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
31 Thg12, 2024 @ 4:15pm
20 Thg11 @ 9:55am
53 ghi chú thay đổi ( xem )

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

Mô tả
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
Thảo luận nổi bật Xem tất cả (132)
249
14
18 Thg11 @ 6:30am
ĐÁNH DẤU: Installation guide
Snejk
2
20 Thg11 @ 5:18am
I can't take a wife (married)
Carstwopolszy
16
11 Thg11 @ 12:08am
How does the Louisville Checkpoint NPC's work?
TheOofertaffy
3.311 bình luận
ash de slash (modo p.z) 6 phút trước 
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 5 giờ trước 
BRUH im stuck on the simulate area n cant close ♥♥♥♥♥
Nugget122 12 giờ trước 
when i downloaded this mod for some reason my map stopped working it could be a game error but idk any fixes?
Highlight光 15 giờ trước 
@Pisadiel check if youre playing in B41
Czachers 15 giờ trước 
Is there any option for Safehouse NPC who use kitchen to auto drop empty bottles and tin cans in any storage/cabinet kind of thing? I have to make a group of NPC, check each inventory to take empty bottle back to be able to replenish water so they can drink again.
Pisadiel 22 Thg11 @ 5:32am 
The mod doesn't show up in the mods selection menu ingame :C
Holl lo 22 Thg11 @ 4:43am 
I might be stupid, but which configuration makes the NPC's commit crime/be aggressive as early as possible? Morality cutout? If so the lower it means they will start it early or not?
Alpha Gamer 22 Thg11 @ 1:37am 
ah i get it now, i just needed to send to safehouse, now im getting the options, thats where i was getting stuck
Fear 21 Thg11 @ 4:24pm 
yo @snejk, any idea about why every npc is wearing an orange jumpsuit and heading north? was working fine with normal looking npcs when i went to visit the military checkpoint on my earlier run, only change was when spawning the npcs i set it to 150 instead of 200 in hopes that it would reduce the lag a bit, im guessing that messed things up a bit, do you know a fix? or is it a run restart?
jHONNYLESH 21 Thg11 @ 1:19pm 
And update logs would be fine either.
all of this is just review, i don't meant to be mean.