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 16:15
6 OCT a las 12:15
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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 (111)
239
14
4 OCT a las 6:00
FIJO: Installation guide
Snejk
22
hace 15 horas
New installation method not work for me
SiTWulf
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27 SEP a las 21:02
FIJO: Frequently Asked Questions (FAQ)
Snejk
3.054 comentarios
Player Hace 51 minutos 
@Snejk no doubt a great mod and hope it will work perfectly :)
Snejk  [autor] hace 3 horas 
@Player Yes, I'm aware of it. I found it twice when making the mod compatible with 42.12, but haven't seen it since. I'm afraid there's very little I can do until I can reproduce it. I will keep trying.
Player hace 4 horas 
So weird that, after updating to 42.12, this mod caused severe bugs (buildings disappearing, game freezing). Then, when the official 42.12.1 hotfix was released, the mod worked normally again. But after updating the mod today, the aforementioned bugs reappeared. (can't confirm this bug is caused by the mod, but it's highly likely to be related to it in some way, such as conflicts with other mods.)
Snejk  [autor] hace 15 horas 
Patch v0.3.11-1 is now live.

If you are using the old installation method, remember to reinstall the mod, so it's up to date.
The*****Meme22 5 OCT a las 23:10 
i click the npc list button it throws up error
DRAGO1212 5 OCT a las 17:46 
Hello, great mod but I wanted to share a small problem that is happening after the last update, apparently the looted houses system and any mod that applies an overlay to the outside seem to no longer be working with this mod.
Snejk  [autor] 5 OCT a las 13:33 
@lonnar It works just fine. See the installation guide.

@Petty Crocker No, they go visit their neighbours to chat with them and eventually make them group up. Scavenging (for food initially) is still WIP.
lonnar 5 OCT a las 13:16 
is not worki in b42?
Petty Crocker 5 OCT a las 13:13 
Do NPCs not in our group go out and scavenge? I see they seem to stay in one place most of the time.
zecereee 5 OCT a las 11:52 
does this mod cause any issues with the bandit mod i have installed on b42??