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[Project Zomboid] ZomboWin - A ZomboLewd Framework mod


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Posted (edited)
3 hours ago, TheDragonBone said:

I have no idea how people are saying that the mod's features work. I can attest to trying to subdue a zombie on one of the previous versions of Zombowin+Defeat and they'd stay subdued. After updating to this recent version they do not stay subdued. As soon as I'm not stepping on them they get up and attack, they don't sit down, they don't fall down, they act as if I did absolutely nothing. I also don't get any option to sex the zombie either unlike the previous version. I only have those two mods and mod manager installed so there's no way there's any conflicts. I even uninstalled deleted the remnants and reinstalled with the same results. Is this how this newer version is? Because with as buggy as superb survivors and the older versions of Zombowin+defeat are, I was able to do all that no problem.

You are most likely have the same error as the post above you, about the line 58 in ZomboWinDefeatZombieUpdate.

This error is about Bandits mod not installed. When the error happens in that file, the processing of the file stops and some parts of the mod's code is not applied.

 

The reason: there's a missing check for installed Bandits mod in this mod.

What to do: (i'm not very familiar with LUA, so i don't know how to apply a proper check for existing Bandit.zwSoundTabBandit variable there)

Pick one option:

1. Install Bandits

2. OR comment out or delete this code block from ZomboWinDefeatZombieUpdate line: 49+

Bandit.zwSoundTab = {
    strPerverse =                           {prefix = "ZW1Perverse_", chance = 30, randMax = 6},
    lesPerverse =                           {prefix = "ZW2Perverse_", chance = 30, randMax = 6},
    gayPerverse =                           {prefix = "ZW3Perverse_", chance = 30, randMax = 6},
    strStrip =                               {prefix = "ZW1Strip_", chance = 40, randMax = 6},
    lesStrip =                               {prefix = "ZW2Strip_", chance = 40, randMax = 6},
    gayStrip =                               {prefix = "ZW3Strip_", chance = 40, randMax = 6},
    reBandit =                              {prefix = "ZWreBandit_", chance = 40, randMax = 6},
    banRapist =                           {prefix = "ZWbanRapist_", chance = 40, randMax = 6},
}

Edited by c4437235
Posted (edited)
20 hours ago, c4437235 said:

 

I appreciate the response, I'll give those tips a try and come back with the results.

 

Edit: That works, if anyone else is having the issue of zeds not getting subdued, just try to get the Bandits mod off steam. Fixed the issue for me, thanks again @c4437235

Edited by TheDragonBone
Posted (edited)

My game keeps crashing when using Superb Survivors, apparently when an NPC is defeated by zeds. It did work at least one time I think, as I did see for a second an animation of defeat before the NPC got out of it (Some hours ago, before the first crash I got out of three in two hours I think), but it was too fast to know why the animation ended exactly (There was a lot of zeds around her so maybe she got attacked?).

 

Here is an extract of the log file at the exception throw, if anyone have an idea on a fix I would be grateful (I don't know enough how PZ works to be able to try to debug it myself).

Spoiler


[14-12-24 22:28:30.642] LOG  : General     , 1734211710642> [SuperbSurvivors]     weaponhitcharacter.
[14-12-24 22:28:32.247] LOG  : General     , 1734211712247> [SuperbSurvivors]     weaponhitcharacter.
[14-12-24 22:28:32.283] LOG  : General     , 1734211712283> Warning, root node parent is always null..
[14-12-24 22:28:32.286] LOG  : General     , 1734211712286> [ZomboWinDefeatStrip]     OnCreateLivingChar:zombie.characters.IsoPlayer@5245a1e5.
[14-12-24 22:28:32.351] LOG  : General     , 1734211712351> Warning, root node parent is always null..
[14-12-24 22:28:32.352] LOG  : General     , 1734211712352> [ZomboWinDefeatStrip]     OnCreateLivingChar:zombie.characters.IsoPlayer@66b0acee.
[14-12-24 22:28:32.369] LOG  : General     , 1734211712368> FirstNAME:Bob.
[14-12-24 22:28:32.371] LOG  : General     , 1734211712371> bugged action, cleared queue     ISZomboWinAnimationAction.
[14-12-24 22:28:33.204] WARN : Lua         , 1734211713204> LuaManager$GlobalObject.require> require("ZomboWin/AnimationEvents/ActiveAnimFinishing") failed.
[14-12-24 22:28:33.204] LOG  : General     , 1734211713204> [ZomboWin]     ZomboWin - Ignoring ActiveAnimFinishing events from now on.
[14-12-24 22:28:33.204] WARN : Lua         , 1734211713204> LuaManager$GlobalObject.require> require("ZomboWin/AnimationEvents/NonLoopedAnimFadeOut") failed.
[14-12-24 22:28:33.205] LOG  : General     , 1734211713205> [ZomboWin]     ZomboWin - Ignoring NonLoopedAnimFadeOut events from now on.
[14-12-24 22:28:33.757] WARN : Lua         , 1734211713757> LuaManager$GlobalObject.require> require("ZomboWin/AnimationEvents/ActiveAnimLooped") failed.
[14-12-24 22:28:33.758] LOG  : General     , 1734211713758> [ZomboWin]     ZomboWin - Ignoring ActiveAnimLooped events from now on.
[14-12-24 22:28:34.251] LOG  : General     , 1734211714251> [SuperbSurvivors]     weaponhitcharacter.
[14-12-24 22:28:36.035] LOG  : General     , 1734211716035> [SuperbSurvivors]     weaponhitcharacter.
[14-12-24 22:28:36.301] LOG  : General     , 1734211716301> Warning, root node parent is always null..
[14-12-24 22:28:36.302] LOG  : General     , 1734211716302> [ZomboWinDefeatStrip]     OnCreateLivingChar:zombie.characters.IsoPlayer@75693ef7.
[14-12-24 22:28:36.318] LOG  : General     , 1734211716318> FirstNAME:Bob.
[14-12-24 22:28:36.631] WARN : Lua         , 1734211716631> LuaManager$GlobalObject.require> require("ZomboWin/AnimationEvents/SetVariable") failed.
[14-12-24 22:28:36.631] LOG  : General     , 1734211716631> [ZomboWin]     ZomboWin - Ignoring SetVariable events from now on.
[14-12-24 22:28:36.903] WARN : Lua         , 1734211716903> LuaManager$GlobalObject.require> require("ZomboWin/AnimationEvents/PlaySound") failed.
[14-12-24 22:28:36.904] LOG  : General     , 1734211716904> [ZomboWin]     ZomboWin - Ignoring PlaySound events from now on.
[14-12-24 22:28:36.986] LOG  : General     , 1734211716986> [SuperbSurvivors]     weaponhitcharacter.
[14-12-24 22:28:37.208] WARN : Lua         , 1734211717208> LuaManager$GlobalObject.require> require("ZomboWin/AnimationEvents/FallOnFront") failed.
[14-12-24 22:28:37.208] LOG  : General     , 1734211717208> [ZomboWin]     ZomboWin - Ignoring FallOnFront events from now on.
[14-12-24 22:28:37.384] LOG  : General     , 1734211717384> Warning, root node parent is always null..
[14-12-24 22:28:37.385] LOG  : General     , 1734211717385> [ZomboWinDefeatStrip]     OnCreateLivingChar:zombie.characters.IsoPlayer@3e19ac6.
[14-12-24 22:28:37.401] LOG  : General     , 1734211717401> FirstNAME:Bob.
[14-12-24 22:28:38.852] LOG  : General     , 1734211718852> [SuperbSurvivors]     weaponhitcharacter.
[14-12-24 22:28:39.687] LOG  : General     , 1734211719687> Warning, root node parent is always null..
[14-12-24 22:28:39.688] LOG  : General     , 1734211719688> [ZomboWinDefeatStrip]     OnCreateLivingChar:zombie.characters.IsoPlayer@42a2ff2f.
[14-12-24 22:28:39.708] LOG  : General     , 1734211719708> FirstNAME:Bob.
[14-12-24 22:28:39.728] WARN : Lua         , 1734211719728> LuaManager$GlobalObject.require> require("ZomboWin/AnimationEvents/PushAwayZombie") failed.
[14-12-24 22:28:39.728] LOG  : General     , 1734211719728> [ZomboWin]     ZomboWin - Ignoring PushAwayZombie events from now on.
[14-12-24 22:28:40.439] LOG  : General     , 1734211720439> Warning, root node parent is always null..
[14-12-24 22:28:40.440] LOG  : General     , 1734211720440> [ZomboWinDefeatStrip]     OnCreateLivingChar:zombie.characters.IsoPlayer@443a58ac.
[14-12-24 22:28:40.459] LOG  : General     , 1734211720459> FirstNAME:Bob.
[14-12-24 22:28:40.461] WARN : Lua         , 1734211720461> LuaManager$GlobalObject.require> require("ZomboWin/AnimationEvents/ActiveAnimFinished") failed.
[14-12-24 22:28:40.461] LOG  : General     , 1734211720461> [ZomboWin]     ZomboWin - Ignoring ActiveAnimFinished events from now on.
[14-12-24 22:28:40.688] WARN : Lua         , 1734211720688> LuaManager$GlobalObject.require> require("ZomboWin/AnimationEvents/Footstep") failed.
[14-12-24 22:28:40.688] LOG  : General     , 1734211720688> [ZomboWin]     ZomboWin - Ignoring Footstep events from now on.
[14-12-24 22:28:41.885] ERROR: General     , 1734211721885> ExceptionLogger.logException> Exception thrown java.lang.NullPointerException: Cannot invoke "zombie.iso.IsoGridSquare.isInARoom()" because the return value of "zombie.characters.IsoGameCharacter.getCurrentSquare()" is null at BodyDamage.UpdateBoredom line:1829..
[14-12-24 22:28:41.886] ERROR: General     , 1734211721886> DebugLogStream.printException> Stack trace:.
[14-12-24 22:28:47.095] LOG  : General     , 1734211727095> reanimate: saved 0 zombies.
[14-12-24 22:28:47.184] LOG  : General     , 1734211727184> Saving GlobalModData.
[14-12-24 22:28:47.187] LOG  : General     , 1734211727187> STATE: exit zombie.gameStates.IngameState.
[14-12-24 22:28:47.187] LOG  : General     , 1734211727187> EXITDEBUG: IngameState.exit 1.

 

Edited by Slurmp
Posted
9 hours ago, Slurmp said:

My game keeps crashing when using Superb Survivors, apparently when an NPC is defeated by zeds. It did work at least one time I think, as I did see for a second an animation of defeat before the NPC got out of it (Some hours ago, before the first crash I got out of three in two hours I think), but it was too fast to know why the animation ended exactly (There was a lot of zeds around her so maybe she got attacked?).

 

Here is an extract of the log file at the exception throw, if anyone have an idea on a fix I would be grateful (I don't know enough how PZ works to be able to try to debug it myself).

  Reveal hidden contents

 

 

[14-12-24 22:28:30.642] LOG  : General     , 1734211710642> [SuperbSurvivors]     weaponhitcharacter.
[14-12-24 22:28:32.247] LOG  : General     , 1734211712247> [SuperbSurvivors]     weaponhitcharacter.
[14-12-24 22:28:32.283] LOG  : General     , 1734211712283> Warning, root node parent is always null..
[14-12-24 22:28:32.286] LOG  : General     , 1734211712286> [ZomboWinDefeatStrip]     OnCreateLivingChar:zombie.characters.IsoPlayer@5245a1e5.
[14-12-24 22:28:32.351] LOG  : General     , 1734211712351> Warning, root node parent is always null..
[14-12-24 22:28:32.352] LOG  : General     , 1734211712352> [ZomboWinDefeatStrip]     OnCreateLivingChar:zombie.characters.IsoPlayer@66b0acee.
[14-12-24 22:28:32.369] LOG  : General     , 1734211712368> FirstNAME:Bob.
[14-12-24 22:28:32.371] LOG  : General     , 1734211712371> bugged action, cleared queue     ISZomboWinAnimationAction.
[14-12-24 22:28:33.204] WARN : Lua         , 1734211713204> LuaManager$GlobalObject.require> require("ZomboWin/AnimationEvents/ActiveAnimFinishing") failed.
[14-12-24 22:28:33.204] LOG  : General     , 1734211713204> [ZomboWin]     ZomboWin - Ignoring ActiveAnimFinishing events from now on.
[14-12-24 22:28:33.204] WARN : Lua         , 1734211713204> LuaManager$GlobalObject.require> require("ZomboWin/AnimationEvents/NonLoopedAnimFadeOut") failed.
[14-12-24 22:28:33.205] LOG  : General     , 1734211713205> [ZomboWin]     ZomboWin - Ignoring NonLoopedAnimFadeOut events from now on.
[14-12-24 22:28:33.757] WARN : Lua         , 1734211713757> LuaManager$GlobalObject.require> require("ZomboWin/AnimationEvents/ActiveAnimLooped") failed.
[14-12-24 22:28:33.758] LOG  : General     , 1734211713758> [ZomboWin]     ZomboWin - Ignoring ActiveAnimLooped events from now on.
[14-12-24 22:28:34.251] LOG  : General     , 1734211714251> [SuperbSurvivors]     weaponhitcharacter.
[14-12-24 22:28:36.035] LOG  : General     , 1734211716035> [SuperbSurvivors]     weaponhitcharacter.
[14-12-24 22:28:36.301] LOG  : General     , 1734211716301> Warning, root node parent is always null..
[14-12-24 22:28:36.302] LOG  : General     , 1734211716302> [ZomboWinDefeatStrip]     OnCreateLivingChar:zombie.characters.IsoPlayer@75693ef7.
[14-12-24 22:28:36.318] LOG  : General     , 1734211716318> FirstNAME:Bob.
[14-12-24 22:28:36.631] WARN : Lua         , 1734211716631> LuaManager$GlobalObject.require> require("ZomboWin/AnimationEvents/SetVariable") failed.
[14-12-24 22:28:36.631] LOG  : General     , 1734211716631> [ZomboWin]     ZomboWin - Ignoring SetVariable events from now on.
[14-12-24 22:28:36.903] WARN : Lua         , 1734211716903> LuaManager$GlobalObject.require> require("ZomboWin/AnimationEvents/PlaySound") failed.
[14-12-24 22:28:36.904] LOG  : General     , 1734211716904> [ZomboWin]     ZomboWin - Ignoring PlaySound events from now on.
[14-12-24 22:28:36.986] LOG  : General     , 1734211716986> [SuperbSurvivors]     weaponhitcharacter.
[14-12-24 22:28:37.208] WARN : Lua         , 1734211717208> LuaManager$GlobalObject.require> require("ZomboWin/AnimationEvents/FallOnFront") failed.
[14-12-24 22:28:37.208] LOG  : General     , 1734211717208> [ZomboWin]     ZomboWin - Ignoring FallOnFront events from now on.
[14-12-24 22:28:37.384] LOG  : General     , 1734211717384> Warning, root node parent is always null..
[14-12-24 22:28:37.385] LOG  : General     , 1734211717385> [ZomboWinDefeatStrip]     OnCreateLivingChar:zombie.characters.IsoPlayer@3e19ac6.
[14-12-24 22:28:37.401] LOG  : General     , 1734211717401> FirstNAME:Bob.
[14-12-24 22:28:38.852] LOG  : General     , 1734211718852> [SuperbSurvivors]     weaponhitcharacter.
[14-12-24 22:28:39.687] LOG  : General     , 1734211719687> Warning, root node parent is always null..
[14-12-24 22:28:39.688] LOG  : General     , 1734211719688> [ZomboWinDefeatStrip]     OnCreateLivingChar:zombie.characters.IsoPlayer@42a2ff2f.
[14-12-24 22:28:39.708] LOG  : General     , 1734211719708> FirstNAME:Bob.
[14-12-24 22:28:39.728] WARN : Lua         , 1734211719728> LuaManager$GlobalObject.require> require("ZomboWin/AnimationEvents/PushAwayZombie") failed.
[14-12-24 22:28:39.728] LOG  : General     , 1734211719728> [ZomboWin]     ZomboWin - Ignoring PushAwayZombie events from now on.
[14-12-24 22:28:40.439] LOG  : General     , 1734211720439> Warning, root node parent is always null..
[14-12-24 22:28:40.440] LOG  : General     , 1734211720440> [ZomboWinDefeatStrip]     OnCreateLivingChar:zombie.characters.IsoPlayer@443a58ac.
[14-12-24 22:28:40.459] LOG  : General     , 1734211720459> FirstNAME:Bob.
[14-12-24 22:28:40.461] WARN : Lua         , 1734211720461> LuaManager$GlobalObject.require> require("ZomboWin/AnimationEvents/ActiveAnimFinished") failed.
[14-12-24 22:28:40.461] LOG  : General     , 1734211720461> [ZomboWin]     ZomboWin - Ignoring ActiveAnimFinished events from now on.
[14-12-24 22:28:40.688] WARN : Lua         , 1734211720688> LuaManager$GlobalObject.require> require("ZomboWin/AnimationEvents/Footstep") failed.
[14-12-24 22:28:40.688] LOG  : General     , 1734211720688> [ZomboWin]     ZomboWin - Ignoring Footstep events from now on.
[14-12-24 22:28:41.885] ERROR: General     , 1734211721885> ExceptionLogger.logException> Exception thrown java.lang.NullPointerException: Cannot invoke "zombie.iso.IsoGridSquare.isInARoom()" because the return value of "zombie.characters.IsoGameCharacter.getCurrentSquare()" is null at BodyDamage.UpdateBoredom line:1829..
[14-12-24 22:28:41.886] ERROR: General     , 1734211721886> DebugLogStream.printException> Stack trace:.
[14-12-24 22:28:47.095] LOG  : General     , 1734211727095> reanimate: saved 0 zombies.
[14-12-24 22:28:47.184] LOG  : General     , 1734211727184> Saving GlobalModData.
[14-12-24 22:28:47.187] LOG  : General     , 1734211727187> STATE: exit zombie.gameStates.IngameState.
[14-12-24 22:28:47.187] LOG  : General     , 1734211727187> EXITDEBUG: IngameState.exit 1.

 

{5LINE}Cows with Guns a écrit :
Here are 2 examples I've found after working with
- Off-screen NPCs can and will cause the game to crash (because the square the NPC is on is unloaded).
- https://github.com/shadowhunter100/PZNS/issues/34#issuecomment-1676499971

I'm just adding a link for those who want to know more about the problem of crashes due to an NPC being removed from the game because they are too distant from the player.

KNOWN ISSUES THAT WON'T BE FIXED #44 [github.com]

In short, unless you are an expert in programming and redo part of the PZ code from scratch, stop using mods like superb survivor or PZNS, or expect crashes.

 

More details :

 

There are no background simulations for NPCs currently as of B41.

 Aiteron suggested there is a need to write background simulations for NPCs... Which means decompiling PZ's Java base code and ... yeah, writing the simulation code myself.
 Let's not go there, I am not being paid for doing that and this is a mod, not a full replacer for whatever TIS is planning and implementing.

Posted
5 hours ago, BlaBla012345 said:
{5LINE}Cows with Guns a écrit :
Here are 2 examples I've found after working with
- Off-screen NPCs can and will cause the game to crash (because the square the NPC is on is unloaded).
- https://github.com/shadowhunter100/PZNS/issues/34#issuecomment-1676499971

I'm just adding a link for those who want to know more about the problem of crashes due to an NPC being removed from the game because they are too distant from the player.

KNOWN ISSUES THAT WON'T BE FIXED #44 [github.com]

In short, unless you are an expert in programming and redo part of the PZ code from scratch, stop using mods like superb survivor or PZNS, or expect crashes.

 

More details :

 

There are no background simulations for NPCs currently as of B41.

 Aiteron suggested there is a need to write background simulations for NPCs... Which means decompiling PZ's Java base code and ... yeah, writing the simulation code myself.
 Let's not go there, I am not being paid for doing that and this is a mod, not a full replacer for whatever TIS is planning and implementing.

 

Thank you for your answer! So from what I read it's most probably from a bite on an unloading NPC, may not be related with ZomboWin (Unless ZW uses the same calls than a bite to do the defeat, which could rise the odds of the crash happening). I will try to disable ZW NPC handling just in case, as I never had SS crash before, even in hard combat with multiple NPCs running around and getting hit (But it could be pure luck). I'm ok with crashes as the backup does a wonderful job of restoration, but the time reset which comes along is a bummer (But maybe I can work around that with World Time Manager, though I guess I will still have the moodles debuff...).

 

Anyway, thanks again for your work! Just a few more years for B43 and proper NPC sim hopefully.

Posted

Thanks for the bug reports!

 

I've fixed the error line #58 in this next update. 

 

As for zombies not standing to watch during a defeat, it usually happens when another mod tells zombies other commands to do as well. Same goes for subdued bandits and zombies. 

 

I've had cases where a subdued bandit gets up to go fight a zombie then becomes subdued again. 😂

 

I've ended NPC support with zombowin, the two mods don't get along well and I have a hard time understanding SS programming. It's kind of all over the place.

Posted
On 12/15/2024 at 5:40 PM, SolarEdge said:

Thanks for the bug reports!

 

I've fixed the error line #58 in this next update. 

 

As for zombies not standing to watch during a defeat, it usually happens when another mod tells zombies other commands to do as well. Same goes for subdued bandits and zombies. 

 

I've had cases where a subdued bandit gets up to go fight a zombie then becomes subdued again. 😂

 

I've ended NPC support with zombowin, the two mods don't get along well and I have a hard time understanding SS programming. It's kind of all over the place.

I was reading what the author of bandits wrote, and he wrote that the mod modifies the game too much, the intelligence of the zombies etc. I think that in itself, zombowin and bandits are a bit incompatible because bandits are too difficult to adjust,
 
As an example, you can't install the runners mod or advanced zombies because it harms bandits,

 

 

Posted

Hey, with build 42 unstable out, are there plans to update this mod to work on B42, or are you going to wait until the stable release? I figure making proper use of GrappleTech for animation syncing is going to require a total rewrite, but if any help is needed/desired on the code end of things I'd love to try—even if it's just testing the mod.

Posted
1 hour ago, zombiegirlsutures said:

Hey, with build 42 unstable out, are there plans to update this mod to work on B42, or are you going to wait until the stable release? I figure making proper use of GrappleTech for animation syncing is going to require a total rewrite, but if any help is needed/desired on the code end of things I'd love to try—even if it's just testing the mod.

Well, the new mod options system is a bust; the new system is clientside options only. Hopefully the Mod Options mod updates soon so that it can handle syncing sandbox options with the new vanilla mod options system.

Aside from that, I've run into two issues already: first, the code doesn't work without Bandits enabled, currently, which was thankfully an easy fix. Second, it seems ZomboWin doesn't work at all if ZomboWin Defeat isn't installed, so that complicates my attempts to update them one at a time.

 

Aside from that:

9QdGBhm.png

The context menu and animation options work okay. I've never used the mod before, so I'm not sure how to test anything else (though I did get traits and professions working, and subduing as well). On the other hand, cross-mod compatibility is completely toast because of some questionable changes to how mod IDs work in build 42, so... that sucks.

Posted
On 12/15/2024 at 7:40 PM, SolarEdge said:

I've ended NPC support with zombowin, the two mods don't get along well and I have a hard time understanding SS programming. It's kind of all over the place.

 

I hope you'll consider re-introducing it later whether that's with another mod or official npcs.

 

Horny zombies aren't my thing, but boy did I put a lot of hours into fighting off degenerate survivors.

Posted

@zombiegirlsutures

Thanks for the offer to help and for the heads up about changes and mod ids. Seems like I have a lot on my hands then!

 

Ill plan to update into b42, once the stable comes out. Working to integrate bandits mod is already a big task. 😮‍💨

 

@sayamamap

Ill definitely support npcs when the official npcs come out. Assuming were all still around by then 😂

Posted
16 hours ago, last ts said:

Have you considered bestiality?,i like that Please

That can be done, it can, but you need to put in animal mods, the funny thing is that if they used the "animal" being from b42 since they are there, the player, the zombies and now the animal as an entity

 

Posted (edited)
On 12/18/2024 at 12:46 PM, sayamamap said:

 

I hope you'll consider re-introducing it later whether that's with another mod or official npcs.

 

Horny zombies aren't my thing, but boy did I put a lot of hours into fighting off degenerate survivors.


Yeah, necrophilia just seems so much more niche, it's too bad to see survivor support go. NPC at least - hmm...

Now, I think some mods (Knox Event Expanded NPC Mod) run their NPCs a lot closer to "real" multiplayer entities, could that be an option? Will this mod support multiplayer going forward? @SolarEdge

 

Edited by SexDwarf2250
Posted

is there any reason why the commit option might be missing, and why subdued zombies get up sometimes within seconds? I've been wracking my brain trying to figure out the issue but all other aspects except the commit option IS missing. 

image.jpeg

Posted

 Strange things are happening to me with "Zombowin+defeat": I downloaded "zombowin", installed it, played it - I liked it. Then I saw in the settings that "Zombowin" is well adapted with the "bandits" mod, I installed the bandits, played it - I didn't like the "bandits" and I turned it off. And now the sexual interaction option has disappeared from the menu. I turn on the "bandits" - everything appears. I tried to delete all the mods, leaving only "zombowin+defeat", I tried to delete "bandits" from the subscriptions, nothing helps: with "bandits" - there is a sex option, without "bandits" - only jerking off.
 And another question about "Sexperiment" - do I understand correctly that in order NOT to become zombified, I don't have to fuck a zombie, but rather have a zombie bite me?

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