Project Zomboid

Project Zomboid

[B42] Week One NPC
I survived the first week and... only zombies are in the world..
I love this mod and the first week was full of action and interesting things happening all the time. I teamed up with some survivor npcs too and it was amazing. Due to some sandbox settings to make game easier, now I managed to survive the first week.

And it's all good, except... there are no more npcs in the world anymore... at all.. be it bandits or friendly npcs fighitng zombies. This is a real downer and quite boring too. The streets are littered with the corpses of dead people though. Does that have something to do with the nuke event? I turned it off, but maybe it doesn't matter? I survived about 10 days and since the apocalypse started for good, I haven't met a single living soul.

Please can anyone explain if it's normal, because now I'm almost cetain, that they won't appear ever.
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Showing 1-11 of 11 comments
There usually are bandit spawns to attack you, other NPC will depend on your settings, usually very few if any after the week.

There was one game I played, where going back to Lousville had dozens of NPC fighting zombies and each other, so something messed up in the respawn, but that only happened once
Originally posted by Silmaril03:
There usually are bandit spawns to attack you, other NPC will depend on your settings, usually very few if any after the week.

There was one game I played, where going back to Lousville had dozens of NPC fighting zombies and each other, so something messed up in the respawn, but that only happened once
But even if the nuke event is turned off, won't it affect the gameplay anyway? Because the lack of living beings is the feature of the nuke event I think, which lasts about 90 days as the description of the mod says.

And it may be true, since I only met hostile hazmat suit guys later on, as if the nuke was in effect, even with it being turned off. I survived 18 days, and I only met the hazmat guys. So are you REALLY SURE that you had bandits on like day 8-18? I also had bandits and npcs until day 7 happened. 7 or 8. Then npcs were no more in my playthrough aside from those hazmat guys.
Last edited by H.E.C.U soldier; Sep 19 @ 10:19am
Mr zizir Sep 21 @ 11:57pm 
Originally posted by H.E.C.U soldier:
Originally posted by Silmaril03:
There usually are bandit spawns to attack you, other NPC will depend on your settings, usually very few if any after the week.

There was one game I played, where going back to Lousville had dozens of NPC fighting zombies and each other, so something messed up in the respawn, but that only happened once
But even if the nuke event is turned off, won't it affect the gameplay anyway? Because the lack of living beings is the feature of the nuke event I think, which lasts about 90 days as the description of the mod says.

And it may be true, since I only met hostile hazmat suit guys later on, as if the nuke was in effect, even with it being turned off. I survived 18 days, and I only met the hazmat guys. So are you REALLY SURE that you had bandits on like day 8-18? I also had bandits and npcs until day 7 happened. 7 or 8. Then npcs were no more in my playthrough aside from those hazmat guys.

If you're using the default Apocalypse preset, be aware that bandits will automatically despawn after one week due to the vanilla game mechanics.

Create a custom Sandbox preset instead of using Apocalypse. In the Sandbox settings, you can manually configure the bandit/NPC spawning parameters to ensure they remain active throughout your playthrough.

This will give you the full Week One experience with persistent human threats and interactions, rather than having them disappear just when the post-nuclear phase begins. :steamthumbsup:
Originally posted by Mr zizir:
Originally posted by H.E.C.U soldier:
But even if the nuke event is turned off, won't it affect the gameplay anyway? Because the lack of living beings is the feature of the nuke event I think, which lasts about 90 days as the description of the mod says.

And it may be true, since I only met hostile hazmat suit guys later on, as if the nuke was in effect, even with it being turned off. I survived 18 days, and I only met the hazmat guys. So are you REALLY SURE that you had bandits on like day 8-18? I also had bandits and npcs until day 7 happened. 7 or 8. Then npcs were no more in my playthrough aside from those hazmat guys.

If you're using the default Apocalypse preset, be aware that bandits will automatically despawn after one week due to the vanilla game mechanics.

Create a custom Sandbox preset instead of using Apocalypse. In the Sandbox settings, you can manually configure the bandit/NPC spawning parameters to ensure they remain active throughout your playthrough.

This will give you the full Week One experience with persistent human threats and interactions, rather than having them disappear just when the post-nuclear phase begins. :steamthumbsup:
OKay thanks for the information. So it is a matter of changing sandbox bandits setting. I did in fact use my own settings in sandbox mode, not the apocalypse ones. So one of the setting must have been set like that I assume? I will try and if I can't find it, I will get back to you. Also in the sandbox settings, are you refering to bandits general or bandits week one?
Last edited by H.E.C.U soldier; Sep 22 @ 1:43am
If I set time before finale to more than a week, would that solve the problem?
No, I tried and tested it, it breaks all events, not even zombies appear, after one week nothing happens, so that's not the right setting... It may seem that turning off the nuke completely, breaks the other events as well.
Last edited by H.E.C.U soldier; Sep 22 @ 2:36am
I've made screenshots of my settings, can someone take a look at these? Maybe I need to tweak some settings, I just need to add that I don't want bandit hordes killing me on first week, that's why I set it up like that, and trust me, these settings are amazing, the problem happens after the first week, because only zombies remain, so I want to improve it, to have living beings as well:
https://ibb.co/bjB77Tx4
https://ibb.co/8g042b3q
DANTIOCH Sep 25 @ 3:15am 
After the finale all NPCs related to the first week mod (firemen, police, soldiers etc) stop spawning. This mod tries to stick to the lore, so about 90% of the population dies out (even if you disable the finale nuke). If you want more human contact after the finale you need to raise the chance of bandits spawning.

Increase the bandit spawn chance and global number of spawned bandits in the general settings. If you install the bandit creator mod, you can adjust bandit groups, how often they spawn, their gear, and if they're friendly or not.
Last edited by DANTIOCH; Sep 25 @ 3:16am
Originally posted by DANTIOCH:
After the finale all NPCs related to the first week mod (firemen, police, soldiers etc) stop spawning. This mod tries to stick to the lore, so about 90% of the population dies out (even if you disable the finale nuke). If you want more human contact after the finale you need to raise the chance of bandits spawning.

Increase the bandit spawn chance and global number of spawned bandits in the general settings. If you install the bandit creator mod, you can adjust bandit groups, how often they spawn, their gear, and if they're friendly or not.
Thank you, that was the answer I needed, so it was technically possible to meet npcs even if I reduced the chance massively with settings, but it would be extremely rare is that correct? That makes sense I guess. So it depends on the bandits settings for all npcs? Even the friendly ones? Because live npcs have separate settings in week one sandbox settings.
DANTIOCH Sep 25 @ 6:11am 
Originally posted by H.E.C.U soldier:
Originally posted by DANTIOCH:
After the finale all NPCs related to the first week mod (firemen, police, soldiers etc) stop spawning. This mod tries to stick to the lore, so about 90% of the population dies out (even if you disable the finale nuke). If you want more human contact after the finale you need to raise the chance of bandits spawning.

Increase the bandit spawn chance and global number of spawned bandits in the general settings. If you install the bandit creator mod, you can adjust bandit groups, how often they spawn, their gear, and if they're friendly or not.
Thank you, that was the answer I needed, so it was technically possible to meet npcs even if I reduced the chance massively with settings, but it would be extremely rare is that correct? That makes sense I guess. So it depends on the bandits settings for all npcs? Even the friendly ones? Because live npcs have separate settings in week one sandbox settings.

Yes. The two settings of "global chance of bandit spawns" and "global number of spawned bandits" modifies all the bandits. But if you install the bandit creator mod, you can adjust the bandit groups to make them friendly, what timeframe they spawn in after start, and etc.

Those two settings will not affect week one NPCs, they operate differently. If that is your goal then you need to extend the time till finale.
Originally posted by DANTIOCH:
Originally posted by H.E.C.U soldier:
Thank you, that was the answer I needed, so it was technically possible to meet npcs even if I reduced the chance massively with settings, but it would be extremely rare is that correct? That makes sense I guess. So it depends on the bandits settings for all npcs? Even the friendly ones? Because live npcs have separate settings in week one sandbox settings.

Yes. The two settings of "global chance of bandit spawns" and "global number of spawned bandits" modifies all the bandits. But if you install the bandit creator mod, you can adjust the bandit groups to make them friendly, what timeframe they spawn in after start, and etc.

Those two settings will not affect week one NPCs, they operate differently. If that is your goal then you need to extend the time till finale.
That's very helpful. Thank you. I can't extend the time before finale if I want to experience the events in one week, I've already tried, it just makes the week one events last longer. What I need is having live npcs after finale, which will be hard to do without bandit groups mod then. It seems that live npcs from week one are removed after the finale, so the developer of the mod has left post-finale as some sort of vanilla experience which can be modded then. Now I think I understand everything thanks to you.
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