Project Zomboid

Project Zomboid

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[B42] Knox Event Expanded NPC mod [alpha v0.3.18-1]
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6.116 MB
31 dic 2024, ore 16:15
3 dic, ore 12:40
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[B42] Knox Event Expanded NPC mod [alpha v0.3.18-1]

Descrizione
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
Discussioni più popolari Visualizza tutte (134)
249
14
27 nov, ore 8:58
IN EVIDENZA: Installation guide
Snejk
4
6 dic, ore 13:58
Error then crash
Andre
19
1 dic, ore 14:17
How does the Louisville Checkpoint NPC's work?
TheOofertaffy
3.371 commenti
The United States of America 9 dic, ore 14:41 
I love that you keep working so hard on this project thank you!
Czezary 9 dic, ore 9:11 
I have problem where the game freezes after starting the game , after simulating npc's. This is probably a mod conflict, but i just wanna ask what might be the culprit and if anyone had the same issue.
林二九 8 dic, ore 19:50 
Thank you for your reply. It's confirmed that the military personnel do leave the checkpoints after one hour. What I hope for is an option to disable their initial spawning entirely at the start to maintain a more vanilla-like gameplay experience. Moreover, even with only this mod and the debug menu enabled, I still experienced severe performance issues at the military base, leading to crashes. After reloading the saved game, NPCs needed to be regenerated, and the military base became completely devoid of zombies.Also, while it's great that the version updates include new gameplay mechanics, the main issue is that they feel somewhat "rough." The gunplay interactions in the vanilla game feel problematic; once you're knocked down, there's no chance to fight back. Could interactions with military NPCs be enhanced through methods like broadcast sounds or other means? Currently, by the time you see a checkpoint, an M16 is already shoved in your face.
Ravayen 8 dic, ore 12:19 
I took over the school and fenced in the field out back but i cant extend the safehouse are to cover an area that big, is there a way to do this so other npcs know it's my farm/animal area? Basically the edit safehouse button has a size restriction.
Snejk  [autore] 8 dic, ore 10:43 
I just tested the "Military start collapsed" option and it's working just fine. The military instantly disbands after the first hour tick.

Next patch will also feature the military faction having a random number of checkpoints/roadblocks. The military base, Lv border, and Lv checkpoint will be constant spawns. Hopefully that should help with the feeling of randomness.
Snejk  [autore] 8 dic, ore 10:40 
@crashed The military collapses completely within 28 days of the military being generated. This means that if you add it mid save, the military don't "catch up" and collapse instantly.

@thephoenixb @amberknox19 Both of your installation are likely wrong. Try reinstalling.
林二九 7 dic, ore 19:23 
Could we add an option where the military order has already collapsed from the start? I mean that military bases, the Louisville Checkpoint, etc., would retain their original spawns. Only survivor NPCs similar to the player would appear on the map. I see there is an option for the military order to start collapsing, but after entering the game, I don't feel any difference—military NPCs are still consistently present at the factory intersection in Riverside.
thephoenixb 7 dic, ore 11:15 
Also, theres another bug where it makes the map blank and unusable
crashed 7 dic, ore 3:35 
When Does the Military faction collapse?
Its August 24th and it still has not collapsed.
林二九 7 dic, ore 0:00 
Could you add a mode with only NPCs, no armed characters, or even just your companion NPC? The combat interaction with ranged weapons is very poor. For example, even with an eight-times scope equipped, I still can't gain a range advantage, making it no fun in confronting or solving problems.