Project Zomboid

Project Zomboid

1,889 értékelés
[B42] Knox Event Expanded NPC mod [alpha v0.3.10-1]
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Kedvenc
Kedvenc
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5.897 MB
2024. dec. 31., 16:15
szept. 25., 15:38
46 változásjegyzék ( megnézés )

Feliratkozás a letöltéshez
[B42] Knox Event Expanded NPC mod [alpha v0.3.10-1]

Leírás
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 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
Népszerű témák Összes megnézése (111)
239
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3 órája
KIEMELVE: Installation guide
Snejk
21
szept. 13., 3:52
New installation method not work for me
SiTWulf
66
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szept. 27., 21:02
KIEMELVE: Frequently Asked Questions (FAQ)
Snejk
3 032 megjegyzés
Snejk  [készítő] 18 órája 
I tested the mod with 42.12.1 and it works fine with patch 0.3.10-1.

If you are having trouble with the mod after the 42.12.1 hot fix, reinstall the mod. If it persists, report it in the Discord.
ALL2 okt. 3., 8:45 
your projectzomboid64 json probably reset like mine if you downloaded this before do the installation guide again
Mo xiaobai okt. 3., 8:40 
can not start a new save,plea fix it
拉丝 okt. 2., 19:03 
模组失效了求更新!
Neon okt. 2., 14:40 
Should generation start when loading a save? I just don't get it. I thought it only happened once at startup, but for me it happens every time I load a save. Please tell me if this is normal or not?
KANO okt. 1., 20:03 
@Epsilon I noticed, when I have the npc loot for certain items like only food and water they seem to not get it? Is it because they only loot food that are not perishable? I stood in front of a fridge and there were tons of food but they seem not do anything? But I still love the mod I dont even think ill play it without this mod it just makes it so much real.
KANO okt. 1., 19:31 
@Epsilon Thank you so much bro. I appreciate that.
Shabloom okt. 1., 17:21 
@Snejk thank you so much. Im glad that I dont have to be with Superb survivors for much longer. I am so happy for this mod man
SIMD okt. 1., 14:56 
@imanerd345
The Week One Npc's are technically zombies.
The Knox Event Npcs are Npcs.
That mean, that the Knox Event Npc's kill the week one Npc's.
But the Week one Npc's don't know the knox event npc's.
imanerd345 okt. 1., 13:20 
Is this compatible with Week One?