Zomboid Lonely? Best NPC Mods for Friends (and Foes) in Build 41/42

Zomboid Lonely? Best NPC Mods for Friends (and Foes) in Build 41/42
🧟 Project Zomboid NPC Mods - Quick Navigation
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Quick-Start NPC Mod Roundup

👫 Superb Survivors (B41, SP only)
Classic companion survivor mod. Recruit AI survivors to fight, craft, and die alongside you. Great for single-player base-building, but not available on Build 42.
Build 41
Single-Player Only
🔫 Bandits (v2) + Bandits Creator
Next-gen hostile NPC mod. Spawns gangs of armed bandits into the world (in single-player and multiplayer!). Customize NPC raiders to your liking with the optional Bandits Creator.
Build 42 & 41
Multiplayer Compatible
🌅 Day One (Bandits)
A scenario mod dropping you into the first 24 hours of the outbreak. NPC civilians panic, authorities respond, and you struggle to survive the transition from normal life to apocalypse.
Build 41 & 42
Requires Bandits mod
📅 Week One
An ambitious story mod starting 7 days before the Knox Event. Live through the last normal week until society collapses in real-time around you. Hilarious, unpredictable, and a bit broken.
Build 42
Single-Player Only
🌎 Knox Event Expanded
Work-in-progress NPC framework that adds survivor and bandit NPCs across the map from day one. NPCs can form groups/factions over time. Still in alpha.
Build 42 (alpha)
Manual Installation

💡 Pro Tip: Always read each mod's description for required libraries or specific instructions!

For example, the Day One and Week One mods rely on the base Bandits NPC mod to run. We'll cover these details below.

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Lonely Apocalypse Blues – Craving Companion NPCs

You've fortified your safehouse, canned a year's worth of peaches, and taken out hundreds of zombies... yet something is missing. Survivor NPCs! After all, every zombie movie has that ragtag group of human companions – for better or worse. Project Zomboid's devs haven't added NPC survivors to Build 41 or 42 (they're planned for Build 43 and onward), so the community stepped up. For base building tips, check our fortress building guide.

The Long Wait for Company

First, let's set expectations: vanilla PZ has no human NPCs. The developers at Indie Stone deliberately held off until their animation overhaul (Build 41) was done, and even now in Build 42 unstable, NPCs are not yet implemented. They've outlined that NPCs are a huge feature coming in future builds (targeting Build 43) – essentially, NPCs are the Holy Grail of Zomboid features, meant to be intelligent, dynamic, and worth the wait.

When a Buddy Becomes Bait

So you found a fellow survivor – great! But are they a help or a hindrance? NPC companions can be both. On one hand, nothing beats having an extra set of hands to haul loot or an extra shotgun watching your six. Veteran players share how they'd send mod NPCs out to gather wood or food while they fortify the base – effectively turning Zomboid into a mini RTS where you're the commander.

"I had them chop wood, stand in the doorway and die so I could escape, lmao. I found them very useful."
— Steam Forum User

On the other hand, NPC survivors can be like untrained puppies with firearms. There are tales of companions accidentally attracting hordes or even betraying the player. Ever seen The Walking Dead? Remember Shane pushing Rick aside to escape? Yup, that can happen.

Superb Survivors (Build 41, Singleplayer) – The OG Companion Mod

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Superb Survivors

Compatibility: Build 41 (stable)

Multiplayer Support: No (singleplayer only)

Version: Superb Survivors Continued (community update)

Superb Survivors! (often abbreviated SS) is the granddaddy of NPC mods for Zomboid. It's been around in some form since the old builds, and for a long time it was the only way to get NPC allies. The mod spawns random survivors around the map – some friendly, some neutral, some outright hostile (raiders). Friendly ones can be recruited into a group.

Core Features:
  • Right-click on an NPC to interact (recruit, trade, check health)
  • NPCs have names, stats, and traits
  • Assign tasks like patrolling or guarding areas
  • NPC equipment management and orders

Recommended Superb Survivors Settings (for stability)

Setting Recommended Value Why
NPC Spawn Rate Ultra Low Fewer NPCs overall to reduce CPU load
Maximum NPCs 10 or less Cap the number that can exist
Spawn Hostile NPCs OFF No raiders, to avoid fight chaos and potential immortals
Raider Events OFF These triggered base attacks; cool idea but buggy
NPCs Need Food/Water OFF Prevents survivors from wandering/freaking out due to hunger
NPCs Use Guns Rarely or 0% NPCs with guns can cause massive zombie attract and friendly fire
Idle Chatter ON Turning off chatter caused errors in some versions
Show NPCs on Map OFF This feature was known to cause huge logs/errors

Why use Superb Survivors at all, given these caveats? Because it's still the only real option for friendly NPC allies in Project Zomboid as of now. When configured right, it can significantly spice up single-player. You'll start developing stories like, "Me and my buddy survivor Claire cleared the police station – she saved my life when a crawler nearly got me," or conversely, "Darn it, Claire wasted all our 9mm ammo shooting one zombie, and later got herself bitten."

ℹ️ Note for Build 42 Players

If you're on Build 42, sadly, you'll have to wait for a new framework or an update – or consider moving to one of the hostile NPC mods which have partial friendlies (more on that below).

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"We Are Not Alone!" – Facing Human Enemies

Sometimes, you don't want friends – you want targets. Sure, zombies are the main dish in Zomboid, but after year one of surviving, the undead become predictable. You've got your base defenses, you know how to sneak and stab. What about a living, breathing bandit who can shoot back or steal your loot? Now that's a challenge.

Humans vs. Zombies – The Ultimate Threat

One thing zombie fiction teaches us: the living can be more dangerous than the dead. In a world where society has collapsed, not every survivor is a friendly Rick Grimes – some are more like Negan with a barbed-wire bat, looking to take what's yours.

As PCGamesN joked, adding human NPCs means "fighting off the undead alone wasn't bad enough" – now you've got humans messing up your plans too. They might create noise that attracts zombies to your area, or set ambushes, or even try to burn you out if the mod allows.

🏙️ 👥 💥

Imagine a street shootout with bandits while zombies close in from all sides. That's what hostile NPC mods bring to Project Zomboid.

Bandit Raids and Faction Ambushes

Picture this actual scenario reported by a player: They were fortifying the second floor of their base when they heard gunshots nearby. Through a window, they saw a group of three NPC bandits pinning down another survivor behind a car. The player decided to intervene – lining up a rifle shot on the bandit leader. One trigger pull, and chaos erupted: bandits returned fire at the player's window, zombies flooded the street, and the hapless survivor made a break for it towards the player's base.

Bandits (v2) – Modular NPC Enemies for B42 (and B41)

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Bandits NPC (v2)

Compatibility: Build 42 & Build 41 (backported)

Multiplayer Support: Yes (works on servers)

Author: Slayer

Bandits NPC (v2) is a fresh take on NPCs by modder Slayer. It was released for Build 42 (alpha) in late 2024 and has quickly become the go-to for anyone wanting dynamic NPC enemies. Unlike older mods, Bandits works in multiplayer!

Key Features:
  • Hostile NPC spawns with various equipment
  • Works in both singleplayer and multiplayer
  • Customizable with the Bandits Creator extension
  • More performance-friendly than older NPC mods
  • Base for scenario mods like Day One and Week One
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Project Zomboid Bandit Creator customization screen

The Bandits Creator mod provides a full customization UI for spawning and editing NPC survivors. You can design your own NPC encounters – from lone wolf snipers to groups of melee raiders. It's an extension of the Bandits mod that turns you into the zombie apocalypse's dungeon master, deciding how tough and how often human enemies appear.

Knox Event Expanded – Living World & Factions (Build 42, Alpha)

If Bandits mod is a tailored experience, Knox Event Expanded (NPC) is more of a grand experiment. Modder Snejk set out to recreate what the devs have teased in their dev blogs: a world where NPCs exist from the very beginning and gradually form groups, factions, settlements, etc., as time goes on.

⚠️ Manual Installation Required

This mod requires replacing some game files with modified versions. Always backup original files and follow the installation guide carefully.

With KEE, you might start hearing about (or encountering) pockets of survivors who aren't immediately hostile. For example, you could find a small group of NPCs barricaded in a house holding off zombies. They might ignore you or even allow you near (until you do something threatening).

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Story Mode Sandbox – NPCs for Immersion & Chaos

Project Zomboid is a sandbox – you set your own goals. But sometimes you want a little plot in your apocalypse. Maybe experience the outbreak unfolding, or have quests/missions. While full story missions aren't here yet, mods can create scenarios where NPCs play roles in scripted (or semi-scripted) events.

Turning Zomboid into a Zombie Movie

Let's face it – after you've survived a few months in Zomboid, everyday survival can get routine. Some players start creating their own narratives ("I'm gonna rebuild civilization in West Point!") or challenges ("only live in the woods"). Story/Scenario mods help by giving you a premise and evolving events to react to, kind of like being the protagonist in your own zombie film.

From Zero to Outbreak in Days

"It goes from 'Hi neighbor!' to 'The Purge' within about 5 days, and then finally either zombies or nukes..."
— Reddit user on Week One mod

Day One – 24 Hours of Chaos

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Day One

Compatibility: Build 42 & Build 41

Multiplayer Support: Limited (local network recommended)

Author: Slayer

Requirements: Bandits mod (v2) + Bandits Legacy (for B41)

Day One is focused on just the initial outbreak day – think of it as the prologue of every zombie movie, where people are going nuts, and the government is scrambling.

Outbreak Events Timeline:
Morning
Normal life. NPC people walking around, going to work, driving (if enabled).
Midday
First reports of trouble. Emergency broadcasts start. Some NPCs panicking.
Evening
Chaos erupts. Violence intensifies, people fighting for their lives.
Night
Government's "extreme measures" - possibly roadblocks, air drops, or bombings.
Day 2
World transformed. Most NPCs dead, zombies everywhere, society gone.

Day One Survival Tips:

  • Stay mobile. Don't try to set up a base on Day 1.
  • Use the confusion. NPCs will be fighting each other and zombies.
  • Scavenge early while stores are unlooted in the morning. For loot locations, see our gun store guide.
  • Find a safe spot for the night when the army "cleanses" cities.

Week One – A Calm Before the Storm

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Week One

Compatibility: Build 42 (primary), B41 version available but limited

Multiplayer Support: No (single-player only)

Author: Slayer

If Day One is an action-horror movie, Week One is a slow-burn TV series that erupts into chaos by the finale. This mod is epic in scope: a full week of pre-apocalypse life with increasing events each day, leading into the Knox Event outbreak.

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NPCs walking in town before the outbreak in Week One mod

"The whole thing is far too complex for its own good, but it's impossible not to enjoy it for what it is. Even if you do need to ignore occasional anomalies, such as instances of NPCs engaging in communal face-washing over the toilet."
— Destructoid

Week One is, frankly, a technical marvel and a hot mess, in the best way. The modder even jokes that "Project Zomboid simply isn't built to simulate regular, non-apocalyptic life… Week One has to make a bunch of concessions to keep NPCs doing what they need to do." This means you will absolutely see odd behavior, like the infamous bathroom gatherings where NPCs might all decide to use a water source at the same time.

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Project Zomboid NPC survivors all washing up in the same bathroom (mod glitch)

They Knew (Coming Soon – NPC Trading Tease)

It's worth mentioning They Knew – a mod that already exists to add a virus cure and new medicines to Zomboid, but the interesting part is the dev's roadmap. They have promised an "expanded universe" with "a unique NPC trading system" and possibly new enemy types. As of mid-2025, the mod's first part (the cure items) is out, but the NPC trader system isn't yet implemented.

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Surviving the Mods – Installation & Compatibility

Installing mods in Zomboid is usually straightforward, but NPC mods are not your average "add new gun" mods. They tie into the game's AI and event systems deeply. This means they might require special install steps, and they can conflict with each other or other mods more often.

Install Like a Pro (Avoiding Save Wipes)

General Mod Installation:

  1. Subscribe on Steam Workshop
  2. Ensure the mod is enabled in the PZ Mod menu
  3. Start a new game (crucial for NPC mods!)

The Golden Rule

Don't add a heavy NPC mod to an existing long-term save expecting it to work seamlessly. The world wasn't generated with them in mind; you might get weird behavior or nothing at all.

Manual Install for Knox Event Expanded:

  1. Subscribe and activate the mod
  2. Find the mod's workshop folder on your PC
  3. Follow the guide to copy .class files to your PZ installation
  4. Always back up original files first!

⚠️ Don't run multiple NPC frameworks at once!

It's tempting to say, "I'll run Superb Survivors and Bandits and Knox and have a world filled with people!" But you're really asking for trouble. These mods weren't designed to cooperate.

Taming the Chaos – Performance and Conflicts

After you've got the mod running, you might notice frame drops or stutters. Not surprising when dozens of NPCs are active. Here are some tips to keep your game running smoothly:

🖥️ Reduce Population

Consider reducing Zombie Population in sandbox (fewer zeds + NPCs is easier than max zeds + NPCs).

🎮 Optimize Settings

Use the mod's own settings as described above (spawn limits, NPC needs off, etc.).

💾 Save Often

NPC mods can sometimes cause crashes. Save your game more frequently than normal to avoid losing progress.

🔍 Check for Updates

Always check if there's a new version of the mod when a PZ patch drops. Mods may need updating after game updates.

Avoiding Common Bugs

NPCs are invulnerable!

If you unload a shotgun into a raider and they don't die, you likely hit a bug. Try melee or let zombies handle them (zeds might still kill them). If truly invincible, remove them via debug or avoid them.

My companion won't stop following so I can't sleep/trade/etc.

In SS, to get a follower to chill, use the right-click context menu "Stay here" or tell them to guard area. Sometimes they'd still follow, so one trick: build a makeshift pen or room and order them in, then close the door.

NPC opened the gate and let zombies in!

They can and will do that. NPCs in mods don't understand your base's defenses. If you have a safehouse, consider using double doors or obstacles NPCs can't easily path through. In SS, you can mark a base as "Safe Base" which might stop them from leaving doors open.

Game crashes when NPC drives a car.

Driving NPCs are experimental. Week One and Day One allow it, but if it crashes your game frequently when an NPC car appears, disable NPC driving in that mod's settings if possible. Alternatively, reduce traffic settings.

Quality-of-Life Checklist:

  • Title Screen sanity: Did the game start without errors?
  • Mod Options configured: Set those spawn rates, etc.
  • One mod at a time: Load only the NPC mod(s) you need.
  • Backup done: Copied your save or starting fresh.
  • Read the mod's FAQ: Check for common issues and solutions.
  • Have fun: Even troubleshooting can be part of the fun!

FAQ (NPC Mods Edition)

Can I use NPC mods in multiplayer with friends?

Yes – the Bandits mod (and any scenario using it, like Day One) supports multiplayer. Make sure all clients have the mod. Keep player count low for heavy scenarios (Day One is best with 2-4 players max, on LAN ideally).

Superb Survivors and Week One do NOT support MP (they're SP only). Always check the mod description; it will state MP compatibility.

Will these mods work with Build 42 unstable or only Build 41?

Bandits mod, Day One, Week One, Knox Event all target Build 42, and most have backward compatibility for 41 (enable the Bandits Legacy if on 41).

Superb Survivors is strictly Build 41 (as of now, it breaks on 42). So if you're on the unstable 42 branch, use Bandits or Knox Event for NPCs. If on stable 41, you can use Superb Survivors or Bandits (with its 41 backport) – but not Week One (that's 42 only with full features).

Do NPC mods affect my achievements or game integrity?

Using mods marks your save as modded, but achievements are still enabled in Project Zomboid with mods (PZ isn't strict about that).

Just note that modded games can't be used for official bug reports and might be incompatible with future updates (always backup saves before updating the game). If an update adds NPCs officially, you'll likely need to start a fresh save to avoid conflicts.

How do I talk or interact with NPCs in these mods?

Depends on mod. In Superb Survivors, right-click an NPC for options (Invite to party, Trade, etc.). In Week One, you can press T to bring up a chat box to talk with nearby NPCs (mostly flavor dialogue).

Some mods like Bandits don't have a talk function – bandits will not negotiate! Scenario mods might trigger dialogues via events (e.g., an NPC might approach you and "talk" through a pop-up or radio message).

My game is too easy with NPC allies. Any tips to balance?

You can increase difficulty: allow hostile NPC spawns in Superb Survivors (so it's not all friendlies – some will rob or attack you). Or try harder sandbox settings (more zombies, sprinters, etc.) to offset having help.

Another idea: play with infection mortality turned on – NPC allies might get bitten and turn, creating drama. Ultimately, NPC allies are unpredictable; sometimes they'll save you, other times they'll accidentally doom you – which sort of balances out in the long run.

I encountered a bug where an NPC got stuck/behaves weirdly. What do I do?

First, see if it's a one-time glitch: leave the area and come back (or save/reload) to reset their AI. If they're still bugged (e.g., walking in circles, or an immortal bandit), you have a few options:

  • Use the Admin/Debug mode: In singleplayer, you can enable Debug in the launch options, then right-click the NPC and there may be options to delete or kill them.
  • If it's a companion you care about, you could try nudging them with physics (bump with car, etc.) to dislodge them – careful not to kill them.
  • Check the mod's FAQ/discussions – maybe it's a known bug with a workaround.
  • As a last resort, you might have to remove that NPC by force or avoid that area. The mods aren't perfect – sometimes a bugged NPC can't be saved.
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Patch/Mod Timeline (Click to Expand)

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Further Resources & References

  • 📄 Official TIS FAQ – NPCs: The Indie Stone's old answers on NPC development (to manage expectations). Spoiler: they're taking their time to do it right.
  • 🔧 Steam Workshop pages: Always read the mod descriptions & discussions for Superb Survivors Continued, Bandits, Day One, Week One, etc. They often contain mini-guides and known bug workarounds straight from the authors.
  • 📱 Community Guides/Wikis: The Superb Survivors Wiki on Fandom has a wealth of tips. Check if there's a similar page for Bandits mod – community might list trait effects or optimal settings.
  • 🎬 YouTube Mod Showcases: Search YouTube for the mod names – there are showcases like "Is the NPC mod any good?" which demonstrate how the mods play out.
  • 💬 Project Zomboid Modding Discord: If you really get stuck or want to tweak something, the modding community is active on Discord. You might even get direct help from mod creators or seasoned survivors who've debugged these mods.
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Now go forth and add some life (and death) to your apocalypse!

Stay safe out there, and may your newfound friends or foes make your Project Zomboid stories even more unforgettable. For more survival tips, check our first day survival guide.