Project Zomboid

Project Zomboid

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[B42] Knox Event Expanded NPC mod [alpha v0.3.5-1]
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5.811 MB
31 dec, 2024 @ 16:15
5 aug @ 10:51
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[B42] Knox Event Expanded NPC mod [alpha v0.3.5-1]

Beskrivning
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.
  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, agression 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. Even when you are not around them, npcs will continue to live their lives in the background.
  6. Inventory system for giving npc items e.g. food and equipment, and changing what they wear and which weapon they use.
  7. 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.
  8. RW-style management of npc jobs.
  9. Faction creation, both for npcs and the player.
  10. Npc stories - npcs are able to play out scripted events in front of you.

Roadmap
  1. Reintroducing of the military faction as a static faction i.e. the military will not longer respawn when reloading the save.
  2. A crime procedural generation module together with the (re)introduction of bandits.
  3. More procedural generation modules for the npcs.
  4. More faction features e.g. a "values" system for factions to give them goals and create conflict.
  5. Survival behaviors - npcs will take care of their needs i.e. find food, water, shelter etc.
  6. More combat improvements.
  7. More "static" npc factions (examples: police, EMT, fire fighters).
  8. Dynamic waypoint system to better support custom maps.
  9. 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 for helping out with PTBR translations.
Credit to @Choko for helping out with ES translations.
Credit to @SIMD for helping out with DE translation.

If you find any bugs, please see the Bug Report thread, or preferably, post it in the Discord[discord.gg].

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
Populära diskussioner Visa alla (101)
1
7 timmar sedan
Suddenly not working (Linux).
Lee
570
13 aug @ 18:15
KLISTRAD: Bug reports
Snejk
10
10 aug @ 3:34
New installation method not work for me
SiTWulf
2 647 kommentarer
Stac 40 minuter sedan 
Is there a way to add specific NPCs in predetermined locations? I'd like to add some NPCs like the reporters from LBMW, or the characters from Survivor Radio's Mod, or some other characters from other mods like quest mods like SecretZ or Genesis Code.
D-Gaming Nation (MTRQA) 2 timmar sedan 
Hello I love the mod but every time i press continue on my game the main start process to spawn the npcs asks me to start and then it loads the npcs then it has me close the map, just like when i start a new character, will this constantly respawn the npcs?
Snejk  [skapare] 2 timmar sedan 
Yes and no.

The thing I didn't like with the implementation pre v0.3.0 was that npc behaviors were too static and predictable. To counteract this, there's a few changes I've made to the overall architecture in v0.3.0.

Npc memories effect their opinion of you and fade over time. Whether a npc is aggressive is calculated on the spot based on these memories. This means that you can meet a npc one time and have them be aggressive, whereas the next time you meet them, they might be friendly. The opposite might also be true, because of the morality stat.

Morality will affect how npcs behave e.g. npcs with low morality will be more keen to rob and murder people, while npcs with high morality will be appalled by it.

So instead of creating artificial "roles" like "Bandit" and assigning it to a npc, npcs will dynamically become and stop being bandits.
chicken leg 2 timmar sedan 
oh great idea, i love that.
maybe they can split into like bandit groups? like taking control of areas, splitting off from command, stuff like that?
Snejk  [skapare] 4 timmar sedan 
My goal is for the military and other static factions to slowly degrade and fall apart over time. They would then become recruitable.
chicken leg 8 timmar sedan 
can we ask about their faction? not for their removal or anything, im just wondering if they eventually despawn lol
Snejk  [skapare] 11 timmar sedan 
The military have been in the mod guarding the Louisville checkpoint for at least 8 months. They were removed upon the release of v0.3.0 and re-added roughly one month after.

They are not going away. Any more comments about it will be deleted.
overwateredcactus 17 timmar sedan 
@Paco I have the exact same problem. I hope Snejk can reproduce it so he can fix it.
Some 14 aug @ 14:51 
I put shovels and seeds in my inventory, but they don't farm.
Of course, they set up the farmland.
Epsilon 14 aug @ 5:10 
How to change the shooting range of the NPC? I give them a sniper rifle but their Shooting range is still the same.