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[Project Zomboid] ZomboWin - A ZomboLewd Framework mod


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Posted
10 hours ago, AlexTheMan21 said:

Error is basically the table is 60 in size while the code seems to request number 90 of the table which doesnt exist (duh)

I have tracked down the function it errors at and this is the function

   public void get(int var1, Vector3f var2, Quaternion var3, Vector3f var4) {
      this.m_pose[var1].lerp(this.getCurrentTime(), var2, var3, var4);
   }

And m_pose is here

private final zombie.core.skinnedmodel.animation.AnimationTrack.KeyframeSpan[] m_pose = new zombie.core.skinnedmodel.animation.AnimationTrack.KeyframeSpan[60];

The m_pose has a keyframespan of 60 and that im 99% sure is the issue

Hope this is of any help and if questions pop up just mention me

Thanks for this insight.

 

Indeed I noticed that, depending on which Bone we move, the number on the table is not the same.
55, 40 or 60 as in your example.
So this tends to confirm your hypothesis.

 

I need to do more research on m_pose.

 

In the meantime, this information could be very useful to us if by chance the B42 still does not allow us to modify the number and location of Bones in a predefined model of Indie Stone.

 

Thanks 🫡

Posted (edited)
19 hours ago, SkyFlyWhite said:

Yea thats seems to be pretty much what I have in mind, though they still have the underwear texture so I dunno if that would work so well sadly );

I haven't tested it, but I replaced the Human Zeds texture with Zombowin's male texture, normally it should work. I hope it can help you. Also https://steamcommunity.com/sharedfiles/filedetails/?id=2867602810&searchtext=Zombies+with+human+animation seems to be what you want.

Human Zeds (Male).rar

Edited by Venusm4
Posted (edited)

@SolarEdgeHey! Fresh player here. 

Firstly, thanks for staying active and making an amazing mod!

 

Secondly, a bug report/confirmation that 'Pacify' does indeed not work, as mentioned by a previous post. Additionally, the new traits do not appear in the new character creation post-death directly, in the sense that you can't pick sexperiment, sex slave and prostitute traits for any character after the initial one. The workaround way to do it, it seems, is to quit to title screen, then load in again, through which you can then pick the traits again.

 

Thirdly, a suggestion I would really love to see implemented - the ability to move subdued zombies around. This would be a godsend as I would no longer have to lure them to a specific location to subdue them. I am unable to find any mods out there that is capable of doing something along the lines of displacing/grabbing/moving LIVE zombies (not corpses), so I'm not entirely certain of the way to implement this idea, though the idea may be more feasible witht the grapplez update.

 

Finally, a few questions wrt to the mechanics of the mod itself. Many a times, when a male player defeats a female zombie, or gets defeated by a female zombie, the animation starts for a few frames before immediately getting cancelled. Additionally, when being defeated and getting animation cancelled, another animation immediately gets booted up before cancelling after a few frames again, resulting in a loop that only resolves itself after many tries and somehow settling down on a random animation. Could you advise me on whether this is possibly due to exertion/stamina mechanics or a bug?

Also, is it intended for the subdue mechanic to not be 100% successful? It feels as if 50% of the time, it says "subdue successful, zombie provoked", wherein the zombie then turns into a crawler that is aggro'd instead of shambling but still chases after the player.

 

Cheers!

P.S Soz Blabla for the incorrect tagging, it's been corrected. Still, love the work you put in for the anim collation mod.

Edited by Synthelione
Posted
9 hours ago, Venusm4 said:

I haven't tested it, but I replaced the Human Zeds texture with Zombowin's male texture, normally it should work. I hope it can help you. Also https://steamcommunity.com/sharedfiles/filedetails/?id=2867602810&searchtext=Zombies+with+human+animation seems to be what you want.

Human Zeds (Male).rar 740.76 kB · 1 download

Oh I'll have to try that when I can, as for the zombies with human animations... I still kinda want em to move and act like zombies personally, just horny zombies owo

 

Posted (edited)
4 hours ago, Synthelione said:

 

Also, is it intended for the subdue mechanic to not be 100% successful? It feels as if 50% of the time, it says "subdue successful, zombie provoked", wherein the zombie then turns into a crawler that is aggro'd instead of shambling but still chases after the player.

I’ve mentioned this issue before. If you haven’t seen it, I can summarize it for you that it seems to be caused by the sexperiment mechanism.

Edited by Venusm4
Posted

@Synthelione

I am very fortunate to have those guys keeping this forum so active and providing mod support that i should be doing myself. 🫣 Thank you for the suggestions, bug report and enjoying my mod 😁 also welcome to Project Zomboid!

 

I love hearing from the community and all of you guys' ideas! Thanks everyone for the continued support and bug reports! I'm glad there's a handful of us out here working to fill a niche for an indie game that is somewhat of a niche itself too. 😀

 

PS, I keep old versions in the downloads just in case something like this were to happen. iirc, PR1.23 should work better than PR1.24, just not with NPCs.

Posted (edited)
8 hours ago, Venusm4 said:

I’ve mentioned this issue before. If you haven’t seen it, I can summarize it for you that it seems to be caused by the sexperiment mechanism.

I believe it was on pg 32 and was about how the Zomborg may mess with the Sexperiment trait and I follow the logic behind that. The issue is that I run the most barebones mod setups, with only Zombowin and its necessary mods, Zombowin animation add-on by blabla012345 and enhanced zoom, with nothing else. So the issue probably runs deeper or is some kind of mechanic involving the accuracy stat, because it seems as if there is a significantly higher chance of not provoking the zeds when calm and not panicked at all.

 

Still, there appears to be something more game-breaking. All subdued zombies somehow break free of their bonds upon loading back into the game for some reason and will start crawling as if provoked. However, it does appear that those further away from the player seem to be less affected in the sense that they are sometimes re-subdued automatically after some time resulting in displaced positions. 

 

This could once again be related at least tangentially to the sexperiment mechanism or some kind of delay where the game and the zeds load faster than the LUA codes from zombowin are being read resulting in the Zombowin code being too slow and ignored/missed?

 

I'm going to try without the trait and also try downgrading to 1.23 to verify if it is the trait or the mod version or if it is simply a built in accuracy mechanic. Would be great if someone could confirm that 1.23 is also build 41.

EDIT : Tried 1.24 without Sexperiment. So turns out the not 100% subduing rate is related to the Sexperiment trait, with or with zomborg. However, regardless of traits, prior subdued zeds always get released once you exit and load back into the game, regardless of distance. Would like to hear theories on how this occurs.

Edited by Synthelione
Posted

@SolarEdge Hey there, just a suggestion. Can we have "permanent" toys and some sort of easy access lube?

 

The fruits and vegies can be grown, so no real issues, but the oil is quite hard to come by in my experience...I would love a few basic "plastic" toys (even household items) and a form of lube that is more easily available (Hell, spit will do as a back-up, its free and easy). Those sausages are going to waste as well!

 

Maybe this "fake food" mod could be used as a base... https://steamcommunity.com/sharedfiles/filedetails/?id=2860417716&searchtext=fake

 

Either way, I know you are busy with this mod and generally making it better (along with the ZWBF guy and several others who are contributing to this mad little project). So I will thank you regardless, you guys are doing a cracking job!

Posted (edited)

I have a small issue, So im currently using Superb Survivor 2024 BETA From PZ steam workshop, and the "Ask 4 sex" option is working but, it is not removing/decreasing/satisfying my characters libido meter thing.

the animation runs fine and every thing but my character LITERALY "cant get no satisfaction", except by masturbation.

is anyone else experiencing this?.

also love the idea of this mod, but i would also like to recommend uncensored Male model with "Fingers".

Some sort of Surrender interaction/animation for NPC and the ability to take prisoners
NPC-NPC interaction & Zed-Zed interaction
Maybe some zombification through intercourse percentage, like repeat Defeat will go from "Necros-infection" to "Zombie-Infected"

Edited by Elebobo
Posted

60fps, tried with my own collection and only mods listed here, havent modified length of day. Animations not finishing, sometimes it does regardless male zombies after a defeat spawn back in as another male zombie model. 

Specs:steamdeck

Posted (edited)

tacking onto this 

8 hours ago, Blastik1 said:

@SolarEdge Hey there, just a suggestion. Can we have "permanent" toys and some sort of easy access lube?

 

The fruits and vegies can be grown, so no real issues, but the oil is quite hard to come by in my experience...I would love a few basic "plastic" toys (even household items) and a form of lube that is more easily available (Hell, spit will do as a back-up, its free and easy). Those sausages are going to waste as well!

 

Maybe this "fake food" mod could be used as a base... https://steamcommunity.com/sharedfiles/filedetails/?id=2860417716&searchtext=fake

 

Either way, I know you are busy with this mod and generally making it better (along with the ZWBF guy and several others who are contributing to this mad little project). So I will thank you regardless, you guys are doing a cracking job!

https://steamcommunity.com/sharedfiles/filedetails/?id=3001250972 this mod has dildos that are ok size (like within the realm of actually usable)


https://steamcommunity.com/sharedfiles/filedetails/?id=2837886399 while this mod has a dildo that is as big as a baseball bat and hits like a metal pipe
as for male side i dont think i know of any mods or models for pz that can be used to stick ur dick into but they also have defeating so

Edited by spaccamount
Posted
7 hours ago, dullisnull said:

60fps, tried with my own collection and only mods listed here, havent modified length of day. Animations not finishing, sometimes it does regardless male zombies after a defeat spawn back in as another male zombie model. 

Specs:steamdeck

Hey, I can help with the first issue, though not the second one. 

As mentioned previously by another user, whether by design or bug, in this patch 1.24, you have to hold your directional keys aka WASD (from experience at least 2-3 keys simultaneously) even as the animation starts up to "lock in" the animation. Even so, possibly due to the "temptation" stat and its female counterpart, there's a good chance defeat is not successful and you'll need to run through a few animation start/cancel cycles before one "locks in" successfully (indicated by the progress bar filling up more than 10/20%), and you can let go of the WASD keys without cancelling the animation.

Posted
13 hours ago, spaccamount said:

tacking onto this 

https://steamcommunity.com/sharedfiles/filedetails/?id=3001250972 this mod has dildos that are ok size (like within the realm of actually usable)


https://steamcommunity.com/sharedfiles/filedetails/?id=2837886399 while this mod has a dildo that is as big as a baseball bat and hits like a metal pipe
as for male side i dont think i know of any mods or models for pz that can be used to stick ur dick into but they also have defeating so

Thanks for the suggestion, but I cannot download this mod.

 

It tells me I'm not logged into steam when I click the link, but I am logged in, does it have an actual description/name on steam?

 

Cheers!

Posted

go into steam and open the workshop then right click or middle click any item it will open it in a new window u can copy and paste links into the search bar
image.png.90956b73e4f99cb3de5898e1dfc4e83e.png
if u click the link it will open a new tab in ur browser where you're not signed into steam rather than on steam itself this works with any steam links

 

Posted (edited)

anyone using the Bandits mod? I am getting a ton of errors with Zombowin and Bandits active, are they not compatible? I have NPC defeats deactivated in the options.

 

 

Edited by pollock
Posted
On 8/29/2024 at 9:22 PM, HatedReaper said:

I'm noticing alot of NPC content again through the updates, which NPC mod do you guys use? I cant get them to work without getting tons of errors

This, I'd like to populate the world and get it involved with the mod but it seems every NPC mod and its numerous continuation forks are fucked.

Posted
1 hour ago, Shimsham said:

Also I've got a bit of a situation where a defeat interaction is causing it to shuffle through positions pushing my physical position around.

https://files.catbox.moe/311etf.webm

You need to hold W,A,S or D for a few seconds and it will stop. It's a bug in the newest version. I tried downgrading to 1.23 but now all my females are invisible lol. Still trying to work that out too.

Posted
8 hours ago, Shimsham said:

Also I've got a bit of a situation where a defeat interaction is causing it to shuffle through positions pushing my physical position around.

https://files.catbox.moe/311etf.webm

 

22 hours ago, Synthelione said:

Hey, I can help with the first issue, though not the second one. 

As mentioned previously by another user, whether by design or bug, in this patch 1.24, you have to hold your directional keys aka WASD (from experience at least 2-3 keys simultaneously) even as the animation starts up to "lock in" the animation. Even so, possibly due to the "temptation" stat and its female counterpart, there's a good chance defeat is not successful and you'll need to run through a few animation start/cancel cycles before one "locks in" successfully (indicated by the progress bar filling up more than 10/20%), and you can let go of the WASD keys without cancelling the animation.

Once again, TLDR : it's a bug. Either hold 2-3 WASD keys to try to lock in to an animation (may take several cycles of anim switching) or just down-patch to 1.23. Tested that the bug was only introduced in 1.24.

Posted
1 hour ago, Iceriny said:

I was wondering, will this mod work in multiplayer, and is there "PVP"? Oh, you know, "that kind of PVP".

I have an patch that worked before (not tested with latest) that I'm working to make a separate addon 

Posted
19 hours ago, spaccamount said:

go into steam and open the workshop then right click or middle click any item it will open it in a new window u can copy and paste links into the search bar
image.png.90956b73e4f99cb3de5898e1dfc4e83e.png
if u click the link it will open a new tab in ur browser where you're not signed into steam rather than on steam itself this works with any steam links

 

 

I had to type the address in manually, it wouldn't copy/paste, but thanks for your clear instructions - I really appreciate the help, the mod was downloaded with no issues and I've learned something.

 

Cheers!

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