redgiratina Posted February 17, 2025 Posted February 17, 2025 9 hours ago, BlaBla012345 said: Hi everyone. I have a few small projects in mind outside of the Add-on, and for one of them I need help.  In my opinion, eroticism is largely driven by imagination, as I wanted to emphasize with the Lewd version of Reactive Sound. A short written text can also stimulate the imagination.  So I would like to modify the mod 'Dreams' from the Steam Workshop by rewriting dreams in a version... for adults.  This mod displays an image in the window dedicated to dreams. I need the help of a Lua programmer to modify the function that displays this image. Below are the technical details.  ...\steamapps\workshop\content\108600\1945359259\mods\Dreams\media\lua\client File dreamwindow.lua Lines 22 to 29  In the original mod it is always the same image that is displayed in each dream : 'dreams.png' I would like to be able to display a specific image for each dream.  So : dream#1=dreams.png dream#2=dreams.png dream#3=dreams.png dream#4=dreams.png etc... Become : dream#1=dreams1.png dream#2=dreams2.png dream#3=dreams3.png dream#4=dreams4.png etc...  I hope someone can help me. Please pass the message to people who know how to program in lua. Thanks everyone. yo apenas voy aprendiendo a traducir los mods que no tienen traducion ya hecha, lo que tu deseas ... es mas complicado, pero de que se puede, creo que se puede
Zikhad Posted February 20, 2025 Posted February 20, 2025 On 2/16/2025 at 6:01 PM, BlaBla012345 said: Hi everyone. I have a few small projects in mind outside of the Add-on, and for one of them I need help.  In my opinion, eroticism is largely driven by imagination, as I wanted to emphasize with the Lewd version of Reactive Sound. A short written text can also stimulate the imagination.  So I would like to modify the mod 'Dreams' from the Steam Workshop by rewriting dreams in a version... for adults.  Dreams mod - Steam Workshop  This mod displays an image in the window dedicated to dreams. I need the help of a Lua programmer to modify the function that displays this image. Below are the technical details.  ...\steamapps\workshop\content\108600\1945359259\mods\Dreams\media\lua\client File dreamwindow.lua Lines 22 to 29  In the original mod it is always the same image that is displayed in each dream : 'dreams.png' I would like to be able to display a specific image for each dream.  So : dream#1=dreams.png dream#2=dreams.png dream#3=dreams.png dream#4=dreams.png etc... Become : dream#1=dreams1.png dream#2=dreams2.png dream#3=dreams3.png dream#4=dreams4.png etc...  I hope someone can help me. Please pass the message to people who know how to program in lua. Thanks everyone. Let me take a look at this dream mod later and see if I can figure something out. @AlexTheMan21 can probably also help here 1
Zikhad Posted February 20, 2025 Posted February 20, 2025 On 2/16/2025 at 6:01 PM, BlaBla012345 said: Hi everyone. I have a few small projects in mind outside of the Add-on, and for one of them I need help.  In my opinion, eroticism is largely driven by imagination, as I wanted to emphasize with the Lewd version of Reactive Sound. A short written text can also stimulate the imagination.  So I would like to modify the mod 'Dreams' from the Steam Workshop by rewriting dreams in a version... for adults.  Dreams mod - Steam Workshop  This mod displays an image in the window dedicated to dreams. I need the help of a Lua programmer to modify the function that displays this image. Below are the technical details.  ...\steamapps\workshop\content\108600\1945359259\mods\Dreams\media\lua\client File dreamwindow.lua Lines 22 to 29  In the original mod it is always the same image that is displayed in each dream : 'dreams.png' I would like to be able to display a specific image for each dream.  So : dream#1=dreams.png dream#2=dreams.png dream#3=dreams.png dream#4=dreams.png etc... Become : dream#1=dreams1.png dream#2=dreams2.png dream#3=dreams3.png dream#4=dreams4.png etc...  I hope someone can help me. Please pass the message to people who know how to program in lua. Thanks everyone.  Looking at dreamwindow.lua we can see the following  function DreamsWindow:setText(newText) DreamsWindow.HomeWindow.text = newText; DreamsWindow.HomeWindow:paginate(); local tempTexture = getTexture("media/textures/dreams/dreams.png") if (tempTexture) then self.Image:setImage(tempTexture) else self.Image:setImage(getTexture("media/textures/dreams/dreams.png")) end end To support images we need to change the getTexture call, we can have something like the following  function DreamsWindow:setText(newText, image) DreamsWindow.HomeWindow.text = newText; DreamsWindow.HomeWindow:paginate(); local tempTexture = getTexture("media/textures/dreams/" .. image) if (tempTexture) then self.Image:setImage(tempTexture) else self.Image:setImage(getTexture("media/textures/dreams/dreams.png")) end end And wherever we use the DreamsWindow:setText we can add the image call there as well, like DreamsWindow:setText("testing text", "dreamx.png"); 2
BlaBla012345 Posted February 20, 2025 Author Posted February 20, 2025 1 hour ago, Zikhad said:  Looking at dreamwindow.lua we can see the following  function DreamsWindow:setText(newText) DreamsWindow.HomeWindow.text = newText; DreamsWindow.HomeWindow:paginate(); local tempTexture = getTexture("media/textures/dreams/dreams.png") if (tempTexture) then self.Image:setImage(tempTexture) else self.Image:setImage(getTexture("media/textures/dreams/dreams.png")) end end To support images we need to change the getTexture call, we can have something like the following  function DreamsWindow:setText(newText, image) DreamsWindow.HomeWindow.text = newText; DreamsWindow.HomeWindow:paginate(); local tempTexture = getTexture("media/textures/dreams/" .. image) if (tempTexture) then self.Image:setImage(tempTexture) else self.Image:setImage(getTexture("media/textures/dreams/dreams.png")) end end And wherever we use the DreamsWindow:setText we can add the image call there as well, like DreamsWindow:setText("testing text", "dreamx.png"); Thanks for your answer.  If I understand correctly, I need to change lines 22 to 29 in the 'dreamwindow.lua' file with the code you provided.  Then, I need to find the line that calls the "DreamsWindow:setText" function? If that's right, then the only line that calls this function is line 289 of the 'dreams.lua' file  DreamsWindow:setText(Dreamstring);  So I have to replace line 289 with  DreamsWindow:setText("Dreamstring", "dreamx.png");  Then I have to create in the directory ...\SteamLibrary\steamapps\workshop\content\108600\1945359259\mods\Dreams\media\textures\dreams  the image files which must be named :  dream1.png dream2.png dream3.png etc...  Did I understand correctly ?  Sorry to ask you these questions, unfortunately I am not a programmer. So I am only trying to adapt your example.  Please correct me if I am wrong in my reasoning. 1
legion army Posted February 21, 2025 Posted February 21, 2025 (edited) On 1/12/2025 at 11:29 AM, BlaBla012345 said: An update on the status of the Add-on mod for ZomboWin :  The next version will only be released when SolarEdge has ported its mod to the B42, I will make the Add-on compatible for B42 support. Then we will have to wait for TIS to provide us with their software for the animations and at that time I will redo all the animations.  It seems SolarEdge don't have time to rewrite ZomboWin codes For B42 Apparently we have to wait until someone else continue the project in the future and port it to B42 So do you plan to continue making new animations on B41?  And I try the Bandits mod and decided to replace all the female Bandit sounds and dialogues with the better ones, because those voices were so fake and soulless! I will send the new sound file here if you are interested. Edited February 21, 2025 by legion army 2
BlaBla012345 Posted February 21, 2025 Author Posted February 21, 2025 9 hours ago, legion army said: It seems SolarEdge don't have time to rewrite ZomboWin codes For B42 Apparently we have to wait until someone else continue the project in the future and port it to B42 So do you plan to continue making new animations on B41? It's interesting that you ask me this question because I've been thinking about it since mid-January 2025. And now SolarEdge's message changes a lot of things...  Here's how I see things, and what information to take into account : 1) I tell myself that there's no point in making new animations or redoing old animations because the new 'GrappleTech' system will force me to redo everything BUT 2) I don't know when the B42 will go into stable 3) I don't know when the 'GrappleTech' software will be released to the public AND now 4) I don't know if someone will take over the development and porting of the ZomboWin mod for the B42 So : BEFORE SolarEdge's message : I was hesitant to work on the Add-on because I thought "<IF> the B42 goes into stable in 6 months or less <AND> that the 'GrappleTech' software is available at the same time, what's the point of making animations ?"  AFTER SolarEdge's message : I say to myself "We're talking about Indie Stone here... B41 went stable 2 years after its release. The 'GrappleTech' software may be released much later for the public. And now, what tells us that a programmer will come and recode all of ZomboWin for the port to B42 ? It took years (ZomboLewd released in 2021 - ZomboWin released in 2024) to have a new programmer."  In conclusion : Even if B42 goes stable tomorrow and the 'GrappleTech' software is available at the same time, we may not have a new version of ZomboWin updated for B42 for a long time.  So I ask here the open question to all : Do you think it is worth developing the Add-on ? even in the absence of B42, 'GrappleTech' or new versions of ZomboWin ? Or Do you think the Add-on is stable now and we can leave it there ? wait for news from TIS or a new programmer for the passage of ZomboWin to B42 ?  Personally I would like to act as if B42 did not exist yet and stay on B41... but...  Continue the development of the Add-on for version 1.26 of ZomboWin ? Continue in parallel other small projects like the Dreams mod or the NSFWFitness mod ?  Honestly I don't know...  Depending on your answers I would continue the development of the Add-on or I would withdraw myself.  What information do we have on the progress of the stable B42 ? (I'm not on Reddit etc, so maybe you have information that I don't have) Can someone here advertise ZomboWin to 'recruit' or attract new programmers ? When will the 'GrappleTech' be released ?  It's up to you to tell me. Thanks. 6
BlaBla012345 Posted February 21, 2025 Author Posted February 21, 2025 9 hours ago, legion army said: And I try the Bandits mod and decided to replace all the female Bandit sounds and dialogues with the better ones, because those voices were so fake and soulless! I will send the new sound file here if you are interested. I should be able to make a sub-mod for the Bandits mod. Â I looked at the structure of the Bandits mod and if you just replace the files that are in the ...\steamapps\workshop\content\108600\3268487204\mods\Bandits\media\sound\female_3 directory with files with an exactly similar name, it shouldn't be difficult. Â It's actually super simple and you could create the entire mod yourself. But if you're not comfortable with that, you can provide me with the sound files and I'll do the rest, no problem. 1
legion army Posted February 21, 2025 Posted February 21, 2025 1 hour ago, BlaBla012345 said: It's interesting that you ask me this question because I've been thinking about it since mid-January 2025. And now SolarEdge's message changes a lot of things...  Here's how I see things, and what information to take into account : 1) I tell myself that there's no point in making new animations or redoing old animations because the new 'GrappleTech' system will force me to redo everything BUT 2) I don't know when the B42 will go into stable 3) I don't know when the 'GrappleTech' software will be released to the public AND now 4) I don't know if someone will take over the development and porting of the ZomboWin mod for the B42 So : BEFORE SolarEdge's message : I was hesitant to work on the Add-on because I thought "<IF> the B42 goes into stable in 6 months or less <AND> that the 'GrappleTech' software is available at the same time, what's the point of making animations ?"  AFTER SolarEdge's message : I say to myself "We're talking about Indie Stone here... B41 went stable 2 years after its release. The 'GrappleTech' software may be released much later for the public. And now, what tells us that a programmer will come and recode all of ZomboWin for the port to B42 ? It took years (ZomboLewd released in 2021 - ZomboWin released in 2024) to have a new programmer."  In conclusion : Even if B42 goes stable tomorrow and the 'GrappleTech' software is available at the same time, we may not have a new version of ZomboWin updated for B42 for a long time.  So I ask here the open question to all : Do you think it is worth developing the Add-on ? even in the absence of B42, 'GrappleTech' or new versions of ZomboWin ? Or Do you think the Add-on is stable now and we can leave it there ? wait for news from TIS or a new programmer for the passage of ZomboWin to B42 ?  Personally I would like to act as if B42 did not exist yet and stay on B41... but...  Continue the development of the Add-on for version 1.26 of ZomboWin ? Continue in parallel other small projects like the Dreams mod or the NSFWFitness mod ?  Honestly I don't know...  Depending on your answers I would continue the development of the Add-on or I would withdraw myself.  What information do we have on the progress of the stable B42 ? (I'm not on Reddit etc, so maybe you have information that I don't have) Can someone here advertise ZomboWin to 'recruit' or attract new programmers ? When will the 'GrappleTech' be released ?  It's up to you to tell me. Thanks. ZomboWin may not be updated for a very long time! Since the stable B42 version also does not have a specific date and may take several years!  I'm worried that PZ will suffer the same fate as Fallout 4!  Continue the development of the Add-on for 1.26 is very good choice, of course, if you wish to continue and have the time for that. More animations could make the game a lot more fun. I also decided to work on the new voice pack and some zombie sounds for some specific animations in my free time  I think You've done a great job so far, so why not continue it? 2
legion army Posted February 21, 2025 Posted February 21, 2025 1 hour ago, BlaBla012345 said: I should be able to make a sub-mod for the Bandits mod. Â I looked at the structure of the Bandits mod and if you just replace the files that are in the ...\steamapps\workshop\content\108600\3268487204\mods\Bandits\media\sound\female_3 directory with files with an exactly similar name, it shouldn't be difficult. Â It's actually super simple and you could create the entire mod yourself. But if you're not comfortable with that, you can provide me with the sound files and I'll do the rest, no problem. Of course it's very easy I replaced all sounds of female_3 folder and it work fine I just said, if you are interested, I will send the new sounds here BTW The sounds are from Borderlands 3: Female Bandit check it if you like. 1
Transcendent Lala Posted February 24, 2025 Posted February 24, 2025 I only just recently started to use this mod. And I love it
Derekkun0o Posted February 25, 2025 Posted February 25, 2025 Would it be possible to change the models used for the animations? Currently playing with the anthro zeds mod and it's a bit jarring to see the change. Wouldn't mind doing it myself if someone told me what to do and stuff
dark9amer Posted February 25, 2025 Posted February 25, 2025 how to fix this? the only issue here is the zombiewin addon
BlaBla012345 Posted February 26, 2025 Author Posted February 26, 2025 (edited) 20 hours ago, Derekkun0o said: Would it be possible to change the models used for the animations? Currently playing with the anthro zeds mod and it's a bit jarring to see the change. Wouldn't mind doing it myself if someone told me what to do and stuff This question has been raised and (partially) answered previously.  I don't use the anthro mod myself so I'm just speculating here.  The problem seems to be that, upon defeat, the enemy's external appearance switches back from anthro visual to that of a classic zombie (that's it, isn't it ?).  You're talking about changing the 'model' but that's a classic confusion between 'model' and 'skin', not to mention the equipment that can also change the 'skin'...  @afourtonmantis explained the root of the problem well in his first post on this forum :  Quote 2. For those trying to use Anthro Survivors, the reason they turn into humans is because the way ZomboWin creates a dummy is to copy the zombie outfit, and the furry models are a bit hacky (which is fine there's no other way to do this, welcome to modding) in that they're actually pieces of clothing. A specific awareness/integration would need to be added to both how clothes are removed for the animations, and how the dummy is created, as it's currently just assuming an actual zombie.. even for the bandit defeats (which is why they appear bloody for no reason). The dummy replacement part of the script does a few things in a lazy way rather than actually copying inventories. There may be a good reason for this, as judging by the code comments, this author takes their time and documents thoroughly, which I appreciate.  If we want to avoid the visual switch : we need to modify the way the game handles equipment => you'll have to learn to code in lua... and/or modify the model of our characters => so you'll see your own character in anthro like the zombies. The second option seems the simplest to me, although it has the huge disadvantage of changing the appearance of our own avatar.  Edited February 26, 2025 by BlaBla012345
BlaBla012345 Posted February 26, 2025 Author Posted February 26, 2025 19 hours ago, dark9amer said: how to fix this? the only issue here is the zombiewin addon This is a problem related to SolarEdge's ZomboWin mod and the enemy submission feature.  My mod does not handle the technical side of ZomboWin or Defeat in any way.  Look at pages 50 to 60 on its thread, I think I saw this question raised there. Not sure though that a solution was provided...  Best chance, in my opinion, is to downgrade to 1.26
Blastik1 Posted February 26, 2025 Posted February 26, 2025 On 2/21/2025 at 8:59 PM, legion army said: ZomboWin may not be updated for a very long time! Since the stable B42 version also does not have a specific date and may take several years! Â I'm worried that PZ will suffer the same fate as Fallout 4! Â I've said this several times - B42 really is a repeat of the FO4 Next Gen disaster in my experience. Â I refuse to use either of them ( I can't even transfer my old FO4 files to a new drive to free up disk space since that update...it requires the actual update to move them, so thanks Todd/Bethesda). Â I hate both updates with a passion, neither of them offer anything of value IMO, what they did do is ruin peoples games, saves, mods and experiences. It feels like a kick in the face for modders, mod users and long time players.
legion army Posted February 27, 2025 Posted February 27, 2025 19 hours ago, Blastik1 said: what they did do is ruin peoples games, saves, mods and experiences. It feels like a kick in the face for modders, mod users and long time players. That's exactly what they did This may not be pleasant for many people, but I prefer to use older cracked versions. Â As for fallout 4 you can get the older Non-Steam versions that still exist and save your Favorite mods Here is the best version of the game, before the devastating update. Â Â But I wish I could say the same about Skyrim! 1
Blastik1 Posted February 27, 2025 Posted February 27, 2025 (edited) 6 hours ago, legion army said: That's exactly what they did This may not be pleasant for many people, but I prefer to use older cracked versions. Â As for fallout 4 you can get the older Non-Steam versions that still exist and save your Favorite mods Here is the best version of the game, before the devastating update. Â Â But I wish I could say the same about Skyrim! Somebody suggested the GOG edition to me a while back, but I wasn't as desperate for disk space at the time - its currently on sale there right now, so I will be making an account and grabbing it. I might have to spend a few hours setting it all up again, but it will free up around 400GB of space on my main drive (so many mods!) and I won't have to worry about future "improvements just imposing themselves on me and trashing my game once everything is up and running! Â I really appreciate the link and response. Cheers! Edited February 27, 2025 by Blastik1 typos...
Chesborger Posted February 28, 2025 Posted February 28, 2025 (edited) why cant i find this mod in the mod selection Edited February 28, 2025 by Chesborger
BlaBla012345 Posted February 28, 2025 Author Posted February 28, 2025 4 hours ago, Chesborger said: why cant i find this mod in the mod selection Because you need to use Build41 of Project Zomboid and you need to unzip the mod here  C:\Users\Your_Name\Zomboid\mods  This mod will not appear if it is used with B42 or if it is unzipped somewhere else in the universe...
AlexTheMan21 Posted February 28, 2025 Posted February 28, 2025 From the above I would figure I'm not needed for the answer of that anymore? Been inactive cause nothing happened for long and private activities that's why late here XD
Derekkun0o Posted March 2, 2025 Posted March 2, 2025 (edited) On 2/26/2025 at 10:53 AM, BlaBla012345 said: This question has been raised and (partially) answered previously.  I don't use the anthro mod myself so I'm just speculating here.  The problem seems to be that, upon defeat, the enemy's external appearance switches back from anthro visual to that of a classic zombie (that's it, isn't it ?).  You're talking about changing the 'model' but that's a classic confusion between 'model' and 'skin', not to mention the equipment that can also change the 'skin'...  @afourtonmantis explained the root of the problem well in his first post on this forum :   If we want to avoid the visual switch : we need to modify the way the game handles equipment => you'll have to learn to code in lua... and/or modify the model of our characters => so you'll see your own character in anthro like the zombies. The second option seems the simplest to me, although it has the huge disadvantage of changing the appearance of our own avatar.  Ohhhh okay! The issue itstelf is the zombies changing into the classic skin, yes! Haven't tried it with other survivors but maybe they'll work the same way as zombies and revert to the default textures? I've tried a few things and well, since my experience with modding/coding is null, I've gotten no results. How would I go about doing the second option? In the game files or in the mod files? Edited March 2, 2025 by Derekkun0o
BlaBla012345 Posted March 2, 2025 Author Posted March 2, 2025 48 minutes ago, Derekkun0o said: Haven't tried it with other survivors but maybe they'll work the same way as zombies and revert to the default textures? No clue. Â 48 minutes ago, Derekkun0o said: I've tried a few things and well, since my experience with modding/coding is null, I've gotten no results. How would I go about doing the second option? In the game files or in the mod files? For the second option you need to use the .fbx files present in the directory ...\media\models_X\Skinned whether they are mine or those of the original game... no importance. Â Then you load that in Blender and you see how the authors of the anthro mod do it. And finally you copy their model and you adapt it to your needs. Â Â
BlaBla012345 Posted March 2, 2025 Author Posted March 2, 2025 On 2/28/2025 at 5:44 PM, AlexTheMan21 said: From the above I would figure I'm not needed for the answer of that anymore? Been inactive cause nothing happened for long and private activities that's why late here XD Thanks for your answer. In fact I absolutely failed to write the right code. 😠In addition to what Zikhad provided, it must be necessary to declare an array somewhere referencing the files dream001.png dream002.png etc. 🤔  As I don't know how to do it, I opted for another approach by contacting the author of the original mod to encourage him to finish this part of the code (since it was his original intention).  So thanks again 💗 but I'm not going to bother you by making you write all the code when the original author may do it himself.
legion army Posted March 3, 2025 Posted March 3, 2025 On 2/21/2025 at 1:10 PM, legion army said: I try the Bandits mod and decided to replace all the female Bandit sounds and dialogues with the better ones, because those voices were so fake and soulless! Â The New Female Bandits sounds and dialogues is ready female_3.rar I think no explanation needed Since all users here know how to use it. 3
AlexTheMan21 Posted March 4, 2025 Posted March 4, 2025 On 3/2/2025 at 11:00 PM, BlaBla012345 said: Thanks for your answer. In fact I absolutely failed to write the right code. 😠In addition to what Zikhad provided, it must be necessary to declare an array somewhere referencing the files dream001.png dream002.png etc. 🤔  As I don't know how to do it, I opted for another approach by contacting the author of the original mod to encourage him to finish this part of the code (since it was his original intention).  So thanks again 💗 but I'm not going to bother you by making you write all the code when the original author may do it himself. Fair enoughÂ
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