Project Zomboid

Project Zomboid

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Day One 2.0 (Bandits)
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Content Descriptors: General Mature Content, Frequent Violence or Gore
File Size
Posted
Updated
96.305 MB
11 Sep @ 8:32am
26 Oct @ 1:15pm
17 Change Notes ( view )

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Day One 2.0 (Bandits)

Description
Day One

heads up: Day One is now totally technically revamped. You can read more in release notes.

Day One is a prelude that immerses you in the first day of the zombie apocalypse. Picture yourself amidst the initial chaos as the dead begin to rise. People are scattered, desperately seeking safety or fighting for their lives. Violence intensifies until the government, in a final attempt to restore order, resorts to extreme measures to contain the virus.

After 24 hours — if you survive — the chaos will subside, but the world will be drastically different. This marks the beginning of your journey in a collapsed world.

This mod is brutal and fairly hard. If you are looking for a challenging and very immersive start, you may like it.

It is compatible with both single-player and multiplayer modes.

Read about Compatibility before posting bug reports. If you have errors despite removing incompatible mods, post error messages.

DO NOT USE TRUE CRAWL OR DISABLE STEALTH MODE OTHERWISE NPCS WILL MOONWALK / KEEP CLOSE TO PLAYER ALL THE TIME

DO NOT USE TRUE CRAWL OR DISABLE STEALTH MODE OTHERWISE NPCS WILL MOONWALK / KEEP CLOSE TO PLAYER ALL THE TIME

DO NOT USE TRUE CRAWL OR DISABLE STEALTH MODE OTHERWISE NPCS WILL MOONWALK / KEEP CLOSE TO PLAYER ALL THE TIME

DO NOT USE TRUE CRAWL OR DISABLE STEALTH MODE OTHERWISE NPCS WILL MOONWALK / KEEP CLOSE TO PLAYER ALL THE TIME

DO NOT USE TRUE CRAWL OR DISABLE STEALTH MODE OTHERWISE NPCS WILL MOONWALK / KEEP CLOSE TO PLAYER ALL THE TIME

sorry for caps, but some people don't read otherwise. This cannot be patched.



How to use this mod
  • You should always start a new game with this mod. Adding this mod to an existing save or server after the first day of the apocalypse has passed will not work. In multiplayer, it is advised that all players start simultaneously to experience the events together.
  • Although all events in this mod run from a predefined schedule, every start experience will be different because starting parameters have huge impact on how the game progresses. If you want chaos as this mod promises, you should start in the city with high population. It's best to create a sandbox game with population factor 1.5 - 2.5. You can also add more cars.
  • Starting day and hour should be default. Day length should be set to 1 hour (2 hours is acceptable but will make things a lot less intense), other options not recommended.
  • You can tune intensity of some of the features of this mod in the sandbox settings. Mod must be enabled in the game itself to see sandbox option.

Initially all spawned NPCs are friendly unless attacked by the player. This includes various civilians and government forces. However, after some time you will encounter hostile groups such as inmate escapees, criminals or even psychiatric hospital patients. Your job is simply to survive but also to be prepared for facing the enemy which may find you[/b].

This mod utilizes the Bandits mod as an NPC engine to introduce non-zombie characters to the game. The compatibility of this mod is practically identical as the Bandits mod compatibility. If you run into errors, check Bandits mod guidebook compatibility section.

There is a lot of action, the performance may be impacted, but on a decent PC it should work. The performance will mainly depend on the starting zombie population size.

Credits
Mod poster: Ravense

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

Comments section warning:
Excessively vulgar comments, rude comments, demanding tone comments will be removed.

Workshop ID: 3329251514
Mod ID: BanditsDayOne
Popular Discussions View All (60)
13
1
38 minutes ago
PINNED: WEEK ONE MOD
Slayer
97
3
4 hours ago
PINNED: SUGGESTIONS
Slayer
6
1 Nov @ 7:37am
Day One event suddenly restart after 22days
Bot
1,308 Comments
Yocas 2 hours ago 
@Slayer - I used the exact same settings I used previously when it worked about a week ago. But my starting day and hour are different from the default. Mine starts on May 1st at 7am. Each day is an hour.
Slayer  [author] 2 hours ago 
Multiplayer issue. Can you confirm that starting day and hour is set to default as the mod description instructs?
Benny Worm 3 hours ago 
Oh nice, hopefully there's a fix soon
Yocas 4 hours ago 
@Benny Worm - it did work in multiplayer. For some odd reason it suddenly stopped working a few days ago. It might have something to do with the base mod getting updated on the 4th.
Benny Worm 4 hours ago 
It's also such a shame this mod doesn't work on multiplayer. This would've been good fun with some friends.
Misfit 5 hours ago 
@HyprArmadillr You can change all bandits to 'wander', that way they don't zero in on your base location and instead encounter them out in the world while scavenging.
kod77 6 hours ago 
Btw did anyone try to configure the mod's sandbox options to get smth more like a civil unrest/war scenario without zombies lol? If so, then what the sandbox options should be to achieve such result
Rocky Jet 14 hours ago 
So, this has happened plenty of times with me. If your reading, cooking, working on your vehicle, walking, sitting, pretty much anything, and all of a sudden you get panicked a little or alot suddenly, your going to have company real soon meaning bandits. Has always saved me. Havent tried it with desensitized trait or the bravery trait but regardless, thats a warning that bandits are coming soon and you should prepare.
CentralGaming131 16 hours ago 
There appears to be a situation involving finding NPCs in general. Worried they're not spawning at all. Anyway to increase the spawn rate?
HyprArmadillr 16 hours ago 
The bandit portion of this mod is really unbalanced and unfun. Every time at 1am on the second day a group of 10 psychopaths will show up and murder you on the spot no matter where you are. The enemy bandits dont search for you, they walk exactly to your location and kill you. Makes this mod hugely impractical for anything past day one