Project Zomboid

Project Zomboid

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[B42] Knox Event Expanded NPC mod [alpha v0.3.16-1]
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文件大小
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6.090 MB
2024 年 12 月 31 日 下午 4:15
11 月 9 日 下午 12:42
52 项改动说明 ( 查看 )

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[B42] Knox Event Expanded NPC mod [alpha v0.3.16-1]

描述
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
  13. Morality system where npcs become more immoral (and eventually turn into bandits) over time.

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 and @SIMBAproduz 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
热门讨论 查看全部(131)
249
14
11 月 18 日 上午 6:30
置顶: Installation guide
Snejk
16
11 月 11 日 上午 12:08
How does the Louisville Checkpoint NPC's work?
TheOofertaffy
2
11 月 16 日 下午 3:37
Problemas com ações
PestyNegra
3,271 条留言
KillShot 2 小时以前 
Hello, I'm been struggling with the Chop Wood feature. Instead, they would go into rest mode and say 'There's nothing left top cut'. I 've also tried readjusting the zone area a couple times but still trouble. Could anyone help me with a solution?
Bleary 3 小时以前 
"For me, guarding doesnt work and I dont know how to use the job priority. Also, dump corpses doesnt work they say there are no more corpses to dump, when there is
Great mod btw:steamthumbsup:" (@KhadzBTW)

Got the same problem as this guy here. Does anyone know the fix for this? Any help would be appreciated, thanks.
Snejk  [作者] 11 月 18 日 上午 11:47 
@xxx_420_Bad_Boy The problem is that it doesn't scale with resolution. I've reimplemented both the loot overlay and the NPC overlay so they should scale better with resolution. It will be included in the next patch.

@Sigma See the FAQ. You can also check the in-game help by pressing F1. I've added a lot of information there, including how to make npcs scavenge.

@The Unbidden One NPCs will go get food or water if they are in the safehouse and it's available to them. If there is no food or water, they will complain. This has a risk of causing a relationship penalty against the leader or to other NPCs in the group.
If it's a NPC group, the leader might rally people to go scavenge. Some will accept and some will not, and the ones that want goes scavenging.
Snar The Kobold 11 月 18 日 上午 11:13 
this mod needs a patch to make it work with anthro survivors. Because of the current secondary menu needed for AS you can't turn your NPC into an anthro :<
xxx_420_Bad_Boy [Wizard_Cum] 11 月 18 日 上午 9:34 
(This is just the quick panel on the lower right, everything else appears to scale correctly.)
xxx_420_Bad_Boy [Wizard_Cum] 11 月 18 日 上午 9:34 
UI scaling on 4K seems to be broken, here's an example. If the window is adjustable I can't figure out how.

https://imgur.com/a/QhrV188
La tulipe 11 月 18 日 上午 7:12 
I have a problem. I've designed areas for wood and corpses.

But none of the NPCs are doing their job.
ᴹᴿ☭Sigma☢ 11 月 17 日 下午 8:54 
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.

How do you do this?
The Unbidden One 11 月 17 日 下午 8:50 
Can you explain the needs sandbox options for me Hunger/Thirst. If you allow NPC's to join you and they're at your safe house or travelling with you do they autonomously satisfy these needs by seeking out the appropriate items when the option is ticked? or do i have to micro manage and keep them supplied with food and water?
Caigoomballou 11 月 17 日 下午 7:43 
The bandit mod author has made great content for this game, and the mod is called bandits not npc mod. It adds bandits. I don't know how far of research you did to assume that about his npcs. From what ive hard its because its primary focus is bandits... Try not to be overly critical on free mod work it looks ignorant