Project Zomboid

Project Zomboid

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[B42] Knox Event Expanded NPC mod [alpha v0.3.17-1]
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6.098 MB
31 dec 2024 om 16:15
20 nov om 9:55
53 wijzigingsnotities (weergeven)

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[B42] Knox Event Expanded NPC mod [alpha v0.3.17-1]

Omschrijving
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
Populaire discussies Alles weergeven (132)
249
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18 nov om 6:30
BELANGRIJK: Installation guide
Snejk
2
20 nov om 5:18
I can't take a wife (married)
Carstwopolszy
16
11 nov om 0:08
How does the Louisville Checkpoint NPC's work?
TheOofertaffy
3.306 opmerkingen
Pisadiel 33 minuten geleden 
The mod doesn't show up in the mods selection menu ingame :C
Holl lo 1 uur geleden 
I might be stupid, but which configuration makes the NPC's commit crime/be aggressive as early as possible? Morality cutout? If so the lower it means they will start it early or not?
Alpha Gamer 4 uur geleden 
ah i get it now, i just needed to send to safehouse, now im getting the options, thats where i was getting stuck
Fear 13 uur geleden 
yo @snejk, any idea about why every npc is wearing an orange jumpsuit and heading north? was working fine with normal looking npcs when i went to visit the military checkpoint on my earlier run, only change was when spawning the npcs i set it to 150 instead of 200 in hopes that it would reduce the lag a bit, im guessing that messed things up a bit, do you know a fix? or is it a run restart?
jHONNYLESH 16 uur geleden 
And update logs would be fine either.
all of this is just review, i don't meant to be mean.
jHONNYLESH 16 uur geleden 
NPCs around are very lifeless.
They don't even walk around or wait in their home, they wait outside of their home. OUTSIDE.
I thought that they would go loot other buildings and fight eachother, act alert when you get close to them but they ignore you if you just don't speak to them. Makes no sense.
They just don't have any stuff to do when they are not in your group. They should upgrade and barricade their houses, loot other buildings, try to survive for real (their only act to survive is defending theirself from zombies.)

Well i have played suberp survivors before, for a old mod it was pretty fine with npcs barricading their home and making bases, loot,ng around, killing eacother and attacking player.

I did not get angry, just upset. But this mod is still under development so i guess it will get better.
I hope you don't leave the mod without even telling anyone.
Snejk  [auteur] 17 uur geleden 
All of this is done while the NPCs are set to work according to their schedule. To change their schedule, go to the schedule tab in the NPC overview.
1. Every NPC will have a row with 24 cells. Every cell represents one hour.
2. Clicking either work or rest at the top will select that category.
3. Once you have selected a category, you left click and drag across the cells to change them to the selected category.

I hope this helps.
Snejk  [auteur] 17 uur geleden 
@Alpha Gamer
1. Right click one NPC in the NPC overlay to the right and press "Send to safehouse". Npcs not in the safehouse cannot have their job priority or schedule set, nor will they do the tasks I mentioned in my previous post.
2. Open the NPC overview
3. Go to the tab "Job priority"
4. There will be a series of checkboxes. Left-clicking them changes the priority from (C)ritical (highest) to (L)ow (lowest). Making it blank makes the NPC disregard it completely.
5. NPCs will now execute tasks in the order of priority i.e. all critical tasks -> all high tasks -> all medium tasks etc. Which tasks to execute is refreshed every 10 ingame minutes.
Alpha Gamer 21 uur geleden 
still cant figure out how to give npc tasks, your description didnt help very much, I have never played rimworld, clicking and dragging doesnt do anything, clicking on the work and rest option does nothing, clicking and dragging on the safehouse jobs (guard, farm barricade) does nothing.
technolibra 21 nov om 4:20 
does this work with multiplayer?