Project Zomboid

Project Zomboid

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[B42] Knox Event Expanded NPC mod [alpha v0.3.11-1]
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5.952 MB
31 dec, 2024 @ 16:15
6 okt @ 12:15
47 ändringsnotiser ( visa )

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[B42] Knox Event Expanded NPC mod [alpha v0.3.11-1]

Beskrivning
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 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
Populära diskussioner Visa alla (111)
240
14
3 timmar sedan
KLISTRAD: Installation guide
Snejk
22
6 okt @ 12:37
New installation method not work for me
SiTWulf
67
3
7 okt @ 12:28
KLISTRAD: Frequently Asked Questions (FAQ)
Snejk
3 065 kommentarer
GSUS 3 timmar sedan 
why error TT
mario.verdejo.22 4 timmar sedan 
este mods te genera un lag enorme
MBO 5 timmar sedan 
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 11 timmar sedan 
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 11 timmar sedan 
Amazing work, I know in the roadmap #3 is survival behaviors. Will that include barricading their safehouses?
JamesAB 14 timmar sedan 
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 19 timmar sedan 
Hey there, love the mod it’s great. I was just curious if it’s compatible with Slayers Week One? Thanks!
Ray Ray 7 okt @ 18:17 
Are the npcs able to drive cars on their own to a certain destination?
If so, how do i make them drive?
Ikaros_HD 7 okt @ 17:07 
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 okt @ 8:09 
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!