Project Zomboid

Project Zomboid

[B42] Knox Event Expanded NPC mod [alpha v0.2.27]
 This topic has been pinned, so it's probably important
Snejk  [developer] Dec 31, 2024 @ 4:19pm
Bug reports
Please report bugs in this thread.

When reporting an error, please make sure to explain what is not working and how to reproduce. Also, please include a stack trace. Simply saying "I get an error" is not enough.

I leave no guarantees for debugging tools. They are for debugging and playing with those npcs will not be representative of what mod can do, so use at your own risk.

If you are getting any lua errors when there is a new update, please double check that you have updated to the latest version. You can double-check the version by looking at the watermark to the bottom right of the in-game screen e.g. KEE: v0.2.16.

Currently known issues
  • Npcs will sometimes jump through fences if there is a hoppable object next to it (best example is at the Louisville checkpoint).
  • Having a npc follow you while they are phased out (more than 40 squares away), causes the game to lag slightly.
  • Pathing while clearing corpses can cause npcs to become stuck, since the pathfinding assumes they can jump over a fence.
  • Some corpses are not identified as needed to be cleared, even if within the corpse clear zone.
  • The npcs will try to dump animal corpses, which doesn't work for some reason.
Last edited by Snejk; Feb 27 @ 1:00am
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Showing 1-15 of 432 comments
UndeadLokemaniac Dec 31, 2024 @ 6:43pm 
Threw massive error codes when used with ATRO, literally over 350k in a 15 min window.
NopOYes Dec 31, 2024 @ 7:44pm 
`Callframe at: se.krka.kahlua.integration.expose.MultiLuaJavaInvoker@148fa861
function: attackHook -- file: ISReloadWeaponAction.lua line # 410 | Vanilla
`


`java.lang.reflect.InvocationTargetException
at jdk.internal.reflect.GeneratedMethodAccessor723.invoke(Unknown Source)
at java.base/jdk.internal.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.base/java.lang.reflect.Method.invoke(Unknown Source)
at se.krka.kahlua.integration.expose.caller.MethodCaller.call(MethodCaller.java:62)
at se.krka.kahlua.integration.expose.LuaJavaInvoker.call(LuaJavaInvoker.java:211)
at se.krka.kahlua.integration.expose.MultiLuaJavaInvoker.call(MultiLuaJavaInvoker.java:79)
at se.krka.kahlua.vm.KahluaThread.callJava(KahluaThread.java:192)
at se.krka.kahlua.vm.KahluaThread.luaMainloop(KahluaThread.java:988)
at se.krka.kahlua.vm.KahluaThread.call(KahluaThread.java:173)
at se.krka.kahlua.vm.KahluaThread.pcall(KahluaThread.java:1963)
at se.krka.kahlua.vm.KahluaThread.pcallvoid(KahluaThread.java:1790)
at se.krka.kahlua.integration.LuaCaller.pcallvoid(LuaCaller.java:66)
at se.krka.kahlua.integration.LuaCaller.protectedCallVoid(LuaCaller.java:139)
at zombie.Lua.Event.trigger(Event.java:81)
at zombie.Lua.LuaHookManager.TriggerHook(LuaHookManager.java:75)
at zombie.characters.IsoLivingCharacter.AttemptAttack(IsoLivingCharacter.java:69)
at zombie.characters.IsoNpcPlayer.updateInternal2(IsoNpcPlayer.java:2040)
at zombie.characters.IsoNpcPlayer.updateInternal1(IsoNpcPlayer.java:1658)
at zombie.core.profiling.AbstractPerformanceProfileProbe.invokeAndMeasure(AbstractPerformanceProfileProbe.java:102)
at zombie.characters.IsoNpcPlayer.update(IsoNpcPlayer.java:1579)
at zombie.MovingObjectUpdateSchedulerUpdateBucket.update(MovingObjectUpdateSchedulerUpdateBucket.java:71)
at zombie.MovingObjectUpdateScheduler.update(MovingObjectUpdateScheduler.java:155)
at zombie.iso.IsoCell.ProcessObjects(IsoCell.java:3058)
at zombie.GameProfiler.invokeAndMeasure(GameProfiler.java:195)
at zombie.iso.IsoCell.updateInternal(IsoCell.java:5955)
at zombie.core.profiling.AbstractPerformanceProfileProbe.invokeAndMeasure(AbstractPerformanceProfileProbe.java:102)
at zombie.iso.IsoCell.update(IsoCell.java:5897)
at zombie.iso.IsoWorld.updateWorld(IsoWorld.java:3893)
at zombie.iso.IsoWorld.updateInternal(IsoWorld.java:3993)
at zombie.core.profiling.AbstractPerformanceProfileProbe.invokeAndMeasure(AbstractPerformanceProfileProbe.java:102)
at zombie.iso.IsoWorld.update(IsoWorld.java:3917)
at zombie.gameStates.IngameState.updateInternal(IngameState.java:1567)
at zombie.gameStates.IngameState.update(IngameState.java:1317)
at zombie.gameStates.GameStateMachine.update(GameStateMachine.java:101)
at zombie.GameWindow.logic(GameWindow.java:372)
at zombie.core.profiling.AbstractPerformanceProfileProbe.invokeAndMeasure(AbstractPerformanceProfileProbe.java:76)
at zombie.GameWindow.frameStep(GameWindow.java:917)
at zombie.GameWindow.run_ez(GameWindow.java:810)
at zombie.GameWindow.mainThread(GameWindow.java:610)
at java.base/java.lang.Thread.run(Unknown Source)
Caused by: java.lang.NullPointerException: Cannot invoke "zombie.core.physics.BallisticsController.getMuzzlePosition()" because "var5" is null
at zombie.CombatManager.calculateBallistics(CombatManager.java:1498)
at zombie.CombatManager.isHittableBallisticsTarget(CombatManager.java:1507)
at zombie.CombatManager.CalculateHitListWeapon(CombatManager.java:1948)
at zombie.CombatManager.calculateHitInfoList(CombatManager.java:2171)
at zombie.CombatManager.calculateHitInfoList(CombatManager.java:2141)
at zombie.CombatManager.pressedAttack(CombatManager.java:3074)
at zombie.characters.IsoPlayer.pressedAttack(IsoPlayer.java:4299)
at zombie.characters.IsoPlayer.DoAttack(IsoPlayer.java:6158)
at zombie.characters.IsoPlayer.DoAttack(IsoPlayer.java:6149)
... 40 more
`
Snejk  [developer] Dec 31, 2024 @ 7:45pm 
Originally posted by UndeadLokemaniac:
Threw massive error codes when used with ATRO, literally over 350k in a 15 min window.
Do you have a stack trace for me to look at? I just tried ATRO and I don't see any errors.

Originally posted by NopOYes:
`Callframe at: se.krka.kahlua.integration.expose.MultiLuaJavaInvoker@148fa861
function: attackHook -- file: ISReloadWeaponAction.lua line # 410 | Vanilla
`


`java.lang.reflect.InvocationTargetException
at jdk.internal.reflect.GeneratedMethodAccessor723.invoke(Unknown Source)
at java.base/jdk.internal.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.base/java.lang.reflect.Method.invoke(Unknown Source)
at se.krka.kahlua.integration.expose.caller.MethodCaller.call(MethodCaller.java:62)
at se.krka.kahlua.integration.expose.LuaJavaInvoker.call(LuaJavaInvoker.java:211)
at se.krka.kahlua.integration.expose.MultiLuaJavaInvoker.call(MultiLuaJavaInvoker.java:79)
at se.krka.kahlua.vm.KahluaThread.callJava(KahluaThread.java:192)
at se.krka.kahlua.vm.KahluaThread.luaMainloop(KahluaThread.java:988)
at se.krka.kahlua.vm.KahluaThread.call(KahluaThread.java:173)
at se.krka.kahlua.vm.KahluaThread.pcall(KahluaThread.java:1963)
at se.krka.kahlua.vm.KahluaThread.pcallvoid(KahluaThread.java:1790)
at se.krka.kahlua.integration.LuaCaller.pcallvoid(LuaCaller.java:66)
at se.krka.kahlua.integration.LuaCaller.protectedCallVoid(LuaCaller.java:139)
at zombie.Lua.Event.trigger(Event.java:81)
at zombie.Lua.LuaHookManager.TriggerHook(LuaHookManager.java:75)
at zombie.characters.IsoLivingCharacter.AttemptAttack(IsoLivingCharacter.java:69)
at zombie.characters.IsoNpcPlayer.updateInternal2(IsoNpcPlayer.java:2040)
at zombie.characters.IsoNpcPlayer.updateInternal1(IsoNpcPlayer.java:1658)
at zombie.core.profiling.AbstractPerformanceProfileProbe.invokeAndMeasure(AbstractPerformanceProfileProbe.java:102)
at zombie.characters.IsoNpcPlayer.update(IsoNpcPlayer.java:1579)
at zombie.MovingObjectUpdateSchedulerUpdateBucket.update(MovingObjectUpdateSchedulerUpdateBucket.java:71)
at zombie.MovingObjectUpdateScheduler.update(MovingObjectUpdateScheduler.java:155)
at zombie.iso.IsoCell.ProcessObjects(IsoCell.java:3058)
at zombie.GameProfiler.invokeAndMeasure(GameProfiler.java:195)
at zombie.iso.IsoCell.updateInternal(IsoCell.java:5955)
at zombie.core.profiling.AbstractPerformanceProfileProbe.invokeAndMeasure(AbstractPerformanceProfileProbe.java:102)
at zombie.iso.IsoCell.update(IsoCell.java:5897)
at zombie.iso.IsoWorld.updateWorld(IsoWorld.java:3893)
at zombie.iso.IsoWorld.updateInternal(IsoWorld.java:3993)
at zombie.core.profiling.AbstractPerformanceProfileProbe.invokeAndMeasure(AbstractPerformanceProfileProbe.java:102)
at zombie.iso.IsoWorld.update(IsoWorld.java:3917)
at zombie.gameStates.IngameState.updateInternal(IngameState.java:1567)
at zombie.gameStates.IngameState.update(IngameState.java:1317)
at zombie.gameStates.GameStateMachine.update(GameStateMachine.java:101)
at zombie.GameWindow.logic(GameWindow.java:372)
at zombie.core.profiling.AbstractPerformanceProfileProbe.invokeAndMeasure(AbstractPerformanceProfileProbe.java:76)
at zombie.GameWindow.frameStep(GameWindow.java:917)
at zombie.GameWindow.run_ez(GameWindow.java:810)
at zombie.GameWindow.mainThread(GameWindow.java:610)
at java.base/java.lang.Thread.run(Unknown Source)
Caused by: java.lang.NullPointerException: Cannot invoke "zombie.core.physics.BallisticsController.getMuzzlePosition()" because "var5" is null
at zombie.CombatManager.calculateBallistics(CombatManager.java:1498)
at zombie.CombatManager.isHittableBallisticsTarget(CombatManager.java:1507)
at zombie.CombatManager.CalculateHitListWeapon(CombatManager.java:1948)
at zombie.CombatManager.calculateHitInfoList(CombatManager.java:2171)
at zombie.CombatManager.calculateHitInfoList(CombatManager.java:2141)
at zombie.CombatManager.pressedAttack(CombatManager.java:3074)
at zombie.characters.IsoPlayer.pressedAttack(IsoPlayer.java:4299)
at zombie.characters.IsoPlayer.DoAttack(IsoPlayer.java:6158)
at zombie.characters.IsoPlayer.DoAttack(IsoPlayer.java:6149)
... 40 more
`

I have seen this issue happen every now and then, but haven't figured out why yet. I am guessing it is related to npcs trying to shoot when they enter the metaverse, so the distance might need some tuning.
Snejk  [developer] Dec 31, 2024 @ 7:47pm 
Originally posted by UndeadLokemaniac:
Threw massive error codes when used with ATRO, literally over 350k in a 15 min window.
My apologies, just as I posted that, I reproduced it. I will have a look at it. Thanks for reporting it!
daremn01011 Dec 31, 2024 @ 11:09pm 
There is a bug when aiming with the xbox controller, at first I thought it was some mod but it was just that, the bug caused the game to close.
ValerieThePalerie Dec 31, 2024 @ 11:44pm 
The UI for the NPC commands appears visually bugged for me. It looks like this.
https://imgur.com/a/60rmqY9

Can we possibly have the option to disable it if we have no one with us?
Going to sleep makes your group dissapear
Originally posted by cool grandma:
Going to sleep makes your group dissapear
nvm just reload the game
Originally posted by cool grandma:
Originally posted by cool grandma:
Going to sleep makes your group dissapear
nvm just reload the game
*save
Snejk  [developer] Jan 1 @ 5:57am 
Originally posted by daremn01011:
There is a bug when aiming with the xbox controller, at first I thought it was some mod but it was just that, the bug caused the game to close.
Saying "there is a bug" isn't very helpful. Please describe what is not working. Also, if you could provide some kind of error, which ought to appear in the logs, that would also be very helpful. I typically don't play with controller and the only controller I own isn't working that well.

Originally posted by ValerieThePalerie:
The UI for the NPC commands appears visually bugged for me. It looks like this.
https://imgur.com/a/60rmqY9

Can we possibly have the option to disable it if we have no one with us?
Do you use a different font or is this just a side-effect of having the game set to a different language? You can hide the NPC planel to the right by pressing the key to the left of right-shift (/ on EN-US keyboard layout).
Last edited by Snejk; Jan 1 @ 5:57am
You can not open the inventory of NPCs, as they are buggy in space and go suddenly friend, not clear system of friendship and what it depends on, as well as how you can assign that they cooked, etc. and automatically go looting and when the inventory is full, then returned back to the base, I understood that after sleep they disappear, and so the mod is interesting but need a very large elaboration of their capabilities and that is scarce very straight and annoying that you can not prohibit them to shoot and only cold weapons to fight, and then they are crowds of zombies collect zombies
Snejk  [developer] Jan 1 @ 8:51am 
Originally posted by ClariseShow:
You can not open the inventory of NPCs, as they are buggy in space and go suddenly friend
I don't understand exactly what you mean. I suggest that you:
Ask them to follow you, right-click them and select "Open NPC Inventory". A bookshelf will appear at the bottom of the list in the loot window (the inventory window to the right per default). This contains is the npc inventory and you can interact with it just as with any container, expect that it has custom commands e.g. "Equip", "Unequip, "Wear" etc.

Originally posted by ClariseShow:
not clear system of friendship
That is true. I will try to think of a way to improve this.

Originally posted by ClariseShow:
how you can assign that they cooked, etc. and automatically go looting and when the inventory is full, then returned back to the base
I don't understand exactly what you mean, but you can send them to scavenge manually. Having them do things around the safehouse by themselves is still WIP.

Originally posted by ClariseShow:
I understood that after sleep they disappear
It will be fixed today.

Originally posted by ClariseShow:
that is scarce very straight and annoying that you can not prohibit them to shoot and only cold weapons to fight, and then they are crowds of zombies collect zombies
There is a small little box on the bottom right that says "Fight". If you press it, it will turn red and say "Retreat". This will make npcs ignore zombies. In terms of weapons, you can give them new weapons to use and equip them via the inventory system that I previously described.
Last edited by Snejk; Jan 1 @ 8:52am
Originally posted by ValerieThePalerie:
The UI for the NPC commands appears visually bugged for me. It looks like this.
https://imgur.com/a/60rmqY9

Can we possibly have the option to disable it if we have no one with us?

Me too having this bugged UI on the right side which i cant disable or do any action on it.
I wonder how do i drag the UI?
kArMaFPS Jan 1 @ 10:20am 
After installation following the tutorial, the game starts at 1fps until it crashes and creates several folders written crash crash crash in the user/save folder, is there any incompatibility? I suppose it may be incompatible with the wandering zombies and starving zombies mod, which change the zombies' AI
kArMaFPS Jan 1 @ 10:30am 
Confirmed, I unsubscribed the mod and repaired the game files and the game started working again, I really wanted to test it and I would like to know what the incompatibility of your mod is with other quality of life and realism mods
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