they wear and which weapon they use.
  8. Npcs in your group can be sent out to scavenge or ordered to loot e.g. if they are out on a loot run together with you.
  9. RW-style management of npc jobs while they're at your safehouse.
  10. Faction creation - both for npcs and the player.
  11. Npc stories - npcs are able to play out scripted events in front of you.
  12. Military faction that defends the Louisville checkpoint
  13. Morality system where npcs become more immoral (and eventually turn into bandits) over time.

Roadmap
  1. More procedural generation modules for the npcs.
  2. More faction features e.g. a "values" system for factions to give them goals and create conflict.
  3. Survival behaviors - npcs will take care of their needs i.e. find food, water, shelter etc.
  4. More combat improvements.
  5. More "static" npc factions (examples: police, EMT, fire fighters).
  6. Dynamic waypoint system to better support custom maps.
  7. Driving npcs.
This is the current list of features and it is still subject to change. Just as with B42 in general, taking backups is recommended. Also, saves may break, since B42 is still in unstable.

Credit to @xylewood and @Good Pablo for helping out with RU translations.
Credit to @RexTollBar and @SIMBAproduz for helping out with PTBR translations.
Credit to @Choko for helping out with ES translations.
Credit to @SIMD for helping out with DE translation.

The A* implementation used for "macro" pathfinding by the npcs is distributed under MIT License and was developed by Eugen Paraschiv. The license text is provided with the binaries and the original source and the license itself can be found here[github.com].

Workshop ID: 3397396843
Mod ID: KnoxEventExpandedNpc
Popular Discussions View All (125)
245
14
Oct 23 @ 8:26pm
PINNED: Installation guide
Snejk
12
20 hours ago
How does the Louisville Checkpoint NPC's work?
TheOofertaffy
1
Nov 2 @ 6:42am
NPC with gun can't make damage for zeds.
JustinPepper
3,204 Comments
richardallard 9 hours ago 
A quick question. Does enabling the thirst and hunger apply to all NPCs everywhere or just your group?
DreezyMoto Nov 4 @ 8:02pm 
@Falcon Yes! Would be awesome.
Anarsim Nov 4 @ 4:15pm 
Anyone else using this mod find themselves unable to get any resources from butchering doe's? Every other animal is just fine that I've come across including bucks. I disabled all my mods and tested again and still had the issue. I got materials with mods disabled, but the game had errors still when butchering the doe. This is the only mod I'm running that needed to be manually installed, so I don't know what else could possibly cause it.
Manterok Nov 4 @ 4:00pm 
@Falcon I concur. maybe a right-click context menu option. But it would be cool to discuss it first and if they puss out they try to run away lmao. Or you can just sneak it up on em. I like having options
Jordan98ish2 Nov 4 @ 3:32pm 
@Alpha Gamer, thanks that worked!
Falcon Nov 4 @ 11:20am 
Being able to execute/put down members of the group would be neat. When they get bit it would be a humane way to take them out. They are bullet sponges to try and shoot them and beating the ♥♥♥♥ out of friends just doesn't seem right lmao! Amputation on NPCs would be sick too hahaha
frdrch Nov 4 @ 5:01am 
what are the npc factions besides the military?? has anyone encountered one yet?
Sentient_Worm Nov 3 @ 8:50pm 
Ahh ok. Now I just need to figure out why I keep having to follow the npc's I send out xD
nutmeg Nov 3 @ 9:59am 
Mod seems to have an incompatibility with the ever so popular KillCount mod, the tables that mod uses has mismatched names with the changed Java files from this mod and the mod fails to function
Holl lo Nov 2 @ 6:39pm 
@Sentient_worm its left click tho, you need to click once then drag, not hold like selecting an area inside your sdafehouse