Timerz Posted September 3, 2025 Posted September 3, 2025 (edited) Alright, since there is a very special game coming TOMORROW, it seems to be a good time to announce a Progress Report before I transform into a cave goblin and disappear for two weeks. PROGRESS REPORT #01 First of all, I must say that this is a technical report; there is no Snu Snu yet, you will need to wait a bit more for that. With all of that said, let's start with the main dish here, the grandious ANIMATION GRAPH! (or animation player if you prefer.) You see, this is not your average animation player; this is something much **MUCH** more powerful and flexible, mainly inspired by how the game itself handles animation and whatever my mind could figure out. There is a lot of technical stuff to say, so I won't speak much and will try to be brief. (no promises) Basically, the animation Graph is composed of three animation components called AnimationCells, being Tickets, Depots, Stages, and Phases. And within each Cell, there is one Entrance Gate and an Exit Gate, except for Tickets and Depots, which only have one type of Gate. Tickets and Depots are the entrance and exit of the Graph, respectively; they act as a bridge for the characters to get into the graph when an animation is needed to play. Stages are well... Animation Stages! They are a set of animations that are only accessible when the quantity of Actors and other conditions match! Allowing for only certain scenarios to play out. And allowing UNLIMITED actors to be played out (as long as there are animations for it). Phases are the HEART of all of this. Unlike the other cells, they reside inside Stages and are They are responsible for containing all the values necessary so the animation can play out, like the FBX File for each actor and what kind of CUSTOM EVENTS it will use when playing it. All these cells can be connected with each other with optional animation transitions and be triggered when certain conditions are met. This logic alone allows for so many possibilities for animations and scenarios. Here's a visual representation of the stuff to simplify things: https://files.catbox.moe/kts7jk.png BUT if you ever made a custom animation in Project Zomboid, you must be screaming, "WHAT ABOUT ANIMSETS!?! WE NEED TO USE THEM SO THE GAME CAN RECOGNIZE THE ANIMATION FILES!" Well, that's where the magic begins, my friend. Manually setting up AnimSet XMLs is NO MORE! Since the graph was made on top of using AnimSet values, we can simply GENERATE THEM ON THE GO! Just look at these bad boys, they were generated as soon as I entered the game, and they were rapidly loaded! Of course, not everything is shining and rainbows. Thanks to the incomplete mess that is B42 under the hood, we TEMPORARILY need to move these AnimSets into a B41 file path format manually since AnimSets have not been moved entirely into the new versioning format yet, but once the devs finally finish that task, we can expect to never touch AnimSets again, unless necessary. However, I must say the Graph itself does NOTHING; it's static and mostly pure data. If we want to use it, we need something to RIDE IT. We will use a BUS. An AnimBus! It will simply contain all the actors it needs and follow the Graph paths as it goes, eventually stopping at the depots and releasing the actors it has. The system itself will be able to handle MULTIPLE AnimBuses running around and stuff, so we aren't limited to one scene happening at a time. But differently from the others, the AnimBus still needs its own implementation in the game, and it's the LAST piece necessary, so all this entangled mess can finally run on its own, and I can release the precious 0.1 with a few stages in place. I have no idea when all of this is going to get done, hopefully soonish. But before I go, I have one last thing to show. I discovered how to replace the logic of the zombie Bites, granting control to do anything when a zombie bites the player! So instead of using a whole backflip just to detect if a zombie is close enough to the player, we can implement our own logic. (I also had to translate some nasty Java code to Lua, so this can be togglable.) For example, in this instance, the player has achieved true immunity against the Zomboid virus and turned into a mobile killing machine! https://files.catbox.moe/g3708k.mp4 I hope this terrible report satisfied you guys a little. Let's pray that we can have our precious Lewd mod done eventually. Edited September 3, 2025 by Timerz Oops, fixed broken link. 2
Timerz Posted September 3, 2025 Posted September 3, 2025 9 hours ago, KappaKale said: I'm not sure if this is a bump at all, but can someone help me with a problem? Using just the fresh install of PZ, ZomboWin, ZomboWinDefeat, the nude male body in the OP, Moodle Framework and Mod options, when I subdue and "engage" with a zombie, the male and female character model just disappears entirely. That is super weird. What kind of other mods do you have installed? This smells like a mod order issue.
KappaKale Posted September 3, 2025 Posted September 3, 2025 1 hour ago, Timerz said: That is super weird. What kind of other mods do you have installed? This smells like a mod order issue. I do have a couple reskinning mods that I have downloaded, but I had them disabled. I suppose I can try and uninstall everything as well. I was just hoping to not have to do that. Btw, You are a godsend and I wish you a great time as a cave goblin, but pleaaaase come back to this someday haha 1
Timerz Posted September 4, 2025 Posted September 4, 2025 1 hour ago, KappaKale said: I do have a couple reskinning mods that I have downloaded, but I had them disabled. I suppose I can try and uninstall everything as well. I was just hoping to not have to do that. Btw, You are a godsend and I wish you a great time as a cave goblin, but pleaaaase come back to this someday haha Yeah, I have no idea what the hell is happening on your end for that to happen. I hope taking the poison and reinstalling everything works for you. And also thanks for the kind message! I will certainly come back to it when I can I've got so far now, and I don't plan on stopping any time soon.
Firewolf1023 Posted September 4, 2025 Posted September 4, 2025 So I'm one of the people who uses the furry mods, the ones that turn the survivors and zombies into furry races respectively The survivors seem to work just fine, but the zombies turn back into humans whenever they engage, then when the act is finished, they turn back into their furry versions Is there a compatability mod out there to fix this? Will this be fixed in some separate file that may be added some time down the road? And yes I read that you'll be in goblin mode, cant blame you all things considered so take ur time
AliRenegade Posted September 5, 2025 Posted September 5, 2025 20 hours ago, Firewolf1023 said: So I'm one of the people who uses the furry mods, the ones that turn the survivors and zombies into furry races respectively The survivors seem to work just fine, but the zombies turn back into humans whenever they engage, then when the act is finished, they turn back into their furry versions Is there a compatability mod out there to fix this? Will this be fixed in some separate file that may be added some time down the road? And yes I read that you'll be in goblin mode, cant blame you all things considered so take ur time I literally came here to ask the same thing
Timerz Posted September 6, 2025 Posted September 6, 2025 On 9/4/2025 at 7:03 PM, Firewolf1023 said: So I'm one of the people who uses the furry mods, the ones that turn the survivors and zombies into furry races respectively The survivors seem to work just fine, but the zombies turn back into humans whenever they engage, then when the act is finished, they turn back into their furry versions Is there a compatability mod out there to fix this? Will this be fixed in some separate file that may be added some time down the road? And yes I read that you'll be in goblin mode, cant blame you all things considered so take ur time That's the ZomboWin animation logic faults, because since the original maker couldn't find a way to animate zombies directly at the time, they opted to clone the zombie as a player and then animate the player with TimedActions and stuff. And since the furry mod Imagine you're using doesn't actually replace the player's model and overlaying it instead, the Mod can't actually know how to put them in the right way. Of course, I think this can be solved if you simply switch around the loading order of the mods, maybe putting the furry mod below or above zombowin might fix this issue. But who knows! This spaghetti has already forsaken us long enough.
Firewolf1023 Posted September 6, 2025 Posted September 6, 2025 22 hours ago, Timerz said: That's the ZomboWin animation logic faults, because since the original maker couldn't find a way to animate zombies directly at the time, they opted to clone the zombie as a player and then animate the player with TimedActions and stuff. And since the furry mod Imagine you're using doesn't actually replace the player's model and overlaying it instead, the Mod can't actually know how to put them in the right way. Of course, I think this can be solved if you simply switch around the loading order of the mods, maybe putting the furry mod below or above zombowin might fix this issue. But who knows! This spaghetti has already forsaken us long enough. Messed around with the load order yet it did not seem to work. The furry mods I'm using are the Furry Apocalypse mod for the zombies and the Anthro Survivors mod for the survivors. As I mentioned the first time the Anthro Survivor mod seems compatible, just not the one for the zombies So far it seems mod spaghetti would rather slap me around than actually co-operate >:|. Regardless, maybe its feasible for a compatibility patch or something? And no I'm not trying to request work when you already got enough to do anyway (paired with how annoying modding this game likely already is) But maybe someday?
GenocidalPenguin420 Posted September 7, 2025 Posted September 7, 2025 are their any other animations for this mod by chance? i haven't seen any and if so im as blind as a bat hitting a jet engine at mack jesus.
Midnight0 Posted September 7, 2025 Posted September 7, 2025 On 7/20/2025 at 5:08 PM, Brainbanger said: I dont know what the fuck i did wrong but nothing seems to work, does anyone please have a detailed instruction on how to set this all up? b42
WanderingLobster Posted September 7, 2025 Posted September 7, 2025 2 hours ago, Midnight0 said: There's no sexual mod for B42 yet I think. This mod will be remade for B42 once B42 stable releases and @Timerz is trying to make their own mod for B42 right now 1
WanderingLobster Posted September 7, 2025 Posted September 7, 2025 3 hours ago, GenocidalPenguin420 said: are their any other animations for this mod by chance? i haven't seen any and if so im as blind as a bat hitting a jet engine at mack jesus. This mod does replace some animations (2 or 3 I believe) but it's heavily broken
Leytra Posted September 11, 2025 Posted September 11, 2025 Has anyone been able to patch Defeat to work with Bandits Legacy? Because as far as I can tell it doesn't. Bandits Legacy was uploaded to keep the b41 version availible, thus is required for b41 week one mod, but legacy doesn't seem to properly run the bandits in making them compatible with defeat specifically. I get the sexual offers options still, but bandits never combat defeat, just kill, even when I set them to defeat while I'm at full health, I've tried as much as I can in the settings, but I can't work the code. Further, I can still defeat bandits myself, if I go at them with rope and such, but they can't defeat me.
WanderingLobster Posted September 11, 2025 Posted September 11, 2025 11 hours ago, Leytra said: Has anyone been able to patch Defeat to work with Bandits Legacy? Because as far as I can tell it doesn't. Bandits Legacy was uploaded to keep the b41 version availible, thus is required for b41 week one mod, but legacy doesn't seem to properly run the bandits in making them compatible with defeat specifically. I get the sexual offers options still, but bandits never combat defeat, just kill, even when I set them to defeat while I'm at full health, I've tried as much as I can in the settings, but I can't work the code. Further, I can still defeat bandits myself, if I go at them with rope and such, but they can't defeat me. Go to your Bandits Legacy mod folder (steamapps\workshop\content\108600\3472321531\mods\BanditsLegacy) and in the mod info file change the id from "BanditsLegacy" to "Bandits"
Annaryn Posted September 12, 2025 Posted September 12, 2025 Does this mod still work in the new update ?
WanderingLobster Posted September 12, 2025 Posted September 12, 2025 11 hours ago, Annaryn said: Does this mod still work in the new update ? ZomboWin does not work in B42. You can wait for SolarEdge to release their new mod (They will start working on it once B42 stable releases) or wait for Timerz' mod (Actively in development)
8BitRizz Posted September 12, 2025 Posted September 12, 2025 5 minutes ago, WanderingLobster said: ZomboWin does not work in B42. You can wait for SolarEdge to release their new mod (They will start working on it once B42 stable releases) or wait for Timerz' mod (Actively in development) There's also Blabla, but they're busy with real life. 1
Leytra Posted September 12, 2025 Posted September 12, 2025 18 hours ago, WanderingLobster said: Go to your Bandits Legacy mod folder (steamapps\workshop\content\108600\3472321531\mods\BanditsLegacy) and in the mod info file change the id from "BanditsLegacy" to "Bandits" This got them triggering defeat atall, thank you! But a new issue, seems like the ai is bugged a fair bit, my understanding was that the bandits should take part, waiting for one to be done and so on, now though if one tries to defeat me, but if there's any more than the one, they keep attacking me, both with melee and guns, and just interrupt the animation by doing so, then inevitably killing me in doing so, they also always seem to prefer to just attack me, even with the settings configured to make them always choose to start a defeat. Relatedly, any idea why they pretty much only ever go for the blowjob animation? I swear I've only seen the other animations like once each lol 1
WanderingLobster Posted September 12, 2025 Posted September 12, 2025 2 hours ago, Leytra said: This got them triggering defeat atall, thank you! But a new issue, seems like the ai is bugged a fair bit, my understanding was that the bandits should take part, waiting for one to be done and so on, now though if one tries to defeat me, but if there's any more than the one, they keep attacking me, both with melee and guns, and just interrupt the animation by doing so, then inevitably killing me in doing so, they also always seem to prefer to just attack me, even with the settings configured to make them always choose to start a defeat. Relatedly, any idea why they pretty much only ever go for the blowjob animation? I swear I've only seen the other animations like once each lol I didn't have anything like that happen to me before. Maybe it's a positioning thing? I remember the bandit interacting with my character and then being teleported away or ending up inside a building, literally looting the place. I don't know what causes these since I don't know how zomboid or any of its mods work but I guess you just have to roll with it
WanderingLobster Posted September 12, 2025 Posted September 12, 2025 3 hours ago, 8BitRizz said: There's also Blabla, but they're busy with real life. It's only natural, you know? People put pressure on mod developers and developers in general so much because they think a few words on a screen will panic-force them enough that they finish their work in lightning speed. I'm glad they are putting real life before anything else
slava-1a Posted September 13, 2025 Posted September 13, 2025 (edited) On 7/9/2025 at 11:07 PM, slava-1a said: Maybe it can help you in your work. Here is zombolewd b42 where you can summon npc and ask him for sex. * In IsoZombie version animation work only with player character. And crush game after animation is stopped. * In IsoPlayer version game dont crush, but a lot of rendering and collision problems I have finally managed to completely rework zombolewd for the b42 version. Now it includes: * Full animation functionality — the animation system works with both isozombie, isoplayer and isosurvivor * Debug options — for safety, the summoning of all main object types has been retained in the debug options. However, only isozombie works properly (isoplayer crashes to the menu, isosurvivor summons an invisible character) * Interaction options — with a peaceful isozombie summoned from the debug menu, you can engage in sexual activities. For aggressive zombies, you need to first subdue them, tie them up (there’s an option in the context menu), and only then proceed… Everything is just like in the original zombolewd and the subsequent zombowin The version still requires further improvements, but if you want to engage in sexual activities in the game until more serious forum contributors release their mods, this version is quite suitable. At least, I intend to use it! Perhaps, as I gain more in-game experience, I will make some additional adjustments. Or I will simply wait for a mod from BlaBla012345 or Timerz. Edited September 14, 2025 by slava-1a obsolete 4
Timerz Posted September 13, 2025 Posted September 13, 2025 4 hours ago, slava-1a said: I have finally managed to completely rework zombolewd for the b42 version. Now it includes: * Full animation functionality — the animation system works with both isozombie, isoplayer and isosurvivor * Debug options — for safety, the summoning of all main object types has been retained in the debug options. However, only isozombie works properly (isoplayer crashes to the menu, isosurvivor summons an invisible character) * Interaction options — with a peaceful isozombie summoned from the debug menu, you can engage in sexual activities. For aggressive zombies, you need to first subdue them, tie them up (there’s an option in the context menu), and only then proceed… Everything is just like in the original zombolewd and the subsequent zombowin The version still requires further improvements, but if you want to engage in sexual activities in the game until more serious forum contributors release their mods, this version is quite suitable. At least, I intend to use it! Perhaps, as I gain more in-game experience, I will make some additional adjustments. Or I will simply wait for a mod from BlaBla012345 or Timerz. ZomboLewd_b42.zip 5.95 MB · 3 downloads Niceeee, I believe this port will satisfy a lot of people who simply can't wait for stuff or aren't looking for something really enormous. I've also noticed that you used the same method Bandits used for animating zombies, so that's a major plus compared to the cloning method (although I think it's still used to some degree). Congrats, dude! 2
slava-1a Posted September 13, 2025 Posted September 13, 2025 14 minutes ago, Timerz said: Niceeee, I believe this port will satisfy a lot of people who simply can't wait for stuff or aren't looking for something really enormous. I've also noticed that you used the same method Bandits used for animating zombies, so that's a major plus compared to the cloning method (although I think it's still used to some degree). Congrats, dude! Thank you. As far as I understand, the cloning method in b42 is useless due to bugs with invisible isosurvivors. Perhaps, in addition to the bumping custom animation used for bandits, the intercourse animation you suggested for b41 could be used. But I haven’t checked it yet!
Timerz Posted September 13, 2025 Posted September 13, 2025 30 minutes ago, slava-1a said: Perhaps, in addition to the bumping custom animation used for bandits, the intercourse animation you suggested for b41 could be used. But I haven’t checked it yet! Oh buddy. You have no idea what I'm cooking right now. Although that method is a bit more complicated to understand, it offers so much modularity that it can't be ignored, and I am exploiting that to the fullest. 6
WanderingLobster Posted September 13, 2025 Posted September 13, 2025 6 hours ago, slava-1a said: I have finally managed to completely rework zombolewd for the b42 version. Now it includes: * Full animation functionality — the animation system works with both isozombie, isoplayer and isosurvivor * Debug options — for safety, the summoning of all main object types has been retained in the debug options. However, only isozombie works properly (isoplayer crashes to the menu, isosurvivor summons an invisible character) * Interaction options — with a peaceful isozombie summoned from the debug menu, you can engage in sexual activities. For aggressive zombies, you need to first subdue them, tie them up (there’s an option in the context menu), and only then proceed… Everything is just like in the original zombolewd and the subsequent zombowin The version still requires further improvements, but if you want to engage in sexual activities in the game until more serious forum contributors release their mods, this version is quite suitable. At least, I intend to use it! Perhaps, as I gain more in-game experience, I will make some additional adjustments. Or I will simply wait for a mod from BlaBla012345 or Timerz. ZomboLewd_b42.zip 5.95 MB · 20 downloads Any time someone asks "Mod doesn't work in B42" I'll just slam them this lol good work 2
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