3ds233 Posted November 17, 2024 Posted November 17, 2024 Hello, this zombie I locked him with a rope, why did he break free after a while? 2
3ds233 Posted November 17, 2024 Posted November 17, 2024 On 11/15/2024 at 5:14 PM, Transcendent Lala said: This mod is fine. My self and plenty of people use it daily and are loving it. The mod is made nicely. Sure there is some areas that could be used with a little fine tuning but this is a nice mod. Most of what you say. I have never experienced as an issue Resolved, there was an issue when downloading the old version and overwriting the new version directly on top of the old version
SirDuke Posted November 17, 2024 Posted November 17, 2024 So it seems, that by default, this wonderful mod is not working on NPCs from the "Bandits mod", right? https://steamcommunity.com/sharedfiles/filedetails/?id=3268487204 Or did I miss something? Can I make them act together somehow by myself?
SolarEdge Posted November 17, 2024 Author Posted November 17, 2024 @Unknownreaper2480 yes that is normal. you have to use an app like winrar to open those and put the folders inside the .rar into your project zomboid mod folders.  @SirDuke Ive tried to make them damage clothing too but it stopped working after an update of mines. Ill get back to making it work again after I implement some other features to the mod first. it should work with bandits mod. youd have to be more specific with what you mean "work". However, Bandits cannot defeat the player yet, I am currently working on that.  @3ds233 glad you figured it out! but sometimes zombies do stand up for a second then go back to sitting.  Update to everyone, Bandits defeat is coming soon :) as well as opting for only bandit defeats. A lot of grinding and play testing. Phew! Its coming though! I'm excited! 1
Anonymous Posted November 17, 2024 Posted November 17, 2024 1 minute ago, SolarEdge said: Ive tried to make them damage clothing too but it stopped working after an update of mines. Ill get back to making it work again after I implement some other features to the mod first. it should work with bandits mod. youd have to be more specific with what you mean "work". However, Bandits cannot defeat the player yet, I am currently working on that. Speaking of things like that, are you planning on making zombies actually do a grab animation instead of jumping straight to sex when they are in range?
Yep19 Posted November 17, 2024 Posted November 17, 2024 Hey, every single file on here it says is "Unavailable"? I was able to download it before, but I deleted it because I couldn't get it working. @Blastik1Do you have any Idea? I see you are active and have been posting in the comments here a lot.
redgiratina Posted November 17, 2024 Posted November 17, 2024 19 hours ago, 3ds233 said: Hello, this zombie I locked him with a rope, why did he break free after a while?  The perk to pacify them also has that error but later they attack you again    Â
phantan Posted November 18, 2024 Posted November 18, 2024 please also make a Defeat version add-on for the Bandits Npc mod.
redgiratina Posted November 19, 2024 Posted November 19, 2024 9 hours ago, phantan said: please also make a Defeat version add-on for the Bandits Npc mod. That mod is too bugged, even the creator himself says so, xd you can't even put a mod that modifies the zombies because it goes crazy
Anonymous Posted November 19, 2024 Posted November 19, 2024 (edited) On 11/17/2024 at 4:11 AM, 3ds233 said: Hello, this zombie I locked him with a rope, why did he break free after a while?  On 11/17/2024 at 11:47 PM, redgiratina said: The perk to pacify them also has that error but later they attack you again  Likely reason: When zombies get unloaded (i.e. you either reload the game or go away far enough) they get cleared of effects like pacify or binding, thus when you come back they are also back to being "normal" zombies. I don't think it's something that can be fixed from the level of a mod without heavily rewriting some parts of the game's code. Edited November 19, 2024 by Anonymous 1
balls187 Posted November 19, 2024 Posted November 19, 2024 Still new to any sort of modding, how do i install this
Anonymous Posted November 19, 2024 Posted November 19, 2024 (edited) 8 minutes ago, balls187 said: Still new to any sort of modding, how do i install this  Drop the three folders from the archive in the first post (and any other mods you'd want to install) to C:/Users/[your name]/Zomboid/mods, then enable in-game from main menu "Mods". Edited November 19, 2024 by Anonymous
balls187 Posted November 19, 2024 Posted November 19, 2024 5 minutes ago, Anonymous said: Â Drop the three folders from the archive in the first post to C:/Users/[your name]/Zomboid/mods, then enable in-game from main menu "Mods". ah, thank you
Transcendent Lala Posted November 19, 2024 Posted November 19, 2024 1 hour ago, balls187 said: Still new to any sort of modding, how do i install this You ask a question that was already answered in the forum lol
hlg80404 Posted November 19, 2024 Posted November 19, 2024 On 11/11/2024 at 7:11 AM, hlg80404 said: hello, does anyone have a list of the different animations with screen pls? I want to delete some of them and how can I get nakeed survivors NPC ? They have their underwear... Â THANK YOU ! Â
HS39 Posted November 20, 2024 Posted November 20, 2024 https://steamcommunity.com/sharedfiles/filedetails/?id=3365481228 That... 1
TNT90 Posted November 20, 2024 Posted November 20, 2024 (edited) I was looking into the professions. Specifically comparing to BEF Professions. I think this is the difference I could find comparing it and this mod: Events.OnCreateLivingCharacter.Add(BEFProfessions.DoProfessions);  Going to test by adding to the hooks: --- Hook up event listeners Events.OnGameBoot.Add(_initTraits); Events.OnGameBoot.Add(initTraits2); Events.OnGameBoot.Add(prostituteOccupation); Events.OnGameBoot.Add(sexSlaveOccupation); Events.OnGameBoot.Add(sexperimentOccupation); Events.OnCreateLivingCharacter.Add(_initTraits); Events.OnCreateLivingCharacter.Add(initTraits2); Events.OnCreateLivingCharacter.Add(prostituteOccupation); Events.OnCreateLivingCharacter.Add(sexSlaveOccupation); Events.OnCreateLivingCharacter.Add(sexperimentOccupation); Events.OnCreatePlayer.Add(pTraitsInit) Events.OnNewGame.Add(pStartGear)  Edit: Upon testing it seems that did the trick. BEFProfessions.txt Edited November 20, 2024 by TNT90 1
Zeta29 Posted November 20, 2024 Posted November 20, 2024 11 hours ago, HS39 said: https://steamcommunity.com/sharedfiles/filedetails/?id=3365481228 That... Bruv
Algene Posted November 20, 2024 Posted November 20, 2024 15 hours ago, HS39 said: https://steamcommunity.com/sharedfiles/filedetails/?id=3365481228 That... I saw some custom anims for modded monsters around, no idea if I just dreamed them up or if I actually saw those, but I think custom anims are feasible, to what point? genuinely no idea, you'll be better off asking in the discord
AlexTheMan21 Posted November 21, 2024 Posted November 21, 2024 On 11/19/2024 at 4:05 PM, Anonymous said: Â Â Likely reason: When zombies get unloaded (i.e. you either reload the game or go away far enough) they get cleared of effects like pacify or binding, thus when you come back they are also back to being "normal" zombies. I don't think it's something that can be fixed from the level of a mod without heavily rewriting some parts of the game's code. I could guess that is the reason indeed could maybe be fixed by events and getting zombies in loaded zone and set a value to the zombie like pacify but that's just a random guess from working on this mod a bit and some peeks at other code
AlexTheMan21 Posted November 21, 2024 Posted November 21, 2024 On 11/15/2024 at 3:08 AM, Howaboutno699 said: Where is the official discord or are you using the discord set up by the original lewd framework mod? Also you haven't posted in a year and I'm verifying that your still working on this Last I heard no official discord for reasons. I just hang in lewd discord
BlaBla012345 Posted November 21, 2024 Posted November 21, 2024 (edited) On 11/20/2024 at 3:06 AM, HS39 said: https://steamcommunity.com/sharedfiles/filedetails/?id=3365481228 That... Â 14 hours ago, Algene said: I saw some custom anims for modded monsters around, no idea if I just dreamed them up or if I actually saw those, but I think custom anims are feasible, to what point? genuinely no idea, you'll be better off asking in the discord The thing with an enemy that replaces zombies, and that does not strictly have the shape of a human, is that you will never be able (in the current B41 version) to create convincing animations for him based on his appearance. If it is a RE licker or a dog, as in this mod, the enemy will always work with the human skeleton of the zombie model. We absolutely CANNOT (for the moment) change the skeleton of the zombies (I tried for two weeks all the possible and imaginable combinations). In the zombie dog mod, the creator of the mod finally added a custom animation of the jump over the barriers, but we still see the problem of the human skeleton when he spawns a dog at 12 seconds https://youtu.be/quQb-u6JjgQ?t=12 the dog is lying down and we recognize the human form. Â Let's wait a little longer for B42 to come out with real animals to see if we can finally create a custom skeleton that will allow us to add variation in inter-species encounters with our character... Edited November 21, 2024 by BlaBla012345 4
Algene Posted November 21, 2024 Posted November 21, 2024 (edited) 9 hours ago, BlaBla012345 said: Â The thing with an enemy that replaces zombies, and that does not strictly have the shape of a human, is that you will never be able (in the current B41 version) to create convincing animations for him based on his appearance. If it is a RE licker or a dog, as in this mod, the enemy will always work with the human skeleton of the zombie model. We absolutely CANNOT (for the moment) change the skeleton of the zombies (I tried for two weeks all the possible and imaginable combinations). In the zombie dog mod, the creator of the mod finally added a custom animation of the jump over the barriers, but we still see the problem of the human skeleton when he spawns a dog at 12 seconds https://youtu.be/quQb-u6JjgQ?t=12 the dog is lying down and we recognize the human form. Â Let's wait a little longer for B42 to come out with real animals to see if we can finally create a custom skeleton that will allow us to add variation in inter-species encounters with our character... B43 is probs the one we'll need, that's the "NPC update" if the absolutely unfounded rumors are to be believed, or maybe a dev confirmed them? being completely honest this is one of those games where I don't engage the community at all, bar mods of course, and just play, of course if the animals can be made fuckable it will be legendary, I only saw 3d pigs and a sheep being herded and sheared, but maybe you can make dark magic and make it work Edited November 21, 2024 by Algene
Callypie Posted November 22, 2024 Posted November 22, 2024 Hello, I don't know if this was answered before or fixed, but the Zombowin defeat mod is a bit broken in mp. When you can be grabbed by the zombies either one of the two happens, 1, you wander around trying to go in the animation and can still die by a horde of zombies while it does that, or two, the animation for the player plays but the zombie is invisible, another thing is when you use a rope on a zombie, you have to step on him to interact with him, and if you interact with him there's a chance it works but the zombie is not visible or the player and the zombie just stands still for a few seconds and then cancels the animation I don't know if this is just my game that is bugged or it's really an issue with the mod.
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