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[Project Zomboid] ZomboWin - A ZomboLewd Framework mod


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Posted
13 hours ago, MizoreCanaan said:

new here, what's the Generosity do for positive and negative perks? cant find any info on that

 

nvrm i see its a new build thing and I gatta use the last one since newst one doesnt wanna work xP

 

Posted

I don't think this mod works anymore.. I put it in the mods folder under user directory.. but it doesn't show up in steam or in game mods from the menu... any suggestions? 

Posted
3 hours ago, konie06 said:

I don't think this mod works anymore.. I put it in the mods folder under user directory.. but it doesn't show up in steam or in game mods from the menu... any suggestions? 

 

Are you still on B41 or B42?

Posted
16 hours ago, Transcendent Lala said:

Comment les personnes aléatoires du forum sont-elles censées savoir ? Le seul qui le saurait est le créateur, mais il n'a pas répondu depuis un moment

I thought maybe someone would know why this isn't working.

Posted

sorry if it is answered but i can load zombowin and lew models but addon, defeat... can't activate ir because it thinks that zombowin is not activated (it is) and i can't force it.. I'm on B42

Posted
2 hours ago, D4rk_W0lf said:

sorry if it is answered but i can load zombowin and lew models but addon, defeat... can't activate ir because it thinks that zombowin is not activated (it is) and i can't force it.. I'm on B42

 All this things only work with B41, only stable version (the last and non beta or past).

And 1.27 doesnt work defeat.

Posted
4 hours ago, D4rk_W0lf said:

sorry if it is answered but i can load zombowin and lew models but addon, defeat... can't activate ir because it thinks that zombowin is not activated (it is) and i can't force it.. I'm on B42

This ha been answered LOADS of times. Please read a forum before posting

Posted (edited)

So I have been having major problems with Zombo Win Defeat. It does not work properly and keeps trying to force male models on defeat. And the defeat animations not playing correctly to not at all. All this when I am trying to use the furry apocalypse mod. Has anyone got that to work without the models changing? I also had this problem with the furry mods to. I see some altering on this mod in the future to get it to work with the furry apocalypse. Plus I want to get genitals on all the male characters which would be awesome to on different models during animations. So far Zombo win works well with the furry apocalypse. It's just defeat with the zombies is the problem. It keeps trying to force change the models to human.

Mods using like Anthro suberb survivors and other anthro mods. Plus the suberb survivors continued version. So far working great. But the defeat mod is not so far.

"Add-on for ZomboWin mod : More Animations & Sounds" i salos not the culprit. Which I am screwing around with to make it work with the furry mods. We will see what comes of it but I would like to know if anyone has done this successfully?

Edited by Bazzal
Posted

I am using the sexperiment trait but somehow it turn out quite annoying, this trait require the player keep having sex with zombies at lease 5~10 times every day otherwise the sick timer will accumulate and kill the player in the end. So I managed find the script and fix it.
Thought someone might need this: 
Mod folder\ZomboWin PR1.26\ZomboWinDefeat\media\lua\client\ZomboWinDefeat\ZomboWinDefeatZombieHandler.lua open it by anything and find line 756: local iamt = .0008;     change the value of iamt into .0108 or any value higher.
Beside I find this trait have little bit compatible issue with the bandit, "Zombie provoke" text infinte flash on the top of player when a friendly bandit join my team

Posted

Its been several times, there is a gap about 1s when zombies try rape and playing animations, if player escape or run away which make animation failure to play, and then kill this zombie will cause immediately game frozen - crash. This is quite a serious bug

Posted

i have this error massage every time the defeat is supposed to play. ive tried every version i can downgrade to and it still doesent work.

i have installed it right too.

 

Posted
3 hours ago, ule777 said:

Its been several times, there is a gap about 1s when zombies try rape and playing animations, if player escape or run away which make animation failure to play, and then kill this zombie will cause immediately game frozen - crash. This is quite a serious bug

Learn to actually read a forum before posting an issue that has already been discussed

Posted
26 minutes ago, .......mmm said:

i have this error massage every time the defeat is supposed to play. ive tried every version i can downgrade to and it still doesent work.

i have installed it right too.

 

I would say this is an issue on your end. AS for pretty much everyone else. Using 1.26 does work

Posted
7 minutes ago, Transcendent Lala said:

I would say this is an issue on your end. AS for pretty much everyone else. Using 1.26 does work

wich version is the 1.26? I saw people mentioning it but i only see legacy 41 and such

 

Posted
14 minutes ago, .......mmm said:

wich version is the 1.26? I saw people mentioning it but i only see legacy 41 and such

 

You're mixing everything up dude...
41 = build 41 = the Project Zomboid game itself
1.26 = version 1.26 of the ZomboWin mod


And sorry but... asking the question 'version 1.26, what version is it?'... don't you feel like you've answered your own question there?

Posted
2 minutes ago, BlaBla012345 said:

You're mixing everything up dude...
41 = build 41 = the Project Zomboid game itself
1.26 = version 1.26 of the ZomboWin mod


And sorry but... asking the question 'version 1.26, what version is it?'... don't you feel like you've answered your own question there?

OH nvm mb. thx i am not that good at modding as u can see

Posted (edited)

can't blame people asking why the mod does not appear... while there's dumb people out there, you just can't assume every user is, and instead of being mysterious like saying "assuming you are on the correct version" just straight say the mod does not work with version B42/unstable version, especially since this is not clearly mentioned in the original post.

Edit: It's not only the game version which needs to be B41, but also the working mod version which is 1.26

Edited by Destiny Requiem
missing info added
Posted

I'm new to lua and project zomboid modding, but I solved some mysteries.

1. The newest version does indeed not show up for B41. I haven't deep dived why yet, but I had to use the previous version. People calling everyone else an idiot here are not being fair.

2. For those trying to use Anthro Survivors, the reason they turn into humans is because the way ZomboWin creates a dummy is to copy the zombie outfit, and the furry models are a bit hacky (which is fine there's no other way to do this, welcome to modding) in that they're actually pieces of clothing.  A specific awareness/integration would need to be added to both how clothes are removed for the animations, and how the dummy is created, as it's currently just assuming an actual zombie.. even for the bandit defeats (which is why they appear bloody for no reason).  The dummy replacement part of the script does a few things in a lazy way rather than actually copying inventories. There may be a good reason for this, as judging by the code comments, this author takes their time and documents thoroughly, which I appreciate.

3. People need to split their animations up and use the actual stage system rather than just making it all one animation. This makes looping a lot easier, and allows for more extensibility and customization of animations. Some of the awkward looping animations that end in the middle of a second loop or something would be easier to troubleshoot if the animation blended between a start animation, middle animations, and an end animation. That should be the standard going forward.

4. Commenting out one line in the ZomboWinZomboHandler.lua's ZombieHandler:convertZombieToSurvivor function takes care of the 'why are my bandits soaked in blood for no reason' problem. But perhaps this should be made more robust or there should be an alternate function that specifically handles bandits so we're not coupling the dummy creation behavior for both zombies and bandits.

Here's the fix for that:
 

Quote

-- @author QueuedResonance 2022

local ZombieHandler = {}

local SurvivorFactory = SurvivorFactory
local IsoPlayer = IsoPlayer

local instanceof = instanceof

--- Zombies are unable to be played animations directly, so we need to spawn a dummy survivor to act like the zombie
-- @param IsoZombie of the zombie we want to convert
function ZombieHandler:convertZombieToSurvivor(zombie)
    if not instanceof(zombie, "IsoZombie") then return end

    --- Disable actual zombie AI, make them invincible, and set them to invisible
    zombie:setUseless(true)
    zombie:setInvincible(true)
    zombie:setNoDamage(true)

    local desc = SurvivorFactory.CreateSurvivor(nil, zombie:isFemale())
    desc:dressInNamedOutfit(zombie:getOutfitName())

    local survivorModel = IsoPlayer.new(getWorld():getCell(), desc, zombie:getX(), zombie:getY(), zombie:getZ())
    survivorModel:getInventory():emptyIt()
    survivorModel:setSceneCulled(false)
    survivorModel:setBlockMovement(true)
    survivorModel:setNPC(true)
    survivorModel:setDir(zombie:getDir())

    --- Dress the dummy survivor with the same stuff as the zombie
    survivorModel:getVisual():setHairModel(zombie:getVisual():getHairModel())
    survivorModel:getVisual():setHairColor(zombie:getVisual():getHairColor())
    survivorModel:getVisual():setSkinTextureIndex(zombie:getVisual():getSkinTextureIndex())

    --- Model settings
    survivorModel:resetModelNextFrame()
    survivorModel:setInvincible(true)
    survivorModel:setGhostMode(true)
    survivorModel:setInvisible(true)

    for _ = 0, 15 do
    print('No blood')
        -- survivorModel:addBlood(nil, false, true, false);
    end

    return survivorModel
end

return ZombieHandler



5. The author seemed to be working on a knock out feature, which would allow zombies and npcs hit with a blunt weapon to have a chance of subduing. It's commented out, I might play with it figure out where its at



Questions:

1. Where do print statements actually go? I can't see them in console.txt. This made troubleshooting things a huge PITA as I had to reload the mod each time I made a tweak.

2. Does the -debug flag not work for B41? I get a black screen on start when I use that startup flag.  Did they really get 41 builds in before deciding they should add a debug flag to the game or is something else busted.  The former wouldn't surprise me, this dev team seems to be all over the place in quality. Both high talent and incompetence visible in every patch for B42. It's really weird. Not sure what to make of this dev team.


 

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