Project Zomboid

Project Zomboid

[B42] Knox Event Expanded NPC mod [alpha v0.3.10-1]
 This topic has been pinned, so it's probably important
Snejk  [developer] Dec 31, 2024 @ 4:19pm
Known Issues thread
First, please check the list of known issues below before making any reports.

Current known issues
  • 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.
  • Even with a lot of issues related to saving data being addressed in this patch, some issues may still exist. If you run into any issues, please report it here with logs. This is the highest priority for me at the moment and I appreciate any logs I can get.
  • There is a performance issue related to nearby containers that was introduced in 42.11.0. The workaround helps a bit, but in the end, Indie Stone needs to solve this properly with a hotfix or 42.12.0.
  • The static faction implementation is still fairly new and needs more work. Please let me know if you run into any issues related to the army.
  • Sometimes when a npc dies, whoever attacked them last is cleared for some reason. This means that we can't know who killed a specific npc and thus the wrong memory is created and the wrong dialogue is displayed.
  • The procedural generation UI has a safeguard in itself where if a tick takes more than 1 second, it will auto stop. This number of npcs will 100% not work with your PC, but the actual cutoff is lower. This will be improved in coming patches.
  • Some seed types are not identified correctly when npcs try to plant.
  • Seeds have to be unpackaged for npcs to identify them correctly.
  • Npcs can't refill any fluid container so that they can water plants.
  • Npcs will use up all magazines for ranged weapons until they run out. When they run out, they will spawn in a full magazine to reload. Don't give npcs magazines to use.
  • There is a memory leak that becomes very evident after reloading saves with npcs a couple of times. Restarting the game eliminates this issue.

To report a bug, please join the Discord[discord.gg] and make a post in the bug-report channel.
Last edited by Snejk; Aug 18 @ 3:33am
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Showing 451-465 of 576 comments
guns with attachments given to NPC will lose their ability to use the attachment -after loading a safe- until taken out of the inventory and performed an action like re-inserting the magazine by the player. this is especially important when using mods that provide silencers.
and whats very annoying about this, every now and then the NPC get stuck in some kind of other loop, in my instance right now one is constantly making the noise of eating something but not actually doing it, and while they are stuck they are not able to shoot, reloading the safe would fix it but then require to refresh all the guns on the group.
there are no errors and the only thing from the console.txt that might be related are such entries:
LOG : Combat f:232864, t:1746182841625> CombatManager::ProcessHit 2138 isCameraTarget and hit BodyPart 11 - BODYPART_COUNT
WARN : General f:232982, t:1746182842607> AnimationVariableSlotCallback.trySetValue> Trying to set read-only variable "firemode"
WARN : General f:232993, t:1746182842698> AnimationVariableSlotCallback.trySetValue> Trying to set read-only variable "firemode"
WARN : General f:233009, t:1746182842831> AnimationVariableSlotCallback.trySetValue> Trying to set read-only variable "firemode"
LOG : General f:233041, t:1746182843105> ItemPickInfo -> cannot get ID for container: inventoryfemale
Last edited by mad-rooky; May 2 @ 3:57am
скуф May 7 @ 12:22am 
Originally posted by SeeNoEvil:
During the download, the mod gives 2 errors and freezes on creating groups, and if I play in the sandbox, it doesn't even start this download. And the problem is that I can't even look at the logs due to the fact that there is only 1 exit, immediately out of the game.

You either have the mod installed incorrectly, or there is a conflict between this mod and others. I had the same thing, and the game crashed when I tried to generate NPCs while loading the sandbox, however, after checking the mod sheet and disabling the mod that was interfering, everything worked as it should.
Andagor May 7 @ 9:14am 
Errors in ISNpcRadioInteractions.lua (line 235, "Object tried to call nil in OnDeviceText") and CFarming_Interact.lua (line 384, "getCurrentState() is null") when starting in a city. More frequent than in forest. Reinstalled mod, disabled weapon mods, issue persists.
Dogma May 9 @ 10:12pm 
happens when i try to start a new game with max npc pop 5000 (unrealistic, I know, just want to see what happens.) Npc generation will get up to 2000 and will throw an error in shortly after and stop npc generation.

ERROR: General f:0, t:1746853748794> ExceptionLogger.logException> Exception thrown
java.lang.NullPointerException: Cannot invoke "java.util.Collection.toArray()" because "<parameter1>" is null at ArrayList.<init>(null:-1).
Stack trace:
java.base/java.util.ArrayList.<init>(Unknown Source)
knox.event.procgen.KnoxEventProcGen.assignSafehouse(KnoxEventProcGen.java:822)
knox.event.procgen.KnoxEventProcGen.putGroupInWorld(KnoxEventProcGen.java:901)
knox.event.procgen.KnoxEventProcGen.proceduralWorldInit(KnoxEventProcGen.java:1272)
knox.event.meta.KnoxEventMetaMainLoop.init(KnoxEventMetaMainLoop.java:77)
knox.event.KnoxEventMainLoop.init(KnoxEventMainLoop.java:70)
zombie.gameStates.GameLoadingState$1.runInner(GameLoadingState.java:364)
zombie.gameStates.GameLoadingState$1.run(GameLoadingState.java:258)
java.base/java.lang.Thread.run(Unknown Source)
LOG : General f:0, t:1746853748836> LuaEventManager: adding unknown event "OnPreUIDraw"
LOG : General f:0, t:1746853748836> LuaEventManager: adding unknown event "OnPostUIDraw"
LOG : General f:0, t:1746853769133> LuaEventManager: adding unknown event "OnKeyKeepPressed"
Got this error, maybe some conflict with other mods?

Couldnt find Bullet.9mm

"ERROR: General f:0, t:1746970545786> ExceptionLogger.logException> Exception thrown
java.lang.NullPointerException: Cannot assign field "container" because "item" is null at ItemPickerJava.metaNpcAddItemToContainer(ItemPickerJava.java:2809).
Stack trace:
zombie.inventory.ItemPickerJava.metaNpcAddItemToContainer(ItemPickerJava.java:2809)
zombie.inventory.ItemPickerJava.metaNpcAddItemToContainer(ItemPickerJava.java:2803)
zombie.inventory.ItemPickerJava.metaNpcAddItemToContainerCount(ItemPickerJava.java:2797)
zombie.inventory.ItemPickerJava.doVirtualNpcAutoRollItem(ItemPickerJava.java:2744)
zombie.inventory.ItemPickerJava.rollVirtualNpcProceduralItem(ItemPickerJava.java:2554)
zombie.inventory.ItemPickerJava.rollVirtualLootForNpc(ItemPickerJava.java:2783)
knox.event.procgen.KnoxEventProcGen.putGroupInWorld(KnoxEventProcGen.java:937)
knox.event.procgen.KnoxEventProcGen.proceduralWorldInit(KnoxEventProcGen.java:1272)
knox.event.meta.KnoxEventMetaMainLoop.init(KnoxEventMetaMainLoop.java:77)
knox.event.KnoxEventMainLoop.init(KnoxEventMainLoop.java:70)
zombie.gameStates.GameLoadingState$1.runInner(GameLoadingState.java:364)
zombie.gameStates.GameLoadingState$1.run(GameLoadingState.java:258)
java.base/java.lang.Thread.run(Unknown Source)"
Last edited by Aryan.Musika; May 11 @ 6:55am
Resolve it by disabling some Firearms mods
mad-rooky May 13 @ 11:49am 
Custom guard zones are "a" or "the" cause for NPC wandering off in a straight line from the safe house, when the player is not near the safe house.
This happened to all 10-15 safe houses in the last saves, if I assigned a custom guard zone.
If no custom guard zone is created NPC stay in base.
This wandering leads to a secondary problem, NPC too far away from the base can't reach the kitchen zone for food.

There are no errors or other helpful logs to this issue as far as I can see.
Last edited by mad-rooky; May 13 @ 11:49am
so after running game for about 30 min i hit unplayable lag spikes. i am running other mods but fairly simple ones. k15 vehicles, common sense, and some military gear mods.
dialog option is messed up, they don't properly die, and command option on the side is messed up
I have a few bugs to report, using v0.2.27:

1. When I give a npc a firearm, they have unlimited ammo it seems and never seem to run out. To reproduce this bug, I gave them a M9 pistol with a full magazine and wait for them to expend all their ammo. They will continue to shoot after using up all their magazines.


2. When a npc expends all ammo from the magazine and reloads, the empty magazine disappears and is no where to be found. To reproduce this bug, open the npc's inventory and observe their inventory while they are shooting at zombies.
Last edited by Nuka Cola; May 16 @ 4:08pm
Originally posted by Nuka Cola:
...unlimited ammo...
This is not a bug, this is the state as is. NPC also have unlimited bandages and alcohol.
There is simply no sufficient resupply logic currently to support these kind of things.
Originally posted by mad-rooky:
Originally posted by Nuka Cola:
...unlimited ammo...
This is not a bug, this is the state as is. NPC also have unlimited bandages and alcohol.
There is simply no sufficient resupply logic currently to support these kind of things.
I thought supurb survivors had that or maybe not
ERROR: General f:1, t:1747763407199> GameWindow.uncaughtException > Unhandled java.lang.NoSuchFieldError thrown by thread MainThread.
ERROR: General f:1, t:1747763407199> ExceptionLogger.logException> Exception thrown
java.lang.NoSuchFieldError: MusicNpcsHostile_Nearby at MusicThreatStatuses.update(MusicThreatStatuses.java:78). Message: Unhandled java.lang.NoSuchFieldError thrown by thread MainThread.
Stack trace:
zombie.audio.MusicThreatStatuses.update(MusicThreatStatuses.java:78)
zombie.characters.IsoPlayer.updateMusicThreatStatuses(IsoPlayer.java:11643)
zombie.characters.IsoPlayer.updateInternal2(IsoPlayer.java:2603)
zombie.characters.IsoPlayer.updateInternal1(IsoPlayer.java:2267)
zombie.characters.IsoPlayer.update(IsoPlayer.java:2254)
zombie.MovingObjectUpdateSchedulerUpdateBucket.update(MovingObjectUpdateSchedulerUpdateBucket.java:71)
zombie.MovingObjectUpdateScheduler.update(MovingObjectUpdateScheduler.java:155)
zombie.iso.IsoCell.ProcessObjects(IsoCell.java:3054)
zombie.iso.IsoCell.updateInternal(IsoCell.java:5959)
zombie.iso.IsoCell.update(IsoCell.java:5892)
zombie.iso.IsoWorld.updateWorld(IsoWorld.java:4181)
zombie.iso.IsoWorld.updateInternal(IsoWorld.java:4301)
zombie.iso.IsoWorld.update(IsoWorld.java:4215)
zombie.gameStates.IngameState.updateInternal(IngameState.java:1696)
zombie.gameStates.IngameState.update(IngameState.java:1450)
zombie.gameStates.GameStateMachine.update(GameStateMachine.java:87)
zombie.GameWindow.logic(GameWindow.java:384)
zombie.GameWindow.frameStep(GameWindow.java:917)
zombie.GameWindow.mainThreadStep(GameWindow.java:643)
zombie.MainThread.mainLoop(MainThread.java:76)
java.base/java.lang.Thread.run(Unknown Source)
LOG : General f:1, t:1747763407200> GameThread exited.
ERROR: General f:1, t:1747763407200> MainThread.uncaughtException > Notifying InvokeOnMainQueue...
Andagor May 20 @ 11:07am 
Dialogues freeze - 50-70% of NPCs freeze during dialogue and stop talking.
Multiple NPC's sit on the same chair/bench while resting, not gamebreaking but it looks weird
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