Project Zomboid

Project Zomboid

[B42] Knox Event Expanded NPC mod [alpha v0.3.11-1]
3,064 Comments
mario.verdejo.22 7 minutes ago 
este mods te genera un lag enorme
MBO 1 hour ago 
i already asked something similar but how compatible is this with mods that are not map mods in general? are the npcs treated like players or reeskined zeds
Alpha Gamer 6 hours ago 
its taking me like 25 minutes just to get through the npc generation screen, it keeps pausing constantly, how do i turn this off so it does the whole thing in one go
Fitzkrieg 7 hours ago 
Amazing work, I know in the roadmap #3 is survival behaviors. Will that include barricading their safehouses?
JamesAB 10 hours ago 
Excellent mod, personally hoping for food meters next. Going out and scavenging for food & water for my group is the real constant goal I'm looking forward to for official NPCs whenever they get around to it, probably in the 2030s lol. Keep up the fantastic work! :dslike:
Amaury 15 hours ago 
Hey there, love the mod it’s great. I was just curious if it’s compatible with Slayers Week One? Thanks!
Ray Ray 19 hours ago 
Are the npcs able to drive cars on their own to a certain destination?
If so, how do i make them drive?
Ikaros_HD 21 hours ago 
sorry if you got this one before but, Is there any way to force npcs to take medicine from their inventories? For example if you have "They Knew" mod can you force them to use the cure to save them. or are they doneso?
Falcon 7 Oct @ 8:09am 
Played this mod without the Bandits mod for the first time last night, survived 6 days nearly 7 by just a couple hours(in game). Really enjoyed the hostile NPCs offered by KEE here, the variety in the encounters is varied and spread out to not feel overwhelmed. Love seeing this mod evolve over time and looking forward to where it's headed!
frdrch 7 Oct @ 6:29am 
how to fix not working map? as in when i click "m", the map is just blank and error note at the bottom keeps piling up
Player 7 Oct @ 2:46am 
@Snejk no doubt a great mod and hope it will work perfectly :)
Snejk  [author] 6 Oct @ 11:40pm 
@Player Yes, I'm aware of it. I found it twice when making the mod compatible with 42.12, but haven't seen it since. I'm afraid there's very little I can do until I can reproduce it. I will keep trying.
Player 6 Oct @ 11:30pm 
So weird that, after updating to 42.12, this mod caused severe bugs (buildings disappearing, game freezing). Then, when the official 42.12.1 hotfix was released, the mod worked normally again. But after updating the mod today, the aforementioned bugs reappeared. (can't confirm this bug is caused by the mod, but it's highly likely to be related to it in some way, such as conflicts with other mods.)
Snejk  [author] 6 Oct @ 12:21pm 
Patch v0.3.11-1 is now live.

If you are using the old installation method, remember to reinstall the mod, so it's up to date.
The*****Meme22 5 Oct @ 11:10pm 
i click the npc list button it throws up error
DRAGO1212 5 Oct @ 5:46pm 
Hello, great mod but I wanted to share a small problem that is happening after the last update, apparently the looted houses system and any mod that applies an overlay to the outside seem to no longer be working with this mod.
Snejk  [author] 5 Oct @ 1:33pm 
@lonnar It works just fine. See the installation guide.

@Petty Crocker No, they go visit their neighbours to chat with them and eventually make them group up. Scavenging (for food initially) is still WIP.
lonnar 5 Oct @ 1:16pm 
is not worki in b42?
Petty Crocker 5 Oct @ 1:13pm 
Do NPCs not in our group go out and scavenge? I see they seem to stay in one place most of the time.
zecereee 5 Oct @ 11:52am 
does this mod cause any issues with the bandit mod i have installed on b42??
II OMEGA101 II 5 Oct @ 7:09am 
Do NPC's gradually group and do things over time, without player involvement, or do they mainly stick to their spawn points? Just curious how long I need to play for things to start changing.
xdPleiades🗿 4 Oct @ 10:23pm 
@Snejk Thank you so much!
Youfool 4 Oct @ 8:30pm 
Nevermind, i went to sleep and it solved it's self, no need to reply anymore i fixed it
Youfool 4 Oct @ 8:05pm 
Great mod, i just have one issue with it, when i updated to the 42.12.1 hotfix it seems that after a while of playing (about 2 hours irl) my group will just freeze in place, i cant interact with them other than looting their bags. anyone know a fix? mod was working fine when i installed it in 42.12.0
KANO 4 Oct @ 5:36pm 
@Snejk bro you are awesome btw! I have over 1900 hours into this game and i stopped playing awhile back but now since i found out about this mod(last year) this is the only reason why i play this game again.
KANO 4 Oct @ 5:10pm 
I intentionally gave my NPC food, then i spoke to them asking if they have food and they just keep lying to me. LoL. hope we can fix that. Also is there an option for us to offer food instead of opening up there inventory and adding the food itself?
KANO 4 Oct @ 5:09pm 
@3454381604 You need to open the map and there is an option there for them to go out and loot. Hope that helps.
3454381604 4 Oct @ 3:23pm 
How to let the NPC go out to search for supplies? I really like this module.
Trixxite 4 Oct @ 3:05pm 
This mod still works great as of the latest update but it looks like NPC aiming is broken now, and when they shoot at zombies they'll barely land any shots, if at all. I don't have any mods that affect weapon aiming/shooting.

Just a small issue, when using melee the NPCs are still amazing.
comanderkiller3pro3 4 Oct @ 12:56pm 
i want to say, you have done an incredible job. you are the reason why i still play the game as the end game doesnt feel boring with npcs
Snejk  [author] 4 Oct @ 10:29am 
@xdPleiades Not yet, but I'm planning to add different simulation modes similar to what you describe.
xdPleiades🗿 4 Oct @ 9:42am 
One question, can the NPCs only simulate in one town? i.e. If only in West point and only West point would be good as a custom option, like a centralisation tool :spiffo:
Snejk  [author] 3 Oct @ 3:21pm 
I tested the mod with 42.12.1 and it works fine with patch 0.3.10-1.

If you are having trouble with the mod after the 42.12.1 hot fix, reinstall the mod. If it persists, report it in the Discord.
ALL2 3 Oct @ 8:45am 
your projectzomboid64 json probably reset like mine if you downloaded this before do the installation guide again
Mo xiaobai 3 Oct @ 8:40am 
can not start a new save,plea fix it
拉丝 2 Oct @ 7:03pm 
模组失效了求更新!
Neon 2 Oct @ 2:40pm 
Should generation start when loading a save? I just don't get it. I thought it only happened once at startup, but for me it happens every time I load a save. Please tell me if this is normal or not?
KANO 1 Oct @ 8:03pm 
@Epsilon I noticed, when I have the npc loot for certain items like only food and water they seem to not get it? Is it because they only loot food that are not perishable? I stood in front of a fridge and there were tons of food but they seem not do anything? But I still love the mod I dont even think ill play it without this mod it just makes it so much real.
KANO 1 Oct @ 7:31pm 
@Epsilon Thank you so much bro. I appreciate that.
Shabloom 1 Oct @ 5:21pm 
@Snejk thank you so much. Im glad that I dont have to be with Superb survivors for much longer. I am so happy for this mod man
SIMD 1 Oct @ 2:56pm 
@imanerd345
The Week One Npc's are technically zombies.
The Knox Event Npcs are Npcs.
That mean, that the Knox Event Npc's kill the week one Npc's.
But the Week one Npc's don't know the knox event npc's.
imanerd345 1 Oct @ 1:20pm 
Is this compatible with Week One?
Snejk  [author] 1 Oct @ 1:09pm 
@Player It's a bug I'm aware of, but I've only seen it twice and haven't been able to figure out what causes it. All I know is that it started with 42.12.0.

@Shabloom I worked on it a bit yesterday to get a feel for roughly how much work it is to fix properly. The inventory bug is the least problem there is. The next patch will probably see it improved somewhat, but it's going to take some time to fix it properly.
Player 1 Oct @ 5:19am 
After a few minutes of normal gameplay, a crazy error message suddenly appeared, and then almost all the elements on the map disappeared until the game completely froze. After uninstalling the mod, it returned to normal.
Celebrimbor_of_Feanor 1 Oct @ 1:55am 
Mod works great no errors and AI logic is working correctly with jobs via my married npc but one problem I am having is I have now reached 100 trust with two different npc groups and neither will join me. Not sure whats going wrong there. No errors and definitely no conflicting mods.
Starzivell 30 Sep @ 9:13pm 
Hey, can you update it so that if I set my safehouse under ground like in the march ridge bunker the npcs wont act up? They dont go under ground even if i select the area down there. They just stay above ground walking back and forth
Maple 30 Sep @ 8:49pm 
i get close to the companions and instantly hundreds of errors pop up and almost everything but buildings disappear from the map
hes_madyes 30 Sep @ 4:37pm 
Constable Scoobs Multiplayer isnt even on b42 now there is a b41 verison of the mod made for MP
Constable Scoobs 30 Sep @ 3:09pm 
This work on MP
Shabloom 29 Sep @ 8:59pm 
Will split screen ever be fixed? I prefer this mod wayy more than Superb survivors because that mod and its NPC's are trash compared to this. Yet the inventory bug is making it not usable for two players. If there's anything I can try to help with I will try because I love this mod yet Split Screen is puttin it off for me.