Project Zomboid

Project Zomboid

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[B42] Knox Event Expanded NPC mod [alpha v0.3.1-1]
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4.151 MB
Dec 31, 2024 @ 4:15pm
Jul 13 @ 12:38pm
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[B42] Knox Event Expanded NPC mod [alpha v0.3.1-1]

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.

Current features
  1. Npcs are procedurally generated when starting the game the first time. This simulates their lives between 1953 and 1993. This includes bandits.
  2. Npcs remember what have happened before and after the Knox Event began, and will tell you about it if you ask them.
  3. Dynamic migration system where npcs will migrate into the zone to replace ones that have died.
  4. Meta events where npcs will call for help over radio on 90MHz, if you are close enough (within 200 squares).
  5. 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.
  6. Even when you are not around them, npcs will continue to live their lives in the background.
  7. Military faction that guard the Louisville checkpoint, with guard rotations, and enforces curfew at night. They communicate via radio on 92MHz.
  8. Inventory system for giving npc items e.g. food and equipment, and changing what they wear and which weapon they use.
  9. 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.
  10. Npcs will not take kindly to you trepassing in their home and will turn hostile if you don't leave.
  11. Npcs can be robbed by the player.

Roadmap
  1. RW-style management of npc jobs.
  2. Survival behaviors - npcs will take care of their needs i.e. find food, water, shelter etc.
  3. More advanced procedural generation of npcs.
  4. Player faction integration (npcs can be a part of a player faction).
  5. Dynamically formed npc factions.
  6. More combat improvements e.g. improved escape/hide behavior, usage of the anger stat.
  7. Expansion of the Military faction.
  8. Dynamic waypoint system to better support custom maps.
  9. More "static" npc factions (examples: police, EMT, fire fighters).
  10. 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 for helping out with RU translations.
Credit to @RexTollBar for helping out with PTBR translations.
Credit to @Choko for helping out with ES translations.
Credit to @SIMD for helping out with DE translation.

For a list of known bugs, please see the Bug Report thread or post it in the Discord[discord.gg].
For feature requests, please post them in the Feature/ideas thread

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 (86)
534
16 hours ago
PINNED: Bug reports
Snejk
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Jul 12 @ 2:09am
PINNED: Installation guide
Snejk
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Jul 11 @ 11:57am
PINNED: Frequently Asked Questions (FAQ)
Snejk
2,406 Comments
SIMBAproduz 7 hours ago 
@Jeilko, they're completely different propositions. Basically, the difference is that Knox Event focuses on interaction... you meet NPCs, recruit them, give them orders, and build a community. Bandits, on the other hand, is pure chaos... it adds enemies that hunt you, invade your base, and just want to screw you over, making the game much more difficult and combat-focused.
Jazzwingo 9 hours ago 
Disregard my comment; the recent patch seems to have fixed it for me.
Jazzwingo 9 hours ago 
Same here as below. Not only that, but I've also found that my safehouse was straight up removed after loading a save, not just the NPCs in my group.
The_Gunrunner 10 hours ago 
Same as Freek here. after two saves, with different NPCS, on load of the save, there are no NPCs in my group.
Woozie 10 hours ago 
this mod is sooooo nice.
mad-rooky 12 hours ago 
@ [BBQ]Freekill If you join the discord and provide logs it would help them fix everything.
I only made a quick test and it seemed improved to before the patch, but I can't tell for sure. weekend is over now, back to work.... :D
[BBQ]Freekill 12 hours ago 
@mad-rooky Some aspects of the mod are broken after the new release. I don't have any errors, NPC placement finishes up without any problems. However, after you quit the game, boot it and load NEW SAVE, NPC's simply dissapear.

After the patch, I've made a clean game reinstall, copied the new files and the problem persists. Made everything according to the provided instructions.
SIMD 13 hours ago 
@Jeilko
In this mod, the NPC's are real NPC's.
In the Bandit mod, the NPC's are zombies.
Jeilko 13 hours ago 
I'm not up to speed on this mod's updates, I last installed it 8 months ago. So, what's the difference between it and slayer's mod? I know Slayer's mod is quite different in every way, but what does this mod offer that slayer's doesn't? Could someone kindly explain?
mad-rooky 13 hours ago 
@ kianmullins112 I just installed the latest update and it works. The crash on start hints to me you skipped something in the process.

@ LordVukodlak it was announced that way, nothing else to be expected.