yiket Posted June 22, 2025 Posted June 22, 2025 Hello, my current issue is that I can only use Blowjob with the comfort survivor, the other 2 options throw me an error for ZomboWinAnimationHandler.lua, line 64. is there any fix?
Mourn12 Posted June 23, 2025 Posted June 23, 2025 12 hours ago, yiket said: Hello, my current issue is that I can only use Blowjob with the comfort survivor, the other 2 options throw me an error for ZomboWinAnimationHandler.lua, line 64. is there any fix? delete the 0 kb files, there's an actual explaination somewhere in this thread
User1353546 Posted June 23, 2025 Posted June 23, 2025 (edited) where? i have same issue with animations only blowjobs Edited June 23, 2025 by User1353546
Mourn12 Posted June 24, 2025 Posted June 24, 2025 https://www.loverslab.com/search/?q=0 kb&quick=1&type=forums_topic&item=235498
manliestofallman Posted June 25, 2025 Posted June 25, 2025 `attempted index: actors of non-table: null function: Play -- file: ZomboWinAnimationHandler.lua line # 64 | MOD: ZomboWin function: playAnim -- file: ZomboWinDefeatZombieHandler.lua line # 874 | MOD: ZomboWin Defeat function: onDefeatForSex -- file: ZLMain.lua line # 147 | MOD: ZomboWin function: onMouseUp -- file: ISContextMenu.lua line # 90 | Vanilla java.lang.RuntimeException: attempted index: actors of non-table: null at se.krka.kahlua.vm.KahluaThread.tableget(KahluaThread.java:1689) at se.krka.kahlua.vm.KahluaThread.luaMainloop(KahluaThread.java:492) at se.krka.kahlua.vm.KahluaThread.call(KahluaThread.java:163) at se.krka.kahlua.vm.KahluaThread.pcall(KahluaThread.java:1980) at se.krka.kahlua.vm.KahluaThread.pcallBoolean(KahluaThread.java:1924) at se.krka.kahlua.integration.LuaCaller.protectedCallBoolean(LuaCaller.java:104) at zombie.ui.UIElement.onMouseUp(UIElement.java:1228) at zombie.ui.UIManager.update(UIManager.java:816) at zombie.GameWindow.logic(GameWindow.java:262) at zombie.core.profiling.AbstractPerformanceProfileProbe.invokeAndMeasure(AbstractPerformanceProfileProbe.java:71) at zombie.GameWindow.frameStep(GameWindow.java:765) at zombie.GameWindow.run_ez(GameWindow.java:681) at zombie.GameWindow.mainThread(GameWindow.java:495) at java.base/java.lang.Thread.run(Unknown Source) ` getting this error even after deleting all 0kb files
Mourn12 Posted June 26, 2025 Posted June 26, 2025 (edited) On 5/7/2025 at 9:01 PM, BlaBla012345 said: Thanks for your feedback. I admit this is a function I hadn't tested. If there's no red error, strictly speaking, then there's no error in the code... at least not on the surface. You raise a good point here. During my tests, I had to set up these files to be able to verify the new animations. The glitches and the "error" with the tied zombies likely stem from there... in any case, it's an interesting avenue to follow. So, here's an explanation : I didn't set these files to 0 bytes just to artificially limit the number of animations, but rather because the new structure of the sound files isn't compatible with the old animations. The sound files are no longer in the same location, and worse : the sounds requested by the old animations link to codes that no longer exist. However, these sounds still exist with the basic ZomboWin mod. It seems to me that if we reactivate the ZomboWin mod's animations, we should be able to fix all the problems at once. I'll run some tests. In the meantime, you can do the following (I'll turn you into a beta tester 😝) : Delete all 0-byte files from this directory. With luck, ZomboWin's animations should be valid again and fix all the issues. PS : Please note that ZomboWin's animations are old ones that do not reflect the quality of my mod. If you did everything right it should work. Did you delete the 0kb files from the "mods\Zombowin addon\media\lua\shared\AnimationConfigs" or did you just delete all the 0 kb files in general? PAY SPECIAL NOTE TO THE BOLDED PART, it's the zombowin addons folder NOT base zombowin. Zombowin Addons is overwriting the animations from the original zombowin and thats why they're disabled. Edited June 26, 2025 by Mourn12 Didn't upload image
Mikochi35p Posted June 26, 2025 Posted June 26, 2025 (edited) 2 hours ago, Mourn12 said: If you did everything right it should work. Did you delete the 0kb files from the "mods\Zombowin addon\media\lua\shared\AnimationConfigs" or did you just delete all the 0 kb files in general? PAY SPECIAL NOTE TO THE BOLDED PART, it's the zombowin addons folder NOT base zombowin. Zombowin Addons is overwriting the animations from the original zombowin and thats why they're disabled. hello! I wanna delete them too but there's no AnimationConfigs on my addon edit: nvm its on ZomboWin folder! mb Edited June 26, 2025 by Mikochi35p
8BitRizz Posted June 27, 2025 Posted June 27, 2025 On 6/13/2025 at 1:50 PM, BlaBla012345 said: 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. Perhaps you could look toward how dead player's corpses become zombies, while still maintaining the same appearance, injuries and all. I'm assuming the game is taking all the appearance data of the corpse, deleting it, then at the same time, applying the data to a zombie that's been spawned. If that's true, and bandits are essentially zombies (I may be wrong because I don't know if B42 has changed how bandits are spawned), then as someone in the main ZomboWin thread suggested: perhaps there's a way to simultaneously kill the original zombie, copy its appearance data, either teleport the corpse away or delete it, and apply said data to a bandit. After the defeat, the bandit could be killed (behind the scenes) and its corpse converted into a zombie.
Popular Post BlaBla012345 Posted June 29, 2025 Author Popular Post Posted June 29, 2025 🚨 Two Weeks Later… Major Milestone Reached! It’s been two weeks… Two full weeks of grinding in silence, without posting any updates here. And if we’re counting from the very beginning — it’s been almost two months since I first kicked off this project. Two months of effort, late nights, testing, rewriting, debugging... And this morning — Sunday, June 29th, 2025 at 10:20 AM (France time) I finally completed the core system. 🟢 ZomboLust Is Now Fully Operational Hey everyone ! Just wanted to take a moment and mark this huge milestone with all of you : ✅ ZomboLust is officially up and running — And when I say fully operational, I mean FULLY OPERATIONAL. 🚀 Bandits now correctly inherit the full outfit from the zombie the player collided with The player plays their half of the animation The bandit plays their half in sync It works. And it’s honestly kind of huge. 🛠️ Still on the To-Do List: I’m not writing a full devlog just yet — I still have a few bugs to crush and systems to clean up : Fix a recurring nil error that loops at the end of the animation Properly despawn the Bandit and give control back to the player Respawn a normal zombie with the correct clothing to preserve visual continuity Update some internal flags to prep for the next encounter So yeah — still work ahead, but the hardest part is DONE. 💪 📽️ What’s Next? I’m hoping to put together a short demo video next weekend to prove this isn’t vaporware. The project is real — and yes, it’s really happening. Thanks again for the support — See you soon! 👋🔥 20
Popular Post BlaBla012345 Posted July 6, 2025 Author Popular Post Posted July 6, 2025 (edited) ✅ The Project Is Real! As promised — here’s a demo video of the ZomboLust framework in action ! 🎬🎬🎬🎬🎬🎬🎬🎬🎬🎬🎬🎬🎬🎬🎬🎬🎬🎬 ZomboLust FrameWork WIP - Vimeo Video Link 🎬🎬🎬🎬🎬🎬🎬🎬🎬🎬🎬🎬🎬🎬🎬🎬🎬🎬 🎬 What You’re Seeing in the Video : 📌 Bottom-right corner : the current game build number — confirming this is running on Project Zomboid Build 42 (version 42.10 as of this post). 🧍 The player approaches an opposite-gender zombie and lures it into a clear area for better visibility. 🔄 Upon contact, the zombie transforms into a Bandit. 🎭 The player and the Bandit each play their respective parts of a synchronized animation. 🔚 Once the animation ends, the Bandit despawns, and the original zombie returns in its place. 🎉 So yeah… I did it ! It took two to two and a half months, but here we are — the core system works. Pop the champagne, folks! 🍾🥂 🔧 What’s Next ? There’s still quite a bit to polish before this can go public. Here’s what still needs attention : 🛠️ Visible in the video : Timing and alignment issues still need smoothing out Escape/interruption system needs to be implemented Sound effects for animations need to be added 🛠️ Under the hood (not shown) : Crowd control logic to push back nearby zombies (like in ZomboLust) Reset internal flags for the next encounter Random infinite tick bug still needs to be tracked and squashed 😤 Tag system for handling animations based on position (front vs. rear) Adding a second animation And… a ton of other technical things 🧱 Framework vs Add-Ons ⚙️ This current build will serve as the public framework, released to everyone on Steam, under the name : 🧩 ZomboDesire It will include no adult content, just the core systems. 🔥 The actual ZomboLust mod — containing adult animations — will be the first official Add-On, and will remain exclusive to this platform. Other Add-Ons will follow, covering different use cases and themes, as I mentioned in earlier posts. 🙌 Thanks & Stay Tuned Things will keep moving as soon as I have more time to dedicate to the project. If you feel like supporting what I’m doing — awesome. If you’d rather wait for release and judge then — that’s cool too. Either way, thank you for your support — whatever form it takes. See you soon! 👋💥 📝 Probably Not That Exciting for Most, But… Just in case anyone’s curious, I’m dropping the console.txt log here (inside a spoiler tag) containing all the technical details shown in the video. Nothing groundbreaking, but it might be useful for those interested in what’s happening under the hood. Spoiler ZomboLust_FrameWork_WIP_console.txt There is a small print issue — both characters show the same "firstStage" field due to a miswritten print call, but since it’s just console output, it’s harmless: [ZomboDesire AnimationHandler] Creating action for char = IsoPlayer{ Name:null, ID:2 } class = class zombie.characters.IsoPlayer perform = Kate_BlaBla_Shake_Hands [ZomboDesire AnimationHandler] Creating action for char = IsoZombie{ Name:null, ID:81 StateFlags:zombie.popman.ZombieStateFlags{ { Initialized, CanWalk, CanCrawlUnderVehicle }}} class = class zombie.characters.IsoZombie perform = Kate_BlaBla_Shake_Hands 🧠 You can also see from the logs that the Bandit took a moment to turn around (as shown in the video), even though the brain was injected at the correct time: [ZomboDesire AnimationHandlerForBandit] CustomAnim.onWorking remaining ticks = 7, Bandit forced dir = NE Normally, the countdown hits 0 or -1 in sync with the player’s animation ending — so this is something I’ll be reviewing for polishing sync behavior. Feel free to check it out if you're into the technical side of things! Edited July 6, 2025 by BlaBla012345 24
sirczah Posted July 6, 2025 Posted July 6, 2025 Putting the Framework in the workshop seems super considerate (I am assuming that it will make updating more convenient for us end-users). Thank you for your efforts.
SkyFlyWhite Posted July 8, 2025 Posted July 8, 2025 Eyyy nice to see a new update to the mod! I'm excited for when this come out and people get to toy and tinker with their own adons, I do hope we can get some male/male or female/female stuff at some point too, I like my zombies to infect through sex then- well death and bites lol
Zenjoi Posted July 9, 2025 Posted July 9, 2025 Pretty much goes without saying and is probably an obvious feature to add, but for lewd stuff the B42 stock/vanilla character voice sounds (at least for the player character) should be considered for encounters when it comes to adding a sound element to the mod, for that personal character creation decision flair. but yeah for sure ZomboLust is looking solid so far keep it up!
BlaBla012345 Posted July 9, 2025 Author Posted July 9, 2025 On 7/7/2025 at 12:54 AM, sirczah said: Putting the Framework in the workshop seems super considerate (I am assuming that it will make updating more convenient for us end-users). Thank you for your efforts. 🛠️ Steam Workshop Limitations & Distribution Plans Obviously, the ideal scenario would be to release everything directly on the Steam Workshop. But since my friend will only be uploading the Framework, that’s because the framework contains no sexual content whatsoever. Everything else — the ZomboLust core mod and all future Add-Ons — carries a real risk of getting his Steam account banned. Honestly, it wouldn’t even be surprising. 23 hours ago, SkyFlyWhite said: Eyyy nice to see a new update to the mod! I'm excited for when this come out and people get to toy and tinker with their own adons, I do hope we can get some male/male or female/female stuff at some point too, I like my zombies to infect through sex then- well death and bites lol 🌈 Lesbian / Gay - Add-On Structure Yes, there will be content for that. Originally, I planned to make a single "homosexual" add-on. But after some thought, I’ve decided it’s better to split it into two separate Add-Ons : One for lesbian content One for gay content As a straight man myself, I personally enjoy lesbian content, but I’m not interested in gay content. By separating the two, users can choose what they want to see without being exposed to scenes they’re uncomfortable with. Simple, clear, and respectful. 2 hours ago, Zenjoi said: Pretty much goes without saying and is probably an obvious feature to add, but for lewd stuff the B42 stock/vanilla character voice sounds (at least for the player character) should be considered for encounters when it comes to adding a sound element to the mod, for that personal character creation decision flair. but yeah for sure ZomboLust is looking solid so far keep it up! 🔊 Moan Sounds Based on Player Voice Actually, you bring up a really good point. Initially, I was planning to use randomized moan sounds, similar to what I had set up in Build 41. But you’re right — it makes way more sense to tie moan sounds to the voice tone chosen during character creation. That said, I’m not going to spend another dozen hours rebuilding the entire sound library like I did for B41. So here’s what I’ll do : I’ll code the moan sound selection system to use the voice tone setting from the character creation screen I’ll do my best to match the existing sound samples to the available voice tones as closely as possible It’ll require a bit more coding, but it’s absolutely doable — and the result should feel a lot more coherent and immersive. 🎧 6
SkyFlyWhite Posted July 10, 2025 Posted July 10, 2025 9 hours ago, BlaBla012345 said: 🛠️ Steam Workshop Limitations & Distribution Plans Obviously, the ideal scenario would be to release everything directly on the Steam Workshop. But since my friend will only be uploading the Framework, that’s because the framework contains no sexual content whatsoever. Everything else — the ZomboLust core mod and all future Add-Ons — carries a real risk of getting his Steam account banned. Honestly, it wouldn’t even be surprising. 🌈 Lesbian / Gay - Add-On Structure Yes, there will be content for that. Originally, I planned to make a single "homosexual" add-on. But after some thought, I’ve decided it’s better to split it into two separate Add-Ons : One for lesbian content One for gay content As a straight man myself, I personally enjoy lesbian content, but I’m not interested in gay content. By separating the two, users can choose what they want to see without being exposed to scenes they’re uncomfortable with. Simple, clear, and respectful. 🔊 Moan Sounds Based on Player Voice Actually, you bring up a really good point. Initially, I was planning to use randomized moan sounds, similar to what I had set up in Build 41. But you’re right — it makes way more sense to tie moan sounds to the voice tone chosen during character creation. That said, I’m not going to spend another dozen hours rebuilding the entire sound library like I did for B41. So here’s what I’ll do : I’ll code the moan sound selection system to use the voice tone setting from the character creation screen I’ll do my best to match the existing sound samples to the available voice tones as closely as possible It’ll require a bit more coding, but it’s absolutely doable — and the result should feel a lot more coherent and immersive. 🎧 I basically just want female/female sense that's the only character I play as at this time, sense the way I play this mod as a "Horny virus", it doesnt make sense for the zombies to eat people with what my plan is, but with other female zombies trying to kill me I had to use a work around mod to only spawn in male zombies. But hopefully with that adons in the future, my character can get abused and lewded by everyone! Just as she likes it~ cx
SkyFlyWhite Posted July 10, 2025 Posted July 10, 2025 1 minute ago, SkyFlyWhite said: I basically just want female/female sense that's the only character I play as at this time, sense the way I play this mod as a "Horny virus", it doesnt make sense for the zombies to eat people with what my plan is, but with other female zombies trying to kill me I had to use a work around mod to only spawn in male zombies. But hopefully with that adons in the future, my character can get abused and lewded by everyone! Just as she likes it~ cx Not to take away from the gay stuff too, I know plenty of people wanna see that too I bet, but I just got a simple absol lady whose trying not to get absolutely fucked n plowed.... Sometimes hehe
Timerz Posted July 10, 2025 Posted July 10, 2025 (edited) I'M BACK FROM MY PERSONAL PURGATORY!! (for now) And as promised, I took the chance and refactored and rewrote the whole Bukkake system from the mod. IT'S ACTUALLY A FEATURE NOW! The players can now clean themselves and remove those stinky layers. Just go near a water source and take a bath. However, this feature is not big enough to make its own mod, so instead of creating a different thread and making things difficult, I just updated the ADDON (I'm also too lazy). And thanks to me discovering that you can put multiple items in the same location, the new system now supports UNLIMITED LAYERS! Well almost, there is a hardcoded limit to how many clothes characters can wear, which is 255, and that made me put a limit on how many layers it will add to the character's body even though it's VERY unlikely the player will ever reach that limit. Don't worry, it's a SINGLE VALUE and it's super easy to just increase as you see fit. The system also chooses the items randomly, so every item you add will be used. There are a few extra functionalities in there so it's easier to add things and use it in other gameplay features. I tried my best to comment the hell out of it and make it readable so you guys don't have a bad time learning how it works (I HIGHLY recommend installing an LSP server on your IDE if you haven't already). But I'm not done yet! Do you really think I wasted that time away on nothing? And remember the fact that zombies are impossible to animate directly? Well, check this out. https://files.catbox.moe/fi7n88.mp4 WE'VE BEEN LIVING ON A MYTH THIS ENTIRE TIME! The cake was a lie, but there was no cake to begin with! Well, it IS impossible to animate them with TimedAction, but not in the way I found. I've read a shit ton of the game's code and completely learned how the animations work on this game; just look at it! No switching clothes, no extra dummies, and it's so much simpler to manage. For real, all this is just 3 lines of code. It directly manipulates the use of actionGroups and States. This is actually how bandits animate zombies, by the way; however, that mod bumps them instead, forcing zombies to use the bump action group, and the mod exploits that, so if you wondered why the animations were choppy sometimes, that's the reason. However, it still has a MASSIVE drawback: the game doesn't actually scan the actionGroups inside the mod's files because of an INCOMPLETE function that the devs probably forgot to rewrite. It's a whole mess that infuriates me with how SIMPLE it is to just change that and fix this issue. ALL THEY NEEDED TO DO WAS JUST ADD LIKE 5 LINES OF CODE! So unlike the way you found to animate zombies (Congrats!) there's a need for an extra install step, that is, putting the necessary actionGroups directly into the game's main folder (the same one where you can find the executable). WHICH SUCKS! Even though it's easier to update, as it's not replacing anything, just adding stuff. BUT IT STILL SUCKS! I wanted this to be a plug-and-play way, but it is what it is. Thanks zomboid devs for being lazy. There's also another huge drawback, and that is to use this method, we would need to ditch the ENTIRE animation system out the window and create another one from the ground up. So if you don't like this alternative, you can still use your workaround if you wish. On 7/6/2025 at 4:49 PM, BlaBla012345 said: ⚙️ This current build will serve as the public framework, released to everyone on Steam, under the name : 🧩 ZomboDesire It will include no adult content, just the core systems. I'm sorry to say this, but I don't think this is a good idea. Even if the mod does not have any NSFW content in it, it will still be strongly related to it. Some people might not like your mod and spawn some controversy. OR NOT! I'm just a guy on the internet speaking garbage. It's your own mod. DO WHATEVER YOU WANT WITH IT! Even if people don't like it. Okay, this post is getting too long. I've attached three files below. One is the updated mod, one is a debug mod I used to animate the zombies (You need to press "<" on your keyboard to spawn zombies), and the last one is a patch you need to put in the game's main folder so the animations can work. Have a good day, night, or whatever your timezone allows! EDIT: (The update has been moved to the main page; go check there!) But I must say, this is just for developers to see how I did things; don't install these if you don't know what you're doing! TimedDebug.zip actiongroupPATCH.zip Edited July 19, 2025 by Timerz Update has been moved 7
LeBoy1999 Posted July 12, 2025 Posted July 12, 2025 Where in the game's main folder do you add the actiongroup?
Timerz Posted July 12, 2025 Posted July 12, 2025 3 hours ago, LeBoy1999 said: Where in the game's main folder do you add the actiongroup? Like this: But I must warn you this patch will do NOTHING to your game or mod. Zombowin still uses the old animation system, and this is only a showcase of what's possible. There's also the possibility that this patch will be different in the future, so I don't recommend putting it on right now and suggest waiting till this method has been properly used and standardized. If you're wondering how all this works, just look at the actionGroups in /media, it's all open for you to see the proper format. (I'm too lazy to explain this system right now.) 1
Mizunai Posted July 12, 2025 Posted July 12, 2025 On 7/11/2025 at 7:07 AM, Timerz said: I'M BACK FROM MY PERSONAL PURGATORY!! (for now) And as promised, I took the chance and refactored and rewrote the whole Bukkake system from the mod. IT'S ACTUALLY A FEATURE NOW! The players can now clean themselves and remove those stinky layers. Just go near a water source and take a bath. However, this feature is not big enough to make its own mod, so instead of creating a different thread and making things difficult, I just updated the ADDON (I'm also too lazy). And thanks to me discovering that you can put multiple items in the same location, the new system now supports UNLIMITED LAYERS! Well almost, there is a hardcoded limit to how many clothes characters can wear, which is 255, and that made me put a limit on how many layers it will add to the character's body even though it's VERY unlikely the player will ever reach that limit. Don't worry, it's a SINGLE VALUE and it's super easy to just increase as you see fit. The system also chooses the items randomly, so every item you add will be used. There are a few extra functionalities in there so it's easier to add things and use it in other gameplay features. I tried my best to comment the hell out of it and make it readable so you guys don't have a bad time learning how it works (I HIGHLY recommend installing an LSP server on your IDE if you haven't already). But I'm not done yet! Do you really think I wasted that time away on nothing? And remember the fact that zombies are impossible to animate directly? Well, check this out. https://files.catbox.moe/fi7n88.mp4 WE'VE BEEN LIVING ON A MYTH THIS ENTIRE TIME! The cake was a lie, but there was no cake to begin with! Well, it IS impossible to animate them with TimedAction, but not in the way I found. I've read a shit ton of the game's code and completely learned how the animations work on this game; just look at it! No switching clothes, no extra dummies, and it's so much simpler to manage. For real, all this is just 3 lines of code. It directly manipulates the use of actionGroups and States. This is actually how bandits animate zombies, by the way; however, that mod bumps them instead, forcing zombies to use the bump action group, and the mod exploits that, so if you wondered why the animations were choppy sometimes, that's the reason. However, it still has a MASSIVE drawback: the game doesn't actually scan the actionGroups inside the mod's files because of an INCOMPLETE function that the devs probably forgot to rewrite. It's a whole mess that infuriates me with how SIMPLE it is to just change that and fix this issue. ALL THEY NEEDED TO DO WAS JUST ADD LIKE 5 LINES OF CODE! So unlike the way you found to animate zombies (Congrats!) there's a need for an extra install step, that is, putting the necessary actionGroups directly into the game's main folder (the same one where you can find the executable). WHICH SUCKS! Even though it's easier to update, as it's not replacing anything, just adding stuff. BUT IT STILL SUCKS! I wanted this to be a plug-and-play way, but it is what it is. Thanks zomboid devs for being lazy. There's also another huge drawback, and that is to use this method, we would need to ditch the ENTIRE animation system out the window and create another one from the ground up. So if you don't like this alternative, you can still use your workaround if you wish. I'm sorry to say this, but I don't think this is a good idea. Even if the mod does not have any NSFW content in it, it will still be strongly related to it. Some people might not like your mod and spawn some controversy. OR NOT! I'm just a guy on the internet speaking garbage. It's your own mod. DO WHATEVER YOU WANT WITH IT! Even if people don't like it. Okay, this post is getting too long. I've attached three files below. One is the updated mod, one is a debug mod I used to animate the zombies (You need to press "<" on your keyboard to spawn zombies), and the last one is a patch you need to put in the game's main folder so the animations can work. Have a good day, night, or whatever your timezone allows! ZomboWin AddOn TimedUpdate.zip 179.04 MB · 29 downloads TimedDebug.zip 5.89 kB · 11 downloads actiongroupPATCH.zip 3.16 kB · 15 downloads sooo.... what does this even really do? am i supposed to be having woohoo with multiple people in this mod?
Timerz Posted July 13, 2025 Posted July 13, 2025 1 hour ago, Mizunai said: sooo.... what does this even really do? am i supposed to be having woohoo with multiple people in this mod? If you're referring to the debug one, then I must say that it does ABSOLUTELY NOTHING; it's only there to show devs how I called the animation in the code, and it has no gameplay value whatsoever. You can throw that thing in the trash if you want to. But if you're referring to the actual add-on, I already stated what I added. However, only blabla's animations have that feature, as they're the only animations that have a finishing phase, if I added that to the other animations, things would get messy really fast. Gosh. I really need to explain this actionGroup method properly. I will explain that when a better time comes. 2
haventiger Posted July 16, 2025 Posted July 16, 2025 Am i supposed to only have 3 animation types? looking around people have more. little confused maybe i installed an older version?
Timerz Posted July 17, 2025 Posted July 17, 2025 On 7/15/2025 at 9:02 PM, haventiger said: Am i supposed to only have 3 animation types? looking around people have more. little confused maybe i installed an older version? If you're using the version you downloaded on the front page, yes, you only have 3 animations. That's because the dev forgot to remove the blank lua animations that disabled the other animations during development. I've fixed that on the version I uploaded a few posts back. But if you don't want that, all you need to do is just delete the BLANK lua files in media//lua//shared//ZomboWin//AnimationConfigs. If you do it right, you should see the other animations! (unless you're unlucky.) 1
Gerwazy_ Posted July 18, 2025 Posted July 18, 2025 I wish someone would finally create a Discord server for the Project Zomboid lewd community. Reading through all the long forum threads is so frustrating. The Rimworld lewd community already has a Discord server, and it makes finding information about mods and new mod releases for Rimworld so much easier. 1
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