Pkatt Posted May 12, 2025 Posted May 12, 2025 (edited) On 5/8/2025 at 12:06 AM, BlaBla012345 said: Your comment isn't clear. If you're asking why I removed the download section for the old version 1 of the Bandits mod from my page : It's because the mod's author reposted the old version on Steam; therefore, it's no longer necessary for me to host version 1 of his mod. Hey, I literally just started playing Project Zomboid over the weekend, primarily due to seeing these mods in here and being interested! Funny thing, I started up vanilla, then last night started adding in mods- I had seen in another thread where you said something about putting v1 of Bandits on your page. I was racking my brain last night trying to find it. It wasn't until reading through this thread just now, on this comment to the other person, when it made sense to me why I myself couldn't find it! (I saw the legacy version on steam, but being brand new, sorting through things yesterday, I wasn't sure if it was the same version) As I played, I had a few questions, but I need to play again before posting, I may answer several of them on my on. (it was getting late!) But the mods worked great, looking forward to playing more! Edited May 12, 2025 by Pkatt
GgKurai Posted May 13, 2025 Posted May 13, 2025 i havent updated yet playing with the old version once learn everything from the mod probably will move to b42 however there is one thing that it comes to my mind if would a lil bit of programming probably do it myself but since idk, it would be a cool option once is subdue you could take them to home to a basement where you can play with it or that player could be subdue by bandits or npc for an specific timeframe
BlaBla012345 Posted May 13, 2025 Author Posted May 13, 2025 (edited) 👋 Hey folks, quick update time! Saw that my post about porting ZomboWin stirred up a few reactions, so I figured I’d drop a full status report. 🧭 Here’s the situation: Before even touching the ZomboWin port, I originally set out to build—from scratch—a whole new system to swap zombies with NPCs in a brand-new mod. Welp... Let’s just say I went skiing off-piste, no helmet, full speed, total YOLO. 🎿 And yeah… I faceplanted into the first tree I saw. 🌲💥 But I did learn something: this zombie-to-NPC swap thing? It’s a beast. Not gonna be easy. So I switched gears and thought: “Why not just help port ZomboWin itself?” And guess what I learned next? That NPC swap thing? It’s worse than I thought — like, straight-up impossible bad. 🧟♂️ Turns out (like @Timerz said), NPCs in Build 42 are totally borked. No model, sure. But that’s just the beginning. They’re also missing some kind of 'link' (?) to IsoPlayer or something fundamental like that. And since I’m not a dev by trade, I’m struggling even more than someone experienced would. 😅 Okay, maybe I’m not the sharpest tool in the shed — but hey, look around: 👉 No port of Superb Survivors, 👉 No Braven NPCs in sight… Do the math. Draw your own conclusions. 🧠 So what do we do now? Cry in a corner? 🥲 Well, I’ve been smashing my head against a new idea for two days now. I circled back to my OG plan: build my own mod to replace ZomboWin and ZomboLewd. 🧪 So I whipped up a prototype mod skeleton — you’ll find it at the bottom of this post. Now you might be thinking: “What’s the plan here?” Well… believe it or not: Replace a zombie... with another zombie. 🧟♂️➡️🧟♂️ Nope, I haven’t lost my mind. Hear me out! What I actually mean is: replace a regular zombie with a fake zombie — a Bandit-style NPC zombie. Yeah, I said it: “Bandits.” 💥 *Wink*... *Wink*... On 5/12/2025 at 5:07 PM, Timerz said: This one single ghost bug is solely responsible for halting my port. I've lost so many hours trying to tackle that, and I got no results; this might even be a signal for us to stop trying to create a dummy for sex and try to find another way to manage all this. Like trying a different approach from using TimedActions to animate our characters, as I'm starting to see the cons from using that system. Why? Because the Bandits mod lets regular zombies play animations they normally shouldn’t be able to. So theoretically, if I can intercept the right function to spawn one of those zombie-bandits, we’re golden. 🏆 Right now? I’ve managed to spawn… a table. 🪑 (Not a real one. A data table. Yeah, I know... disappointing.) I’m still stuck trying to find the damn function that actually spawns the bandits. No luck yet. So! I’m dropping the prototype mod here — in case a kind soul with coding superpowers wants to peek inside and maybe have a genius breakthrough. ⚡👀 Alright, back to the grind. Catch you later! 👋 OBSOLETE ZomboLust.zip Edited May 14, 2025 by BlaBla012345 6
Seprofid Posted May 14, 2025 Posted May 14, 2025 6 hours ago, BlaBla012345 said: Because the Bandits mod lets regular zombies play animations they normally shouldn’t be able to. From a quick look it seems like he's overriding one of the zombie's animations (setBumpType) but I'm not that great at LUA so I can't tell for sure. Take a look in 42/media/lua/shared/ZombieActions 1
redgiratina Posted May 14, 2025 Posted May 14, 2025 13 hours ago, BlaBla012345 said: 👋 Hey folks, quick update time! Saw that my post about porting ZomboWin stirred up a few reactions, so I figured I’d drop a full status report. 🧭 Here’s the situation: Before even touching the ZomboWin port, I originally set out to build—from scratch—a whole new system to swap zombies with NPCs in a brand-new mod. Welp... Let’s just say I went skiing off-piste, no helmet, full speed, total YOLO. 🎿 And yeah… I faceplanted into the first tree I saw. 🌲💥 But I did learn something: this zombie-to-NPC swap thing? It’s a beast. Not gonna be easy. So I switched gears and thought: “Why not just help port ZomboWin itself?” And guess what I learned next? That NPC swap thing? It’s worse than I thought — like, straight-up impossible bad. 🧟♂️ Turns out (like @Timerz said), NPCs in Build 42 are totally borked. No model, sure. But that’s just the beginning. They’re also missing some kind of 'link' (?) to IsoPlayer or something fundamental like that. And since I’m not a dev by trade, I’m struggling even more than someone experienced would. 😅 Okay, maybe I’m not the sharpest tool in the shed — but hey, look around: 👉 No port of Superb Survivors, 👉 No Braven NPCs in sight… Do the math. Draw your own conclusions. 🧠 So what do we do now? Cry in a corner? 🥲 Well, I’ve been smashing my head against a new idea for two days now. I circled back to my OG plan: build my own mod to replace ZomboWin and ZomboLewd. 🧪 So I whipped up a prototype mod skeleton — you’ll find it at the bottom of this post. Now you might be thinking: “What’s the plan here?” Well… believe it or not: Replace a zombie... with another zombie. 🧟♂️➡️🧟♂️ Nope, I haven’t lost my mind. Hear me out! What I actually mean is: replace a regular zombie with a fake zombie — a Bandit-style NPC zombie. Yeah, I said it: “Bandits.” 💥 *Wink*... *Wink*... Why? Because the Bandits mod lets regular zombies play animations they normally shouldn’t be able to. So theoretically, if I can intercept the right function to spawn one of those zombie-bandits, we’re golden. 🏆 Right now? I’ve managed to spawn… a table. 🪑 (Not a real one. A data table. Yeah, I know... disappointing.) I’m still stuck trying to find the damn function that actually spawns the bandits. No luck yet. So! I’m dropping the prototype mod here — in case a kind soul with coding superpowers wants to peek inside and maybe have a genius breakthrough. ⚡👀 Alright, back to the grind. Catch you later! 👋 ZomboLust.zip 10.9 MB · 3 downloads ho entonces en un futuro no seria necesario tener zombowin, por si solar ya no vuelve a actualizar el mod principal a futuro?
BlaBla012345 Posted May 14, 2025 Author Posted May 14, 2025 (edited) 👋 Hey folks, quick one today! Just dropping a super short update. 🧟♂️ I finally managed to spawn a zombie — and now I’m working on stuffing it full of Bandit data to turn it into a proper Bandit and kick off an idle animation. Frankenstein moment? Kinda. ⚡ 🔧 The new code’s living in the debug spawn files: 📄 ZomboLust_DebugSpawnFakeBandit.lua 📄 ZomboLust_SpawnFakeBandit.lua 📄 ZomboLust_BanditTick.lua 🛑 I commented out Events.OnCharacterCollide.Add in ZomboLustMain.lua, 'cause the stuff in ZomboLustReplace.lua is old and busted. Honestly, it’s way faster to just spawn my test zombie directly rather than chasing one around the map every time. 🏃♂️💀 ✅ So to test it out: right-click → click the debug option — boom, test zombie. The goal here is still to figure out how to morph a basic zombie into a Bandit. That’s the whole game right now. 🎯 Catch ya later! 👋 OBSOLETE ZomboLust.zip On 5/14/2025 at 3:11 AM, Seprofid said: From a quick look it seems like he's overriding one of the zombie's animations (setBumpType) but I'm not that great at LUA so I can't tell for sure. Take a look in 42/media/lua/shared/ZombieActions Many thanks ! 💗 On 5/14/2025 at 9:58 AM, redgiratina said: ho entonces en un futuro no seria necesario tener zombowin, por si solar ya no vuelve a actualizar el mod principal a futuro? 🛠️ Yep — this’ll be its own standalone mod! No need for ZomboWin or ZomboWin Defeat here. Totally independent. 🙅♂️ That said, the Bandits mod will be required — but hey, it comes packed with a ton of options anyway, so it’s not a huge deal. 🎩🔪 Edited May 15, 2025 by BlaBla012345 6
Seprofid Posted May 14, 2025 Posted May 14, 2025 3 hours ago, BlaBla012345 said: The goal here is still to figure out how to morph a basic zombie into a Bandit. That’s the whole game right now. 🎯 Not quite what you are looking for but you can force a specific type to spawn by doing this: LewdBandit = LewdBandit or {} ---@param player IsoPlayer ---@param square IsoGridSquare LewdBandit.SpawnLewdBandit = function(player, square) local args = { cid = "a3bd90b9-aa08-44b2-8be3-a6dfcf15f9e1", program = "Babe", permanent = 1, loyal = true, occupation = "Babe", size = 1, x = square:getX() + 1, y = square:getY() + 1, z = square:getZ() } sendClientCommand(player, 'Spawner', 'Clan', args) end LewdBandit.PreFillWorldObjectContextMenu = function(playerID, context, worldobjects, test) local fetch = ISWorldObjectContextMenu.fetchVars local player = getSpecificPlayer(playerID) local square = fetch.clickedSquare if isDebugEnabled() then context:addOption("Spawn Babe", player, LewdBandit.SpawnLewdBandit, player, square) end end Events.OnPreFillWorldObjectContextMenu.Add(LewdBandit.PreFillWorldObjectContextMenu) If you trace the command (in BanditServerSpawner.lua) it'll walk you through what it did to create the bandit. Specifically the spawnType, spawnGroup and banditize functions. 1
BlaBla012345 Posted May 15, 2025 Author Posted May 15, 2025 (edited) 🌙 Quick update before I crash — I'm wiped out... 😵💤 Total change of strategy tonight. I stripped the mod down to the bare essentials — cleaned house, trimmed the fat. ✂️🧼 Now we’re down to just two files to get our Bandit spawned: 🖱️ ContextMenu and 🚀 Spawner. That’s it. No fluff. 🎉 I did manage to fire up BanditCustom as a Global and (fingers crossed 🤞) send everything off to the ServerSpawner with the right arguments... 😩 But... yeah, it’s stuck again. Alright, that’s it for tonight. Good night, catch you soon! 😴💤 OBSOLETE ZomboLust-01.zip Edited May 16, 2025 by BlaBla012345 1
suberfudge Posted May 16, 2025 Posted May 16, 2025 (edited) I seem to be getting issues with bandits legacy, where the bandits seem to only attack the player and not actually strip or defeat the player. Checked over my options and everything is ticked off correctly and load order is fine. Running zombowin 1.28, the 2.07 extra animations and sounds. Only zombies seem to be actually functioning correctly. edit: I am on build 41.78 I forgot to mention Edited May 16, 2025 by suberfudge
BlaBla012345 Posted May 16, 2025 Author Posted May 16, 2025 (edited) 🧠 Hey folks... So, what’s new you ask? Well... I finally plugged the server-side logic into the code — and immediately got smacked in the face by a storm of issues with bids and their arguments. 🌪️🧩 And guess what? It ain’t over yet. Tonight’s wall? 👉 "No playerIndex in args". FIXED ✨ Everything's working but... still no Bandit in sight. 😐🧟♂️ Feels like all the gears are turning, but the Bandit train just won’t leave the station. There’s definitely something missing — maybe one step, maybe a few. But what comes next? Man... that’s the real mystery. 🕵️♂️ Yep. That lovely little mystery is where I’m calling it for now. 🧱😵 If anyone’s reading this: just know that Bandits is like a set of Russian dolls — the deeper you go, the more you realize you’re just opening yet another one. 🪆🪆🪆 Not to mention, I’m trying to hack a mod that’s already hacking vanilla zombies. It’s like... modception. We’re officially in Matrix territory now. 💊💻 Catch you on the next layer of madness. Peace! 👋🌀 OBSOLETE ZomboLust.zip Edited May 17, 2025 by BlaBla012345 6
Amazonico0 Posted May 17, 2025 Posted May 17, 2025 I downloaded the last zombolust you posted and went in but i don't know what i'm currently suppose to see with this 0.1 version. Also the "spawn fake bandit button doesn't work"
BlaBla012345 Posted May 17, 2025 Author Posted May 17, 2025 (edited) ⚡️ Hey everyone — quick drive-by update! Just dropping this in case a fellow coder’s lurking around and feels like snooping through the madness. 👀🧑💻 🗺️ I’ve added the Zone Manager system — because yeah, up until now we were trying to spawn a Bandit without ever actually saying where to drop the poor guy… 😅 Here’s what’s new: ✅ Made the logs waaay clearer (finally some readable output 🙌) ✅ Fixed an issue with the Override of the Bandit Server Spawner 🧩 And now there’s just one last blocker: figuring out how to reliably grab the player’s current location to accurately decide where the Bandit should pop into existence. 🎯 Getting close... I can feel it. Catch you soon! 👋💥 OBSOLETE ZomboLust.zip Edited May 17, 2025 by BlaBla012345 3
BlaBla012345 Posted May 17, 2025 Author Posted May 17, 2025 On 5/16/2025 at 2:27 AM, suberfudge said: I seem to be getting issues with bandits legacy, where the bandits seem to only attack the player and not actually strip or defeat the player. Checked over my options and everything is ticked off correctly and load order is fine. Running zombowin 1.28, the 2.07 extra animations and sounds. Only zombies seem to be actually functioning correctly. edit: I am on build 41.78 I forgot to mention 👀 Hummm This problem probably makes way more sense to be posted in the ZomboWin thread. 🧵🧟♂️ 4 hours ago, Amazonico0 said: I downloaded the last zombolust you posted and went in but i don't know what i'm currently suppose to see with this 0.1 version. Also the "spawn fake bandit button doesn't work" 😎 My dude — it’s coder territory. This whole post is dev-bait™. If you don’t speak Lua-flavored spaghetti or get excited by stack traces, you’re probably in the wrong part of town. 🧠💻
suberfudge Posted May 17, 2025 Posted May 17, 2025 3 hours ago, BlaBla012345 said: 👀 Hummm This problem probably makes way more sense to be posted in the ZomboWin thread. 🧵🧟♂️ 😎 My dude — it’s coder territory. This whole post is dev-bait™. If you don’t speak Lua-flavored spaghetti or get excited by stack traces, you’re probably in the wrong part of town. 🧠💻 Oh my apologies, I thought I was on that thread lol. Had various threads opened and posted in the wrong one!
BlaBla012345 Posted May 17, 2025 Author Posted May 17, 2025 (edited) 😩 Yo — it never ends... Alright, here’s the latest in the saga: 🖥️ Added a server-side command handler just to finally get the player’s coordinates! (Yeah — we legit couldn’t even tell where our own damn character was. Absolute chaos. 🧭🧨) 🎢 Then came the Zone system from the Bandits mod: Added it. Removed it. Re-added it. Guess what? Still stuck. With the system: 🔧 ➡️ registerGeometryZone throws a fit because the client signature doesn’t match what the server expects. Without the system: 🚫 ➡️ No Bandit. Nada. Nothing spawns. Zero fun. So yeah, welcome to this lovely catch-22. 😅 I have to use the system — but the moment I do, it breaks because of some sneaky mismatch somewhere in the call chain. Total dead end. I'm stuck, folks... Catch you later. Maybe with answers. 🤷♂️👋 OBSOLETE ZomboLust.zip Edited May 18, 2025 by BlaBla012345 1
Transcendent Lala Posted May 17, 2025 Posted May 17, 2025 3 hours ago, BlaBla012345 said: 😩 Yo — it never ends... Alright, here’s the latest in the saga: 🖥️ Added a server-side command handler just to finally get the player’s coordinates! (Yeah — we legit couldn’t even tell where our own damn character was. Absolute chaos. 🧭🧨) 🎢 Then came the Zone system from the Bandits mod: Added it. Removed it. Re-added it. Guess what? Still stuck. With the system: 🔧 ➡️ registerGeometryZone throws a fit because the client signature doesn’t match what the server expects. Without the system: 🚫 ➡️ No Bandit. Nada. Nothing spawns. Zero fun. So yeah, welcome to this lovely catch-22. 😅 I have to use the system — but the moment I do, it breaks because of some sneaky mismatch somewhere in the call chain. Total dead end. I'm stuck, folks... Catch you later. Maybe with answers. 🤷♂️👋 ZomboLust.zip 10.9 MB · 2 downloads Maybe im missing something but what is ZOmbolust for
BlaBla012345 Posted May 18, 2025 Author Posted May 18, 2025 (edited) 👋 Hey hey! Got a "functional" version now! (Okay okay… not functional functional, but at least the code exits cleanly without exploding — that’s already a small miracle. 🧘♂️💻) I’m following the Bandits mod pipeline to the letter, every step, every file — and yet… 🎩 No Bandit spawn. The logic’s there. The calls are in place. But the dude just won’t show up. Super frustrating. 😤 Anyway, we move. See you soon! 👋 New dev approach: pm me for code ZomboLust.zip On 5/18/2025 at 1:21 AM, Transcendent Lala said: Maybe im missing something but what is ZOmbolust for 💬 This is all for Build 42. Read my posts carefully (especially the one where I quote Timerz) and you’ll get a clearer picture of what I’m actually trying to pull off. 🧠📜 Edited May 21, 2025 by BlaBla012345 1
Transcendent Lala Posted May 18, 2025 Posted May 18, 2025 45 minutes ago, BlaBla012345 said: 👋 Hey hey! Got a "functional" version now! (Okay okay… not functional functional, but at least the code exits cleanly without exploding — that’s already a small miracle. 🧘♂️💻) I’m following the Bandits mod pipeline to the letter, every step, every file — and yet… 🎩 No Bandit spawn. The logic’s there. The calls are in place. But the dude just won’t show up. Super frustrating. 😤 Anyway, we move. See you soon! 👋 ZomboLust.zip 10.9 MB · 0 downloads 💬 This is all for Build 42. Read my posts carefully (especially the one where I quote Timerz) and you’ll get a clearer picture of what I’m actually trying to pull off. 🧠📜 If its build 42 I have no need for it then im stull using build 41 lol. But thanks for the answer. Being autistic. I had read things but still did not fully understand. This is why I asked
BlaBla012345 Posted May 18, 2025 Author Posted May 18, 2025 (edited) 🛠️ Patch Update: BanditServer.Spawner Argument Fix I’ve implemented a patch that dynamically recalculates the arguments passed to BanditServer.Spawner.Individual, in order to bypass a tricky issue: The original Bandits mod function expects a key-value pair — not a table. If we do pass a key-value (even with a metatable), we still hit the dreaded __len error. If we do pass a table (even with a metatable), we still hit the dreaded __len error. This patch helps us steer clear of that dead end. That is… provided the monkey-wrapper executes at the right point in time to intercept and correct the data before it reaches the spawner. 🚧 At the moment, this isn’t working as expected. But I’m posting the current version of ZomboLust here anyway, which includes the monkey patch implementation for anyone curious or willing to help debug further. New dev approach: pm me for code ZomboLust.zip The Goal : Spawn an individual bandit where and when we want. 📣 Call for Help If you’re not a developer but still want to support this project, you can! Help spread the word by sharing this thread across forums, Discords, or anywhere else devs might hang out — especially those interested in Project Zomboid Build 42 modding. (This also addresses Transcendent Lala’s question.) ZomboLust exists because porting ZomboWin — and more importantly, the original zombie-to-NPC swap system from ZomboLewd — is now very unlikely under Build 42. So I’m working on an alternative: 👉 Replacing the real NPC (which no longer functions under Build 42) 👉 With a Bandit — essentially a tricked-out zombie 👉 That we can use to play... let’s say, more "adult-themed" animations. 📢 Please share this thread, even on the original ZomboLewd Discord — just in case the original genius behind that mod sees this and wants to contribute or offer guidance. It could make a huge difference going forward. 🙏 Thanks in advance. As I see it, the issue likely lies somewhere between steps 3.7 and 4.2–4.4 🔍 Step-by-Step AutoSpawnTest Flow Here’s a detailed walkthrough of what happens during the AutoSpawnTest, from game launch all the way to the bandit spawn — highlighting how ZomboLust and Bandits interact under the hood: 1. 🔄 Game Start Project Zomboid initializes the world, loads mods, and executes media/lua/server/OnGameStart for each mod. ZomboLustMonkeyPatch.lua is loaded very early (first, in fact — thanks to a require placed at the top of the handler) and replaces BanditServer.Spawner.Individual with our custom wrapper. The wrapper stores the original Individual function and sets up logic to re-inject both a sequential array and named fields later on. 2. 🧩 Client-Server Handler Loading ZomboLustClientCommandHandler.lua registers to Events.OnClientCommand. Because it requires "ZomboLustMonkeyPatch", the patch is fully active before any call to Individual is made. 3. 🧪 AutoSpawnTest Initialization ZomboLust_AutoSpawnTest.lua is loaded and also registers to Events.OnGameStart. When the OnGameStart event fires, AutoSpawnTest runs: It does require "server/BanditServerSpawner" to ensure the original Bandits module is loaded and that BanditServer.Spawner is populated. It retrieves the player with getSpecificPlayer(0) (works fine in singleplayer). It calls BanditCustom.GetAll() to list available bids. It selects a valid bidID from the returned list. It grabs the player’s current position via player:getX(), getY(), getZ(). It directly calls BanditServer.Spawner.Individual(player, args) with: args = { testBid, x, y, z } This invocation hits our MonkeyPatch wrapper: The wrapper extracts bidOrig = args[1], xOrig = args[2], etc. It calculates count = #pairs(args) (result: 4) and assigns args.size = count for internal logic. It constructs arr = { bidOrig, xOrig, yOrig, zOrig, sizeOrig }. It calls originalIndividual(player, arr) — the original Bandits implementation. Finally, it re-injects named fields like args.bid, args.x, etc., into the original args table. The AutoSpawnTest handler then prints a success or error message to the console. 4. 🧠 Execution of BanditServer.Spawner.Individual (Original Bandits Code) Within the original Individual function: It checks #args (via the array arr) to determine length — this works thanks to our custom array injection. It reads args.bid (restored earlier) to determine which Bandit model to spawn. It uses args.x, args.y, args.z for position and args.size for the spawn count. It finally creates the AI entity (zombie / bandit) and places it in the world zone. 5. 🧾 Logs & Results Client Side: Not involved during AutoSpawnTest; everything runs server-side. Server Side: Logs [ZomboLustMonkeyPatch DEBUG] Wrapped… at startup. Logs [ZomboLust AutoSpawnTEST…] during test execution. Logs [ZomboLust ClientCommandHandlerDEBUG SERVER] Bandit spawned successfully — or, in this specific test, directly logs the result of spawnIndividual without going through the client handler. ✅ Expected Result: A Bandit spawns at the player’s location. Edited May 21, 2025 by BlaBla012345 Details 4
silvertilarion Posted May 19, 2025 Posted May 19, 2025 22 hours ago, BlaBla012345 said: 🛠️ Patch Update: BanditServer.Spawner Argument Fix I’ve implemented a patch that dynamically recalculates the arguments passed to BanditServer.Spawner.Individual, in order to bypass a tricky issue: The original Bandits mod function expects a key-value pair — not a table. If we do pass a key-value (even with a metatable), we still hit the dreaded __len error. If we do pass a table (even with a metatable), we still hit the dreaded __len error. This patch helps us steer clear of that dead end. That is… provided the monkey-wrapper executes at the right point in time to intercept and correct the data before it reaches the spawner. 🚧 At the moment, this isn’t working as expected. But I’m posting the current version of ZomboLust here anyway, which includes the monkey patch implementation for anyone curious or willing to help debug further. ZomboLust.zip The Goal : Spawn an individual bandit where and when we want. 📣 Call for Help If you’re not a developer but still want to support this project, you can! Help spread the word by sharing this thread across forums, Discords, or anywhere else devs might hang out — especially those interested in Project Zomboid Build 42 modding. (This also addresses Transcendent Lala’s question.) ZomboLust exists because porting ZomboWin — and more importantly, the original zombie-to-NPC swap system from ZomboLewd — is now very unlikely under Build 42. So I’m working on an alternative: 👉 Replacing the real NPC (which no longer functions under Build 42) 👉 With a Bandit — essentially a tricked-out zombie 👉 That we can use to play... let’s say, more "adult-themed" animations. 📢 Please share this thread, even on the original ZomboLewd Discord — just in case the original genius behind that mod sees this and wants to contribute or offer guidance. It could make a huge difference going forward. 🙏 Thanks in advance. As I see it, the issue likely lies somewhere between steps 3.7 and 4.2–4.4 🔍 Step-by-Step AutoSpawnTest Flow Here’s a detailed walkthrough of what happens during the AutoSpawnTest, from game launch all the way to the bandit spawn — highlighting how ZomboLust and Bandits interact under the hood: 1. 🔄 Game Start Project Zomboid initializes the world, loads mods, and executes media/lua/server/OnGameStart for each mod. ZomboLustMonkeyPatch.lua is loaded very early (first, in fact — thanks to a require placed at the top of the handler) and replaces BanditServer.Spawner.Individual with our custom wrapper. The wrapper stores the original Individual function and sets up logic to re-inject both a sequential array and named fields later on. 2. 🧩 Client-Server Handler Loading ZomboLustClientCommandHandler.lua registers to Events.OnClientCommand. Because it requires "ZomboLustMonkeyPatch", the patch is fully active before any call to Individual is made. 3. 🧪 AutoSpawnTest Initialization ZomboLust_AutoSpawnTest.lua is loaded and also registers to Events.OnGameStart. When the OnGameStart event fires, AutoSpawnTest runs: It does require "server/BanditServerSpawner" to ensure the original Bandits module is loaded and that BanditServer.Spawner is populated. It retrieves the player with getSpecificPlayer(0) (works fine in singleplayer). It calls BanditCustom.GetAll() to list available bids. It selects a valid bidID from the returned list. It grabs the player’s current position via player:getX(), getY(), getZ(). It directly calls BanditServer.Spawner.Individual(player, args) with: args = { testBid, x, y, z } This invocation hits our MonkeyPatch wrapper: The wrapper extracts bidOrig = args[1], xOrig = args[2], etc. It calculates count = #pairs(args) (result: 4) and assigns args.size = count for internal logic. It constructs arr = { bidOrig, xOrig, yOrig, zOrig, sizeOrig }. It calls originalIndividual(player, arr) — the original Bandits implementation. Finally, it re-injects named fields like args.bid, args.x, etc., into the original args table. The AutoSpawnTest handler then prints a success or error message to the console. 4. 🧠 Execution of BanditServer.Spawner.Individual (Original Bandits Code) Within the original Individual function: It checks #args (via the array arr) to determine length — this works thanks to our custom array injection. It reads args.bid (restored earlier) to determine which Bandit model to spawn. It uses args.x, args.y, args.z for position and args.size for the spawn count. It finally creates the AI entity (zombie / bandit) and places it in the world zone. 5. 🧾 Logs & Results Client Side: Not involved during AutoSpawnTest; everything runs server-side. Server Side: Logs [ZomboLustMonkeyPatch DEBUG] Wrapped… at startup. Logs [ZomboLust AutoSpawnTEST…] during test execution. Logs [ZomboLust ClientCommandHandlerDEBUG SERVER] Bandit spawned successfully — or, in this specific test, directly logs the result of spawnIndividual without going through the client handler. ✅ Expected Result: A Bandit spawns at the player’s location. There is a splitscreen function in b41, was it removed in b42? Maybe it can be used to imitate player on player action with animations. Such as inspect animation for healing. Just an idea
SkyFlyWhite Posted May 21, 2025 Posted May 21, 2025 I wonder I think I suggested it a few times on the main page but is there a discord server for these projects? or if not a server be considered being made at some point? I personally love this/these mods a lot, but it just seems hard for me to keep track of some things here reading between the comments and updates.
Irengduck Posted May 30, 2025 Posted May 30, 2025 On 4/26/2025 at 9:35 PM, BlaBla012345 said: Load your game with ONLY the following mods, and in this order : Mod Manager https://steamcommunity.com/workshop/filedetails/?id=2694448564 ZomboWin ZomboWin Defeat ZomboWin AddOn There's little chance your game will drop below 10 fps after a few minutes... From there, look for the offending mod in your mod list. You'll just know that my mod isn't the culprit. There's also the possibility that your game has been going on for many months in-game and that you've removed or added mods in the meantime... I have activated the mod that is only for zombowin and others but the result is the same
Mourn12 Posted May 31, 2025 Posted May 31, 2025 (edited) Anyone have a weird issue where the animation now cuts short? my world has been around for a full in game year, I've tried reinstalling the entire addon but it doesn't seem to help. Its possibly a mod conflict but there aren't any errors (on B41 2.0.7 of the mod) NVM: Was just quick worker perk Edited June 1, 2025 by Mourn12
BlaBla012345 Posted June 1, 2025 Author Posted June 1, 2025 🎉 ZomboLust: For anyone following the project — ZomboLust officially came to life this Sunday morning (Paris GMT time). After three weeks of work, I’ve hit a major milestone: 🟢 ZomboLust is Gold. ✅ Bandits now spawn dynamically — wherever and whenever I want. Of course, the mod is still in a very early, skeletal form. There’s a lot of work ahead, especially when it comes to getting Bandits to reliably perform adult-themed animations. That said, the foundation is already designed with flexibility in mind: ⚙️ The system supports future relationship logic based on the number of participants and their respective genders. 🧥 It also opens the door for animation variants depending on specific "outfits" or "character types", including: Anthro/Furry Occult Zombies Resident Evil’s Licker, and everything else... In theory, anything should be possible. Thanks for sticking around — and stay tuned. 💌 Much love to you all ! 12
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