bebra1 Posted October 18, 2025 Posted October 18, 2025 (edited) Just tried out the new version, I was really amazed that there's actually usable beds in the mod now, and even more. Can't even imagine how much animations there'll be, and the quality is really good too. Though my experience with the beta itself is 50/50, I see alot of potential but currently it's reeeally bugged, maybe it's supposed to be like that, but I don't think so. There's alot of errors where barrier system for zombies just dosen't work when the player is inside of a building, or player movement is blocked (though reloading the save helps), or attacking zombie bites me even if there is no wound, not playing the animation, also frequently just freezing in place. It's a really annyoing thing now, fake bandits are also bugged, they mostly act violent and try to kill the player on sight, often even when animation is being played. edit: I think that it's a bug involving zombies, just spawned a bandit in a quiet place, everything works fine. And I've noticed that if the player presses ESC whilst the animation goes, the actor will freeze in the last position it was in, as animation just stopped, and any damage from the zeds can be prevented in this case if the player does not attack the zombie or shouts. Though they often use bandit behaviour, so if the player waits a little after the animation, they will walk up and either play the animation again or attack until you're dead, but they're much more chill if you just toss them around. Seems really weird to me, but at least this way I can see animations without having to bandage myself all the time. Also I think it's intentional, but sync between animations is a little broken, It often happens with furniture. Like a body that's clipping to a wall, or a zombie facing different direction, but it mostly works fine. Adding to that, I think that I've now understood the problem with being punched by a bandit when the animation occurs, technically it's because zombie turns into a bandit, shortly before that it tries to bit me (too often I think, maybe there is too much of a delay for the animation to start) my character is pushing it away, but in this moment zombie is already transformed into a bandit, so it totally breaks the animation and i'm just being punched to death. Also here's a list of object animations which would be interesting to see in the ZomboLust mod. Decorated Altar Church Pew Dog house (if possible) Fitness Contraption Single stacked hay Antique oven Idk if any of those are already planned tho. There's a mod in the workshop called "Wearable leashes", I guess it could fit pretty well with the dog house animation. Maybe it's even possible to make some animation with dog dish? Edited October 19, 2025 by bebra1 1
Fourcore1 Posted October 19, 2025 Posted October 19, 2025 18 hours ago, BlaBla012345 said: Test entry for future solo animations (masturbation, childbirth, and others). stupid as hell question but will there be more then one Labour animation in the animation pools for the pregnancy part? Ie standing or squatting?
BlaBla012345 Posted October 19, 2025 Author Posted October 19, 2025 19 hours ago, bebra1 said: Just tried out the new version, I was really amazed that there's actually usable beds in the mod now, and even more. Can't even imagine how much animations there'll be, and the quality is really good too. Though my experience with the beta itself is 50/50, I see alot of potential but currently it's reeeally bugged, maybe it's supposed to be like that, but I don't think so. There's alot of errors where barrier system for zombies just dosen't work when the player is inside of a building, or player movement is blocked (though reloading the save helps), or attacking zombie bites me even if there is no wound, not playing the animation, also frequently just freezing in place. It's a really annyoing thing now, fake bandits are also bugged, they mostly act violent and try to kill the player on sight, often even when animation is being played. edit: I think that it's a bug involving zombies, just spawned a bandit in a quiet place, everything works fine. And I've noticed that if the player presses ESC whilst the animation goes, the actor will freeze in the last position it was in, as animation just stopped, and any damage from the zeds can be prevented in this case if the player does not attack the zombie or shouts. Though they often use bandit behaviour, so if the player waits a little after the animation, they will walk up and either play the animation again or attack until you're dead, but they're much more chill if you just toss them around. Seems really weird to me, but at least this way I can see animations without having to bandage myself all the time. Also I think it's intentional, but sync between animations is a little broken, It often happens with furniture. Like a body that's clipping to a wall, or a zombie facing different direction, but it mostly works fine. Adding to that, I think that I've now understood the problem with being punched by a bandit when the animation occurs, technically it's because zombie turns into a bandit, shortly before that it tries to bit me (too often I think, maybe there is too much of a delay for the animation to start) my character is pushing it away, but in this moment zombie is already transformed into a bandit, so it totally breaks the animation and i'm just being punched to death. Also here's a list of object animations which would be interesting to see in the ZomboLust mod. Decorated Altar Church Pew Dog house (if possible) Fitness Contraption Single stacked hay Antique oven Idk if any of those are already planned tho. There's a mod in the workshop called "Wearable leashes", I guess it could fit pretty well with the dog house animation. Maybe it's even possible to make some animation with dog dish? Thank you so much for your feedback on the Beta (actually, it’s the very first direct gameplay feedback I’ve received from a user). I’ll try to go through your remarks and understand them in detail. 1) There's alot of errors where barrier system for zombies just dosen't work when the player is inside of a building, or player movement is blocked (though reloading the save helps), or attacking zombie bites me even if there is no wound, not playing the animation, also frequently just freezing in place. What you’re describing is quite confusing. _By “errors,” do you mean the red error messages at the bottom of the screen, or just that something doesn’t work? _What do you mean by “barrier system”? Are you talking about the system that pushes zombies away nearby? _I also don’t understand this part: when the player gets completely stuck to the point that you need to reload the save to free them? _As for zombies trying to bite the player — that can happen if the player is on the ground after falling, sitting down, running, or sprinting, etc. All these specific cases are normal and intentional — it’s meant so the player isn’t totally invulnerable. You’re right though: I’ll make a proper list so players can understand better. 2) fake bandits are also bugged, they mostly act violent and try to kill the player on sight, often even when animation is being played. edit: I think that it's a bug involving zombies, just spawned a bandit in a quiet place, everything works fine. _I think this issue is linked to what you described in point 5 — I’ll address it there. 3) I've noticed that if the player presses ESC whilst the animation goes, the actor will freeze in the last position it was in, as animation just stopped, and any damage from the zeds can be prevented in this case if the player does not attack the zombie or shouts. Though they often use bandit behaviour, so if the player waits a little after the animation, they will walk up and either play the animation again or attack until you're dead, but they're much more chill if you just toss them around. _That problem has just been fixed, and version 0.2.1 should no longer have the zombie freeze issue when the player cancels the animation via the Escape key. 4) Also I think it's intentional, but sync between animations is a little broken, It often happens with furniture. Like a body that's clipping to a wall, or a zombie facing different direction, but it mostly works fine. _Yes, in very tight spaces this issue can happen indeed — thanks for pointing it out. It’s hard to fix but I’m working on it. 5) I think that I've now understood the problem with being punched by a bandit when the animation occurs, technically it's because zombie turns into a bandit, shortly before that it tries to bit me (too often I think, maybe there is too much of a delay for the animation to start) my character is pushing it away, but in this moment zombie is already transformed into a bandit, so it totally breaks the animation and i'm just being punched to death. _The problem here lies in code execution speed. As you correctly understood, the zombie receives a brain to temporarily become a bandit. Right after getting that brain, I inject a task into the bandit’s brain to make it play my custom animation. If the game takes too long to inject the task, then the bandit behaves like a normal bandit and attacks the player. To understand where this comes from (since it doesn’t happen on my side), I need to know: Are you playing on a PC or a laptop? How many mods do you have besides Bandits and ZomboDesire? Is your computer old or fairly new? What other applications are you running while playing PZ? Close all other applications on your PC — browser and any other resource-hungry programs. Try starting a new game with only the Bandits and ZomboDesire mods enabled. Begin testing with a single zombie in a quiet area before progressively trying with more zombies around. If you play with a population of x16, that’s also likely to have an impact. 6) Also here's a list of object animations which would be interesting to see in the ZomboLust mod. Decorated Altar Church Pew Dog house (if possible) Fitness Contraption Single stacked hay Antique oven All the items on your list — except for the “Fitness Contraption” — are already covered by the mod’s code. I’ll add the “Fitness Contraption” to the list of supported items. 7) Idk if any of those are already planned tho. There's a mod in the workshop called "Wearable leashes", I guess it could fit pretty well with the dog house animation. Maybe it's even possible to make some animation with dog dish? Good suggestion — we’ll look into implementing that in the Bestiality Addon. 1
BlaBla012345 Posted October 19, 2025 Author Posted October 19, 2025 12 hours ago, Fourcore1 said: stupid as hell question but will there be more then one Labour animation in the animation pools for the pregnancy part? Ie standing or squatting? That’s a good question. I hadn’t really thought about it, but there could be several childbirth animations. The development of the Pregnancy Addon isn’t planned for the near future, but it’s definitely something that will need to be considered when the Addon is created.
8BitRizz Posted October 19, 2025 Posted October 19, 2025 I've found a bug with the sexualized model itself. Some pants, with enough length, seem to completely obscure 3d shoe models or just paste the texture on the bottom of the feet (specifically with Boots Expanded, like sneakers, boots, etc; I'm assuming it's the character model itself). I also have another mod that used the original character model's foot for some boots shape and some of the feet's skin sticks out. This could all be really small, but I'm only posting it here but I never experienced it before with the prior sexual model from you and I personally think the flat texture shoes look wrong on the model. I apologize if this is too much to be considering when the actual mod's coding is more important. Thanks.
bebra1 Posted October 19, 2025 Posted October 19, 2025 (edited) 4 hours ago, BlaBla012345 said: Thank you so much for your feedback on the Beta (actually, it’s the very first direct gameplay feedback I’ve received from a user). I’ll try to go through your remarks and understand them in detail. 1) There's alot of errors where barrier system for zombies just dosen't work when the player is inside of a building, or player movement is blocked (though reloading the save helps), or attacking zombie bites me even if there is no wound, not playing the animation, also frequently just freezing in place. What you’re describing is quite confusing. _By “errors,” do you mean the red error messages at the bottom of the screen, or just that something doesn’t work? _What do you mean by “barrier system”? Are you talking about the system that pushes zombies away nearby? _I also don’t understand this part: when the player gets completely stuck to the point that you need to reload the save to free them? _As for zombies trying to bite the player — that can happen if the player is on the ground after falling, sitting down, running, or sprinting, etc. All these specific cases are normal and intentional — it’s meant so the player isn’t totally invulnerable. You’re right though: I’ll make a proper list so players can understand better. 2) fake bandits are also bugged, they mostly act violent and try to kill the player on sight, often even when animation is being played. edit: I think that it's a bug involving zombies, just spawned a bandit in a quiet place, everything works fine. _I think this issue is linked to what you described in point 5 — I’ll address it there. 3) I've noticed that if the player presses ESC whilst the animation goes, the actor will freeze in the last position it was in, as animation just stopped, and any damage from the zeds can be prevented in this case if the player does not attack the zombie or shouts. Though they often use bandit behaviour, so if the player waits a little after the animation, they will walk up and either play the animation again or attack until you're dead, but they're much more chill if you just toss them around. _That problem has just been fixed, and version 0.2.1 should no longer have the zombie freeze issue when the player cancels the animation via the Escape key. 4) Also I think it's intentional, but sync between animations is a little broken, It often happens with furniture. Like a body that's clipping to a wall, or a zombie facing different direction, but it mostly works fine. _Yes, in very tight spaces this issue can happen indeed — thanks for pointing it out. It’s hard to fix but I’m working on it. 5) I think that I've now understood the problem with being punched by a bandit when the animation occurs, technically it's because zombie turns into a bandit, shortly before that it tries to bit me (too often I think, maybe there is too much of a delay for the animation to start) my character is pushing it away, but in this moment zombie is already transformed into a bandit, so it totally breaks the animation and i'm just being punched to death. _The problem here lies in code execution speed. As you correctly understood, the zombie receives a brain to temporarily become a bandit. Right after getting that brain, I inject a task into the bandit’s brain to make it play my custom animation. If the game takes too long to inject the task, then the bandit behaves like a normal bandit and attacks the player. To understand where this comes from (since it doesn’t happen on my side), I need to know: Are you playing on a PC or a laptop? How many mods do you have besides Bandits and ZomboDesire? Is your computer old or fairly new? What other applications are you running while playing PZ? Close all other applications on your PC — browser and any other resource-hungry programs. Try starting a new game with only the Bandits and ZomboDesire mods enabled. Begin testing with a single zombie in a quiet area before progressively trying with more zombies around. If you play with a population of x16, that’s also likely to have an impact. 1 - I tested it a little bit and now I know that the zombie-pushing system itself works pretty well, but with those bugs above that I mentioned I think that it sometimes breaks if the animation itself breaks. For example, when trying to spawn a fake bandit, an animation starts but the bandit is not spawned near the player and his part of the animation breaks because of that, so he just runs everywhere breaking windows and fighting zombies, and then starts punching the hell out of me instead. It also affects this script as far as I understand, but Idk it seems that the bug I've got isn't that common, probably it happened because alot of zombies were nearby. A zombie attacked me, turned into a bandit but I've pushed him away and I guess this is what broke the whole system. To mention, there wasn't a single error popup which got me surprised. About that movement blocker, it happens only if the player took a damage during the animation and in this case it's impossible to move at all. The last thing about bites was actually not my fault as a player, I knew well about those conditions, I just meant that I took too much damage, zombies are biting me before the animation even starts. 3 - Good to know. 4 - That would be great 5 - PC, beside these two - only lewd models. My pc is quite old but I woulnd't say that it affects my PZ gameplay even on B42. My specs are Intel Xeon E3-1270, AMD Radeon 5570, motherboard is Asus Maximus VII, SSD 230 GB. I get decent fps even in cities, no freezes/lags at all, but in this exact mod I only have a problem where before the animation begins, the game is scratching it's head trying to execute the code needed for it, but It dosen't look like a freeze from an old pc, more like the problem with code execution speed itself. It looks like that: zombie is biting me, then it seems that the game or a zombie (not sure lol) freezes in one place for a couple of seconds, then teleports in the needed position for the animation when the game "finds" it. Maybe it won't happen for other people, but for me it sometimes happens probably if the game can't decide on which furniture the animation is set, cause it wouldn't hapen at all when being outside. Not running anything with PZ mostly, 16x pop is too much for me, I play on normal. I just tested what you suggested and yeah, It only happens if there is alot of furniture near the player, the amount of zombies is not what causes this. As I can understand, if for example there's a closet and in a 1-tile radius of that closet a, for example, chair, then the game will stutter and it'll have to think what object to use for the animation, this is which causes everything else. Though sometimes it works well even if there's alot of furniture. 6 - Nice, it would be awsome if sex on sport equipment would boost fitness even more. I thought of an animation with a barbell, like a bj during it/rough missionairy after, but I'm not sure if such items can be animated. Maybe it's possible to make animations with a treadmill or yoga-like gym mat ones. 7 -Yay, now my fantasy can come true : D would be really cool. https://ibb.co/hFHNkpnW Edited October 19, 2025 by bebra1
bebra1 Posted October 19, 2025 Posted October 19, 2025 (edited) Found an interesting mod, I wonder if it's possible to make animations of characters having sex while showering. I tried to use a bathroom but it didnt seem to have an animation set. https://steamcommunity.com/sharedfiles/filedetails/?id=3537598188&searchtext=shower Also I have a couple suggestions, to be exact - Being able to fuck zombies when they're pushed to the ground. I know that there will be system that lets humans rape zeds, but in my opinion being able to do it only with a rope as it was in zombowin is meh, it would be more interesting if there would be a system that lets players do it with long blunt weapons/bare hands based on a strength level for example. Like imagine an animation in which female survivor holds off a zombie with a tip of a baseball bat and rides him. Or such animations are already planned/made? And my second suggestion is for masturbation addon, I got an idea of usable metal turnstile, teddy bear, spiffo, pillow, and animations on furniture, but it's probably planned. I'm also interested in the zombie pet mechanic. For example, if the player has intercourse with a zombie a certain number of times it stops being aggressive, and interacting with it will reduce boredom and unhappiness. Such a zombie would use a different set of animations, but I wonder if it's possible to have multiple pet zombies and create group animations with them. A literal zombie harem, lol. Edited October 20, 2025 by bebra1
Chesborger Posted October 20, 2025 Posted October 20, 2025 is the lewdmodels working, id like to try it
BlaBla012345 Posted October 20, 2025 Author Posted October 20, 2025 20 hours ago, 8BitRizz said: I've found a bug with the sexualized model itself. Some pants, with enough length, seem to completely obscure 3d shoe models or just paste the texture on the bottom of the feet (specifically with Boots Expanded, like sneakers, boots, etc; I'm assuming it's the character model itself). I also have another mod that used the original character model's foot for some boots shape and some of the feet's skin sticks out. This could all be really small, but I'm only posting it here but I never experienced it before with the prior sexual model from you and I personally think the flat texture shoes look wrong on the model. I apologize if this is too much to be considering when the actual mod's coding is more important. Thanks. Thanks for your feedback. Indeed, feet have always been a problem with custom models. My old models had nicely shaped, well-drawn feet, but the fake shoes made by the devs at TIS (which are nothing more than a simple texture pasted over the foot, like body painting) made the feet look “flat,” with an ugly texture on top. I’ve noticed there’s a bug with the feet on this model too. As you said, it’s not super urgent to fix; I’m working on the adult mod’s code at the moment.
BlaBla012345 Posted October 20, 2025 Author Posted October 20, 2025 18 hours ago, bebra1 said: 1 - 5 - 6 - 1) I tested it a little bit and now I know that the zombie-pushing system itself works pretty well, but with those bugs above that I mentioned I think that it sometimes breaks if the animation itself breaks. _Indeed, if the animation bugs, then the zombie-repelling system around it also bugs out. For example, when trying to spawn a fake bandit, an animation starts but the bandit is not spawned near the player and his part of the animation breaks because of that, so he just runs everywhere breaking windows and fighting zombies, and then starts punching the hell out of me instead. It also affects this script as far as I understand, but Idk it seems that the bug I've got isn't that common, probably it happened because alot of zombies were nearby. A zombie attacked me, turned into a bandit but I've pushed him away and I guess this is what broke the whole system. _I see what you mean. That’s on me — I should have removed the manual spawn system since it’s not functional right now. It’s just a test for future demon or angel spawns. I’ll remove it and post a new version of the Beta without that broken feature, which doesn’t belong there anyway. 5) It looks like that: zombie is biting me, then it seems that the game or a zombie (not sure lol) freezes in one place for a couple of seconds, then teleports in the needed position for the animation when the game "finds" it. _That’s exactly how the mod works: we freeze the zombie, give it a brain, calculate if there are objects nearby, choose one (or none), then unfreeze the zombie to make it look like it’s about to bite the player, and trigger the animation. Maybe it won't happen for other people, but for me it sometimes happens probably if the game can't decide on which furniture the animation is set, cause it wouldn't hapen at all when being outside. Not running anything with PZ mostly, 16x pop is too much for me, I play on normal. I just tested what you suggested and yeah, It only happens if there is alot of furniture near the player, the amount of zombies is not what causes this. As I can understand, if for example there's a closet and in a 1-tile radius of that closet a, for example, chair, then the game will stutter and it'll have to think what object to use for the animation, this is which causes everything else. Though sometimes it works well even if there's alot of furniture. _There! That’s the real heart of the issue. It seems that, depending on the situation — or to be more precise, depending on the location — either the code runs fast enough to inject a task into the brain, or it lags behind and the Bandits mod manages to inject a bandit task (i.e. hitting the player) before my code injects the custom animation. The real test now is to determine whether this problem happens in specific locations, and to make a clear, reproducible list so I can test it myself and make the necessary fixes depending on the area, the type of objects, and their number. If you already have info about where this issue shows up, that would be a good starting point for me to correct it. 6) Funny idea, but I don’t think it’ll be implemented.
BlaBla012345 Posted October 20, 2025 Author Posted October 20, 2025 15 hours ago, bebra1 said: 1) I wonder if it's possible to make animations of characters having sex while showering. I tried to use a bathroom but it didnt seem to have an animation set. 2) Being able to fuck zombies when they're pushed to the ground. I know that there will be system that lets humans rape zeds, but in my opinion being able to do it only with a rope as it was in zombowin is meh, it would be more interesting if there would be a system that lets players do it with long blunt weapons/bare hands based on a strength level for example. Like imagine an animation in which female survivor holds off a zombie with a tip of a baseball bat and rides him. Or such animations are already planned/made? 3) And my second suggestion is for masturbation addon, I got an idea of usable metal turnstile, teddy bear, spiffo, pillow, and animations on furniture, but it's probably planned. 4)I'm also interested in the zombie pet mechanic. For example, if the player has intercourse with a zombie a certain number of times it stops being aggressive, and interacting with it will reduce boredom and unhappiness. Such a zombie would use a different set of animations, but I wonder if it's possible to have multiple pet zombies and create group animations with them. A literal zombie harem, lol. 1) _When the implementation of sexual intercourse with living humans comes in (the actual friendly bandits from the Bandits mod), we’ll definitely be adding a bunch of new animations for consensual sexual relations. The shower ones will, of course, be included. 2) _That kind of system isn’t planned yet, since it would be particularly complex to code. I’m not rejecting the idea though. We’ll see. 3) _Ahaha! Masturbation with a Spiffo plushie! I love that idea! It wasn’t planned yet, but why not. 4) _Another extremely complex thing to implement... Given how zombies are coded (and the same applies to bandits), I don’t see how we could save a zombie and turn it into a pet. The idea’s nice, but zombies don’t have moodles (that’s just how TIS coded it). Honestly, I’m not against the idea, but I don’t think I’m capable of coding such a feature.
BlaBla012345 Posted October 20, 2025 Author Posted October 20, 2025 1 hour ago, Chesborger said: is the lewdmodels working, id like to try it Yes, it's working. Post #2
BlaBla012345 Posted October 20, 2025 Author Posted October 20, 2025 ZomboLust Lewd Models Update Version 0.2 Fixed scripts to hide 'face' items in player inventory
bebra1 Posted October 20, 2025 Posted October 20, 2025 3 hours ago, BlaBla012345 said: 1) _When the implementation of sexual intercourse with living humans comes in (the actual friendly bandits from the Bandits mod), we’ll definitely be adding a bunch of new animations for consensual sexual relations. The shower ones will, of course, be included. 2) _That kind of system isn’t planned yet, since it would be particularly complex to code. I’m not rejecting the idea though. We’ll see. 3) _Ahaha! Masturbation with a Spiffo plushie! I love that idea! It wasn’t planned yet, but why not. 4) _Another extremely complex thing to implement... Given how zombies are coded (and the same applies to bandits), I don’t see how we could save a zombie and turn it into a pet. The idea’s nice, but zombies don’t have moodles (that’s just how TIS coded it). Honestly, I’m not against the idea, but I don’t think I’m capable of coding such a feature. 2 - Good, I did not know how complex it is but I'll hope it will get implemented. 4 - In ZomboWin it was poorly made but kinda made sense, you tie up a zombie and can fuck it all day, no moodles, etc. My idea isn't that deep so I think it's doable, my thought was combining the zombie-rape mechanic and making it that the zombies that got violated are less agressive to the player, though idk if this part is doable at all. In Zombowin a zombie was safe only when he was in a looped animation, maybe it's possible if using the code for friendly bandits and a context menu option. By a zombie-pet concept I meant a zombie that is not actively trying to kill the player and uses the code for consensual activities, though idk if the mod's atmosphere is being ruined here. I think you're doing something PZ-like, not too absurd where players can have fun with hordes without even a scratch, but if it's ok then ok. 1
bebra1 Posted October 20, 2025 Posted October 20, 2025 3 hours ago, BlaBla012345 said: 5) It looks like that: zombie is biting me, then it seems that the game or a zombie (not sure lol) freezes in one place for a couple of seconds, then teleports in the needed position for the animation when the game "finds" it. _That’s exactly how the mod works: we freeze the zombie, give it a brain, calculate if there are objects nearby, choose one (or none), then unfreeze the zombie to make it look like it’s about to bite the player, and trigger the animation. Maybe it won't happen for other people, but for me it sometimes happens probably if the game can't decide on which furniture the animation is set, cause it wouldn't hapen at all when being outside. Not running anything with PZ mostly, 16x pop is too much for me, I play on normal. I just tested what you suggested and yeah, It only happens if there is alot of furniture near the player, the amount of zombies is not what causes this. As I can understand, if for example there's a closet and in a 1-tile radius of that closet a, for example, chair, then the game will stutter and it'll have to think what object to use for the animation, this is which causes everything else. Though sometimes it works well even if there's alot of furniture. _There! That’s the real heart of the issue. It seems that, depending on the situation — or to be more precise, depending on the location — either the code runs fast enough to inject a task into the brain, or it lags behind and the Bandits mod manages to inject a bandit task (i.e. hitting the player) before my code injects the custom animation. The real test now is to determine whether this problem happens in specific locations, and to make a clear, reproducible list so I can test it myself and make the necessary fixes depending on the area, the type of objects, and their number. If you already have info about where this issue shows up, that would be a good starting point for me to correct it. I'll look for it, but I doubt that it's about locations. I suggest that It happens in every building where there's alot of furniture close to each other, though maybe I'm wrong so I'm gonna test it anyway.
bebra1 Posted October 20, 2025 Posted October 20, 2025 I checked it and now I have even more questions, It seems that this bug is pretty random but it occurs often, I checked the same houses I saw it yesterday (Echo-Creek) and it stays but idk...I can use the same furniture over and over and it will have different results, though some places cause the bug more often. I mean places where there's little to no space (0-2 cells) between furniture. Sometimes it works, sometimes it don't. But actually it works with all of the furniture everywhere, yet I still have a feeling that some objects cause more issues. While testing I forgot to press REC button one time, but that TV on the third video caused the bug too the first time I used it in the animation. Though I think I now found the possible problem, maybe it's about the distance from the object that is used in the animation, or walking before the animation starts, but I guess I cannot know what happens for sure without looking inside the code of the game. The main problem is just that the character pushes away the zombie, though In my current tests, zombie just switched to custom animation before the bite/during the push-away animation, but it probably did not have time to end propely, so this is why the custom animation worked. https://files.fm/u/vjfp6kvczm
BlaBla012345 Posted October 20, 2025 Author Posted October 20, 2025 3 hours ago, bebra1 said: I checked it and now I have even more questions, It seems that this bug is pretty random but it occurs often, I checked the same houses I saw it yesterday (Echo-Creek) and it stays but idk...I can use the same furniture over and over and it will have different results, though some places cause the bug more often. I mean places where there's little to no space (0-2 cells) between furniture. Sometimes it works, sometimes it don't. But actually it works with all of the furniture everywhere, yet I still have a feeling that some objects cause more issues. While testing I forgot to press REC button one time, but that TV on the third video caused the bug too the first time I used it in the animation. Though I think I now found the possible problem, maybe it's about the distance from the object that is used in the animation, or walking before the animation starts, but I guess I cannot know what happens for sure without looking inside the code of the game. The main problem is just that the character pushes away the zombie, though In my current tests, zombie just switched to custom animation before the bite/during the push-away animation, but it probably did not have time to end propely, so this is why the custom animation worked. https://files.fm/u/vjfp6kvczm I watched your three clips. The main problem is that you almost always press the escape key to stop the current animation. In itself, it's fine to press the escape key, as long as the code doesn't do anything stupid... Which was the case with version 0.2.0. I completely corrected the code for the case where the player presses the escape key during any phase of the animation (any stage). So in reality, you couldn't tell when there was a real bug because, apart from the very first animation, as soon as you press escape, the code didn't reset the bandit's parameters. With the new version 0.2.1, a good part of the problem should be fixed. There's the second problem I've been struggling with for weeks: sometimes the player pushes the zombie away with both hands just before the zombie transforms into a bandit. This doesn't break the animation, but it creates a gap between the player and the bandit. Try downloading the latest version of Beta 0.2.1 and see if that fixes your issues (aside from the player sometimes pushing the zombie away).
BlaBla012345 Posted October 20, 2025 Author Posted October 20, 2025 Update ZomboDesire Beta 0.2.1 DDl link:
bebra1 Posted October 21, 2025 Posted October 21, 2025 (edited) 6 hours ago, BlaBla012345 said: I watched your three clips. The main problem is that you almost always press the escape key to stop the current animation. In itself, it's fine to press the escape key, as long as the code doesn't do anything stupid... Which was the case with version 0.2.0. I completely corrected the code for the case where the player presses the escape key during any phase of the animation (any stage). So in reality, you couldn't tell when there was a real bug because, apart from the very first animation, as soon as you press escape, the code didn't reset the bandit's parameters. With the new version 0.2.1, a good part of the problem should be fixed. There's the second problem I've been struggling with for weeks: sometimes the player pushes the zombie away with both hands just before the zombie transforms into a bandit. This doesn't break the animation, but it creates a gap between the player and the bandit. Try downloading the latest version of Beta 0.2.1 and see if that fixes your issues (aside from the player sometimes pushing the zombie away). I tested it and it looks pretty good, the stutter from the furniture calculation is still here (though now I think it takes a little less time), but it wasn't the problem itself for me, it was that because of it zombies managed to bite me seconds before the animation started, now it's gone. Movement block is also been fixed, no problems here, but yeah the bandit problem is still here. I also found a bug in Echo-Creek while testing it, some basements have these stairs, if the player walks to the stair wall then this happens. New version mostly works as intended, though the only serious issue I know for now is that push-away animation glitch, without it everything else would be perfect except for some furniture clipping, but I'm not sure is it because of animation itself or the problem is in object offset. Zombies are alligned correctly, it's just that the player sometimes gets sink into some of the furniture. edit: Also found a strange glitch, it seems that if a player is being followed by a zombie that also walks like a bandit, then while using an animation it will bite the player and the barrier system will not work. PAWS Pinball machine, Safe (location_buisness_bank_01_68) Oldies jukebox, Brick planter, ATM (location_buisness_bank_01_65) and Mahogany stool have object offset. Also here's some of furniture which has no animation sets. Sturdy red oak table (furniture_tables_high_01_3 and location_restraurant_bar_smutz_31) Square dark table Red oak round table (furniture_tables_high_01_6) Fire hydrant White window (probably all windows) Coffin (has two versions) Gurney Pallet with bricks Road Block Orange barrel (maybe other barrels too) Millitary crate Cedar round table Wheeled metal stool Gray joined chairs triple Salt lick Fire pole (recreational_sports_01_33) Metal grinder Low white table Examination bench Morgue table Sealed off glass wall (walls_commercial_01_97) Glass wall (walls_commercial_01_96) Mobile tool counter Metal drum Payphones Left/right gray cubicle Large medical bed shelvesmag (container name) Mattress Sleeping bag Bordered square table Small chest Barrier post Maple drawers Prisoner bed Prison fense (fencing_01_50) Fence (walls_commercial_01_40) Prison metal door (location_community_police_01_4 Wooden wall frame (It's possible to make an animation where a female holds onto a frame) Metal bar window (location_community_police_01_40) Some of trees like e_easternredbud_1_3 and e_americanlinden_1_3 Edited October 21, 2025 by bebra1
bebra1 Posted October 21, 2025 Posted October 21, 2025 Did a little more testing, it seems like that glitch with barrier system and zombie-bandit is really rare, don't really remember how I even got it, maybe it's because all of the furniture I spawned in debug. But anyway there's some bugs I've found, first one is that after all of the animation stages, the zombie stands still and does nothing, not even recieving a zombie-brain as I can understand. Only a push can wake it up. The second thing I've found is that those zombies with whom the player contacted will walk like bandits, but idk if that's the issue at all. On rare occasions zombies break their animations with the player and just stand there, but I'm not sure what causes this for now.
bebra1 Posted October 21, 2025 Posted October 21, 2025 Oh and I have a couple of questions. Will there be animations using cars? You just didn't make them for now or you'll be using KI5 cars for interior animations? (if they're possible to make)
bebra1 Posted October 23, 2025 Posted October 23, 2025 (edited) Lust menu.rar Here's a menu, gif loading screen and videos replacement mod I've made for ZomboLust. As I noticed at the last possible moment, bik files cannot be installed with the mod itself, user has to do it manually by dropping them in the media/videos folder of the game. Correct me if I'm wrong, this is literally my first ever mod for PZ. Video files are just placeholders mostly, I'd rather put in ZomboLust content, but I'll change that when the time comes. Edited October 23, 2025 by bebra1
BlaBla012345 Posted October 23, 2025 Author Posted October 23, 2025 On 10/21/2025 at 2:23 AM, bebra1 said: I tested it and it looks pretty good, the stutter from the furniture calculation is still here (though now I think it takes a little less time), but it wasn't the problem itself for me, it was that because of it zombies managed to bite me seconds before the animation started, now it's gone. Movement block is also been fixed, no problems here, but yeah the bandit problem is still here. I also found a bug in Echo-Creek while testing it, some basements have these stairs, if the player walks to the stair wall then this happens. New version mostly works as intended, though the only serious issue I know for now is that push-away animation glitch, without it everything else would be perfect except for some furniture clipping, but I'm not sure is it because of animation itself or the problem is in object offset. Zombies are alligned correctly, it's just that the player sometimes gets sink into some of the furniture. edit: Also found a strange glitch, it seems that if a player is being followed by a zombie that also walks like a bandit, then while using an animation it will bite the player and the barrier system will not work. PAWS Pinball machine, Safe (location_buisness_bank_01_68) Oldies jukebox, Brick planter, ATM (location_buisness_bank_01_65) and Mahogany stool have object offset. For all your many feedbacks — a thousand thanks! I’ll try to respond to everything. 1) I managed to reproduce your issue with the bandit biting the player before the start of the animation. As I suspected, it’s caused by timing and code execution speed. To reproduce your problem, I had to open my browser, a coding software, Notepad and Notepad++, and constantly switch between the game and the Windows desktop, plus use the debug mod to spawn items. In other words, I had to make my PC lag on purpose to delay the code execution long enough — it’s quite random. I’ve already delayed the zombie’s functional return as much as possible so that it only attempts to bite right before receiving a brain: I can’t go further without interfering with the brain creation part. I also tested it without restoring the zombie’s functions, but the player character still pushes the zombie away, so that doesn’t solve anything. Here’s what I suggest: Run the game without debug mode and avoid switching to the Windows desktop. Then, run only PZ on your PC — close all other applications. Lower the game’s graphic settings. Test. Then gradually increase the graphics quality until you start seeing the problems again. That’ll give you an idea of the breaking point between graphical quality and the processing speed your PC can handle. 2) I went to that house in Echo Creek and ran many tests, but I never saw that bug. It might be related to the staircase texture not being found in my code… But that’s strange, because I was only missing one set of metal stairs — not wooden ones like in your screenshot. Also, my version of the foundation isn’t the same as yours; I assume it’s because the world generation seed wasn’t the same during our respective tests. 3) Regarding the push-away animation glitch: I managed to fix the issue under normal circumstances — that is, when the PC isn’t lagging. 4) As for the issue of the player “sinking” into objects, I did a full review of the object code and fixed all the cases where the player sinks into an object. There should now only be a tiny minority of cases still causing problems — such as bathtubs, which I had to remove. The issue persists whenever objects have multiple angles or shapes within the same model, like beds. I also fixed the cases where the player is positioned behind an object depending on its orientation — so fewer calculations and fewer glitches. 5) As for the fact that after the first encounter with the player, the zombie walks partly (a sort of semi-attitude) like a human turned normal again — I’ve kept that “bug” on purpose because it exposes the zombie we’ve already had sex with. The fact that the zombie had sex with the player gives it back a fragment of humanity. I’m not yet sure if I’ll keep this “false bug” or fix it for good — but it’s not a real bug in itself. I’ll post a new version of the framework soon and will increase the number of objects afterward, based on your list.
bebra1 Posted October 23, 2025 Posted October 23, 2025 (edited) 45 minutes ago, BlaBla012345 said: For all your many feedbacks — a thousand thanks! I’ll try to respond to everything. 1) I managed to reproduce your issue with the bandit biting the player before the start of the animation. As I suspected, it’s caused by timing and code execution speed. To reproduce your problem, I had to open my browser, a coding software, Notepad and Notepad++, and constantly switch between the game and the Windows desktop, plus use the debug mod to spawn items. In other words, I had to make my PC lag on purpose to delay the code execution long enough — it’s quite random. I’ve already delayed the zombie’s functional return as much as possible so that it only attempts to bite right before receiving a brain: I can’t go further without interfering with the brain creation part. I also tested it without restoring the zombie’s functions, but the player character still pushes the zombie away, so that doesn’t solve anything. Here’s what I suggest: Run the game without debug mode and avoid switching to the Windows desktop. Then, run only PZ on your PC — close all other applications. Lower the game’s graphic settings. Test. Then gradually increase the graphics quality until you start seeing the problems again. That’ll give you an idea of the breaking point between graphical quality and the processing speed your PC can handle. 2) I went to that house in Echo Creek and ran many tests, but I never saw that bug. It might be related to the staircase texture not being found in my code… But that’s strange, because I was only missing one set of metal stairs — not wooden ones like in your screenshot. Also, my version of the foundation isn’t the same as yours; I assume it’s because the world generation seed wasn’t the same during our respective tests. 3) Regarding the push-away animation glitch: I managed to fix the issue under normal circumstances — that is, when the PC isn’t lagging. 4) As for the issue of the player “sinking” into objects, I did a full review of the object code and fixed all the cases where the player sinks into an object. There should now only be a tiny minority of cases still causing problems — such as bathtubs, which I had to remove. The issue persists whenever objects have multiple angles or shapes within the same model, like beds. I also fixed the cases where the player is positioned behind an object depending on its orientation — so fewer calculations and fewer glitches. 5) As for the fact that after the first encounter with the player, the zombie walks partly (a sort of semi-attitude) like a human turned normal again — I’ve kept that “bug” on purpose because it exposes the zombie we’ve already had sex with. The fact that the zombie had sex with the player gives it back a fragment of humanity. I’m not yet sure if I’ll keep this “false bug” or fix it for good — but it’s not a real bug in itself. I’ll post a new version of the framework soon and will increase the number of objects afterward, based on your list. 1 - Thanks for the answer and for the suggestion, I'll keep that in mind. Didn't knew that could be a problem, since I hardly see any lags mostly. 2 - Okay, I'll try to find that basement again and tell the seed name if this bug stays. 3 - Very happy to hear that, I think it was the most mod-breaking bug I've found. 4 - No more ghost-fucking I guess. 5 - I myself thought that it's probably left for the beta, but from a player perspective it just seemed weird. Wow, thanks alot for taking my idea, really interested in the next update! Edited October 23, 2025 by bebra1
bebra1 Posted October 23, 2025 Posted October 23, 2025 (edited) On 10/20/2025 at 7:28 PM, bebra1 said: 4 - In ZomboWin it was poorly made but kinda made sense, you tie up a zombie and can fuck it all day, no moodles, etc. My idea isn't that deep so I think it's doable, my thought was combining the zombie-rape mechanic and making it that the zombies that got violated are less agressive to the player, though idk if this part is doable at all. In Zombowin a zombie was safe only when he was in a looped animation, maybe it's possible if using the code for friendly bandits and a context menu option. By a zombie-pet concept I meant a zombie that is not actively trying to kill the player and uses the code for consensual activities, though idk if the mod's atmosphere is being ruined here. I think you're doing something PZ-like, not too absurd where players can have fun with hordes without even a scratch, but if it's ok then ok. Just wanted to ask if it's doable that way, since I got no answer about that. I actually firstly thought about combining my idea for having sex with zombies fallen on the ground if player steps on them and has long blunt/enough strength level, with this. This mechanic would probably be considered a part of zombie-rape system. And I also don't know if can be made, but this zombie-friend thing would probably use some kind of a built-in timer that after running out resets zombies to their agressive state, representing their need for lust. It would be perfect if it's doable, since using the main mechanic of the mod would give some benefits to the gameplay, making it more diverse. Maybe such animations with calmed zombies should be a part of necrophiliac trait, since it kinda makes sense for the character that rapes zombies and has so much sex with the undead to the point of them being satisfied. And I also think that such animations will include only bottom zombies, since they're already had lots of sex with the player, but can't resist doing it again. So in short it's basically the same as human-to-human interaction, but with zeds, having some special animations for them. Edited October 24, 2025 by bebra1
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