Project Zomboid

Project Zomboid

[B42] Knox Event Expanded NPC mod [alpha v0.2.30]
 This topic has been pinned, so it's probably important
Snejk  [developer] Dec 31, 2024 @ 4:20pm
Feature/ideas request
If you have any ideas for new features, please to to describe them in as much detail as possible in this thread.

I will try to keep track of all ideas that are in the roadmap below.

I am for the moment not taking feature requests
Last edited by Snejk; Jan 29 @ 10:00am
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Showing 61-75 of 104 comments
Would it be possible to add something that spawns an NPC on you?
Toggling between melee and ranged is an absolute must. It's been mentioned a couple of times, and it's truly necessary for the mod.

But I'm here to say what everyone else is thinking. Compatibility with Week One!

To my understanding (I haven't done any testing myself) the NPCs in this mod recognize all other NPCs as zombies, so some kind of behavioral check would need to be added.

A quick and (I assume) easier workaround, is to have a sandbox option for this mod not to start running and spawning until after the Knox event. The NPCs would still be hostile to other civilians and officers, but at least they'd be a managed team, and ya can just role play as a raider for the time being.

edit: I should probably ask if this mod can be added to an existing game and just try it. But that's 7 hours of my life lol.
Last edited by GarglingGlass; Jan 8 @ 11:23am
Having your faction NPCS tend to crops!
Add a Debug option to show All npcs on the whole map so we can see them move around or at least know where all of npcs are located. Just like the military could be dark green color police could be blue just npcs can be gray, any hostily npcs could be red, hostyle caps or bases can be dark red, hostily boss npc could have Red skull with 2 bones crossing like X, military boss (captain or general or more) could be dark green skull with 2 military M16 crossing the skull.

Boss npcs are created Military boss will alwaya exist be day 1 boss npcs have much more logic and leading skill they are way smarter and leads the team and the whole base/camp/faction like boss would.
Hayro Jan 9 @ 1:07am 
-Train station near Muldraugh (Coordinates: X:29060x Y:24207) occuppied and converted into a Joint 911 Station by remnants of Police, EMT, Firefighters, Forest Rangers, stranded soldiers, and train workers who happen to be immune.
https://b42map.com/
-Currency/Trading/Mission system; You can run errands for Joint 911 to gather Materials, Cars, Weapons&Ammo, gas and repairing cars and equipment etc in exchange for money or something like that.
-Their own radio freq for contact.
-Eventually they could respond your help calls if you supply them with resources (even via heli ones given that you secure airfield and helicopter)
-You could drop the NPCs that you rescued there if you want to bolster the ranks of 911 (bolstering ranks means they need more logistics but it could mean less zombies because they will have to send scavenge teams more often.)
Please make it possible for NPCs to clean up floor with Lifestyle: Hobbies
Zoobas Jan 9 @ 9:26am 
Ideas for Features:
1. Ability to negotiate/surrender deescalate conflict.
2. Ability to trade
3. Ability to speak a bit more than we currently can (some kind of faction rep system would be nice)

(btw great mod, love it, amazing so far & very impressive, cannot believe you actually nailed it already :D I was waiting for this since 2012)
The main story mentions the military set up labs and outposts in the zone. You can actually find these scattered around doe valley in rural areas.

https://pzwiki.net/wiki/Army_barracks

There are also various bunkers, including fallas lake bunker and March Ridge Bunker.

Can NPC soldiers be added here too? and maybe walk to nearby locations at night?

It would make the military and curfew more of a thing outside the checkpoint.
I'm not sure if this is a bug or a suggestion, but after the last update, NPCs won't fight unless they absolutely have to. Unless a zombie is targeting them and within melee range, they will just stand there. I can have 4 of them within 10 feet of me, and they'll all stand and watch me fight. And this is with them set to be hostile. Especially infuriating as a burn ward patient. I couldn't imagine how they'd act with guns after this last update, I haven't lived long enough to try.
Hayro Jan 10 @ 12:25am 
Can you make a seperate mod that lets you plug radios into electricity grid? There are supposed to be one or two mods that implemented that feature but those gone obsolete.
Second floor and basement for selecting areas like a private place or guarding area
not sure if someone has recommended this, but it would be a great idea for if you call a survivor on the radio. that they will recognize you/ realise you are the guy from the radio when you step into their house top speak to them, really helpful for recruiting survivors since they wont beat me up that way.
Zoobas Jan 11 @ 10:21am 
So yea, been using NPCs a lot, had great tactics & they work really well in comparison with previous NPC mods.

The only issue is they bumb into each other & cannot patrol properly plus you cannot make their paths painted you can select a big zone only, which is a shame as I have few weak spots to patrol so they have to go from A to B gates and back. (Better patrol system if possible)

Another thing is that it would be really nice if they could do other tasks such as:
*Cooking
*Farming
*Crafting (via player commands)

If they could do:
*Drinking / Eating (as they would contribute to the colony so why they wouldn't have similar needs as player does)
*Stranger NPCs could roam around & loot as they are now just pretty much tower defence stationary static checkpoints.
*Loot & then trade
Zoobas Jan 11 @ 10:23am 
Originally posted by The Loose Cannon:
not sure if someone has recommended this, but it would be a great idea for if you call a survivor on the radio. that they will recognize you/ realise you are the guy from the radio when you step into their house top speak to them, really helpful for recruiting survivors since they wont beat me up that way.
Oh yeah this happens, if npcs are stuck outside then you can recruit them easily, but if they are indoors basically you cannot as those guys will get upset the moment you go in the house. So some kind of knocking function or something to which npcs would respond by getting close to doors (not nessesary opening) would be nice. As it's the case as you describe.
Shabloom Jan 11 @ 4:04pm 
Maybe some type of body heat? I like to do winter zombie play throughs and it would be cool if a bar slowly goes down and the more it does is the more their temputare will go down until its death so you'll have give your team actual winter clothing. You dont have to do this I just thought It'd be neat
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