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[Project Zomboid] Add-on for ZomboWin mod : More Animations & Sounds


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Posted (edited)

Mod works good so far for me, but the character model gives my character toes... which would be fine... if i hadn't shoes equipped lol. Did i do something wrong installing it. I don't have any other mods changing character models/textures. 
 

Edited by Kudoxs
Posted (edited)
On 3/3/2025 at 8:10 PM, legion army said:

The New Female Bandits sounds and dialogues is ready

female_3.rar 12.87 MB · 17 downloads

I think no explanation needed
Since all users here know how to use it.

Hi @legion army, as I see that you haven't made a mod in the classic sense that we find on steam, I allowed myself to do it for you.
See the file below.

 

I put your nickname as creator but I didn't add myself as co-author :

you will tell me if you want me to add myself, since 99% of the mod is yours.

 

I created a quick version of the poster visible in the game.

 

As it is not a version containing sexual elements, I suggest you upload it to steam.
It's up to you.


I hope that this mod format will suit you; if you want I can add it to the first page of this thread so that everyone can easily access it 🙂

 

Bandits Female Sound Replacement.zip

correction in progress...

Edited by BlaBla012345
Posted (edited)
9 hours ago, Kudoxs said:

Mod works good so far for me, but i the character model gives my character toes... which would be fine... if i hadn't shoes equipped lol. Did i do something wrong installing it. I don't have any other mods changing character models/textures. 
 

As I already wrote somewhere on this thread, this is a problem with the shoe object.
There is nothing you can do about it (unless you know how to model the missing objects in the game).

 

It's the same principle as some pants :
they are just 'tights' with a different texture.
It looks like the character is wearing tight pants but in fact the game only displays a texture on the character's legs.

 

Here we see the 'lazy' side of the devs.

 

The original model of the game having square feet, we could easily think that he was wearing shoes.
But as soon as we create a better quality model with the toes modeled, we necessarily see this subterfuge...

Edited by BlaBla012345
Posted
3 hours ago, BlaBla012345 said:

Hi @legion army, as I see that you haven't made a mod in the classic sense that we find on steam, I allowed myself to do it for you.
See the file below.

 

I put your nickname as creator but I didn't add myself as co-author :

you will tell me if you want me to add myself, since 99% of the mod is yours.

 

I created a quick version of the poster visible in the game.

 

As it is not a version containing sexual elements, I suggest you upload it to steam.
It's up to you.


I hope that this mod format will suit you; if you want I can add it to the first page of this thread so that everyone can easily access it 🙂

 

Bandits Female Sound Replacement.zip 15.27 MB · 1 download

Thanks
Of course, you can use it however you like, that's why I posted it here
And yes you can upload it on Steam with your name.

Posted

Well, if you decide to continue on B41, What do you think about a separate small pack of Violent animations?


I'm not only talk about normal non-consensual animations 
I mean some special kind of violence combined with lust "Ryona"

For example in this separate small pack, zombies eat parts of character's body with pleasure and lust in sexual ways, instead of just trying to rape character!

 

Spoiler

seges7.jpg.fe5613968019f86e23ac17f0bc87bef2.jpg

 

Spoiler

seg5.jpg.4b5b0f67ef7f8c4e7d0cae4b324766c4.jpg

 

Posted
On 3/8/2025 at 8:54 PM, legion army said:

Well, if you decide to continue on B41, What do you think about a separate small pack of Violent animations?


I'm not only talk about normal non-consensual animations 
I mean some special kind of violence combined with lust "Ryona"

As I said a long time ago on this forum : I don't judge.
Although this is absolutely not my taste.

 

I note the idea, and indeed this kind of animations would be reserved for a separate pack because probably not appreciated by most people.

 

There is still a problem that seems quite huge to me :
If our character gets 'eaten' during mating, we would have to add code so that our character loses life points during the act.

As it is out of my field of expertise, you would have to be able to find a programmer who adds this part of the code.

It is not mandatory but it would be a plus...

 

In the meantime, I am changing the models and reviewing the sounds of the Add-on.
I will take the existing animations to improve them considerably to a level that I could call 'professional'.


So for now, adding new animations (any kind) is on hold.

Posted
9 hours ago, redgiratina said:

blabla, no hay una forma de hacer que el mod de texturas sea compatible un poco mas con el mod; https://steamcommunity.com/sharedfiles/filedetails/?id=2803545956&searchtext=model

lo digo principalmente por la textura de los pies

You seem to be confusing models and textures : they are 2 completely different things.

  • A model is a 3D object : the character's body.
  • A texture is a 2D image : the character's skin.

So I'm going to answer in 2 parts :

 

1> As for models, you have to keep in mind that the game only allows you to display one model at a time.
So you can't make one model 'compatible' with another.
In the case where you want to have a bigger or obese model, or a thinner or skeletal model : you have to go through Blender and modify the 3D model.
There is no other way.
I wouldn't do this kind of manipulation but you have my blessing to do it yourself.

 

2> As for textures, you can display the texture mod you want but you can only display one texture at a time.
So you can add a texture mod that changes the ones I provide in my 'Lewd models' mod.

 

 

On the other hand, you're talking about feet and there it mixes the two themes above :
If you look at the original game model you will see that the devs at Indie Stone created the character with square feet.


This allowed them 2 things :

  1. To be able to display a model with very few polygons and therefore display a game with a hundred zombies on a poor quality PC without lag.
  2. Create a shoe texture and stick this texture on the square feet and thus make believe that there is a 3D model of a shoe when there is not (this is also valid for pants).

 

There are 2 ways to solve this problem :

  • Either you modify my 'Lewd' model and you recreate the square feet of the character from the original game instead of the better quality feet of my 'Lewd' model.
  • Either you modify the original game files by changing the textures that look like shoes and you create 3D models of these shoes instead.
Posted
5 hours ago, BlaBla012345 said:

As I said a long time ago on this forum : I don't judge.
Although this is absolutely not my taste.

 

I note the idea, and indeed this kind of animations would be reserved for a separate pack because probably not appreciated by most people.

 

There is still a problem that seems quite huge to me :
If our character gets 'eaten' during mating, we would have to add code so that our character loses life points during the act.

As it is out of my field of expertise, you would have to be able to find a programmer who adds this part of the code.

It is not mandatory but it would be a plus...

 

In the meantime, I am changing the models and reviewing the sounds of the Add-on.
I will take the existing animations to improve them considerably to a level that I could call 'professional'.


So for now, adding new animations (any kind) is on hold.

Of course, I don't want to impose anything either, it was just an idea.
I just mean to create more creativity in animations, but the choice is yours, since you are the creator.

 

Thanks again for your efforts.

Posted
16 hours ago, BlaBla012345 said:

You seem to be confusing models and textures : they are 2 completely different things.

  • A model is a 3D object : the character's body.
  • A texture is a 2D image : the character's skin.

So I'm going to answer in 2 parts :

 

1> As for models, you have to keep in mind that the game only allows you to display one model at a time.
So you can't make one model 'compatible' with another.
In the case where you want to have a bigger or obese model, or a thinner or skeletal model : you have to go through Blender and modify the 3D model.
There is no other way.
I wouldn't do this kind of manipulation but you have my blessing to do it yourself.

 

2> As for textures, you can display the texture mod you want but you can only display one texture at a time.
So you can add a texture mod that changes the ones I provide in my 'Lewd models' mod.

 

 

On the other hand, you're talking about feet and there it mixes the two themes above :
If you look at the original game model you will see that the devs at Indie Stone created the character with square feet.


This allowed them 2 things :

  1. To be able to display a model with very few polygons and therefore display a game with a hundred zombies on a poor quality PC without lag.
  2. Create a shoe texture and stick this texture on the square feet and thus make believe that there is a 3D model of a shoe when there is not (this is also valid for pants).

 

There are 2 ways to solve this problem :

  • Either you modify my 'Lewd' model and you recreate the square feet of the character from the original game instead of the better quality feet of my 'Lewd' model.
  • Either you modify the original game files by changing the textures that look like shoes and you create 3D models of these shoes instead.

gracias por la informacion, enserio que tu modelo tiene muy bien diseñados las extremidades sin verse raros,  

Posted

I know this is a none needed thing and Im just curious so two things. 

1. Will there be a setting in the config that allows for editing the amount of semen intaken

2. Does anyone know of any models with bigger boobs (This is a repeated type)

Posted
8 hours ago, JDiddy2004 said:

I know this is a none needed thing and Im just curious so two things. 

1. Will there be a setting in the config that allows for editing the amount of semen intaken

2. Does anyone know of any models with bigger boobs (This is a repeated type)

1. From memory, there's such a setting when creating the world (or if you use a mod to change the settings during the game).

It's referenced in the ZWBeing Female section.

 

2. A model with bigger breasts ?

Check out Variable Skin on Steam.

Posted
9 hours ago, BlaBla012345 said:

1. From memory, there's such a setting when creating the world (or if you use a mod to change the settings during the game).

It's referenced in the ZWBeing Female section.

 

2. A model with bigger breasts ?

Check out Variable Skin on Steam.

I must not be very good at figuring things out cause  with that mod I have no clue how to get it to work properly, specifically the different sizes otherwise its still a normal texture change. I can only get it to a "default" size, would you prehaps know what I might be doing wrong? I dont believe im using the wrong one since I tried using "VariableSkin2", "VariableSkin3", and "Variable Skin 3 EDIT Fix". Couldn't find a menu or way to change anything about the mods.

Posted
10 hours ago, BlaBla012345 said:

1. From memory, there's such a setting when creating the world (or if you use a mod to change the settings during the game).

It's referenced in the ZWBeing Female section.

 

2. A model with bigger breasts ?

Check out Variable Skin on Steam.

Also there isn't a setting talking about how much semen is received at one moment or loss rate. Just max capacity, Milk capacity, expiration, Fertility bonus, and Pregnancy Recovery Time.

Posted
14 hours ago, JDiddy2004 said:

I must not be very good at figuring things out cause  with that mod I have no clue how to get it to work properly, specifically the different sizes otherwise its still a normal texture change. I can only get it to a "default" size, would you prehaps know what I might be doing wrong? I dont believe im using the wrong one since I tried using "VariableSkin2", "VariableSkin3", and "Variable Skin 3 EDIT Fix". Couldn't find a menu or way to change anything about the mods.

I don't understand the meaning of your question.
And I have the impression that, like a lot of people, you're confusing models and skins.

 

Read my post, which happens to be the sixth above yours on this same page, and you'll understand the differences between textures and models.

 

I don't use the 'VariableSkin' mod, so I don't know what the difference is : model and/or texture ?
From what I see, and there isn't much information on the multitude of VariableSkin mods and sub-mods on Steam, it seems like a real mess...
So I'm not really going to go down that route.

 

 

14 hours ago, JDiddy2004 said:

Also there isn't a setting talking about how much semen is received at one moment or loss rate. Just max capacity, Milk capacity, expiration, Fertility bonus, and Pregnancy Recovery Time.

 

It's an option that doesn't exist.


Not being the creator of ZomboWin Being Female, the best thing to do would be to post this comment on its dedicated thread.

Posted
14 hours ago, BlaBla012345 said:

I don't understand the meaning of your question.
And I have the impression that, like a lot of people, you're confusing models and skins.

 

Read my post, which happens to be the sixth above yours on this same page, and you'll understand the differences between textures and models.

 

I don't use the 'VariableSkin' mod, so I don't know what the difference is : model and/or texture ?
From what I see, and there isn't much information on the multitude of VariableSkin mods and sub-mods on Steam, it seems like a real mess...
So I'm not really going to go down that route.

 

 

 

It's an option that doesn't exist.


Not being the creator of ZomboWin Being Female, the best thing to do would be to post this comment on its dedicated thread.

I wasn't getting them mixed up but I was getting were I posted this mixed up. And I managed to get the skin to work so thanks for the recommendation.

Posted (edited)

Hi everyone.

 

I'm currently preparing version 2.0 of the add-on.

All the sounds are ready (although there are still a few to create for a 'background').

 

I was recreating the .lua files in the

\media\lua\client\ZomboWin\AnimationEvents

directory, and I'd like to add sperm stain textures (bukake style) to our character's body.

 

Of course, I still don't know how to code in Lua, so I'm struggling.

 

Here's what I currently have :
In the Cum.lua file (in the AnimationEvents directory)
we can add a sperm texture to the floor.

 

local IsoObject = IsoObject
local ZombRandFloat = ZombRandFloat

local cumSprites = {
	"cum_floor_large_01",
	"cum_floor_large_02",
	"cum_floor_large_03"
}

return function(action, parameter)
	action.character:playSound("ZomboLewdCum")

	local offsetx = ZombRandFloat(3.6, 3.6)
	local offsety = ZombRandFloat(2.5, 2.5)

	local square = getCell():getGridSquare(action.character:getX() + offsetx, action.character:getY() + offsety, action.character:getZ())
	local cum = IsoObject.new(square, cumSprites[ZombRand(1, #cumSprites + 1)])

	cum:setCustomColor(1, 1, 1, 1)
	square:AddTileObject(cum)
end

 

Perhaps if we use the function

 

Player:getHumanVisual like that :

 

Player:getHumanVisual()

local cumBody = {
	"cum_bukake_01",
	"cum_bukake_02"
}

 

and use a function from this page

https://projectzomboid.com/modding/zombie/core/skinnedmodel/visual/HumanVisual.html

 

Perhaps we could achieve the desired effect... right ? 🤔

 

I could easily create images that would replace the bloodstain images (or rather the images of dirt) in the

...\steamapps\common\ProjectZomboid\media\textures\BloodTextures

directory and call these textures using a function as described above.


This function would be placed in the .lua files in the
 

\media\lua\client\ZomboWin\AnimationEvents

Any programmers who can help me with this ?

@SolarEdge @Zikhad @AlexTheMan21 @afourtonmantis

 

Anyway, thanks.

Edited by BlaBla012345
precision
Posted (edited)

There's another feature I'd like to see in ZomboWin : the ability to become temporarily 'invulnerable' at the end of (or during) an animation.

 

Why ?

Because the new animations I'm creating will be significantly longer than the fast loops currently present in my add-on.

 

Here's a typical scenario that occurs during a game :

  1. A zombie is chasing us.
  2. One or more other zombies see us from afar.
  3. Our character no longer has any clothes.
  4. Our character suffers a defeat.
  5. The animation is so long that the zombie(s) in the distance have gotten closer and 'stuck' to our character.
  6. Thus, the number of zombies around the sexual activity increases over time.
  7. When the animation ends, our character is immediately grabbed by a new zombie.

=> We have no chance of surviving the gangbang that will inevitably occur shortly afterward.

 

In games there's a short period of time, after our character is hit, where our character blinks and becomes invulnerable.
This gives our character a chance to escape.

 

To successfully create this 'invulnerability flash,' there's a cheat function that would be very useful :
isGhostMode

 

In the Phoenix Cheat Menu mod (which unfortunately disappeared from the workshop), there's this function in the CheatCore.lua file.

Lines 721 to 737

 

function CheatCoreCM.DoGhostMode()
    if CheatCoreCM.MasterKey == false then
        if CheatCoreCM.IsGhost == true then
            CheatCoreCM.IsGhost = true
            getPlayer():setGhostMode(true)
            getPlayer():getModData().IsGhost = true
        else
            CheatCoreCM.IsGhost = false
            getPlayer():setGhostMode(false)
            getPlayer():getModData().IsGhost = false
        end
    else
        CheatCoreCM.IsGhost = false
        getPlayer():setGhostMode(false)
        getPlayer():getModData().IsGhost = false
    end
end

 

I'm posting the mod in .zip format here for those who are interested.

Cheat Menu Phoenix.zip

 

I'm again addressing those who know how to code in Lua :

@SolarEdge @AlexTheMan21 @Zikhad @afourtonmantis

Is it possible to add this function when playing a sound file ?
As in the example in my previous post : Cum.lua

 

Because I created a background sound that lasts for a large part of the sexual animation; and so we could add this function to this background sound to make our character invisible during the sexual act...
Hoping that this doesn't prevent the animation from continuing normally, of course.

 

I should clarify one thing :
The invisibility cheat makes our character invisible to zombies, but our character remains visible to the player, of course.

Edited by BlaBla012345
precision
Posted
20 minutes ago, BlaBla012345 said:

There's another feature I'd like to see in ZomboWin : the ability to become temporarily 'invulnerable' at the end of (or during) an animation.

 

Why ?

Because the new animations I'm creating will be significantly longer than the fast loops currently present in my add-on.

 

Here's a typical scenario that occurs during a game :

  1. A zombie is chasing us.
  2. One or more other zombies see us from afar.
  3. Our character no longer has any clothes.
  4. Our character suffers a defeat.
  5. The animation is so long that the zombie(s) in the distance have gotten closer and 'stuck' to our character.
  6. Thus, the number of zombies around the sexual activity increases over time.
  7. When the animation ends, our character is immediately grabbed by a new zombie.

=> We have no chance of surviving the gangbang that will inevitably occur shortly afterward.

 

In games there's a short period of time, after our character is hit, where our character blinks and becomes invulnerable.
This gives our character a chance to escape.

 

To successfully create this 'invulnerability flash,' there's a cheat function that would be very useful :
isGhostMode

 

In the Phoenix Cheat Menu mod (which unfortunately disappeared from the workshop), there's this function in the CheatCore.lua file.

Lines 721 to 737

 

function CheatCoreCM.DoGhostMode()
    if CheatCoreCM.MasterKey == false then
        if CheatCoreCM.IsGhost == true then
            CheatCoreCM.IsGhost = true
            getPlayer():setGhostMode(true)
            getPlayer():getModData().IsGhost = true
        else
            CheatCoreCM.IsGhost = false
            getPlayer():setGhostMode(false)
            getPlayer():getModData().IsGhost = false
        end
    else
        CheatCoreCM.IsGhost = false
        getPlayer():setGhostMode(false)
        getPlayer():getModData().IsGhost = false
    end
end

 

I'm posting the mod in .zip format here for those who are interested.

Cheat Menu Phoenix.zip 339.05 kB · 0 downloads

 

I'm again addressing those who know how to code in Lua :

@SolarEdge @AlexTheMan21 @Zikhad @afourtonmantis

Is it possible to add this function when playing a sound file ?
As in the example in my previous post : Cum.lua

 

Because I created a background sound that lasts for a large part of the sexual animation; and so we could add this function to this background sound to make our character invisible during the sexual act...
Hoping that this doesn't prevent the animation from continuing normally, of course.

yea it usually leads to death after a group of zombies surround u and its endless rape without any chance of recovery especially when inside a building...

Posted
On 3/25/2025 at 5:17 PM, BlaBla012345 said:

Hi everyone.

 

I'm currently preparing version 2.0 of the add-on.

All the sounds are ready (although there are still a few to create for a 'background').

 

I was recreating the .lua files in the

\media\lua\client\ZomboWin\AnimationEvents

directory, and I'd like to add sperm stain textures (bukake style) to our character's body.

 

I know that I'm not one of the main coders here, but since NO ONE is going to answer, I will. Looking through the game's code, I must say that what you are asking is kind of a bit too much. Apparently, the humanVisual of the characters are HARDCODED to support only Blood, Dirt and Holes (through zombie bodies), so it is the game's texture method of the characters. There may be a finicky way to modify the player's texture and apply our sweet sweet bukkake, but I don't have a clue how to do that yet... HOWEVER, B42 has a fluid system implemented halfway. It doesn't have the method to cover yourself in OIL or any fluid yet, but there is a chance it's going to be added somehow. Make your prayers for it to happen.
 

On 3/26/2025 at 3:10 AM, BlaBla012345 said:

There's another feature I'd like to see in ZomboWin : the ability to become temporarily 'invulnerable' at the end of (or during) an animation.

 

Why ?

Because the new animations I'm creating will be significantly longer than the fast loops currently present in my add-on.


Oh, that is actually pretty plausible compared to the bukkake idea. There's a better method than setGhostMode(), and it is setInvincible() It does the same thing, but your character doesn't disappear while at it, but I guess it all comes down to taste until it is tested.

Also, side note, I've been trying to port this mod to B42 since no one is willing to do it, and you guys weren't kidding about zombowin mess. THIS WHOLE THING IS ALL HELD TOGETHER BY A BUNCH OF DUCT TAPE AND GLUE! Well, not that bad, but JESUS CHRIST, WHY DOES THE playAnim() FUNCTION IS 900 LINES LONG?!?! How did solaredge think box1, box2, box3, and so on were good names for the option values?! So many sins have been committed in this one single mod.

And guess what? The mod works pretty well on B42, fixed some errors here and there, implemented the new options menu, and it's pretty okay. ASIDE FROM THAT, THE FAKE ZOMBIE SPAWN IS BROKEN IN THIS VERSION! The game now spawns the players without a model for some reason, making you fuck ghosts instead of zombies or bandits even. I hope this is a bug and will get fixed eventually, as I cannot for my life fix this. If it's not a bug and is intended behavior, we will need to find another way to animate zombies, which might be possible to animate directly now thanks to the new grapple system, but that too looks like it has some HARDCODED flags in it. I still need to look more into it and make sure of that.

Might post the halfway done version in the main thread if my energy depletes.

Sorry for the long post, I got excited...

Posted
1 hour ago, Timerz said:

I know that I'm not one of the main coders here, but since NO ONE is going to answer, I will. Looking through the game's code, I must say that what you are asking is kind of a bit too much. Apparently, the humanVisual of the characters are HARDCODED to support only Blood, Dirt and Holes (through zombie bodies), so it is the game's texture method of the characters. There may be a finicky way to modify the player's texture and apply our sweet sweet bukkake, but I don't have a clue how to do that yet... HOWEVER, B42 has a fluid system implemented halfway. It doesn't have the method to cover yourself in OIL or any fluid yet, but there is a chance it's going to be added somehow. Make your prayers for it to happen.

Thanks for the clarification.


The idea behind bukkake seems simple, but it turns out to be almost impossible to implement.

I ran into the hardcode problem when I wanted to display a character model with bones in addition to the original model (to add bones for the penis, breasts, butt, etc.).

 

When the game uses hardcoded functions or parts, it's impossible to change them.

I know something about it : I spent two weeks trying to find a workaround, without success...

 

1 hour ago, Timerz said:

Oh, that is actually pretty plausible compared to the bukkake idea. There's a better method than setGhostMode(), and it is setInvincible() It does the same thing, but your character doesn't disappear while at it, but I guess it all comes down to taste until it is tested.

 

The invisibility idea seems good in theory, but... I'm afraid our character will also be invisible to our own eyes (which ruins the whole point).

Furthermore, I'm afraid that making the player invisible will cause the animation to glitch if this invisibility occurs during the act.

 

1 hour ago, Timerz said:


Also, side note, I've been trying to port this mod to B42 since no one is willing to do it, and you guys weren't kidding about zombowin mess. THIS WHOLE THING IS ALL HELD TOGETHER BY A BUNCH OF DUCT TAPE AND GLUE! Well, not that bad, but JESUS CHRIST, WHY DOES THE playAnim() FUNCTION IS 900 LINES LONG?!?! How did solaredge think box1, box2, box3, and so on were good names for the option values?! So many sins have been committed in this one single mod.

 

1 hour ago, Timerz said:

And guess what? The mod works pretty well on B42, fixed some errors here and there, implemented the new options menu, and it's pretty okay. ASIDE FROM THAT, THE FAKE ZOMBIE SPAWN IS BROKEN IN THIS VERSION! The game now spawns the players without a model for some reason, making you fuck ghosts instead of zombies or bandits even. I hope this is a bug and will get fixed eventually, as I cannot for my life fix this. If it's not a bug and is intended behavior, we will need to find another way to animate zombies, which might be possible to animate directly now thanks to the new grapple system, but that too looks like it has some HARDCODED flags in it. I still need to look more into it and make sure of that.

I didn't know you were a coder, otherwise I would have mentioned you in my call for help.

 

It was with great joy that I read that you had partially managed to port the mod to the B42.

 

If I may : take your time and wait for a new version of the game (they've been coming out regularly lately) that will fix this model invisibility issue.
Perhaps it's not necessary to bother finding a way to 'fix' this, while the B42 is still at a very unstable stage.


When the B42 is released in a stable version, that will be the time to see if ZomboWin can be fully compatible with it.

 

 

One last thing : I believe the Grapple Tech animation software won't be available to the public until the stable release of the B42... can you confirm this ?
I've decided to redo the current animations for the B41; I hope I don't have to do everything again for the B42... 🤔

Posted
53 minutes ago, BlaBla012345 said:

The invisibility idea seems good in theory, but... I'm afraid our character will also be invisible to our own eyes (which ruins the whole point).

Furthermore, I'm afraid that making the player invisible will cause the animation to glitch if this invisibility occurs during the act.


Oh, yeah, it's kind of confusing how they named these things funny actually. So there are two functions, the setInvincible() (the one I mentioned) and setInvisible(). The first one makes you invulnerable, that's it, you're still able to see your character. The latter one is the one that makes you disappear! And the confusing part is that setGhost() and setInvisible() ARE THE SAME! setGhost() is just a sugar function to call setInvisible() and make things easier to read. I bet even the devs hate these two namings.
 

57 minutes ago, BlaBla012345 said:

If I may : take your time and wait for a new version of the game (they've been coming out regularly lately) that will fix this model invisibility issue.
Perhaps it's not necessary to bother finding a way to 'fix' this, while the B42 is still at a very unstable stage.


When the B42 is released in a stable version, that will be the time to see if ZomboWin can be fully compatible with it.


That was the plan, but then I forcefully put the mod into B42 format just for the funnies and to see how many errors I would get. The game got stuck in a black screen right at the menu. I fixed that. And then I said, "Why should I stop here? Let's see how the gameplay is." Before I knew it, I'm now one week into this with an half-baked port. I actually just need to translate the item's recipes to B42 new crafting system, and I guess the first patch is done, even with the ghost zombies. (Not actually the zombie)

Still, it is a good idea to just wait things out, maybe it will save a lot of trouble.
 

57 minutes ago, BlaBla012345 said:

One last thing : I believe the Grapple Tech animation software won't be available to the public until the stable release of the B42... can you confirm this ?
I've decided to redo the current animations for the B41; I hope I don't have to do everything again for the B42... 🤔


I got some news! We have almost total access to the Grapple Tech! It's more of an action you do with the characters and get them to constantly say, "Hey, did anyone grapple me?" and if yes, they do something with the initiator. They can even reject and accept certain grapples, which is neat. And although we have access to these tools, there is literally zero documentation on how to use them, forcing us to reverse engineer the hell out of it. Also, there is the chance of them still being WIP, I haven't checked that yet.

The most certain example of this is when you drag zombies in the version. (so smoooth....)

God, how much time have I wasted on this sex mod? I must go do my duties before I get into trouble.

Posted

As for the animations, It will depend on how the animation system of the mod will work with Grapple. You probably won't need to redo things much, just set some short animation loops here and there, and it's done. Worst case scenario, you will need to add even MORE animations. I'm quite looking forward to if I can implement a better animation system with stages, transitions, and all the good stuff in the far future. But seeing how ZomboWin is handling that... I guess it would be better to just start over from scratch.

Posted
On 3/26/2025 at 9:40 AM, BlaBla012345 said:

=> We have no chance of surviving the gangbang that will inevitably occur shortly afterward.

 

In games there's a short period of time, after our character is hit, where our character blinks and becomes invulnerable.
This gives our character a chance to escape.

 

To successfully create this 'invulnerability flash,' there's a cheat function that would be very useful :
isGhostMode

 

 

 

Yes, I also use GhostMode sometimes, but there is another faster way

First you need Superb Survivors mod

Don't worry it's not have conflict with Bandits mod

 

Then, when you are surrounded, press '6' to spawn the unlucky survivor! 😄
And that's it.

 

Spoiler

Your sacrifice will not be in vain

 

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