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[Project Zomboid] ZomboWin - A ZomboLewd Framework mod


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Posted (edited)

Hello

 

First thank you for all your work.

 

I would just to bring to your attention this NPCs mod, that have a different approach than bandits, it have a lot of features planned and I think it add a lot of more depth to the game.

 

I think that a compatibility for thise add a lot of immersion about both friends and enemy "sex behaviours and stuff", hope you will consider it.

 

NPCs here have personalities, trait, history and take you comportament in to account when relationing with you.

They are a lot more similar to what TIS planning for their future ufficial NPCs, this is also the delicate scope of the author.

 

The mod is:

https://steamcommunity.com/sharedfiles/filedetails/?id=3397396843&searchtext=Knox

Edited by Dhesner II
Posted (edited)

I am not sure whats going wrong but I have the Mod installed including mod options but when female character is stripped the zombies DONT DO anything, they sort of "teleport" infront and stand there for a moment, playlist of current mods, along with an error note, 

 

 

Edit: older version worked.

image.png.d86e6f12837b4647de22de9479f3fe30.png

image.png.6fca57445f546ca1e5b701b936327038.png

Edited by DarkKrusty
Posted
1 hour ago, DarkKrusty said:

I am not sure whats going wrong but I have the Mod installed including mod options but when female character is stripped the zombies DONT DO anything, they sort of "teleport" infront and stand there for a moment, playlist of current mods, along with an error note, 

 

 

Edit: older version worked.

image.png.d86e6f12837b4647de22de9479f3fe30.png

image.png.6fca57445f546ca1e5b701b936327038.png

A few people seem to be having this issue. Though Solar has not yet responded answering to this issue

Posted (edited)
13 hours ago, Dhesner II said:

Hello

 

First thank you for all your work.

 

I would just to bring to your attention this NPCs mod, that have a different approach than bandits, it have a lot of features planned and I think it add a lot of more depth to the game.

 

I think that a compatibility for thise add a lot of immersion about both friends and enemy "sex behaviours and stuff", hope you will consider it.

 

NPCs here have personalities, trait, history and take you comportament in to account when relationing with you.

They are a lot more similar to what TIS planning for their future ufficial NPCs, this is also the delicate scope of the author.

 

The mod is:

https://steamcommunity.com/sharedfiles/filedetails/?id=3397396843&searchtext=Knox

I ended up ditching Bandits. Bandits just has too many game-altering oddities.

 

1) I'm not a fan of the bandit 'buildings' that are super-boarded-up and it doesn't take long before multiple houses are like that. It has the consequence of making player defenses 'cheap' because why bother when you can just clear out a welded-up NPC house and get all that work done for free?

 

2) Literally per the dev, it's an "intended" feature that if you aggro bandits they will all chase you until you're dead. I say "intended" because I'm pretty sure it's a bug he simply made an excuse  for not fixing.

 

3) Bandits has consistently had a problem where NPCs aggro zombies but the zombies then ignore the NPC and home in on you. Even if they have no idea you're there.

 

4) The NPCs do whack shit like jump through boarded-up windows, even when I set the spawn rates impossibly low it seemed constant that I was being harassed, and I think the last straw for me was when I started a new game and went to grab meds from the clinic and I stepped two feet inside, saw it was boarded up (this was literally the first day), and then FIFTEEN guys in hazmat suits with guns ran out and just murdered the hell out of me.

 

Pass on Bandits.

Edited by Monkeybonk
Posted
17 minutes ago, slimshady546 said:

1.27 animations seems broken, none of the animations seems to trigger. 

Oh snap, it's not like the last five pages of posts are people saying exactly that.

Posted
6 hours ago, Monkeybonk said:

I ended up ditching Bandits. Bandits just has too many game-altering oddities.

 

1) I'm not a fan of the bandit 'buildings' that are super-boarded-up and it doesn't take long before multiple houses are like that. It has the consequence of making player defenses 'cheap' because why bother when you can just clear out a welded-up NPC house and get all that work done for free?

 

2) Literally per the dev, it's an "intended" feature that if you aggro bandits they will all chase you until you're dead. I say "intended" because I'm pretty sure it's a bug he simply made an excuse  for not fixing.

 

3) Bandits has consistently had a problem where NPCs aggro zombies but the zombies then ignore the NPC and home in on you. Even if they have no idea you're there.

 

4) The NPCs do whack shit like jump through boarded-up windows, even when I set the spawn rates impossibly low it seemed constant that I was being harassed, and I think the last straw for me was when I started a new game and went to grab meds from the clinic and I stepped two feet inside, saw it was boarded up (this was literally the first day), and then FIFTEEN guys in hazmat suits with guns ran out and just murdered the hell out of me.

 

Pass on Bandits.

 

Yeah I agree, this is the reason I suggest to support KEE (Knox event expanded) instead of bandits....

 

I'm not saying it's perfect but it's a lot better, and more important have more depths and wonderful planned features than bandits.

 

Slayer focus on fighting that is good, but KEE focus on make NPCs more realistic and immersive, for this I suggest to support KEE. I think could play very better with this sex mod.

 

If the author join the discord of KEE I think can have an idea of what I'm talking about.

 

Also a discord for this mod could be cool. RJW have a discord with aot of people, may be could be more easy find contributors too. 🙂

Posted

Probably would be good if there's an addon to enable code to work with bandits and/or KEE, so it can be played with or without rather than requiring the NPC mods to work

Posted
7 hours ago, Monkeybonk said:

Oh snap, it's not like the last five pages of posts are people saying exactly that.

Gotta remind them its broken, its not always they be scrolling up to 5 pages 

Posted (edited)
On 1/1/2025 at 8:37 PM, Monkeybonk said:

Hey if possible I'd like to suggest some changes to how this mod works, mostly by exposing a lot of values to the player to expand how the mod works to tailor it for specific playstyles.

 

What I'm thinking is this:

 

1) "Zombie pull clothing % chance" - Basically zombies attack, and they may or may not execute a clothing pull.

2) "Clothing pull stumble chance (Zombies)" - Chance of the zombie stumbling when pulling clothing.

3) "Clothing pull stumble chance (Player)" - Currently not a feature. I'd suggest if implemented, have this chance based on endurance/fitness/strength/traits.

4) "Player zombie sex vulnerability (health & pain?) threshold" - Basically how it works for bandits, but for players. If you're hale and healthy, zombies will only attack you as normal, no sex.

5) "Zombie takedown before sex boolean/chance float" - Remove the instant zombie sex when naked, when players a fully vulnerable, zombies will execute push or grapple attacks. If the player goes down, the sex starts.

6) "Zombie sex toggle boolean" - Turn on/off the sex itself (retain clothing tear).

7) "Zombie sex chance float" - Chance for zombies to initiate sex or just attack.

8) "Pause bleeding / damage on sex" - So you don't bleed out.

9) "Drop clothing on pull" - Drop clothes on the ground instead of into your inventory.

10) "Drop full inventory on rape" - You drop everything.

11) "Zombie lovin' stench" - After zombie sex, zombies ignore you for [X] time period?

 

Basically, what I'd like is for this mod to be a lot less game-changing. As it is, turning this on basically turns off the game's combat system at least half the time. I'd like the capacity to change it so if the player wanted, it could be changed to just zombies pulling clothing, but no sex, or keep the sex but just have it happen 'occasionally', or even implement a "second chance" mode, where instead of the player being bitten/killed, every [X] days  on  cooldown they have a chance to be "saved" by zombie sex, but they lose all their inventory, etc. giving you a   few  seconds post-coitus to  run the hell away.

 

EDIT: Also the moan sounds are LOUD AS HELL, WHY ARE THEY SO LOUD?????????

 

I've been looking into the code, it actually doesn't seem to be too hard to do what I want... I may try to write it myself, but I'm not much of a coder and I'm totally unfamiliar with how things work in PZ.

 

funcUndressOverDefeat has 'Dominate', 'Fugly', 'Baggy Style', and 'Buttoned Up' already there for what I want.

 

What I'm thinking is to change it so if you're fighting a zombie one-on-one, the ZW function basically is disabled. You fight combat as normal.

 

If there's two or more (or three or whatever, expose the variable in mod options), it enables the chance.

 

Based on player health, endurance, encumbrance (maybe?), skills like Nimble / Lightfooted, and maybe traits like Graceful, when a zombie attacks it has a chance to grab clothing.

 

More zombies, more grab chance. Essentially, we're keeping combat intact until the player is beat down enough. Why? Because 'grabbing clothing' can be a pretty huge debuff since it removes all your defenses too.

 

If a zombie rolls a 'bite' chance, the bite is negated but is a 100% chance to remove clothing.

 

Once they grab clothing they have a chance to stumble (code-in buttoned up trait as default behavior), damage clothing, or remove it altogether.


Once the player is stripped vulnerable, the zombo rape chance comes in regardless of number of zombies. Freeze player health so they don't bleed out. Once sex is over, the player is made invisible to the zombies allowing them to limp away.

 

Essentially what this is doing is changing the ZomboWin to replace dying in combat. 

 

 

How does that sound? 

Edited by Monkeybonk
Posted (edited)

I'm no good at this at all.

 

Honestly the author of this mod could probably implement what I'm asking for in only a couple hours. I just do not have the skillset and understanding of writing code to fully do it. I kind of implemented sort-of something but it doesn't fully work and I'm not sure why.

 

Basically, get away from using 'traits' to customize behaviors, and just let us baseline how things work. In this simple test I basically am implementing both the Fugly and Dominant traits into one with a health check and randomizer.

 

I mean... literally this works for HP > 80. But for HP > 70 (< 80) the stripChance has no effect. No idea why. zombRand should return an integer between 0 and 4, and so between 70-80 HP there should be only a 20% chance to lose clothes. 

 

local function funcUndressOverDefeat(zombie, target)
	local undressOverDefeat = false;
	local player = target;
	--print("5");

	HaloTextHelper.addTextWithArrow(player, getText("StripLoop"), true, HaloTextHelper.getColorGreen());
	local currentHp = target:getBodyDamage():getHealth();
	local currentEndurance = target:getStats():getEndurance();
	
	if currentHp > 80 or not maleEnduranceCheck(target) then
		undressOverDefeat = true;
		HaloTextHelper.addTextWithArrow(player, getText("Health 80-100 No Strip"), true, HaloTextHelper.getColorGreen());
		return undressOverDefeat;
		

	 elseif currentHp > 70 or not maleEnduranceCheck(target) then
		 local healthStripChance = 4;
		 local stripChance = ZombRand(5)
		 HaloTextHelper.addTextWithArrow(player, getText("Health 70-80"), true, HaloTextHelper.getColorGreen());
		 if stripChance > healthStripChance then
			 HaloTextHelper.addTextWithArrow(player, getText("Strip Avoid"), true, HaloTextHelper.getColorGreen());
			 undressOverDefeat = true;
			 return undressOverDefeat;
		 end

 

Edited by Monkeybonk
Posted
12 hours ago, slimshady546 said:

Gotta remind them its broken, its not always they be scrolling up to 5 pages 

there's a reason why his name is MonkeyBonk

Posted

Tell me, the mods don't work, I turned on 3 mods that were in the zip file, I don't understand what I'm doing wrong.
I approach the zombies and ERRORs multiply.
 

image.png.fb939c706da3ef1b2c92f8d2f1facbd0.png

Posted (edited)
5 минут назад, GDMMS сказал(а):

Подскажите, мода не работает, включите 3 моды, которые были в zip-файле, не понимаю, что делается не так.
Подхожу к зомби и ОШИБКИ множатся.
 

изображение.png.fb939c706da3ef1b2c92f8d2f1facbd0.png

изображение.png.106e798d6427aadb0ccf014090a4efe7.png изображение.png.6f3eeb156034281cf4a9e465c9a7690f.png I realized that the mod came at the wrong time, I hope everything will be fixed quickly, I only turned on 3 mods, cleared the 😄 folder, checked the steam files, redownloaded the mods, still errors. все еще есть.

 

Edited by GDMMS
Posted
53 minutes ago, GDMMS said:

изображение.png.106e798d6427aadb0ccf014090a4efe7.png изображение.png.6f3eeb156034281cf4a9e465c9a7690f.png I realized that the mod came at the wrong time, I hope everything will be fixed quickly, I only turned on 3 mods, cleared the 😄 folder, checked the steam files, redownloaded the mods, still errors. все еще есть.

 

ZomboWin Being Female should be last, like first ZomboWin, then ZomboWinDefeat and then BeingFemale on the load order, also make sure to have being female dependencies such as babies and pregnancy! 🥰

Posted
1 hour ago, GDMMS said:

Tell me, the mods don't work, I turned on 3 mods that were in the zip file, I don't understand what I'm doing wrong.
I approach the zombies and ERRORs multiply.
 

image.png.fb939c706da3ef1b2c92f8d2f1facbd0.png

This is a long running issue. But there is no answer off the mods creator yet how to fix it. For now my suggestion is go back to 1.26

Posted
11 hours ago, GDMMS said:

Tell me, the mods don't work, I turned on 3 mods that were in the zip file, I don't understand what I'm doing wrong.
I approach the zombies and ERRORs multiply.
 

image.png.fb939c706da3ef1b2c92f8d2f1facbd0.png


Yeah, 1.27 main problem is this. Cannot do anything pretty much except jack off.

Posted


Anyone else having problems with running this on the 1.26 version? Or am I being stupid...

image.png.b218b5654cec1193d7b327dbf72a7fd1.png

 

I keep getting errors multiplying even with just Zombowin and defeat (with mod options etc.)

 

Checked the load order and that seems alright from what I've seen.

 

mod = UIAPI,
    mod = MoodleFramework,
    mod = SpeedFramework,
    mod = errorMagnifier,
    mod = modoptions,
    mod = ModManager,
    mod = ZomboWinDefeatStrip,
    mod = ZomboWin,

 

Anyone got some tips? Really want to try this out it seems like a cool mod but its kinda hard to wack off to debugging....

Posted

Sorry if it is a dumb question, but the is a mod for naked females model?

I have the naked male model but I cound't find any for females in this thread so far.

Posted

I'll give some more ideas and a bug I found:
- Interact with a bed/sofa/chair to masturbate using a similar animation system from the True Actions mod. Act 1 & 2.
- Put an option in the Options mod to block that player/npc can't move/free themselves during the sex animation with a zombie
(this would prevent the animation from being cut off if you press some keys by mistake).
- It would be nice to be able to move a zombie/npc that was tied with a similar system to moving bodies in build 42.
Bug:
-I found several times a bug that makes the other zombies attack the zombie turned into an actor when the sex animation fails to start and this zombie is immortal until many zombies grab it together and it dies.

Posted

Hello. Downloaded mod and various addons, got the mod to work as well as other addons but for some reason none of the animations work. I attempted to debug while only selecting ZomboWin and ZomboWinDefeat with same error issues. Please advise. 

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