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


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Posted
3 hours ago, Pyrkon said:

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.


I would also like a discord server for zomboid! But the thing is, unlike the forums, it needs constant moderation and organization. Things also get more complicated as they grow, and it's not always that the owner of the server will make the right decisions. Worst case scenario, we end up with a ghost server with no engagement. I may be up for the task one day, but I'm not really a good moderator, and it would be too much work to do.

For now, while this community is still small, the forums do an okay job of communication.

Posted
20 hours ago, Pyrkon said:

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.

 

14 hours ago, Timerz said:


I would also like a discord server for zomboid! But the thing is, unlike the forums, it needs constant moderation and organization. Things also get more complicated as they grow, and it's not always that the owner of the server will make the right decisions. Worst case scenario, we end up with a ghost server with no engagement. I may be up for the task one day, but I'm not really a good moderator, and it would be too much work to do.

For now, while this community is still small, the forums do an okay job of communication.

I'd love a server too, I've mentioned it a few times, I get the arguments against it but me personally I think it would just make keeping up to date with the mods easier, and as Pykron it would be much easier to look over instead of the form system we're on now. But reguardless I still happy with what we have now

Posted

皆さん、こんにちは。英語があまり話せないので、AI翻訳を使っています。文章がおかしく聞こえたらごめんなさい。

Discord について話し合っている最中に突然提案してしまい申し訳ありませんが、いくつかのフィードバックを簡単に共有したいと思います。

エクスペリエンスを大幅に向上させる 3 つの機能:

 アクティブゾンビポジショニング

  -プレイヤーがゾンビと向き合うのではなく、ゾンビを所定の位置に移動させて攻撃を開始させる(より現実的な敗北シナリオ)

 適切な完了アニメーション

  - 現在のシーンはクライマックスの瞬間もなく突然終了する

 環境相互作用

  - 可能な場合はプレイヤーを壁や車両に押し付ける

これらにより、ロールプレイ体験の没入感がさらに高まります :)

Posted (edited)

 


📣 Quick Dev Update — Where Things Stand

Hey everyone,

Since there’s been a lot of traffic on this thread recently, I wanted to take a moment to give you a quick update.

 

🕒 I won’t have any time at all to work on the project during the month of July.
That means zero hours, zero minutes, zero seconds of progress until August — real life comes first.


Current Progress

Since my last post, I’ve added sound to the framework, and I’d say that around 95% of the code is done.
There are still a few smaller improvements I want to make, like :

  • Better character position offset during the act

  • Ensuring the Bandit faces the player at the moment of spawn

  • Cleaner sync at the animation start (related to the previous point)

  • Improved preservation of clothing and visual details from the original zombie, both for the Bandit during the scene and for the zombie that reappears afterward


Remaining Critical Tasks

There are two major blockers I still need to solve :

  1. Making <m_Time>End</m_Time> trigger 100% reliably
    This is needed to activate AbilityEscapeAndTimer.lua, which :

    • Allows the player to escape

    • Reactivates the listener for the next collision
      Without this, the system can’t reset properly between scenes.

  2. Pushing zombies away during animations
    This code already exists in ZomboDesire_Utils.lua, but I haven’t integrated it yet.
    It prevents nearby zombies from attacking the Bandit and interrupting the animation.


🧱 The Main Blocker : <m_Time>End</m_Time>

Here’s where I’ve been stuck for over a week :

I’ve tried adding delays to help ensure the <m_Time>End</m_Time> tag is detected and fires off AbilityEscapeAndTimer.lua correctly — but with no luck.
Right now, it only works about 1 in 20 or 30 attempts, and that’s just not acceptable.

I have seen it working occasionally in the logs :

[ZomboDesire AnimationHandler] DesireAction ANIM EVENT: m_EventName = ActiveAnimFinishing m_Time = nil.
[ZomboDesire AnimationHandler] DesireAction ANIM EVENT: m_EventName = ActiveAnimFinished m_Time = nil.
[ZomboDesire AnimationHandler] DesireAction ANIM EVENT: m_EventName = AbilityEscapeAndTimer m_Time = .
[ZomboDesire Escape] AbilityEscapeAndTimer Execution: OK.
[ZomboDesire Escape] Player in Ghost mode, Zombies temporarily ignore Player..
[ZomboDesire Escape] Ghost mode ends, Zombies can attack..

But again — it’s random, unreliable, and far too rare to be usable.

⚠️ I need that damn <m_Time>End</m_Time> to fire reliably, or I can't reset the collision flag for the next encounter.


🤔 I Could Hardcode a Fallback...

Yeah, I could write a hardcoded solution directly into ZomboDesire_AnimationHandler.lua, but that’s really a last resort — and it honestly frustrates me to even consider it.


🆘 Call for Help (Especially @Timerz)

Since I noticed Timerz is around — and to all the devs who might read this :

I’m not asking for someone to write the fix for me.
🙏 All I need is a bit of insight or direction — a clue, a lead, or a best practice I might be missing.
Just something to get me unstuck from this dead end.


👷 A Note to Developers

One last thing: I’m not a professional programmer.
If you’re reading my code, please don’t flame me 😅
I really am doing my best to keep everything clean and logical — but I’m learning as I go.


🧪 A Reminder: This Is Still ALPHA

To everyone trying the mod :
It’s not fully functional yet — so please don’t expect a finished, playable experience just yet.

That said, your feedback and testing are super helpful — so thank you in advance to anyone giving it a try !


✌️ See You Soon

I’ll be back in August with more updates. Until then, thanks again for all your support.
Looking forward to hearing your thoughts !

👋

 

OBSOLETE

ZomboDesire ALPHA 00.zip

Edited by BlaBla012345
Posted

💬 Taking the Time to Respond Properly

Hey everyone,
I figured it was time to sit down and properly reply to everything that’s been discussed here.

 

On 7/11/2025 at 1:07 AM, Timerz said:

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.

🙏 First Off – Huge Thanks to Timerz

Really glad to see you back among us — it’s honestly a pleasure !


I saw you took charge of the Bukkake system — as always, amazing work. 🔥

I took the liberty of pushing your updated version to the first page of this thread so it gets more visibility.
I really hope you’re okay with me including your system in the future release of ZomboLust — it would be an awesome addition.

 

Also, I have to say : I’m impressed by your discovery and how you're using vanilla PZ code to trigger specific animations on base zombies — hats off to you, seriously. 🎩👏

 

Quote

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.

⚠️ But… Two Major Issues

As you rightly pointed out, there are two major blockers :

  1. Asking players to tamper with the base game files
    Even if it’s just a simple copy-paste, it's always a bit risky — especially when some folks still get confused by a .zip file. 😅

  2. Scrapping the entire animation system and building a new one from scratch
    ...yeah, no thanks. That’s a massive, disruptive overhaul. With all due respect, I’m not going down that road.

Personally, I’ll keep relying on the Bandits system — and that’s good enough for me.

 

🛠️ On Publishing ZomboDesire to Steam Workshop

I’ve taken note of your opinion, and honestly I agree with most of it.


Yes — people will complain. People will criticize. It’s inevitable.

But I still think that Steam Workshop is the best way to reach the wider public.
It acts as a clean, accessible entry point to the entire ecosystem — even if it’s just the framework.

 

Of course, I’ll make sure the Workshop page includes clear warnings and age disclaimers, to avoid bringing in anyone too young or easily offended.
Those who want the full experience can find their way here (LoversLab) from there.

 

On 7/16/2025 at 2:02 AM, haventiger said:

Am i supposed to only have 3 animation types? looking around people have more. little confused maybe i installed an older version?

 

On 7/17/2025 at 2:22 AM, Timerz said:


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.)

🎞️ About the Animations in My Latest Add-On

Just to clarify :
Yes, I intentionally set the old ZomboWin animations to 0 bytes.

Why ?

  1. To run tests cleanly

  2. To avoid people using animations that aren't compatible with the new sound system

Those placeholder files can be removed — and new animations will come eventually.
But not right now. I’m fully focused on ZomboLust and Build 42 at the moment.

 

On 7/18/2025 at 1:04 PM, Pyrkon said:

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.

 

On 7/18/2025 at 6:19 PM, Timerz said:


I would also like a discord server for zomboid! But the thing is, unlike the forums, it needs constant moderation and organization. Things also get more complicated as they grow, and it's not always that the owner of the server will make the right decisions. Worst case scenario, we end up with a ghost server with no engagement. I may be up for the task one day, but I'm not really a good moderator, and it would be too much work to do.

For now, while this community is still small, the forums do an okay job of communication.

 

9 hours ago, SkyFlyWhite said:

 

I'd love a server too, I've mentioned it a few times, I get the arguments against it but me personally I think it would just make keeping up to date with the mods easier, and as Pykron it would be much easier to look over instead of the form system we're on now. But reguardless I still happy with what we have now

💬 About Discord

I’ve said it before, but I’ll repeat it here :

Yes, I’m open to the idea of a Discord server — even though I personally won’t be very active there since I don’t speak English, only French.

Still, it could be really useful for :

  • Updates

  • Feedback

  • Quick mod support

  • Community sharing

I’ll probably set it up once ZomboDesire, ZomboLust, and the first wave of Add-Ons + animations are ready.
When the time comes, I’ll try to find someone to help with moderation.

So TL;DR:
Not opposed to Discord — just not now.

 

3 hours ago, tatataJA said:

皆さん、こんにちは。英語があまり話せないので、AI翻訳を使っています。文章がおかしく聞こえたらごめんなさい。

Discord について話し合っている最中に突然提案してしまい申し訳ありませんが、いくつかのフィードバックを簡単に共有したいと思います。

エクスペリエンスを大幅に向上させる 3 つの機能:

 アクティブゾンビポジショニング

  -プレイヤーがゾンビと向き合うのではなく、ゾンビを所定の位置に移動させて攻撃を開始させる(より現実的な敗北シナリオ)

 適切な完了アニメーション

  - 現在のシーンはクライマックスの瞬間もなく突然終了する

 環境相互作用

  - 可能な場合はプレイヤーを壁や車両に押し付ける

これらにより、ロールプレイ体験の没入感がさらに高まります :)

💡 Animation Suggestions

1. “Attack-into-defeat” animation start sequences
Great idea — but really complex.
We’d have to account for :

  • Player’s weapon (or lack of one)

  • Weapon types and stances

  • Smooth transitions between "combat" and "defeat" poses

So yeah, cool in theory, but too much work right now.

 

2. Ending animations
That’s already implemented in the latest version of my Add-On, and will of course be part of the Build 42 version too.

 

3. Environmental interactions
Getting taken against a wall, over a car hood, or on a bed — yes, that would be amazing.
But again, the amount of work and the sheer number of unique animations needed is huge.


🤝 Final Thoughts

I’m not closing the door on ideas like attack-intros or environmental scenes.
But I can’t promise anything at this point — those would be long-term goals, if they happen at all.

 


See Ya 👋

Posted
On 7/19/2025 at 10:38 AM, BlaBla012345 said:

Remaining Critical Tasks

There are two major blockers I still need to solve :

  1. Making <m_Time>End</m_Time> trigger 100% reliably
    This is needed to activate AbilityEscapeAndTimer.lua, which :

    • Allows the player to escape

    • Reactivates the listener for the next collision
      Without this, the system can’t reset properly between scenes.

  2. Pushing zombies away during animations
    This code already exists in ZomboDesire_Utils.lua, but I haven’t integrated it yet.
    It prevents nearby zombies from attacking the Bandit and interrupting the animation.


I deduced the culprit! this is all occurring thanks to the way you're initializing animations and actions. As you might know, the animation itself is completely separate from timed actions, and that makes it so you need to sync them and stuff. However, you're NOT starting the action at the same time as the animation.

It takes too much time for your code to create the bandit, wear it, TURN IT AROUND, and then finally animate the zombie, and the amount of time it takes to do it is different every single time, and the problem is that you're initializing the timed action at the exact moment you start everything, before even the bandit is done, and that makes the action end the animation earlier than you're expecting, making the <m_Time>End</m_Time> only trigger when the bandit logic goes fast enought. The ideal way should instead start the action when the bandit is ready and you're sure the animation is running. But thanks to how you're handling bandits right now, it seems a bit cumbersome to modify it.

So FOR NOW, just increasing the delay of the TimedAction to 50 (4 was way too low) should be enough for most cases; it already increases the chances for triggering <m_Time>End</m_Time> drastically. Yeah, I know this is a REALLY lazy fix.
 

local endAnimation = math.floor((self.duration * 1.6) + 50)

at Line 92 on ZomboDesire_AnimationHandler.lua

This could also be solved if you find a better way to position the bandit; you could even just set their angle manually instead of making them turn by themselves, it might work since that is one of the things that delays the animation from starting. I haven't checked if zomboid allows that, but it probably should.

Also, here's a tip for when you finally decide to refactor this sloppy code filled with prints():
Try to make the functions as simple as you can; always make them do one thing and one thing only. Of course you might say that a function is doing one thing, but if you see that it needs to do a bunch of other stuff to do that ONE thing, you need to separate those other mini things into their own functions. For example: If you see that a function is 100 lines long and it has more than one task, you need to refactor it by separating and creating task1(), task2(), and so on. I know this is confusing, but once you get the hang of it, you will start to hate your old self for making such poor decisions (It happens to me all the time).

THIS ALSO GOES FOR YOU SOLAREDGE! I'M STILL MAD AT THE 900 LINE FUNCTION!

Posted
19 hours ago, Timerz said:


I deduced the culprit! this is all occurring thanks to the way you're initializing animations and actions. As you might know, the animation itself is completely separate from timed actions, and that makes it so you need to sync them and stuff. However, you're NOT starting the action at the same time as the animation.

It takes too much time for your code to create the bandit, wear it, TURN IT AROUND, and then finally animate the zombie, and the amount of time it takes to do it is different every single time, and the problem is that you're initializing the timed action at the exact moment you start everything, before even the bandit is done, and that makes the action end the animation earlier than you're expecting, making the <m_Time>End</m_Time> only trigger when the bandit logic goes fast enought. The ideal way should instead start the action when the bandit is ready and you're sure the animation is running. But thanks to how you're handling bandits right now, it seems a bit cumbersome to modify it.

So FOR NOW, just increasing the delay of the TimedAction to 50 (4 was way too low) should be enough for most cases; it already increases the chances for triggering <m_Time>End</m_Time> drastically. Yeah, I know this is a REALLY lazy fix.
 

local endAnimation = math.floor((self.duration * 1.6) + 50)

at Line 92 on ZomboDesire_AnimationHandler.lua

This could also be solved if you find a better way to position the bandit; you could even just set their angle manually instead of making them turn by themselves, it might work since that is one of the things that delays the animation from starting. I haven't checked if zomboid allows that, but it probably should.

Also, here's a tip for when you finally decide to refactor this sloppy code filled with prints():
Try to make the functions as simple as you can; always make them do one thing and one thing only. Of course you might say that a function is doing one thing, but if you see that it needs to do a bunch of other stuff to do that ONE thing, you need to separate those other mini things into their own functions. For example: If you see that a function is 100 lines long and it has more than one task, you need to refactor it by separating and creating task1(), task2(), and so on. I know this is confusing, but once you get the hang of it, you will start to hate your old self for making such poor decisions (It happens to me all the time).

THIS ALSO GOES FOR YOU SOLAREDGE! I'M STILL MAD AT THE 900 LINE FUNCTION!

Hey there,
First off — a big thank you for diving into the code and helping track down the culprit.


Even though I don’t have any real time to dedicate to Project Zomboid until the end of July, this project means so much to me that I have to spend at least a few minutes on it each day.

I guess that’s what people call passion, right? 😄

 

Funny enough — just last night, right before going to bed, I came to the exact same conclusion you did :

💡 I need to rotate the zombie toward the player before assigning it a brain and transforming it into a Bandit.
That way, it spawns already facing the player — and we avoid the awkward delay where it turns itself around.

 

While I’m at it, I’ve started experimenting with adding an extra 50–60 ticks (roughly half a second) to the player’s animation duration, just as you suggested.

 

Seeing you confirm it made me even more confident I was on the right track !

This fix should also help eliminate those desync issues we’ve seen between the player and Bandit animations when they don't line up perfectly at the start.

 

Really appreciate the time you took — your explanation was super clear, and the practical tips on writing cleaner functions will absolutely help me going forward.

Thanks again — talk soon! 👋

Posted

You all are the perfect example of what Mod creators on the forum should be! You communicate well, stay organized, support each other, and keep the passion alive — I’m truly grateful to have you all.
As for the voice work, my yearly software subscription just ended, so I’ve decided to wait until you finish all the projects before checking things again. I’ll give AI tools a try and see if they might give better results. Really appreciate your understanding!

Posted

Is it just me, or is 2.0.8 (Timerz's addition update) unavailable in the first thread? Whenever I click on it it shows :

Sorry!

We could not locate the item you are trying to view.

 

Posted (edited)
7 hours ago, silvergrill said:

Is it just me, or is 2.0.8 (Timerz's addition update) unavailable in the first thread? Whenever I click on it it shows :

Sorry!

We could not locate the item you are trying to view.

 


OOPS! I Almost made a lost media scenario here. My bad.

That happened because I removed the indexed file on my post, thinking that the file the dev indexed on the post was his adjusted version and my file was obsolete, but no, that was just an index link to my post. And since I removed it because I am a dum-dum and empty-headed monkey, it's giving you that message.

Unfortunately the site right now is quite unstable, and I cannot upload the version as of right now. I may edit this soon with the file indexed, but keep in mind that this version is destined to be obsolete quite soon. I can confirm that the changes I made will carry on to the new project for B42, so don't worry too much about it.

Edit: There ya go.

ZomboWin AddOn TimedUpdate.zip

Edited by Timerz
Indexed file.
Posted

Damn, crazy what has happened in a month of my inactivity. I was previously here becuase I didn't knew about the placeholders and complained why the non-oral animations throw errors. But I'm amazed to see the B42 port finally being released soon! 

Posted
On 7/26/2025 at 2:48 PM, Timerz said:


OOPS! I Almost made a lost media scenario here. My bad.

That happened because I removed the indexed file on my post, thinking that the file the dev indexed on the post was his adjusted version and my file was obsolete, but no, that was just an index link to my post. And since I removed it because I am a dum-dum and empty-headed monkey, it's giving you that message.

Unfortunately the site right now is quite unstable, and I cannot upload the version as of right now. I may edit this soon with the file indexed, but keep in mind that this version is destined to be obsolete quite soon. I can confirm that the changes I made will carry on to the new project for B42, so don't worry too much about it.

Edit: There ya go.

ZomboWin AddOn TimedUpdate.zip

Maybe its because I hadn't seen the original post but what is this timed update?

Posted
6 hours ago, SkyFlyWhite said:

Maybe its because I hadn't seen the original post but what is this timed update?


Just a proper implementation of the Bukkake system and removal of the empty animations only used during development. They don't have the proper events in them for the system, only certain animations have such thing, like Blabla's animations.

Posted
6 minutes ago, Timerz said:


Just a proper implementation of the Bukkake system and removal of the empty animations only used during development. They don't have the proper events in them for the system, only certain animations have such thing, like Blabla's animations.

Ohhh and that's for the 42 alpha correct? I think I may go try that now if the animations work, and I like the sound of Bukkake system! Man this is why I want a discord we could have anything all nicely organized so I don't miss cool mods like this ;~;

Posted
4 hours ago, SkyFlyWhite said:

Ohhh and that's for the 42 alpha correct? I think I may go try that now if the animations work, and I like the sound of Bukkake system! Man this is why I want a discord we could have anything all nicely organized so I don't miss cool mods like this ;~;


You know what? I guess I will create a discord in the near future, of course not now; I'm not even near to handling moderating such a thing. But once I finally get something on the table, AKA manage to create an alpha of my take for a sex mod on B42. I will think about it.

Posted

Hi everyone
Recently I found a unique mod named Zombies of Dimension which adds new zombies to the game, this is not just a skin mod, but there are some zombies with special powers that make the game much more interesting.

 

The only problem is the conflicts with the bandits mod
I tried to fix this problem by changing the settings but it never completely resolved.

 

So I suggest if you want to try this mod, disable the bandits mod for a while

It's definitely worth a try, especially if you're tired of regular old zombies.

Posted
2 hours ago, legion army said:

Hi everyone
Recently I found a unique mod named Zombies of Dimension which adds new zombies to the game, this is not just a skin mod, but there are some zombies with special powers that make the game much more interesting.

 

The only problem is the conflicts with the bandits mod
I tried to fix this problem by changing the settings but it never completely resolved.

 

So I suggest if you want to try this mod, disable the bandits mod for a while

It's definitely worth a try, especially if you're tired of regular old zombies.

I just looked through the mod and I gotta say I like the idea! Adds a whole new- well Dimension lol to the player zombie combat, and with how I play(Horny fuck zombies only) it would make the gameplay far more interesting with some of the included zombies, less so the, exploding or poison kind.

Posted (edited)

I wonder if it'd be possible for clothing to be removed for B42 during a defeat as part of the animation, although with the stripping system this might be wasted effort even if I prefer immersion.

Edited by 8BitRizz
Posted
1 hour ago, 8BitRizz said:

I wonder if it'd be possible for clothing to be removed for B42 during a defeat as part of the animation, although with the stripping system this might be wasted effort even if I prefer immersion.


That's pretty possible to do, just add a custom animEvent here and there, and make an animation that uses it. Of course, with zombowin right now it's a bit of a nuance and quirky, I plan on relieving that problem in the future if possible.

Posted (edited)

Just tried your mod, it's awesome. I haven't played PZ with such interest in a long time lol, the game surprisingly suits such content. I liked the idea of making sex mechanics part of the gameplay, I tried playing with the occupation "Sexperiment" and various new traits, they change the perception of the game quite a lot. After about an hour of gameplay, I had quite a few questions, and the first one is: Does masturbation do anything to the character's state? I tried to relieve stress this way, but I'm not sure it works. It would be cool if this way you could, for example, relieve unhappiness and boredom. Maybe you could make a trait that makes the character feel a strong desire to fuck, and masturbation could reduce the negative effects. I think there's one trait like this, but "sex addicted" dosen't really work for me, I guess that I have to wait alot more so it activates.
 

I also found zucchini and oil, but the option to use a sex toy did not appear, it seems that it cannot be used or I did not find something?
Thanks in advance for the answers, I think making such mods is quite difficult considering the game's code.  I'm curious how many animations you plan on doing, I was amazed at how good they are. Not sure if it's possible, but I almost immediately had sex with a zombie near the bed and thought it would be interesting if there was an  animation using beds, and in general ones that are using furniture. I would also like to be able to change the face textures without affecting the body. I don't like some of the faces a bit,  in my opinion  it would be nice if you could choose between vanilla and new ones. Retexrue mods kinda mess up the whole thing.

I also noticed a couple of bugs, the most obvious is the lack of naked zombie options, I tried using the naked zombies mod but it leaves underwear and the penis texture turns white. When using the pacify perk (or rope) I can't masturbate because of the warning that there are zombies nearby. Maybe this is hard-coded into the game, but in that case, or when using the necrophiliac trait, I would like to see more explicit animations with zombies, they would suggest that the character is voluntarily having sex with zombies. The same goes for the pacify/succubus trait, I think the perks you choose should affect the animations.
 

I'd be curious to know if this mod will support multiplayer, I've seen a couple of third-party patches, but I'm not sure if they work. I think the potential is huge, even  while looking at the trait menu I thought that being a succubus is already a cool way to make a trap lol. However, in my opinion this trait doesn't work very well, in addition to killing zombies it should restore the character's stamina/health.  If there is multiplayer, players could tame succubi by fucking them first, and sex with them could give positive effects.

Will there  also be a possibility of  group sex? It seemed to me that this is missing in the mod, I don't know how possible it is, but it could help avoid animation loops when surrounded by a horde, cause it takes forever, and this could be a "death" animation.  I would also like for  sex activity to level up  fitness, this could be a quick way to improve the skill.

Upd: just tested some things out and it seems that I've found a glitch, maybe im using conflicting traits. At first I had 1 error message,  then got defeated and after animation ended, npc that was used  didnt despawn. I could interact with him, though I had traits that disable consensual animations.  I used these traits to get it:  better alive,  vicious zombies,  sex addicted, baggy style, necrophiliac, buttoned up, cumsumption, lewd, nymphomaniac,  bottom cushion.

Edited by bebra1
Posted (edited)

@bebra1 There are no icons for sexual desire for females, only males.  Females receive anxiety moodles instead and masturbation reduces anxiety for females and reduces the sexual desire moodle for males.  Sex toys have to be equipped in the primary and then you need to start masturbating, but there's no animation for using them and only provides a buff.  For the naked zombies mod, it only removes clothing from zombies in the game; you're going to need to download a nudity texture from Steam.  If you're using blabla's models, you will need to go into the files of whatever nudity texture mod you download from Steam and delete the nudity textures for players if you don't want any (more) conflicting textures.  But yeah, I agree.  I honestly prefer the vanilla hands and faces, so it would be nice if they were a future option once @BlaBla012345 finishes their B42 port.

Edited by 8BitRizz
Clarification
Posted
19 hours ago, 8BitRizz said:

@bebra1 There are no icons for sexual desire for females, only males.  Females receive anxiety moodles instead and masturbation reduces anxiety for females and reduces the sexual desire moodle for males.  Sex toys have to be equipped in the primary and then you need to start masturbating, but there's no animation for using them and only provides a buff.  For the naked zombies mod, it only removes clothing from zombies in the game; you're going to need to download a nudity texture from Steam.  If you're using blabla's models, you will need to go into the files of whatever nudity texture mod you download from Steam and delete the nudity textures for players if you don't want any (more) conflicting textures.  But yeah, I agree.  I honestly prefer the vanilla hands and faces, so it would be nice if they were a future option once @BlaBla012345 finishes their B42 port.

Thanks, it was hard  for me to figure  out. 

Posted (edited)

Felt like there were too little animations, so I checked the forum and picked  the most quality ones imo with some of the mods (and zombie retexture  that I made also) 
Though as I can understand, using too much animations causes only half of them to work in the game. It's interesting to me how Blabla will make his animations more frequent, while looking for these mods I literally checked everything I could on the forum, so now I know that there's something like 30 scenes ready.  Planning any controls to change poses? Maybe Im mistaken but I fell that each animation has different chances of appearing, so some of them will probably be more rare.   While checking animations I discovered "blabla_escape_rape" but it seems that the animation isn't working, though I like the idea to escape, cause if there is at least 2 zeds, they'll just gang bang all of the  character holes forever. 

I fixed all of the issues with animations so it's updated modpack version, though there's one issue with  blank "idle" and "idle_rollback" animations, idk what's causing that, but it's very rare anyways. https://drive.google.com/file/d/15GgNgpSWGxzyDlqb-acTGIsdq8anujso/view?usp=sharing

Edited by bebra1
Posted
On 8/6/2025 at 2:24 PM, bebra1 said:

Just tried your mod, it's awesome. I haven't played PZ with such interest in a long time lol, the game surprisingly suits such content. I liked the idea of making sex mechanics part of the gameplay, I tried playing with the occupation "Sexperiment" and various new traits, they change the perception of the game quite a lot. After about an hour of gameplay, I had quite a few questions, and the first one is: Does masturbation do anything to the character's state? I tried to relieve stress this way, but I'm not sure it works. It would be cool if this way you could, for example, relieve unhappiness and boredom. Maybe you could make a trait that makes the character feel a strong desire to fuck, and masturbation could reduce the negative effects. I think there's one trait like this, but "sex addicted" dosen't really work for me, I guess that I have to wait alot more so it activates.
 

I also found zucchini and oil, but the option to use a sex toy did not appear, it seems that it cannot be used or I did not find something?
Thanks in advance for the answers, I think making such mods is quite difficult considering the game's code.  I'm curious how many animations you plan on doing, I was amazed at how good they are. Not sure if it's possible, but I almost immediately had sex with a zombie near the bed and thought it would be interesting if there was an  animation using beds, and in general ones that are using furniture. I would also like to be able to change the face textures without affecting the body. I don't like some of the faces a bit,  in my opinion  it would be nice if you could choose between vanilla and new ones. Retexrue mods kinda mess up the whole thing.

I also noticed a couple of bugs, the most obvious is the lack of naked zombie options, I tried using the naked zombies mod but it leaves underwear and the penis texture turns white. When using the pacify perk (or rope) I can't masturbate because of the warning that there are zombies nearby. Maybe this is hard-coded into the game, but in that case, or when using the necrophiliac trait, I would like to see more explicit animations with zombies, they would suggest that the character is voluntarily having sex with zombies. The same goes for the pacify/succubus trait, I think the perks you choose should affect the animations.
 

I'd be curious to know if this mod will support multiplayer, I've seen a couple of third-party patches, but I'm not sure if they work. I think the potential is huge, even  while looking at the trait menu I thought that being a succubus is already a cool way to make a trap lol. However, in my opinion this trait doesn't work very well, in addition to killing zombies it should restore the character's stamina/health.  If there is multiplayer, players could tame succubi by fucking them first, and sex with them could give positive effects.

Will there  also be a possibility of  group sex? It seemed to me that this is missing in the mod, I don't know how possible it is, but it could help avoid animation loops when surrounded by a horde, cause it takes forever, and this could be a "death" animation.  I would also like for  sex activity to level up  fitness, this could be a quick way to improve the skill.

Upd: just tested some things out and it seems that I've found a glitch, maybe im using conflicting traits. At first I had 1 error message,  then got defeated and after animation ended, npc that was used  didnt despawn. I could interact with him, though I had traits that disable consensual animations.  I used these traits to get it:  better alive,  vicious zombies,  sex addicted, baggy style, necrophiliac, buttoned up, cumsumption, lewd, nymphomaniac,  bottom cushion.

Yeeees more people getting into the mod!

 

I personally reallyike the ideas you had too, I think animations on beds and other objects is possible but not being worked on yet, and I like the idea of consenting to getting fucked by the hoard and getting unique animations to that, but I do think they'd still be super rough sense the zombies are so aggressive. 

 

Multiplayer works fine for the one time I've used it but having it built into the mod would be so nice too yea, and group sex would be hot too, I think that's being worked on. But I like your idea for a "death" animation or "death" when surrounded by a hoard, what if instead of dying you black out from getting fucked so much and wake up a few hours later after the hoard each had their full with you? Leaving you severely weakened and likely limping, if cum inflation is possible for this mod that would be a great time to be fully inflated too imminently.

Posted (edited)

Adding onto bebra's comment about sex with zombies, I was thinking there could be human-male, zombie-female specific animations too for ZomboLust.  What I mean is that too many of the animations just look like human on human sex, not human raping a zombie, so animations where the zombie is trying to bite or attack while the male restrains would be hot.  It should be possible because I dug through some of the code and all animations are given tags; that's how the pregnancy mod determines if you should be receiving sperm or not.  

Edited by 8BitRizz
Clarification

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