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if they are completely removed from that list without being dismissed/removed then you should add it to the pinned bug reporting as that is far rarer and a deeper issue with the mod
for commands like changing their clothes or medical checks right click on the survivor while close to them and then use the menu from their names there
for commands like what weapon preference your group as a whole has you want the "call to arms" options also in the right click context, but you dont need to be near (or have recruited) any survivors for that
you might also simply be low on RAM, you can assign more in the config xmx and xms (similar to minecraft) i run 12 gb for medium to large mod lists
strongly suggest when you have a working modset to make it a personal collection as a backup and then wipe all mods between runs if you have lag issues
Subscribe to the mod via the steam workshop. Make note of the mod ID (it's in the URL for the workshop page) and navigate to C:\Games\Steam\steamapps\workshop\content\108600\<mod number>\mods Copy the mod to C:\Users\<your username>\Zomboid\mods - this is your local mods folder.
Convert the local copy to the new folder structure for B42 mods
In the local copy of your mod, make new folders called "common" and "42". Then copy everything (except for the new folders you just created) into "42"
from there editing the mod is same as always
in that list use base>edit>clear to remove the default base, then select area+drag to highlight what you want your new base to be
from there repeat for each area like farm, guard etc
you can also tweak some more settings around that in the sandbox options
i dont know if the escape menu options apply immediately or if it requires a new game after changing the settings so its good to run a test world to do in game options tweakings whenever you add larger mods :)
in the meantime if you want to "force compatibility" you can do that yourself
Subscribe to the mod via the steam workshop. Make note of the mod ID (it's in the URL for the workshop page) and navigate to C:\Games\Steam\steamapps\workshop\content\108600\<mod number>\mods Copy the mod to C:\Users\<your username>\Zomboid\mods - this is your local mods folder.
Convert the local copy to the new folder structure for B42 mods
In the local copy of your mod, make new folders called "common" and "42". Then copy everything (except for the new folders you just created) into "42"
sometimes the mod auto keeps the "show" box up by mistake (you can also show multiple to help plan base layouts)
you can <sorta> get the mod working in MP if you use 3rd party stuff to link discord rich presence with mods that allow hosting solo as lan instead of true MP, but expect many glitches with the npcs as a result
Bandits mod makes me
NPC's are planned to be in game by default in upcoming updates, while also this system for npc's in this mod was/is a work of art with the code that was available, you could probs build a better system from scratch with current game code and lessons learnt.
TLDR: that will not be known till B42 is stable.