Project Zomboid

Project Zomboid

[B41] Knox Event Expanded MP NPC mod [alpha v0.2.1]
Jack Rossman Sep 22, 2024 @ 9:27pm
My ideas for later on in the development of this mod.
Posting this here due to steam comments being dumb with character count.
Heyo, a few ideas for long-term stuff:
1. NPCs drive cars. Possibly using the power of modded java files and/or Teleporting vehicles through unloaded cells?
2. NPC personalities would include item/clothing preferences. For example, NPCs with the police occupation/spawn-loadout would gain a happiness boost or something when wearing/using police clothes and weapons. I suggest this one mainly because old habits die hard, and wearing a uniform every day would definitely be a hard habit to kill, even in a zombie apocalypse. (please add a way for other modders to add custom items to this concept, possibly through a new item tag?)
3. Possibly a "Day 0" option? Think the DayOne mod, but less grief, and more fitting to the game's lore? Basically have a few early game factions.
* Looters and/or Rioters. Would essentially be running around smashing windows and attacking police officers.
* Police. Would try to keep the peace. Think defending important buildings (Police Stations, Courthouses, etc) with methods that get more drastic as the day continues. Starting with Nightsticks, they'd eventually move on to firearms. While at the same time possibly escorting firefighters and EMS?
* Military. Wouldn't pop into civilian areas until later into day 0, the military would be police on steroids. Starting with firearms on spawn. Possibly have integrations for "Fort Redstone"? So that they spawn there and not just at the military checkpoint?
* Firefighter. Would serve a very minor role of spawning at those burnt house events. With a loadout of a fire extinguisher and other fireman gear. AI would be the same as Civilian, essentially.
* EMS (Ambulance Driver). Would Essentially just be a "pointA-pointB if you could get vehicles working with these NPCs. Driving from their spawn to the nearest medical center, then their AI would change to Civilian.
* Civilian. These fellas would basically defend their spawn building. Eventually exploring the brave new world around them after the first few days.

4. Possibly have 3. hook into the player's occupation? So players with the police occupation would start in the police NPC faction. I don't expect much here other than NPCs and players with the same occupation starting out friendly with eachother.
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Showing 1-3 of 3 comments
Snejk  [developer] Sep 23, 2024 @ 4:38am 
First of all, thank you for taking an interest in the mod!

1. I am looking into this and I think it is possible to do. However, it's hard for me to say how difficult it will be to implement. Right now, I am working on making NPCs enter/exit vehicles when following. I am hoping to have this finished during this week and after that, I will try to make NPCs be able to enter cars as drivers and drive in a straight line. I'll keep you posted once I know more.
2. I have some thoughts similar to this. The current plan is to make some kind of system for attaching "stories" and personalities to the NPCs' AI, that will affect their behavior, and what you describe could very well be a part of that. I still haven't fully figured out exactly how the stories should be defined and how they should work, but I will probably start prototyping something fairly soon, since I have a couple of ideas.
3. I discussed something similar with @Darkdeplayer yesterday and I like the concept. I need to think more about how everything will all fit together (how will NPC presets fit together with stories and their various preferences).
4. I have already implemented a basic relationship system which affects how aggressive NPCs are towards each other, so I think extending that to factions shouldn't be too difficult. That would more or less give the behavior you describe.
Jack Rossman Sep 23, 2024 @ 4:53am 
Awesome news!
I have a 5th suggestion, regarding player interaction for the Day0 idea:
A way for players to have a sort of "intro story" related to their occupation. Think cop players being given a choice whether to respond to a "riot", or just flee. The decisions made on Day0 could possibly affect certain factions' affinity towards the player? (Deserters aren't treated well).
Of course this one would probably be best in a singleplayer save, rather than the server-only thing going on right now, lol.

KEEP UP THE GREAT WORK!!!
Snejk  [developer] Sep 30, 2024 @ 1:13am 
Sorry for not responding sooner. I didn't get any notifications that you had answered.

I've had a similar idea presented to me during last week and I like it a lot. I think what you describe is something that will come at a later stage in the development of the mod, but as a first step towards that, I want to make occupations affect initial relationship with the different factions e.g. if you are a veteran, soldiers will be more friendly to you and maybe not automatically hunt you on sight if you break the curfew (this is one of the features coming relatively soon, since it's a good way to introduce guns and begin tuning them). Similar things can be done with other factions, depending on which factions I decide to include.

Overall, I need a lot of help with factions in figuring out what they should/shouldn't be, so if you have more ideas for factions, I would love to hear about them. Posting them in the Discord in the "bugs-and-feedback" channel is the best way to contribute, since I'm already having a hard time keeping track of all the ideas that's popping up everywhere, and Discord helps me keep things more organized, so I can follow up on them properly once I have the time to do so.
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