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[Project Zomboid] ZomboWin - A ZomboLewd Framework mod


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Posted

Speaking about the dev b42 version of Zombowin:

- Male model crashes the game when aiming a gun. I think that was a common issue back when b42 was first released, character meshes need to be updated with the new skeleton b42 uses or something like that.

 

- There's a recipes.txt which causes UI errors like the vehicle dashboard not showing, this is due to internal changes in the last b42 update

 

- Defeat got integrated into the main mod but doesn't work for zombies, only for bandits. At least they'll strip clothing, dunno if they go further than that.

Posted

I apologize if this is the wrong place to ask. Does anyone here have a zombowin b41 server they host? I figure with my attempts at a server failing now, perhaps I could play on one. XD

Posted
On 1/17/2025 at 12:54 PM, Miscuitten said:

Hey Guys (n Gals!)

 

Since some of us are waiting for this wonderful mod to hit build 42, I thought id share a mod with you.

 

NOT MY WORK!

 

This is an amagalmation of 3 mods, primarily Variable Skin (for build 42)

 

It adds different skin tones AND the bigger breasts from that mod to the player character (and Zombies!)

Thanks to the wonderful athour the model works with most vanila clothes and quite a few modded.

(some will clip)

 

if you want to use this make sure to unsubsribe to Variable Skin, then drop this in your local Mod folder!

(Remember to restart after you enable mod to avoid ugly faces!)

 

Cheers!

 

 

Close 2.jpg

Close1.jpg

VariableSkin.zip 20.63 MB · 412 downloads

Someone asking for nude player models

Posted (edited)

Heya, I'm having a technical issue. I have installed zombowin, mod options, and all the dependencies into zomboid build 41 (latest), but neither mod seems to be working. They show up in the ingame modlist, but zombies just kill me like usual and I cannot find the mod menu anywhere (for MO). I saw someone on reddit having a similar problem with MO on reddit, but in 6 years nobody has solved the issue. Both mods are enabled, and shown to be loaded, but just are not functional as far as I can tell. My other mods (such as bandits) may be fucked likewise, though I can see a few options from the bandit mod in the options menu.

 

Both mods are installed

both mods are enabled in the vanilla mod menu

both mods are up-to-date as far as i can tell.

both mods show up in the little "mods" button next to the info button while at the bottom right corner while in knox county

Neither seem to actually be active, code wise.

 

I am at a loss, and very tired. Any help would be appreciated. Sorry for spelling errors, it's been a long night

 

EDIT: I should specify, I'm on build 41

EDIT 2: I'll leave this comment here for anyone who may be having the same problem. I downloaded the 1.29 dev version of the mod (displayed most prominently on the mod page), rather than the correct version (1.28, hidden at the very bottom). This is why we don't post files as attachments! Use the built-in "download this file" button, you can upload multiple files into the same UI pop-up!

reduces confusion for everyone.

Edited by JD Vance
Posted
21 hours ago, JD Vance said:

Heya, I'm having a technical issue. I have installed zombowin, mod options, and all the dependencies into zomboid build 41 (latest), but neither mod seems to be working. They show up in the ingame modlist, but zombies just kill me like usual and I cannot find the mod menu anywhere (for MO). I saw someone on reddit having a similar problem with MO on reddit, but in 6 years nobody has solved the issue. Both mods are enabled, and shown to be loaded, but just are not functional as far as I can tell. My other mods (such as bandits) may be fucked likewise, though I can see a few options from the bandit mod in the options menu.

 

Both mods are installed

both mods are enabled in the vanilla mod menu

both mods are up-to-date as far as i can tell.

both mods show up in the little "mods" button next to the info button while at the bottom right corner while in knox county

Neither seem to actually be active, code wise.

 

I am at a loss, and very tired. Any help would be appreciated. Sorry for spelling errors, it's been a long night

 

EDIT: I should specify, I'm on build 41

EDIT 2: I'll leave this comment here for anyone who may be having the same problem. I downloaded the 1.29 dev version of the mod (displayed most prominently on the mod page), rather than the correct version (1.28, hidden at the very bottom). This is why we don't post files as attachments! Use the built-in "download this file" button, you can upload multiple files into the same UI pop-up!

reduces confusion for everyone.

You need zombowin AND Zombowin Defeat enabled, plus mod options.

From the main menu select options,

Navigate to the mod tab and scroll down to see the options for Defeat 

Also the traits you pick (zombowin specific) will have an effect on how zombies treat/effect you x

Posted (edited)
On 10/14/2025 at 2:21 AM, GrimReaper said:

Speaking about the dev b42 version of Zombowin:

- Male model crashes the game when aiming a gun. I think that was a common issue back when b42 was first released, character meshes need to be updated with the new skeleton b42 uses or something like that.

 

- There's a recipes.txt which causes UI errors like the vehicle dashboard not showing, this is due to internal changes in the last b42 update

 

- Defeat got integrated into the main mod but doesn't work for zombies, only for bandits. At least they'll strip clothing, dunno if they go further than that.

 

Aw, this has been driving me crazy. At least it's not me failing mod installs. Thanks.

Can confirm: Aiming a gun crashes me. I can tie up zombies but can't do anything to them. Vehicle dashboards do not show up.

Are you saying that bandits seem to be working fully? If I could fix the recipes.txt, living without firearms or zombie sex (given bandits) could be worth a playthrough maybe?

Edited by SexDwarf2250
Posted
7 hours ago, SexDwarf2250 said:

 

Aw, this has been driving me crazy. At least it's not me failing mod installs. Thanks.

Can confirm: Aiming a gun crashes me. I can tie up zombies but can't do anything to them. Vehicle dashboards do not show up.

Are you saying that bandits seem to be working fully? If I could fix the recipes.txt, living without firearms or zombie sex (given bandits) could be worth a playthrough maybe?

I just deleted the recipes.txt and disabled the male model. Zombies in general are not supported in the B42 version but bandits are. Obviously your male characters won't have any dicks so there will be a lot of barbie and ken doll action. If you decide to use the male model and not use guns it'll probably not crash but bandits with guns will behave in a weird way because the animations won't work. At least it was like that for me.

 

B42 is such a mess, honestly. If you want adult content to be an integral part of your playthrough it's probably better to go with B41 for now.

Posted (edited)

Just seems like ages since there's been an up to date sex mod. Feels as if that scene is dead for Zomboid. I played a lot of b41 so I'm holding off for things to get updated for b42 but I dunno. Maybe it's time to dust off one of the Fallouts or even Skyrim again...

 

Ah ha, BG3 has defeat sex mods these days. Looks like that's the soup of the month!

Edited by SexDwarf2250
Posted
14 hours ago, SexDwarf2250 said:

Just seems like ages since there's been an up to date sex mod. Feels as if that scene is dead for Zomboid. I played a lot of b41 so I'm holding off for things to get updated for b42 but I dunno.

It seems like you're not up to date with everything that's going on on this forum...

ZomboLust.


Sure, there's no adult content yet, but it's coming soon.

Posted
16 hours ago, SexDwarf2250 said:

Just seems like ages since there's been an up to date sex mod. Feels as if that scene is dead for Zomboid. I played a lot of b41 so I'm holding off for things to get updated for b42 but I dunno. Maybe it's time to dust off one of the Fallouts or even Skyrim again...

 

Ah ha, BG3 has defeat sex mods these days. Looks like that's the soup of the month!

Oh, buddy, I think quite the opposite...

Things are just getting STARTED.

Posted

0.1 of DepravedSense is out!
 

After some months of work fiddling with this game limitation, we have finally achieved 0.1, even with not much content. It's B42 only, as it was made with that version in mind. The mod already has support to animate Zombies without doing all the cloning shenanigans we've been doing. So this is kind of a new start for this game NSFW scene. Thank you, ZomboWin, for all the joy you brought to us, but it's finally time to move on.
 


Also, be careful deciding if you should move on to B42 or not, because, as stable B42 is now, there's still some jank here and there, so you might want to wait just a little more until this comes out fully.

Posted
13 hours ago, DDaaaas said:

I don't quite get it reading the log, is this mod considered feature complete and won't be updated?

 

Your question is kind of confusing, if you meant the current version of ZomboWin on the forum, kinda? The main developer is no longer active, and there is not even a clue if they will even come back. And that led to @slava-1a taking the mantle and programming the framework from now on; they succeeded in porting the main parts to B42 already, just look around the thread, and you will find it.

But here is the thing: we are all moving away from B41 and going to B42, as we are finding better ways to do things like animation calls and stuff. So if you are still on B41, don't expect any updates to your version at all.

Posted
On 10/24/2025 at 10:02 PM, Timerz said:

 

Your question is kind of confusing, if you meant the current version of ZomboWin on the forum, kinda? The main developer is no longer active, and there is not even a clue if they will even come back. And that led to @slava-1a taking the mantle and programming the framework from now on; they succeeded in porting the main parts to B42 already, just look around the thread, and you will find it.

But here is the thing: we are all moving away from B41 and going to B42, as we are finding better ways to do things like animation calls and stuff. So if you are still on B41, don't expect any updates to your version at all.

It seems that the main developer is still showing some activity. In the first message of this thread, a draft version of the modified zombowin for b42 was posted, and it was mentioned that he would work on a full-fledged conversion after the release.

As for me, I haven’t done much since I last uploaded the file.

Posted
3 hours ago, slava-1a said:

It seems that the main developer is still showing some activity. In the first message of this thread, a draft version of the modified zombowin for b42 was posted, and it was mentioned that he would work on a full-fledged conversion after the release.

As for me, I haven’t done much since I last uploaded the file.

HOLY CRAP IT'S REAL!

Just read the final notes, and I must say thank you so much @SolarEdge, despite me having some grudge against your code methods, I still really appreciate all your work. You did something when nobody was willing to do, and single-handedly maintained this community alive for so long with your mod. The community is now finally growing, and new versions are coming out with time passes. I honestly cannot wait to see how things will turn out in a year or two, and how many mods will spawn in the future. We might even get our own page in the download section, who knows!

Again, thank you for all your work; this community would probably turn into dust without you. I wish you great luck in whatever antics you might get in!

Posted

It's a shame that ZomboDefeat doesn't work with BanditsV2, as its the only version of Bandits that is compatible with Bandit Creator.

Posted

Gentlemen, a question for those who have been digging into the files of ZomboWin / ZomboWinDefeat. Where can I find the script responsible for choosing the animation when zombies are defeated? I tried to search based on "Behind" because where the zombie attacks from affects the animation, but I still didn't understand. I found what I was looking for and I just don't know how to use it or if it should be another piece of code.

In my understanding, it should look something like this:
(This is just an example. Don't knock on me.)

            if zombie isFront
                animation = 1
            elif isBehind
                animation = 2
            else
                animation = 3

But since this is my first time in LUA, my wishlist may not match reality.

This is the closest code I could find:

            if zombie:isBehind(target) or not zombie:isBehind(target) and isWilling then
                animationList = ZomboWin.AnimationUtils:getAnimations(2, maleCount, femaleCount, {"zDefeat", "f2b"}, {}, true);
                --print("Checkpoint D.1, zombie is behind.");
            else
                animationList = ZomboWin.AnimationUtils:getAnimations(2, maleCount, femaleCount, {"zDefeat", "f2f"}, {}, true);
                --print("Checkpoint D.2, zombie is in front.");
            end



file: ZomboWinDefeatZombieHandler.lua
line: 1624

Posted
6 hours ago, dku02 said:

Gentlemen, a question for those who have been digging into the files of ZomboWin / ZomboWinDefeat. Where can I find the script responsible for choosing the animation when zombies are defeated? I tried to search based on "Behind" because where the zombie attacks from affects the animation, but I still didn't understand. I found what I was looking for and I just don't know how to use it or if it should be another piece of code.

In my understanding, it should look something like this:
(This is just an example. Don't knock on me.)

            if zombie isFront
                animation = 1
            elif isBehind
                animation = 2
            else
                animation = 3

But since this is my first time in LUA, my wishlist may not match reality.

This is the closest code I could find:

            if zombie:isBehind(target) or not zombie:isBehind(target) and isWilling then
                animationList = ZomboWin.AnimationUtils:getAnimations(2, maleCount, femaleCount, {"zDefeat", "f2b"}, {}, true);
                --print("Checkpoint D.1, zombie is behind.");
            else
                animationList = ZomboWin.AnimationUtils:getAnimations(2, maleCount, femaleCount, {"zDefeat", "f2f"}, {}, true);
                --print("Checkpoint D.2, zombie is in front.");
            end



file: ZomboWinDefeatZombieHandler.lua
line: 1624

 

I've done some early digging and I have found that the words {"zDefeat", "f2b"} are animation tags, which all of the animations are scanned for and the mod gets the ones that best fit. You can see which animations have what tags by reading the files here: Zomboid\mods\ZomboWin\media\lua\shared\ZomboWin\AnimationConfigs. Currently, my game seems to only load three animations, which I am trying to increase by editing the tags. I think f2b stands for "face to back" and f2f stands for "face to face". These might be the directional conditions that you were looking for.

Posted

Maybe I'm just stupid but, I've got rope, and i'm in doors, yet I can't subdue a zombie? so, I'm a little confused on that, and how to "defeat" said zombie. Also, I'm on build 42

Posted

You know mabye I wasn't looking good, but I checked all the files inside the Zombowin folder. However I can't locate the "download instructions" as said on this page, could anyone help me locate the instructions file?

Posted (edited)
On 11/8/2025 at 5:08 AM, Kisin said:

 

Я сделал несколько ранних раскопок и нашел эти слова {"zDefeat", "f2b"} это теги анимации, для которых сканируются все анимации, и мод получает те, которые лучше всего подходят. Вы можете увидеть, какие анимации имеют какие теги, прочитав файлы здесь: Zomboid\mods\ZomboWin\media\lua\shared\ZomboWin\AnimationConfigs. В настоящее время моя игра, кажется, загружает только три анимации, которые я пытаюсь увеличить, редактируя теги. Я думаю, что f2b означает "лицом к лицу", а f2f означает "лицом к лицу". Это могут быть направленные условия, которые вы искали.

Thank you for your response!
I've more or less figured out the animation

Edited by dku02
Posted
22 hours ago, vaevsedase said:

Maybe I'm just stupid but, I've got rope, and i'm in doors, yet I can't subdue a zombie? so, I'm a little confused on that, and how to "defeat" said zombie. Also, I'm on build 42

You must knock the zombie to the ground (by pushing / ramming the car or any other way), press RBM on the zombie > ZomboWin Options > subdue. 
The rope must be equipped in the mane hand.

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