Project Zomboid

Project Zomboid

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[B42] Knox Event Expanded NPC mod [alpha v0.3.10-1]
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File Size
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5.897 MB
31 Dec, 2024 @ 4:15pm
25 Sep @ 3:38pm
46 Change Notes ( view )

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[B42] Knox Event Expanded NPC mod [alpha v0.3.10-1]

Description
Knox Event Expanded
The goal of this NPC mod is to add npcs through engine modifications.

The inspiration for this comes from various Thursdoids Indie Stone have published during the last ~10 years, which I am basically trying to recreate as good as possible. My goal is to enhance the endgame experience by bringing npcs into the mix by allowing them to exist from the very beginning of the outbreak, and later develop into various factions.

The B41 version of this mod can be found here.

IMPORTANT
This mod relies on modified class files that must be installed manually. Instructions for how to install can be found in the Installation guide
NOTE: Map mods will not work well with the npcs when they are in the metaverse as their movement is implemented right now. It relies on waypoints, which in turn requires manual work to map out the roads for the npcs to move in a good way. This will be addressed in the future.

Before asking questions, please see the Frequently asked questions thread.

If you encounter bugs, please see the Known issues thread first. If the issue in question is not there, please make a bug report in the Discord[discord.gg].

Current features
  1. Npcs are procedurally generated when starting the game the first time. This simulates their lives between 1953 and 1993.
  2. Call out over radio that you are looking for survivors. Npcs within 200 squares will respond and their safehouses will be marked on your map. They will also give directions on 90MHz.
  3. Npcs have a memory system that lets them remember what happened before and after the Knox Event began. Trust, aggression etc. is derived from these memories. (Some) memories fade over time, making it possible to run into a npc at one point and have them be aggressive towards you, and the next time, they're friendly.
  4. Npcs will not take kindly to you trepassing in their home and will turn hostile if you don't leave.
  5. Npcs have sense of morality - if they are immoral, they might try to rob you and/or attack you.
  6. Even when you are not around them, npcs will continue to live their lives in the background.
  7. Inventory system for giving npc items e.g. food and equipment, and changing what they wear and which weapon they use.
  8. Npcs in your group can be sent out to scavenge or ordered to loot e.g. if they are out on a loot run together with you.
  9. RW-style management of npc jobs while they're at your safehouse.
  10. Faction creation - both for npcs and the player.
  11. Npc stories - npcs are able to play out scripted events in front of you.
  12. Military faction that defends the Louisville checkpoint

Roadmap
  1. More procedural generation modules for the npcs.
  2. More faction features e.g. a "values" system for factions to give them goals and create conflict.
  3. Survival behaviors - npcs will take care of their needs i.e. find food, water, shelter etc.
  4. More combat improvements.
  5. More "static" npc factions (examples: police, EMT, fire fighters).
  6. Dynamic waypoint system to better support custom maps.
  7. Driving npcs.
This is the current list of features and it is still subject to change. Just as with B42 in general, taking backups is recommended. Also, saves may break, since B42 is still in unstable.

Credit to @xylewood and @Good Pablo for helping out with RU translations.
Credit to @RexTollBar for helping out with PTBR translations.
Credit to @Choko for helping out with ES translations.
Credit to @SIMD for helping out with DE translation.

The A* implementation used for "macro" pathfinding by the npcs is distributed under MIT License and was developed by Eugen Paraschiv. The license text is provided with the binaries and the original source and the license itself can be found here[github.com].

Workshop ID: 3397396843
Mod ID: KnoxEventExpandedNpc
Popular Discussions View All (111)
236
14
25 Sep @ 6:41pm
PINNED: Installation guide
Snejk
21
13 Sep @ 3:52am
New installation method not work for me
SiTWulf
5
16 Sep @ 9:06pm
NPC companions dont move
Salzar
3,014 Comments
Xerox 17 minutes ago 
Every time I go out to loot, the group members who should be staying at the safe house simply walk away and don't come back. It doesn't matter what order I give, whether they're in the group or directed to the house. I have to go get them one by one... Does anyone know if it's a bug or if I'm doing something wrong?
Xerox 28 minutes ago 
@Zepehr yes
Zepehr 4 hours ago 
still works with .12?
cockasaurus 19 hours ago 
no clue why your mod does not get the recognition it deserves you are an unsung hero
PsychoticHobo 21 hours ago 
When i open my spouses inventory its half on minimap half offscreen, anyone know how to close it?
Epsilon 21 hours ago 
@KANO Hold TAB key you will find it there, 3 different type (1. Lets Get out of here), (2. Stay and Fight), (3. Search and Destroy)
1. Means they will not attack unless attacked
2. Means They attack at medium range
3. Means They attack Longer Range and find the zombie in the area and attack
Alea iacta est 22 hours ago 
can i add this to a playthrough mid way?
Xerox 28 Sep @ 8:02pm 
@danny I had the same problem, but after reloading, the problem went away.
KANO 28 Sep @ 1:49pm 
Before there used to be an option where you can tell the npc to run or stay and fight or everyone is an enemy in the bottom right corner. Agter 2 updates it's still not there. Was it removed or put somewhere else?
Halfdan 28 Sep @ 12:12pm 
@ryderstout00 as far as I can tell it is, but it's best to turn off friendly bandits - KEE NPCs see all bandits as zombies and will kill them on sight