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[Project Zomboid] ZomboWin - A ZomboLewd Framework mod


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Posted
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

Posted

@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!

Posted
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?

Posted

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.

Posted
19 hours ago, 3ds233 said:

Hello, this zombie I locked him with a rope, why did he break free after a while?

QQ20241117-104533.png

QQ20241117-110101.png

 
The perk to pacify them also has that error but later they attack you again
 
 
 
 
Posted
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
Posted (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 by Anonymous
Posted (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 by Anonymous
Posted
5 minutes ago, Anonymous said:

 

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

Posted
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...

 

THANK YOU ! :)

 

Posted (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 by TNT90
Posted
On 11/19/2024 at 4:05 PM, Anonymous said:

 

 

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

Posted
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

Posted (edited)
On 11/20/2024 at 3:06 AM, HS39 said:

 

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.

 

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 by BlaBla012345
Posted (edited)
9 hours ago, BlaBla012345 said:

 

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.

 

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 by Algene
Posted

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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