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
2024 年 12 月 31 日 下午 4:15
11 月 20 日 上午 9:55
53 项改动说明 ( 查看 )

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

描述
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
热门讨论 查看全部(132)
249
14
11 月 18 日 上午 6:30
置顶: Installation guide
Snejk
16
11 月 11 日 上午 12:08
How does the Louisville Checkpoint NPC's work?
TheOofertaffy
2
11 月 20 日 上午 5:18
I can't take a wife (married)
Carstwopolszy
3,319 条留言
OOGA-BOOGA 2 小时以前 
@Bigs2013 if you find out let me know cos all my npcs also get stuck on locked doors... I also noticed that some other npcs get stuck outside their base if the door is locked and they keep trying to open with the handle :steamsad:
Bigs2013 10 小时以前 
So I might be stupid here but how do I solve my scavangers standing a locked door trying it over and over again?

Also I noticed they get stuck on garage doors when you give them loot building command just a fyi
AurumCx 15 小时以前 
Does it work with the better fps mod?:DSTskull:
Disturbance 20 小时以前 
Unsure if its related to the mod but for some reason the guns in this game somehow deals zero damage unless i get close enough. (THEY RAGDOLLED BY THE WAY SO ITS A HIT BUT NO DAMAGE)
AdamMcbane 11 月 23 日 上午 11:46 
To those with MAP issues. Map issue are a good sign you installed the mod incorrectly from my experience. If you did not do the manual install bit for example.
Hunter Biden 11 月 23 日 上午 10:51 
Is it normal for NPCs to be Incredibly inaccurate
Yumi OWO 11 月 23 日 上午 10:28 
Mod is broken, it breaks every time i open the map and gives TON of errors
Goodnighttop1 11 月 23 日 上午 9:45 
русификатора нет?
ash de slash (modo p.z) 11 月 23 日 上午 5:41 
hi! the class files doesn´t update for me, it stays on v0.3.16-1, i checked on the post but it said that no proceed was needed, any help?
mr boombastic 11 月 23 日 上午 12:24 
BRUH im stuck on the simulate area n cant close ♥♥♥♥♥