Project Zomboid

Project Zomboid

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Bandits NPC
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139.417 MB
15 Jun @ 11:51am
3 Nov @ 3:22pm
108 Change Notes ( view )

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Bandits NPC

Description
Bandits NPC

Day One Extension Mod is now released!

During the zombie apocalypse, It's not the zombies you should be afraid of; it's the people...

This mod introduces hostile (NPC) bandits into the game. Please be aware that the enemies in this mod are extremely dangerous, and provide an extent of challenges. Treat them as actual players when it comes to combat. You will need to relearn how to survive.

WORKS IN MULTIPLAYER and WITH EXISTING SAVES and ALL MAPS!

Strongly recommended mods that will bring bandits to new level: Authentic Z - Current,
Brita Armor, Insurgent, Handlebar's Preppers, zRe SWAT ARMOR by kERHUS, Brita Weapons or Firearms B41


Check the Guidebook, and What's new

I happily respond to all questions unless it is clear you haven't read the description and the guidebook first.

If you like my work, be sure to give it a LIKE or:
[ko-fi.com]

Bandit Spawning
After a new player is created, the time starts to tick. Initially, a small groups of armed individuals with melee weapons appear in the world. Over time, much larger groups armed with handguns and rifles will arrive to take your head. If you die and create a new character, that process will repeat considering the day. In multiplayer on the other hand, this happens independently for each player. Newer players will have more so simple bandits attacking them, whereas long term players will have stronger and wiser bandits attacking them.

When the event (or wave) occurs, the player will hear a more or less discrete sound and the notification icon. There are 16 types of bandit clans each controlled by a separate schedule with start and the end days. These schedules can be adjusted in sandbox settings, for example you can change spawn chance, number of bandits, their appearance, equipment, behavior AI model etc.

If you'd like to spawn waves by hand and test the mod directly, start the game in Debug Mode by going into the launcher settings in Steam and typing "-debug" in the text box. Afterward use the context menu to do as you need in-game.

Do not turn off zombies in your world completely. Otherwise Bandits will not spawn. Turning off zombie respawn is ok.

Bandit AI types
Raiders
Raiders will always know where you are, and their primary objective is to run to your location and kill you. They will be capable of removing obstacles in the way, break windows, doors, remove barricades and they will even turn off your generator so you will ♥♥♥♥ your pants in the darkness.

Wandering bandits
Similar to raiders with the exception that they will not know where you are unless they spot you. Wanderers will naturally travel the world taking care of their business.

Thieves
Thieves will not attack you unless you start the fight. They will steal random items from your base and escape.

Defender Bandits
Some of the hostile bandits will not chase the player, instead they will spawn in buildings to protect them with the provided loot. The type of bandit also depends on the building type. The bandits may occupy previously cleared building so watch out! Defender spawn chance is controlled separately in sandbox settings.

Bandits Camps
There are tent camps that will spawn in the world. The base will provide with valuable loot and will be guarded by special type of bandits. These bandits will guard the base until they spot you. Then they will follow you to kill you.

Friendlies
Friendlies will spawn naturally (unless removed in options) and join you as companions. Companions will simply follow you and help you during the fight.

Friendlies without guns are able to collect them automatically from dead bodies or containers inside buildings. There must be a gun and separate loaded clips for it to work. They cant use revolvers and shotguns, only weapons that operate with magazines. Note that this works best when friendly collects weapons from fallen hostile bandit because he just has the right set.

If you have Modoptions mod active, you can make multiple guard posts by pressing G button (by default). Friendly will move to the nearest post, and will no longer follow you. You can also use guard posts as attack orders simply by placing them for example inside buildings that you want the friendly to strike.

Right click on the friendly will give option "Leave Me!" so that the friendly will go away. This can be then reversed by using the option "Join me!".

Friendlies will recognize player base and perform some actions there like watering crops, cleaning, maintaining generators, and more. Details in the guide.

Bandit FAQ

Q: What is the hostile bandits goal?
A: Their goal is to locate you, and kill you. If they come across other zombies or players; they will attempt to eliminate them if they are an obstacle. Bandits will also eliminate bandits from another clan/family.

Q: Do bandits have unlimited ammo?
A: No, just like the player; they run off their own varied inventory. If they have a firearm, you can loot them and collect said weapon and their magazines.

Q: How can I improve my stealth?
A: Bandits visibility can be reduced by various means: distance, intensity of light falling on the player, sneaking position, lack of movement, being on a square with a bush. All these can sum up together.

Q: Can bandits become friendly?
A: If you want some companions, you can change the friendliness of any wave in the sandbox settings.

Q: What is the range/accuracy like with the bandits?
A: Their range, accuracy levels and aiming time can be configured in sandbox settings.

Q: How do I protect myself against bandits?
A: Use bulletproof vests and protective clothing. Always carry stitching items to dress gunshot wounds. Scan your surroundings. Listen for unfamiliar sounds. Barricade your base as much as you can.

Q: How do hostile bandits treat safehouses and bases?
A: They can not burn anything down or loot anything (yet), they can open doors, smash windows, remove barricades also furniture used by player as an obstacle. They can also turn off power generators.

Q: How do notification icons work?
A: Notification icons show up only if they are turned on in sandbox settings. Green icon: friendlies, red icon: raiders, yellow icon: wanderers and the violet icon are the bandits' bases, The icon points to the spawn location, not the actual position of any bandit. The icon will not vanish automatically. To make it go away, double click it.

Compatibility

Read about Enhancements and Compatibility

Credits
  • Some coding: changshashinumaoyiyouxiangongsi
  • The icon framework and code behind notification system: Expanded Helicopter Events by Shark.
  • Notification icons: Ravense
  • Mod Picture: Ravense
  • Voice acting: Goosesalesman of Hamburg(Male1), Mimbius Bimbius(Male 2), Shadesz(Male 3)
  • Translations: Eaglefire(German), @Oversights2006_ (Chinese SImplified)

How to contribute
I am looking for voice actors with american accent. Need 3 male and 5 female voices for all skin colors.

Workshop ID: 3268487204
Mod ID: Bandits
Popular Discussions View All (230)
26
8 hours ago
all Bandits spawn as Zombies
Apollo
7
3 hours ago
[FIXED]After 200+hrs server run Bandits are now all zombies...no changes were made
Lildoo
18
2 Nov @ 12:22pm
Bandit spawn inside base
Hunterr
3,857 Comments
cosmokramer 53 minutes ago 
@Slayer, I was playing with the basement and RV interior mod, and I noticed that sometimes the character would panic as if an NPC had spawned nearby. Is there any interaction with the basement mod? Can NPCs spawn automatically in the area where the RV interior tiles are located? Would this make the NPC move toward the playable map?
RayNova TH 8 hours ago 
why friendly npcs always scare me? is this a bug or something I did not know?
Frodo Baggins 10 hours ago 
Bro i just got taunted for hiding in a bathroom despite the fact i was there for HOURS D; Im just changing my bandages and a group comes in and says "oH i BeT tHeRe In ThE bAtHrOoM!" and got killed by a group of dudes with bats
pgames-food 4 Nov @ 7:44am 
"Is there any known way to disable the indecisive car alarms?"
hi if its coming from 1 particular car, have you tried taking out the car battery? maybe that can work
Zadesh 4 Nov @ 7:16am 
Love the mod, but after the update it seams the day one event has restarted, and I was wondering, will it progress like it initially did when I started a new game and then end, or will these small mobs of survivors keep going for ever running around until I die or do I start a new game? I'm 10 days in game at the moment, so hoping I don't have to restart, but as I said love the mod :)
Reshaded3D 4 Nov @ 5:50am 
If you read this, please let the mattresses despawn or disable them, a lot of buildings are cluttered with mattresses, causing more lags and server load.
iNSiDiA il drago 4 Nov @ 4:55am 
Guys, set the mod correctly in the sandbox options and everything will be fine.
You can disable the raiders, set if they got a gun, you can select if they can smash player struicture, remove metal and stuff like that. So before judge, check. Have Fun!
MurderAlpacaS 3 Nov @ 8:01pm 
this mod is terrible bandits are brain dead and drop nothing they just wake u up every night
Itsuk1_1 3 Nov @ 7:54pm 
anything we can do for the bandits to have a bad time open the door? They just came to our safehouse and open our main gate. This makes less sense
fujoshifootjobs 3 Nov @ 1:59pm 
Is there any known way to disable the indecisive car alarms?