Jump to content

[Project Zomboid] ZomboWin - A ZomboLewd Framework mod


Recommended Posts

Posted (edited)
5 hours ago, afourtonmantis said:

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.
 

Hi, as an animation creator on this forum I would like to discuss this topic in detail.

 

Concerning the cutting of animations into several parts : a beginning, a middle and an end.
In a version of ZomboLewd (the mod created before ZomboWin) there were these 3 animations that worked in a row thanks to the stage system
nominal_F_RelaxedFingering - nominal_F_RegularFingering - nominal_F_QuickFingering

 

In my Add-on I even still have the file nominal_F_Fingering.lua
at this location

C:\Users\your-name\Zomboid\mods\ZomboWin AddOn\media\lua\shared\ZomboWin\AnimationConfigs


which shows the 3 steps
 

            stages = {
                {
                    perform = "nominal_F_RegularFingering",
                    duration = 300
                },
                {
                    perform = "nominal_F_RelaxedFingering",
                    duration = 1800
                },
                {
                    perform = "nominal_F_QuickFingering",
                    duration = 600
                }
            }

 

The problem is that SolarEdge never managed to add the missing code somewhere in other lua files that is used to make these stages work.

 

Then, SolarEdge asked me to create 2 short animations that serve as a start to the current animations.
But he never managed to add the code that would launch these short animations before moving on to the animations that are played in a loop.

 

It seems to me that the working code was in this patch which is from a long time ago.

ZomboLewd-.2024-01-19(patch_originel).zip

I myself searched at this address
https://projectzomboid.com/modding/zombie/core/skinnedmodel/advancedanimation/AnimNode.html
and I looked in the examples of the original game files

...\steamapps\common\ProjectZomboid\media\AnimSets\player\actions


but since I never learned programming, I never managed to launch different animations one after the other.

 

So we (SolarEdge and I) would like the animations to be split into 3 parts, but we don't know how to make more than one play.
That's why, out of spite, I created all the animations in one block.

 

If you can help us, I think I can say that everyone would be grateful, me first. 🤩

Edited by BlaBla012345
Attachment
Posted

Hi, I take advantage of this discussion thread to make a request to all Lua programmers.

I need some help with some lua programming.


I have a small project that requires a modification of an existing mod.


Here is the topic on my thread.
 

 

Thanks in advance.

Posted

Bit of a personal suggestion but, I really feel this mod would do great if it had its own Discord community made for it, and when updates for the mods come out it can easily inform people of when they come out. Not to mention whole chats dedicated to discussions, bug reporting, modding suggestions to pair with this mod, or perhaps even an official mod list.

 

Anyone else like the idea?

Posted

Ah that makes sense. Thank you for the explanation.

I've been extending and playing around with ZomboWin locally and I've managed to add some more menus that can take advantage of different tags so you can get more specific with what you select, however, the way this code was set up difficult to work on and makes some unnecessary assumptions.

The tag system is pretty solid, however the way we're building submenus couples your tag selection with the name of your submenu, so you can't do anything immersive like the style or theme of the sex act without the name also being the singular tag it searches for.

There is enormous opportunity to extend this and make it a lot more immersive, but we'll have to refactor quite a bit of this.

I'm continuing to dive deep into this and I'm realizing just how much of a cluster of the f-type PZ's code is and what modders have to content with

Like I was trying to fix the problem with the defeat target that I *sort* of fixed before but only scratched the surface.  It adds blood to all body parts because it's assuming a zombie and that's fine, but that doesn't look right for consensual sex lol. But I wanted to also fix the problem where the target just gets totally different clothes and skin color during the scene.

That brings us back to the outfit setting instead of transferring the inventory. Zombies don't *have* an inventory until they die (lol). What they have is an array of 'item visuals'. This is so zombies aren't using an insane amount of memory and allows the game to spawn hundreds of them at a time without murdering your computer.

These item visuals are generated from outfit templates, which can be any kind of clothing in that template, which is why they change in the scene.  It's taking a template to generate clothes from, not their actual inventories.

This is why no NPC mods that use zombies as the base have the ability to access their inventories in any way. (But mods like SS and others do)

Okay so after much sweating, I was able to query all the item visuals, get the base clothing items and tint values (but not blood, dirt or holes, that is a whole other can of worms I am struggling with).

None of the methods for zombie that might be able to generate the inventory for me without killing it seem to work in a way that I can see.

I am thinking the next step here would be to duplicate the bandit, kill the duplicate far away, loot it, then dress the dummy with the clothing. I'll have to figure out how to do that and also the whole 'random nude bodies on the map' issue it would create.

(Also for people with Anthro Survivors who want to this to be a bit more compatible, I think that can be done and I might make a compatibility mod for that.  I don't think everyone should wait for B42 or NPCs to come out because this is Indie Stone we're talking about, and B42 has been an absolute mess. I can totally see people sticking to B41 for a while.)

@BlaBla012345

Took a look through that dreams mod for you.  The author is just loading an image that's the same for every dream, it's hardcoded.

It's probably possible to make something where it WOULD select an image that corresponds to a dream, but they haven't.
It does seem like they're planning to do that though, because they have extra images in there that aren't used, and they have part of a function set up that seems to assume that as a feature in the future.

It would probably (and I say probably, because PZ likes to surprise me) be not too hard to upgrade this to include this feature, and make that happen for you, however they don't seem to want anyone to modify their mod.

The good news is, it's a really simple mod, and you would probably enjoy something completely made for your idea in mind (something based off of zombowin moodles rather than like, a randomly chosen number)

 

We could probably work something out where you exchange animations for me making it for you, because I hate animating but enjoy programming.

Posted
1 hour ago, afourtonmantis said:

It would probably (and I say probably, because PZ likes to surprise me) be not too hard to upgrade this to include this feature, and make that happen for you, however they don't seem to want anyone to modify their mod.

The good news is, it's a really simple mod, and you would probably enjoy something completely made for your idea in mind (something based off of zombowin moodles rather than like, a randomly chosen number)

Yes, it is not surprising that the author of the mod 'Dreams' does not want others to modify his mod.

 

On this forum I have already modified the mod 'Reactive Sound' without the permission of the original author.
I simply credited the original author as it should be, and I specified to anyone not to re-upload my version on steam.

 

If, on this forum, someone can modify the code of the mod 'Dreams', it will be without the agreement of the original author. It is clear.

This is not theft : all credits go to the original authors. I specify it each time.


Simply, on this forum, these are adult versions that do not have their place on Steam anyway.

 

If I posted a request to modify the mod 'Dreams', it is only to make an adult version for this forum only, and not to upload it on steam.


I want to rewrite the dreams by transforming them into a version where our character would have nightmares including rapes committed by zombies, or erotic dreams including masturbation, or dreams of encounters with other humans including consensual carnal relations.

 

Adding a specific image would provide visual support for the action described in the text.


That's why I don't need a mod written specifically and created from scratch.

Afterwards, your sentence on ZomboWin moodles arouses my curiosity and I am receptive to all suggestions.

 

1 hour ago, afourtonmantis said:

We could probably work something out where you exchange animations for me making it for you, because I hate animating but enjoy programming.

I already make animations for SolarEdge and Zikhad, so if you need me to make animations for you (in the context of this forum : that is to say -> sexual or adult animations) it will be with pleasure, because I like to make animations but I do not know how to program.
We will be perfectly complementary.

Posted

Need some help human - human intercourse animation is fine but when it comes to human - zombie the animation is just not working idk if i am missing something. i have everything the mod needs to make it run. 

Posted
3 hours ago, crzyeye said:

Need some help human - human intercourse animation is fine but when it comes to human - zombie the animation is just not working idk if i am missing something. i have everything the mod needs to make it run. 

 

Not enough information to go on here, but usually competing NPC mods will break this. (All of them)

The only one that doesn't cause at least some kind of issue is Bandits.

Party will also break things (that mod's pretty good, I might actually see about making a compatibility mod for that.)

Posted
5 hours ago, crzyeye said:

Need some help human - human intercourse animation is fine but when it comes to human - zombie the animation is just not working idk if i am missing something. i have everything the mod needs to make it run. 

Read the forum before actually posting. This issue has been addressed multiple times already about  an issue with the zombie and human sex animations

Posted (edited)

so currently mod only work on build 41? I gotta downgrade?
so I just notice the build version is on bottom right of the screen, its 41, and following the comments in thread after getting bunch of errors on ver 1.27 of the mod, I downloaded 1.26 and it worked but only if the naked zombies fix is enabled, otherwise zombies that try to rape me will instantly turn into human and nothing happen. First post says mod will be updated when stable 42 build out but does it even work with build 41 currently?

Edited by Ngo Van Dang
Posted
17 hours ago, Ngo Van Dang said:

so currently mod only work on build 41? I gotta downgrade?
so I just notice the build version is on bottom right of the screen, its 41, and following the comments in thread after getting bunch of errors on ver 1.27 of the mod, I downloaded 1.26 and it worked but only if the naked zombies fix is enabled, otherwise zombies that try to rape me will instantly turn into human and nothing happen. First post says mod will be updated when stable 42 build out but does it even work with build 41 currently?


Yes, can confirm it does work. You likely have other mods in conflict, it's usually an NPC mod besides Bandit.

Posted
5 hours ago, afourtonmantis said:


Yes, can confirm it does work. You likely have other mods in conflict, it's usually an NPC mod besides Bandit.

sadly, I dont have any other mods installed beside list of optionals and requirements of zombowin installed and enabled, I just buy the game yesterday, barely new into modding this game lol. I dont even have bandit enabled
but in fact, only 1.26 is working for me and with naked zombie fix on.
otherwise, if only somebody provide more information of how to properly installed and setting 1.27 to get it to work, I have no ideas.

Posted
13 minutes ago, Ngo Van Dang said:

sadly, I dont have any other mods installed beside list of optionals and requirements of zombowin installed and enabled, I just buy the game yesterday, barely new into modding this game lol. I dont even have bandit enabled
but in fact, only 1.26 is working for me and with naked zombie fix on.
otherwise, if only somebody provide more information of how to properly installed and setting 1.27 to get it to work, I have no ideas.

Why do people post this kind of thing without reading the actual forum. This has been addressed Numerous times already. 1.27 is defective and something is broke in it. It wont work unless you know how to fix it yourself and Solar has not been around in a while so there is no even patch for it to make it work

Posted (edited)
37 minutes ago, Transcendent Lala said:

Why do people post this kind of thing without reading the actual forum. This has been addressed Numerous times already. 1.27 is defective and something is broke in it. It wont work unless you know how to fix it yourself and Solar has not been around in a while so there is no even patch for it to make it work

Bro, this thread has 59 pages currently, you will really "reading the actual forum"? as I said, I did search and read so thats how I know 1.26 is working and 1.27 not, what are you trying to say? My first messages pointed this out just 3 or 4 messages above this, did you really "reading the actual forum" to begin with?

Edited by Ngo Van Dang
Posted

Sifting through 59 pages is comments is not a good time, especially with the timeouts for searching.

This information should be in the first post, but the author of this post is not around.

Good news is, I am currently trying to figure out some problems with it and will see if I can get to that.

Currently trying to fix the animation stages problem, which, if I do, this will make everything a lot better.

I've looked at the old code where the staged animations do supposedly work but I'm still trying to figure it out.  I'm guessing there's been a few API changes for PZ since that time and things are pretty different.

I will likely start a new thread once I do.

I may have to totally redo this thing unless someone can find me some examples of mods that use two character animations. If ya'll want fixes faster, get me that.

Posted

@afourtonmantis

 

Just a heads up in case you didn't know, ZomboWin relies heavily on the modOptions mod and is hard-coded with that mod.

 

B42 introduces its own modOption menu therefore making the mod version obsolete and that also makes all the hard-coded programming obsolete. So in order to get ZomboWin and Defeat working for B42, all the options and programming using the modOption mod has to be rewritten using PZ's modOption or rewritten into SandboxVars.

 

(All this could have been avoided if ZomboLewd was written using sandbox vars, which might be the best route to go for future proofing)

 

Its going to be a BIG project rewriting all the codes into B42. I don't have the freetime anymore to rewrite all the codes. 

I give you my blessings if you'd like to undertake this project! I'd love to see what you come up with too! I can help you out here and there as well if needed. Just send me a message!

 

Good luck! :)

Posted

Messaged SolarEdge.

Happy to pick up the torch for a while and refactor this thing, potentially get it working for B42.

It's going to be a big undertaking so no one should expect overnight results, especially as I'm both new to lua AND new to PZ modding, so there's a lot of first time learning tax.

Fortunately, this is a case of 'old fish, new pond'. I should be able to pick things up quickly.

Posted
2 hours ago, RaceFarmring said:

What NPC mod would best be recommended to use with this?

Bandits.  It's both the best performing NPC mod and ZW is explicitly expanded to be compatible with it.

All NPC mods are pretty crap, Bandits is just the best of them, but it's still crap.

But to be fair to all the mod authors, that's because making NPCs is a really difficult hacky problem to solve, and most are just waiting for B43.

Posted
2 hours ago, afourtonmantis said:

Bandits.  It's both the best performing NPC mod and ZW is explicitly expanded to be compatible with it.

All NPC mods are pretty crap, Bandits is just the best of them, but it's still crap.

But to be fair to all the mod authors, that's because making NPCs is a really difficult hacky problem to solve, and most are just waiting for B43.

Fair nuff, give or take I'll probably be in my late 20s by the time an unstable version of b43 has been released.

By the way, is this compatible with b42? And what sort of interactions do you with NPCs when utilizing this mod?

Posted
19 minutes ago, RaceFarmring said:

Fair nuff, give or take I'll probably be in my late 20s by the time an unstable version of b43 has been released.

By the way, is this compatible with b42? And what sort of interactions do you with NPCs when utilizing this mod?

If you read actually read the forum. Part of what you ask is already answered

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   1 member

×
×
  • Create New...