Project Zomboid

Project Zomboid

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[B42] Knox Event Expanded NPC mod [alpha v0.3.11-1]
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5.952 MB
31 DIC 2024 a las 4:15 p. m.
6 OCT a las 12:15 p. m.
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[B42] Knox Event Expanded NPC mod [alpha v0.3.11-1]

Descripción
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 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
Discusiones populares Ver todo (114)
244
14
14 OCT a las 11:12 a. m.
FIJO: Installation guide
Snejk
22
6 OCT a las 12:37 p. m.
New installation method not work for me
SiTWulf
1
14 OCT a las 3:28 p. m.
Bug NPC freeze while dragging body with injury
Falcon
3,085 comentarios
DownlikeDiddy hace 9 horas 
I use this with bandits and it works well, just disable friendly bandits homie trust and probably play with low pop bandits. It only breaks down with the day one or week one mods. Use this mod for friendlies and bandits for enemies.
talhababa40 hace 18 horas 
Bro ı wish ı can add to this mod an the bandits mod same time because this mod have alive nature you can talk with them etc but this mod dont have regular thread (if they have it is comparison with bandits mod ) can you add raider or etc .
Iceman hace 23 horas 
can cops also arrest you while you been detailed? and if the police will respond to the riot, will it work when the law enforcement handle it? if it possible.
Padawan 15 OCT a las 2:32 a. m. 
Can you add an option to remove the Louisville military checkpoint while you're working on it ? For some reason it's very buggy in my current save, The npc are shooting at invisible zombies, I can't kill them, and the whole area is very laggy.
Alkanshel 14 OCT a las 10:59 p. m. 
Insane mod. Makes Bandit AI look stupid in comparison.
Default Jarry 14 OCT a las 4:19 p. m. 
It sucks that they removed mil curfews but then again they were a little stupid at times but still fun
BRING BACK MIL CURFEWS
Scarnie ? 14 OCT a las 7:09 a. m. 
great mod. Sadly i regularly get errors, lag, game textures disappearing, etc
MrRatkovac 13 OCT a las 5:40 a. m. 
Hey, can somebody let me know, do NPCs in their game eat? They do not in my game and they do not need food. I want to know can I turn this on or is it a bug?
shinbu150 12 OCT a las 9:03 a. m. 
Why does every survivor have a kid named Teyshawn? lol
SuiWui 11 OCT a las 8:07 a. m. 
does this work with anthro survivors?