Project Zomboid

Project Zomboid

[B42] Knox Event Expanded NPC mod [alpha v0.3.10-1]
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Actualización: 25 SEP a las 3:38 p. m.

Patch 0.3.10-1
If you are using the new installation method: The mod should auto-update. Please let me know if it doesn't.
If you are using the old installation method: You need to reinstall the mod described in the installation guide.
  • Update for 42.12.0.
  • Fix barricade behavior where some hammers weren't properly identified as hammers.
  • Fix scavenging instantly resetting.
  • Fix zone definitions not allowed to be smaller than 5x5 (new limit is 1x1). Safehouse still have the original 5x5 limit.
  • Fix squad goal data not being restored to behavior trees properly when loading a save.
Known issues introduced with 42.12.0
  • During testing, a bug where the renderer got completely bugged out and failed to render some objects was observed. It's only been reproduced once, so it seems relatively rare. If you run into the issue, please close down the game as quickly as possible to avoid a crash, and save the logs. If you could also join the Discord and make a bug report with the logs, I would appreciate it.
  • Because of refactoring in 42.12.0, a new method for highlighting which key goes to which door seems to cause problems with the mod. Because the bug, the key/door highlight feature has been temporarily disabled.

Actualización: 21 SEP a las 5:42 a. m.

Patch 0.3.9-1
If you are using the new installation method: The mod should auto-update. Please let me know if it doesn't.
If you are using the old installation method: You need to reinstall the mod described in the installation guide.
  • Fix bug where npcs in your own group would try to rob you if relationship becomes low enough.
  • Fix bug where robbing npc could become stuck if robbed npc/player died.
  • Reset robbed npcs in case the robber goes far enough away.
  • Make npcs robbing other npcs and not in your group targetable.
  • Make npcs getting robbed by a npc in your group targetable.
  • Make npcs getting trespassed by a npc in your group targetable.
  • Make npcs trepassing a npc in your group targetable.
  • Don't use timeout for trespassing and robbery dialogue options.
  • Fix a bug where npcs would become stuck just next to their target location. Now, they will snap to the target location after a couple of ticks. This should hopefully help a lot with npcs becoming stuck in the aiming stance and not moving.
  • Make npcs react negatively to the player attacking a npc that is being robbed.
  • Further tune npcs movement so they accidentally walk into buildings less frequently.
  • More improvements to corpse clearing to make it more stable.
  • Make npcs able to clean stains in stairs.
  • Fix and improve the dialogue for travelling npcs.

Actualización: 19 SEP a las 2:09 p. m.

Patch 0.3.8-1
If you are using the new installation method: The mod should auto-update. Please let me know if it doesn't.
If you are using the old installation method: You need to reinstall the mod described in the installation guide.
  • Limit robberies to 10 squares away.
  • Fix a bug where a npc that got robbed would become stuck if their robber dies.
  • Improve npc handling walking around fences.
  • Add "repulsion system" - This will make npcs treat each other as magnets in combat, causing them to repel each other and create spacing between them.
  • Sync beard color of npcs with hair color.
  • Increase free hand safehouse area to 70x70 squares.
  • Increase robustness with stories - catch exceptions and gracefully abort the story to avoid npcs becoming stuck.
  • Make npcs robbing another npc a legitimate target for attackers.
  • Make npcs run away in panic if they catch fire.
  • (Hopefully) fix bug where npcs would walk back to the old safehouse even after switching.
  • Improve corpse detection inside of corpse clear zones.
  • Fix bug where starting in January would cause npcs to not be exported from the simulation.
  • Fix looting npcs only looting one container.
  • Fix npcs opening windows "remotely" when trying to enter a building.
  • Fix npcs ignoring opens doors when trying to enter a building.
  • Make npcs able to scout for safehouses and go on (basic) raids against them.
  • Make npcs able to trespass other npcs aside from just the player.

Actualización: 12 SEP a las 6:54 a. m.

Patch 0.3.7-2
If you are using the new installation method: The mod should auto-update. Please let me know if it doesn't.
If you are using the old installation method: You need to reinstall the mod described in the installation guide.
  • Fix bug where the player's personal group wouldn't load properly.

Actualización: 11 SEP a las 12:47 p. m.

Patch 0.3.7-1
If you are using the new installation method: The mod should auto-update. Please let me know if it doesn't.
If you are using the old installation method: You need to reinstall the mod described in the installation guide.
  • Fix bug where "Knock" option on buildings were completely broken.
  • Add player greeting when knocking on building.
  • Fix bug where npcs far away from the safehouse could trigger safehouse stories.
  • Fix bug where npcs would get out of vehicles if they are bit through a open/broken window.
  • Fix bug where npcs would get out of vehicles to execute downed zombies.
  • Fix bug where npcs could consider the player hostile (and hit them with weapons), even when in the group.
  • Fix npcs running in circles when trying to execute a downed zombie.
  • General improvements to npcs executing downed zombies.
  • Try to fix the module options on the procedural generation screen so that their heights scale correctly on 4K monitors.
  • Fix relationship resetting when saving the game for the first time.
  • Fix and re-enable the player robbing npcs again.
  • Change robberies so that npcs "stay robbed" even when you are not actively pointing the gun at them.
  • Make it possible for npcs to rob each other as well as the player.
  • Add crime module for procedural generation - This allows npcs to become criminals and eventually bandits once the game starts.
  • All npcs in jail will now spawn in around the Rosewood jail and walk back home to their family.
  • Give npcs varied voice style and pitch.
  • Give npcs varied hair colors that are hereditary and turn gray/white later in life.
  • Add new button to the fight stance selector - Aggressive. This will make the npc shoot at any hostile targets within the weapon's effective range.
  • Improve danger score calculation against sprinters so that they are detected properly and valued as more dangerous.
  • Make npcs come to friendlies help if they see them being targetted by a zombie and it's getting closer to the friendly.
  • Add new safehouse interaction (telling knock knock jokes).
  • Fix bug where more than 8 npcs could be moved to the player's personal group.
  • Make sure that npcs' dialogue gets reset to the correct tree when removed from group.
  • Offload macro pathfinding to its own thread.
  • Make it possible to give every npc in your group a nickname.

Actualización: 16 AGO a las 2:28 p. m.

Patch 0.3.6-2
The version string at the bottom right will incorrectly show that you need to update. If you have already updated to v0.3.6-1, you don't need to do anything.
  • Fix compatibility CleanUI.
  • Fix bug where if patch versions (X.Y.Z-patch) don't match, the version watermark would ask the user to update even if it's not needed.
Known issues
  • Even with a lot of issues related to saving data being addressed in this patch, some issues may still exist. If you run into any issues, please report it here with logs. This is the highest priority for me at the moment and I appreciate any logs I can get.
  • There is a performance issue related to nearby containers that was introduced in 42.11.0. The workaround helps a bit, but in the end, Indie Stone needs to solve this properly with a hotfix or 42.12.0.
  • The static faction implementation is still fairly new and needs more work. Please let me know if you run into any issues related to the army.
  • Sometimes when a npc dies, whoever attacked them last is cleared for some reason. This means that we can't know who killed a specific npc and thus the wrong memory is created and the wrong dialogue is displayed.
  • The procedural generation UI has a safeguard in itself where if a tick takes more than 1 second, it will auto stop. This number of npcs will 100% not work with your PC, but the actual cutoff is lower. This will be improved in coming patches.
  • Some seed types are not identified correctly when npcs try to plant.
  • Seeds have to be unpackaged for npcs to identify them correctly.
  • Npcs can't refill any fluid container so that they can water plants.
  • Npcs will use up all magazines for ranged weapons until they run out. When they run out, they will spawn in a full magazine to reload. Don't give npcs magazines to use.
  • There is a memory leak that becomes very evident after reloading saves with npcs a couple of times. Restarting the game eliminates this issue.

Actualización: 16 AGO a las 11:14 a. m.

Patch 0.3.6-1
If you are using the new installation method: The mod should auto-update. Please let me know if it doesn't.
If you are using the old installation method: You need to reinstall the mod described in the installation guide.
  • Make npcs pick their targets using a "danger score" system.
  • Disable automatic return to base behavior if npcs are too hurt.
  • Fix npcs trying to vault closed windows when backpedaling.
  • Since Indie Stone fixed the invincible zombie glitch in 42.11.0, the workaround is removed. This means that corpses can now be buried again.
  • Fix a bug where running procgen would reset npcs created before procgen i.e. static faction npcs and spouses.
  • Fix lua error when a npc dies inside of a car.
  • Make the player's starting house be a safehouse if it's residential. This should eliminate players spawning in other npcs' houses.
  • Make "justified attacks" i.e. attacking someone who is aggressive to you, have no negative impact on relationships.
  • Make npcs with low morality consider attacking innocent npcs (or players) to always be justified.
  • Fix issue where npcs in stories would get stuck moving to whoever they are approaching.
  • Make npcs automatically get out of car when they are assigned to a task that is not follow.
  • Make npc vs. player combat more balanced by fixing so that npcs don't attack the instant they are not considered knocked down anymore.
  • Add temporary workaround for poor performance in 42.11.0.
  • Improve unstuck so that it will throw npcs out of vehicles and unstuck npcs stuck in invalid stories.
  • Fix bug where player deaths would not migrate the player group into a npc group, causing e.g. duplications.
  • Implement a aggression cache to avoid making lots of memory lookups every tick.
  • Switch to using aggression cache to reinvent how soldiers become aggressive towards the player and other npcs.
  • Make soldiers not attack unless within 10 squares distance (Beware, once you've come within 10 squares distance, they will chase you even if you run).
  • Try to retune attack distances for npcs.
  • Remove the old aggressivenss stance and retreat stance.
  • Fix bug where map selection would be wildly inaccurate if the minimap was open at the same time as the world map.
  • Add new option in Npc Radial: Fight stance - This allows you to tell the npcs that you are trying to disengage. They will still fight if they are pressed, but it should be easier and safer to disengage overall.
  • Fix minor bug where the confirmation button for zone selection, both on map and in-game, would be slightly too big.
  • Fix minor bug where npcs given the Stay command wouldn't go onto scavenge or scout.
Known issues
  • Even with a lot of issues related to saving data being addressed in this patch, some issues may still exist. If you run into any issues, please report it here with logs. This is the highest priority for me at the moment and I appreciate any logs I can get.
  • There is a performance issue related to nearby containers that was introduced in 42.11.0. The workaround helps a bit, but in the end, Indie Stone needs to solve this properly with a hotfix or 42.12.0.
  • The static faction implementation is still fairly new and needs more work. Please let me know if you run into any issues related to the army.
  • Sometimes when a npc dies, whoever attacked them last is cleared for some reason. This means that we can't know who killed a specific npc and thus the wrong memory is created and the wrong dialogue is displayed.
  • The procedural generation UI has a safeguard in itself where if a tick takes more than 1 second, it will auto stop. This number of npcs will 100% not work with your PC, but the actual cutoff is lower. This will be improved in coming patches.
  • Some seed types are not identified correctly when npcs try to plant.
  • Seeds have to be unpackaged for npcs to identify them correctly.
  • Npcs can't refill any fluid container so that they can water plants.
  • Npcs will use up all magazines for ranged weapons until they run out. When they run out, they will spawn in a full magazine to reload. Don't give npcs magazines to use.
  • There is a memory leak that becomes very evident after reloading saves with npcs a couple of times. Restarting the game eliminates this issue.

Actualización: 5 AGO a las 10:51 a. m.

Patch 0.3.5-1
If you are using the new installation method: The mod should auto-update. Please let me know if it doesn't.
If you are using the old installation method: You need to reinstall the mod described in the installation guide.
  • Update for 42.11.0.
  • Redesign how npcs move in metaverse to avoid e.g. guarding npcs randomly walking off. Npcs will now prioritize the direct path if within 40 squares, otherwise follow the roads. This should eliminate most of the previously seen issues.
  • Make the time npcs spend standing guard scale properly with game speed.
Known issues
  • Even with a lot of issues related to saving data being addressed in this patch, some issues may still exist. If you run into any issues, please report it here with logs. This is the highest priority for me at the moment and I appreciate any logs I can get.
  • The static faction implementation is still fairly new and needs more work. Please let me know if you run into any issues related to the army.
  • Sometimes when a npc dies, whoever attacked them last is cleared for some reason. This means that we can't know who killed a specific npc and thus the wrong memory is created and the wrong dialogue is displayed.
  • Putting corpses in graves doesn't work. This is because of another bug fix. If you or a npc is holding a corpse when exiting the game, the corpse is technically alive (because of reasons) and once you load into the game again, the zombie will still be alive, but invincible and can't even be removed with debug tools. The fix for this is to identify all zombies in this state and force them to become corpses again. This fix unfortunately also catches the corpses as they are being put in the grave and aborts the action.
  • The procedural generation UI has a safeguard in itself where if a tick takes more than 1 second, it will auto stop. This number of npcs will 100% not work with your PC, but the actual cutoff is lower. This will be improved in coming patches.
  • Some seed types are not identified correctly when npcs try to plant.
  • Seeds have to be unpackaged for npcs to identify them correctly.
  • Npcs can't refill any fluid container so that they can water plants.
  • Npcs will use up all magazines for ranged weapons until they run out. When they run out, they will spawn in a full magazine to reload. Don't give npcs magazines to use.
  • There is a memory leak that becomes very evident after reloading saves with npcs a couple of times. Restarting the game eliminates this issue.

Actualización: 2 AGO a las 2:20 p. m.

Patch 0.3.4-1
If you are using the new installation method: The mod should auto-update. Please let me know if it doesn't.
If you are using the old installation method: You need to reinstall the mod described in the installation guide.
  • Make npcs in your own group not appear as "Mysterious person".
  • Fix relationships resetting on reload (again). This was cause by memory tags not being saved, so the memories couldn't be searched.
  • Re-enable npcs reacting to the deaths of the player and other npcs while also adding memories including memories.
  • Readd military using the new static faction system. Curfew is still not implemented, but the military npcs are persistent i.e. if you kill them, they will not respawn. This may change in the future.
  • Change military's warning behavior - They will now shoot one warning shot and warn you verbally. The next time, they will shoot to kill.
  • Make npcs not try to vault over fences that also has a blocking wall on the same square (e.g. the northern and southern entry to the Louisville checkpoint).
  • Change all soldiers' pants to camo trousers.
  • Give all soldiers gas masks.
Known issues
  • Even with a lot of issues related to saving data being addressed in this patch, some issues may still exist. If you run into any issues, please report it here with logs. This is the highest priority for me at the moment and I appreciate any logs I can get.
  • The static faction implementation is still fairly new and needs more work. Please let me know if you run into any issues related to the army.
  • Sometimes when a npc dies, whoever attacked them last is cleared for some reason. This means that we can't know who killed a specific npc and thus the wrong memory is created and the wrong dialogue is displayed.
  • Putting corpses in graves doesn't work. This is because of another bug fix. If you or a npc is holding a corpse when exiting the game, the corpse is techinically alive (because of reasons) and once you load into the game again, the zombie will still be alive, but invincible and can't even be removed with debug tools. The fix for this is to identify all zombies in this state and force them to become corpses again. This fix unfortunately also catches the corpses as they are being put in the grave and aborts the action.
  • The procedural generation UI has a safeguard in itself where if a tick takes more than 1 second, it will auto stop. This number of npcs will 100% not work with your PC, but the actual cutoff is lower. This will be improved in coming patches.
  • Some seed types are not identified correctly when npcs try to plant.
  • Seeds have to be unpackaged for npcs to identify them correctly.
  • Npcs can't refill any fluid container so that they can water plants.
  • Npcs will use up all magazines for ranged weapons until they run out. When they run out, they will spawn in a full magazine to reload. Don't give npcs magazines to use.
  • There is a memory leak that becomes very evident after reloading saves with npcs a couple of times. Restarting the game eliminates this issue.

Actualización: 26 JUL a las 2:37 p. m.

Patch 0.3.3-1
This patch requires an update to the class files. This means that you need to reinstall the mod.
  • Make join group a sub menu and add new options for asking npcs to merge groups.
  • Add option to ask a random npc where their safehouse is and who is their leader.
  • Rebalance how much relationship matters when asking an individual npc to join your group.
  • Fill out some more dialogue options, so the answers are actually varied.
  • Disable unfinished dialogue options.
  • Make sure that dead npcs are filtered out and aren't accidentally saved.
  • Cancel npc stories if any of the npcs happen to die during the story to prevent weird stuff with the chat etc.
  • Fix inferring of family relationships for newborn children during procedural generation.
  • Improve lost children dialogue.
  • Fix relationship "resetting", but remembering to save the initiator field for each memory. This is necessary for memories to be searchable. Old memories will remain but be filtered out when calculating the sum for the relationship.
  • Increase memory "length" (how long non-persistent memories last) to 28 days (from 14 days).
  • Reduce the base of the memory function from 0.5 to 0.1. This means that memories will fade more consistent over a longer period of time and bottom out at 10% relevance before being forgotten by the npc.
  • Try to rebalance all conversation memories so all give roughly the same amount.
  • Add saving of squad data, so that squads will not autodissolve when reloading a save.
  • Fix calculation of how much water is used per use, so a full watering is 2L of water.
  • Fix movement bug where npcs would try to climb a wall with a roof (i.e. an unclimbable wall).
  • Fix bug where npcs are unable to rest if the center of the safehouse is not a building.
  • Fix organize task, so that npcs drop whatever they pick up. Please keep in mind that they will only pick up items from the chop tree zone, since this is intended to be used to make npcs fetch logs.
  • Add controller support for the npc group radial.
  • Add keybinds for npc group radial commands.
Known issues
  • Even with a lot of issues related to saving data being addressed in this patch, some issues may still exist. If you run into any issues, please report it here with logs. This is the highest priority for me at the moment and I appreciate any logs I can get.
  • Putting corpses in graves doesn't work. This is because of another bug fix. If you or a npc is holding a corpse when exiting the game, the corpse is technically alive (because of reasons) and once you load into the game again, the zombie will still be alive, but invincible and can't even be removed with debug tools. The fix for this is to identify all zombies in this state and force them to become corpses again. This fix unfortunately also catches the corpses as they are being put in the grave and aborts the action.
  • The procedural generation UI has a safeguard in itself where if a tick takes more than 1 second, it will auto stop. This number of npcs will 100% not work with your PC, but the actual cutoff is lower. This will be improved in coming patches.
  • Some seed types are not identified correctly when npcs try to plant.
  • Seeds have to be unpackaged for npcs to identify them correctly.
  • Npcs can't refill any fluid container so that they can water plants.
  • Npcs will use up all magazines for ranged weapons until they run out. When they run out, they will spawn in a full magazine to reload. Don't give npcs magazines to use.