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. des. 2024 kl. 16.15
6. okt. kl. 12.15
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[B42] Knox Event Expanded NPC mod [alpha v0.3.11-1]

Beskrivelse
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
Populære diskusjoner Vis alle (111)
240
14
18 timer siden
FESTET: Installation guide
Snejk
22
6. okt. kl. 12.37
New installation method not work for me
SiTWulf
67
3
7. okt. kl. 12.28
FESTET: Frequently Asked Questions (FAQ)
Snejk
3 068 kommentarer
Inimeg 40 minutter siden 
Mayor I fixed the issue by decreasing the amount of couples, deleted my previous sour comment
Dr.Sigma 53 minutter siden 
Best AI mod on the workshop.
Mayor 11 timer siden 
Inimeg did you increase the amount of RAM the game uses? I set it to 6GB and I have no lag.
TraceofHatred 12 timer siden 
Curious but do NPC's reputation decay every time you dont make small talk with them?

All of them like me except one guy, who is -60, and I can't figure out why he wont raise like the others.
GSUS 19 timer siden 
why error TT
mario.verdejo.22 20 timer siden 
este mods te genera un lag enorme
MBO 21 timer siden 
i already asked something similar but how compatible is this with mods that are not map mods in general? are the npcs treated like players or reeskined zeds
Alpha Gamer 8. okt. kl. 7.13 
its taking me like 25 minutes just to get through the npc generation screen, it keeps pausing constantly, how do i turn this off so it does the whole thing in one go
Fitzkrieg 8. okt. kl. 6.37 
Amazing work, I know in the roadmap #3 is survival behaviors. Will that include barricading their safehouses?
JamesAB 8. okt. kl. 3.45 
Excellent mod, personally hoping for food meters next. Going out and scavenging for food & water for my group is the real constant goal I'm looking forward to for official NPCs whenever they get around to it, probably in the 2030s lol. Keep up the fantastic work! :dslike: