redgiratina Posted June 2, 2025 Posted June 2, 2025 19 hours ago, BlaBla012345 said: 🎉 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 ! el mod de los lickers esta un poquitin roto, xd todos los zombies se me modifican a ellos jaja
SirEma Posted June 3, 2025 Posted June 3, 2025 I'm doing something wrong when installing it, since the genitals of the male character are not shown, nor are the female character.
BlaBla012345 Posted June 5, 2025 Author Posted June 5, 2025 🔍 Compatibility Check-In: ZomboLust & B42 Mods Hey folks, While running some checks for different animation cases, I realized something important: Most "adult-themed" or creature-based mods aren’t (yet) available for Build 42 — and some may never be. So, based on what I currently know, here’s a quick rundown of which mods could be compatible with ZomboLust: ✅ Occult Zombies Port to B42 has been confirmed by the creator — but it’s not available yet. 🌀 Expect tentacles... Steam Workshop Link - Occult Zombies ✅ Anthro Furry Survivors Already ported and live on Build 42. Steam Workshop Link - Anthro Survivors (the "Furry Mod") ❌ Licker Mod No sign of a B42 port — so this one’s off the table for now. 💬 As for homosexual animations and animal-related interactions — no special requirements there. I'm using vanilla Build 42 systems, so those are covered out of the box. 📌 Summary: I’ll be building compatibility for: Anthro Survivors (Furry Mod) Occult Zombies (assuming the B42 port lands in time) ⚠️ No compatibility planned for the Licker mod, since it won’t be coming to B42 (at least as far as I know). If I missed something — or if there’s a specific mod you think should be supported — now’s the time to speak up! 💬 I’m actively working on this compatibility phase, and it’d be great to get your feedback before Saturday, June 6, 2025 (though of course, updates can always come later if needed). Thanks for the info and support — catch you soon! 👋 4
BlaBla012345 Posted June 6, 2025 Author Posted June 6, 2025 16 hours ago, legion army said: So there is no further update for b41? 🔄 Support for Build 41 — Clarification There will absolutely still be updates for Build 41. That said, B41 updates will be animation-only: 🎞️ New animations will continue to roll out (and these will also be included in ZomboLust B42). However, there won’t be any new features or code updates for B41 going forward. Right now, I simply can’t juggle both: Developing the successor to ZomboLewd/ZomboWin for Build 42 and Creating new animations for Build 41 at the same time. 💻 All my time is currently focused on coding ZomboLust for B42. Once that’s released, I’ll shift gears and start producing animations for ZomboLust — and I’ll make sure those get backported to B41 as well. ✔️ Thanks for your understanding and continued support! 🙌 5
Kabra74 Posted June 6, 2025 Posted June 6, 2025 19 hours ago, BlaBla012345 said: If I missed something — or if there’s a specific mod you think should be supported — now’s the time to speak up! Maybe that's outside of your scope, but since you're using the bandits mod as a base, how do you think the mod would react with mods like day one/week one (especially that last one, since it makes most of the npc bandits friendly for a week at minimum)?
BlaBla012345 Posted June 6, 2025 Author Posted June 6, 2025 28 minutes ago, Kabra74 said: Maybe that's outside of your scope, but since you're using the bandits mod as a base, how do you think the mod would react with mods like day one/week one (especially that last one, since it makes most of the npc bandits friendly for a week at minimum)? 💡 A Great Question — and an Important One This is a very relevant question and actually highlights an important part of how the ZomboLust framework is designed to work. It’s not outside the scope of ZomboLust — in fact, it’s directly tied to how the system functions. 🧠 Behavior Case 1: Without Day One / Week One Mods A zombie approaches the player → A random chance is rolled → The zombie will either try to bite the player, or attempt a sexual assault During the assault sequence, the zombie is temporarily replaced with a Bandit, just for the animation Once the animation ends, the Bandit is swapped back to the original zombie A Bandit approaches the player → A random chance is rolled → The Bandit may attack or attempt to assault the player A friendly Bandit approaches the player → Nothing happens automatically → The player can right-click the friendly Bandit and ask if they’re willing to engage in consensual sex 🧠 Behavior Case 2: With Day One or Week One Mods ZomboLust reacts the same way as described above — but with one key difference: In Week One, all Bandits are friendly during the first week. → So when you encounter a friendly Bandit — whether on the street, in a house, wherever — nothing happens unless you initiate it → You’ll be able to right-click and request consensual sex, just like in the previous case As hostile Bandits and zombies begin to appear later in the game, ZomboLust reverts to its full behavior as described in Case 1. ✅ Final Thoughts Hope that clears things up! If you’ve got specific behavior questions, or want to run through edge cases or scenario testing ideas, feel free to reach out and ask — happy to dive into the details. 6
Kabra74 Posted June 6, 2025 Posted June 6, 2025 3 hours ago, BlaBla012345 said: 💡 A Great Question — and an Important One This is a very relevant question and actually highlights an important part of how the ZomboLust framework is designed to work. It’s not outside the scope of ZomboLust — in fact, it’s directly tied to how the system functions. 🧠 Behavior Case 1: Without Day One / Week One Mods A zombie approaches the player → A random chance is rolled → The zombie will either try to bite the player, or attempt a sexual assault During the assault sequence, the zombie is temporarily replaced with a Bandit, just for the animation Once the animation ends, the Bandit is swapped back to the original zombie A Bandit approaches the player → A random chance is rolled → The Bandit may attack or attempt to assault the player A friendly Bandit approaches the player → Nothing happens automatically → The player can right-click the friendly Bandit and ask if they’re willing to engage in consensual sex 🧠 Behavior Case 2: With Day One or Week One Mods ZomboLust reacts the same way as described above — but with one key difference: In Week One, all Bandits are friendly during the first week. → So when you encounter a friendly Bandit — whether on the street, in a house, wherever — nothing happens unless you initiate it → You’ll be able to right-click and request consensual sex, just like in the previous case As hostile Bandits and zombies begin to appear later in the game, ZomboLust reverts to its full behavior as described in Case 1. ✅ Final Thoughts Hope that clears things up! If you’ve got specific behavior questions, or want to run through edge cases or scenario testing ideas, feel free to reach out and ask — happy to dive into the details. Thank you for the quick response! I do have a few things in mind related to Week One, but honestly those are more of minor stuff, since it seems like your mod is ready to work as it is! First, in thet mod is is possible to legitimately make money in two ways: staying in a location related to your job (for exemple: if you're a cook you need to stay inside a restaurant kitchen) or doing an activity (for exemple: if you're a firefighter, you can earn money by pulling out fire). I don't remember if it was zombowin or another submod that added sex worker job, but in case you're planning to add something related maybe it's worth to have way for the player to make money with such jobs (like a stripper needs no dance on front of a ncp). Second, maybe enabling for the player to initiate casual sex with any ncp (before the shit hits the fan) may a bit too immersive breaking, maybe it would be better if it was somewhat restrict at least untill the week was over, or that only jobs like sex worker or stripper should be able do it more freely. But in the end that's more of a nitpick tbh, so i don't think you should worry that much about it. Finally will the npcs be able to interact between themselves? If yes, maybe it would be needed to restrict those interactions to only inside houses, it would be too goofy to see the npcs randomly having sex in the streets lmao.
BlaBla012345 Posted June 8, 2025 Author Posted June 8, 2025 💡 Regarding Professions and World-Based Events On 6/6/2025 at 5:52 PM, Kabra74 said: First, in thet mod is is possible to legitimately make money in two ways: staying in a location related to your job (for exemple: if you're a cook you need to stay inside a restaurant kitchen) or doing an activity (for exemple: if you're a firefighter, you can earn money by pulling out fire). I don't remember if it was zombowin or another submod that added sex worker job, but in case you're planning to add something related maybe it's worth to have way for the player to make money with such jobs (like a stripper needs no dance on front of a ncp). I actually posted a very similar idea a while back in the ZomboWin thread — specifically about introducing ways to earn money through professions like prostitution or similar adult-themed roles. So yes — the idea definitely has merit. 👍 On 6/6/2025 at 5:52 PM, Kabra74 said: Second, maybe enabling for the player to initiate casual sex with any ncp (before the shit hits the fan) may a bit too immersive breaking, maybe it would be better if it was somewhat restrict at least untill the week was over, or that only jobs like sex worker or stripper should be able do it more freely. But in the end that's more of a nitpick tbh, so i don't think you should worry that much about it. 🗺️ Location-based restrictions also seem like a solid design choice. Adding spatial context makes the world feel more reactive and grounded. That said, both of these features — professions and place-based logic — are really only relevant during a very specific window : 📆 Less than one in-game week, and only if the player is using the WeekOne mode. Outside of that time frame, and without WeekOne enabled, these suggestions serve no real function. So I’m not saying I won’t implement them — just that they’ll be saved for the very end of development, since they’re ultimately niche improvements with limited practical use. On 6/6/2025 at 5:52 PM, Kabra74 said: Finally will the npcs be able to interact between themselves? If yes, maybe it would be needed to restrict those interactions to only inside houses, it would be too goofy to see the npcs randomly having sex in the streets lmao. 🚫 NPC-to-NPC Interactions? That’s a no for now. Too chaotic to manage properly — not just from a technical standpoint, but also due to the delicate nature of the content itself. Way too many edge cases to account for. 🧟❤️🔥 But... Zombies Interacting With Each Other? Now this is something I do want to implement. I’d like to introduce a mechanic where, once per in-game day (triggered by something like EveryDays or a custom timer that fires at a random hour, not necessarily midnight), there's a small chance for a zombie couple to start having sex in the player's line of sight. ⚠️ To avoid melting your CPU, this would come with strict limitations: Only one couple per day Only male-female zombie pairings (due to how animation packs are structured) Triggered only if the player is undetected, so you can watch the scene unfold without immediately getting swarmed 🎬 The idea is to break the usual pattern — for once, it’s not you being the victim. You just observe. It’ll definitely require some clever logic, but I think it’s doable — and it’d add a cool atmospheric touch that fits the spirit of ZomboLust perfectly. 4
Anon_12384 Posted June 10, 2025 Posted June 10, 2025 On 6/5/2025 at 6:07 PM, BlaBla012345 said: 🔍 Compatibility Check-In: ZomboLust & B42 Mods Hey folks, While running some checks for different animation cases, I realized something important: Most "adult-themed" or creature-based mods aren’t (yet) available for Build 42 — and some may never be. So, based on what I currently know, here’s a quick rundown of which mods could be compatible with ZomboLust: ✅ Occult Zombies Port to B42 has been confirmed by the creator — but it’s not available yet. 🌀 Expect tentacles... Steam Workshop Link - Occult Zombies ✅ Anthro Furry Survivors Already ported and live on Build 42. Steam Workshop Link - Anthro Survivors (the "Furry Mod") ❌ Licker Mod No sign of a B42 port — so this one’s off the table for now. 💬 As for homosexual animations and animal-related interactions — no special requirements there. I'm using vanilla Build 42 systems, so those are covered out of the box. 📌 Summary: I’ll be building compatibility for: Anthro Survivors (Furry Mod) Occult Zombies (assuming the B42 port lands in time) ⚠️ No compatibility planned for the Licker mod, since it won’t be coming to B42 (at least as far as I know). If I missed something — or if there’s a specific mod you think should be supported — now’s the time to speak up! 💬 I’m actively working on this compatibility phase, and it’d be great to get your feedback before Saturday, June 6, 2025 (though of course, updates can always come later if needed). Thanks for the info and support — catch you soon! 👋 Any planning compatibility with Knox even NPC mod? I mean it's much more immersive than bandit mod and can actually make some great roleplay interactions
Anon_12384 Posted June 10, 2025 Posted June 10, 2025 On 5/13/2025 at 9:44 PM, 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! 👋 OBSOLETE ZomboLust.zip So, there is one NPC mod beside Bandits that have port on build 42, actively develops and have some great mechanics. Knox Event Expanded NPC mod.This is just my thought, but I think this is the most promising NPC mod. So i think it will be so cool to get some lewd mod to work with it! Anyway thanks for working on new mod anyway.
sirczah Posted June 11, 2025 Posted June 11, 2025 Hmm. Is Zombolust not currently available to download or are my forum reading skills officially cooked? lol Excited for it, either way, as I have already put all of my eggs into the B42 basket.
Transcendent Lala Posted June 12, 2025 Posted June 12, 2025 1 hour ago, sirczah said: Hmm. Is Zombolust not currently available to download or are my forum reading skills officially cooked? lol Excited for it, either way, as I have already put all of my eggs into the B42 basket. Your skills are cooked. It is easy to find if you actually read the forum
sirczah Posted June 12, 2025 Posted June 12, 2025 2 hours ago, Transcendent Lala said: Your skills are cooked. It is easy to find if you actually read the forum Fair enough. All I keep noticing are the obsolete zip files.
Transcendent Lala Posted June 12, 2025 Posted June 12, 2025 4 hours ago, poor1 said: it seems that the links have been removed It would seem so. My guess is that they are working on a newer version as we speak and will soon upload that
sora3 Posted June 13, 2025 Posted June 13, 2025 7 hours ago, Transcendent Lala said: It would seem so. My guess is that they are working on a newer version as we speak and will soon upload that If you read the post a little more carefully, you would see how you can help and get the mod.
Transcendent Lala Posted June 13, 2025 Posted June 13, 2025 1 hour ago, sora3 said: If you read the post a little more carefully, you would see how you can help and get the mod. If you read the post carefully that is something you could do too. Instead of saying useless stuff.
Plattonterror Posted June 13, 2025 Posted June 13, 2025 hello i am having a small issue with the lewd models . Damaged leggings holes are invisible the body part is not showing at all (when i put tights it can be seen through the hole) how do i fix that (dont know about skirts havent equipped any damaged one) oh and also boots and shoes have the shape of the foot for me its like i switched a different colored shock ? I dont use any other Models/Textures mod .
8BitRizz Posted June 13, 2025 Posted June 13, 2025 11 hours ago, Plattonterror said: hello i am having a small issue with the lewd models . Damaged leggings holes are invisible the body part is not showing at all (when i put tights it can be seen through the hole) how do i fix that (dont know about skirts havent equipped any damaged one) oh and also boots and shoes have the shape of the foot for me its like i switched a different colored shock ? I dont use any other Models/Textures mod . That's just a problem with the model. I fixed this by downloading a 3d shoe mod (search on steam workshop). But there isn't any other solution that I've found for the transparent holes.
BlaBla012345 Posted June 13, 2025 Author Posted June 13, 2025 On 6/10/2025 at 2:10 PM, Anon_12384 said: Any planning compatibility with Knox even NPC mod? I mean it's much more immersive than bandit mod and can actually make some great roleplay interactions On 6/10/2025 at 2:19 PM, Anon_12384 said: So, there is one NPC mod beside Bandits that have port on build 42, actively develops and have some great mechanics. Knox Event Expanded NPC mod.This is just my thought, but I think this is the most promising NPC mod. So i think it will be so cool to get some lewd mod to work with it! Anyway thanks for working on new mod anyway. 🔍 Thanks for the heads-up — I missed that mod! You're right: this looks like a very promising project — and currently the only NPC mod available for Build 42. It could potentially allow us to repurpose older NPC systems as animation targets for something like ZomboWin. But of course, that would require a deep inspection of the mod’s Java class files. That probably means a heavy rewrite of ZomboWin itself… maybe even a full overhaul. Still, if we're being realistic — this is the best (and only) real candidate for such a job. 🚫 But for now — I won't be pursuing compatibility Let me explain why: 1️⃣ Long-Term Stability NPCs are expected to become a native feature in Build 43. Which means: anything we build now on top of a third-party NPC system would have to be ripped apart and rebuilt once again in the future. Sure, Build 43 is probably still years away... But in contrast, zombies likely won’t see such drastic changes — which makes working with the Bandits mod a much more future-proof path. 2️⃣ ZomboWin’s Technical Debt ZomboWin (and ZomboLewd before it) are stacks of patches on top of patches. Even Timerz has pointed out that just the animation system alone runs nearly 900 lines of code! Trying to bridge Knox Even NPCs with ZomboWin, and refactor the entire ZomboWin system in its current fragile state? 🤔 That’s a massive undertaking — and in my opinion, just not worth it. I spent a full week digging through ZomboWin to explore a possible B42 port. So if someone really wants to go for a direct port of ZomboWin using Knox Even NPCs — be my guest. 😅 But I won’t be the one touching that spaghetti. For now, I’m fully committed to developing ZomboLust, using Bandits as the foundation. It's stable, it's consistent, and above all — it's built for the long haul. 3
BlaBla012345 Posted June 13, 2025 Author Posted June 13, 2025 (edited) On 6/13/2025 at 8:26 AM, Plattonterror said: hello i am having a small issue with the lewd models . Damaged leggings holes are invisible the body part is not showing at all (when i put tights it can be seen through the hole) how do i fix that (dont know about skirts havent equipped any damaged one) oh and also boots and shoes have the shape of the foot for me its like i switched a different colored shock ? I dont use any other Models/Textures mod . 📌 No, I Won’t Be Responding to That — Already Covered It (Just check page 12 if you’re curious.) 🗣️ To Everyone Else — whether here, in the ZomboWin thread, or even messaging me in PM: I really appreciate the enthusiasm — it’s awesome to see so much interest! But let’s all take a breath for a second: 🚫 ZomboLust isn’t released yet. I know, shocking stuff — but I have a job, a family, and the occasional need to socialize (you know, just to avoid turning into a cave goblin). Oh — and I also need to eat, sleep, and do all those other basic human things. 😴🍲 The truth is: 🕒 I don’t have a ton of time to dedicate to ZomboLust. And on top of that, I’m not a professional programmer — I’m just figuring things out as I go. Lua is fairly beginner-friendly, sure — but even then, progress takes longer than it would for a full-time developer. That said, I’m actually pretty happy with how fast things are moving. 🚀 🧩 Where Things Stand Right Now: There’s still one major issue left: reliably spawning Bandits. The problem lies in how the Bandits are spawned and then asynchronously assigned a brain. Timing is a bit messy here. Edit: I was sending the UpdateBanditPart on the "Commands" channel (the generic Bandits mod channel), while my override client code (the one that injects modData.brain and applies the appearance) was only listening on the custom "ZomboDesire" channel (the ZomboLust Framework). So now the problem is fixed and I'm getting 100% success with bandit spawns ! 🎆 I also need a clean way to transfer visual attributes (skin tone, hair, clothing, etc.) from the original zombie to the Bandit — so things stay visually consistent. 🎨 As for the animation system — it’s barely sketched out yet, and that’s intentional. It needs to be multi-modal from the start so it can support add-ons like: 🐺 Furry 👹 Occult 🌈 Homosexual 🐾 Bestiality 📅 So… When’s It Coming Out? Honestly? No idea. It’ll be out as soon as it’s ready — no sooner, no later. Thanks again for all the support and understanding. 😎 I’m working on it — just at my own human pace. Catch you later! 👋 Edited June 14, 2025 by BlaBla012345 Details 10
BlaBla012345 Posted June 16, 2025 Author Posted June 16, 2025 16 hours ago, _zz_22_ said: guys i'm trying to learn how to use blender and get into animation, but I just can't fix this no matter what, my animation always ends up super messed up in the game, what am I doing wrong? someone pls help me https://imgur.com/a/ARAe3Rm 📂 If You're Adding Content to the Base Game: To configure the XML properly, your best starting point is to look at how the base game handles it. You’ll need to: Locate the right directory in the game files Explore the structure and contents of the .xml files used for animations Use those as a reference for building your own Here are some links worth digging through: 📚 General File Structure and Docs https://pzwiki.net/wiki/File_formats https://pzwiki.net/wiki/Animation_guide 🔍 Advanced Animation System (official docs) https://projectzomboid.com/modding/zombie/core/skinnedmodel/advancedanimation/AnimNode.html https://projectzomboid.com/modding/zombie/core/skinnedmodel/advancedanimation/AnimEvent.html https://projectzomboid.com/modding/zombie/core/skinnedmodel/advancedanimation/AnimTransition.html 🔧 About Randomization & Injection: You’ll most likely need to write some Lua code to handle the animation injection and randomness. It’s extremely unlikely you can just drop in an .fbx (or .X) and .xml file and expect it to work magically. You'll need to: Build a proper mod structure Place your Lua and XML files in the right directories Register everything properly so Project Zomboid recognizes your assets at runtime Beyond this level of guidance, I probably can’t help much more — this is already pushing into more specialized territory. Best of luck ! 3
Halakason Posted June 16, 2025 Posted June 16, 2025 (edited) On 6/13/2025 at 10:50 PM, BlaBla012345 said: Oh — and I also need to eat, sleep, and do all those other basic human things. 😴🍲 This gives me water vibes. Edited June 16, 2025 by Halakason 1
huehuAS Posted June 19, 2025 Posted June 19, 2025 I would like to know where the revised version 1 is located
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