bebra1 Posted October 24, 2025 Posted October 24, 2025 (edited) Tested stripclub locations and found a little object clipping with "maple drawers with mirror" Those objects have no animation set. Stripclub pole (recreational_sports_01_32) Metal stool (location_restaurant_bar_01_25) Spiffo's window (location_restaurant_spiffos_01_24) Spiffo's wall (location_restaurant_spiffos_01_0) Food container in diners and kitchens (location_restaurant_generic_01_22) container name = restaurantdisplay Red garage door (walls_garage_02_33) Solidtrans (location_buisness_machinery_01_2) Red door (location_restaurant_spiffos_01_53) Industrial conveyor (industry_02_40) Fossoil door (location_shop_fossoil_01_60) Fossoil cinderblock (location_shop_fossoil_01_5) Gas tank (location_shop_fossoil_01_14) Conveyor line (industy_02_45) Wooden shop door (fixtures_doors_02_57) Conveyor output (industry_02_54) Garage door (walls_garage_01_49) Railing (fixtures_railings_01_113) Industrial container (industry_trucks_01_1) Kitchen door in restaurants (fixtures_doors_01_60) Orange chair with metal stand has clipping (location_restaurant_spiffos_02_25) Tall red garbage bin, Rounded glass display counter, Orange double table with metal stand, Chrome industrial sink have clipping issues also. I think it's the last of them since I already have no idea where to look for more furniture, everything else works ok. Also, is it possible to add werewolves? Or is already planned? "Take a bath and shower" mod updated btw and it looks like something that could be taken into the ZomboLust, I think that bathtubs work somehow different in this mod and maybe it could be implemented in your mod too for such animations. I even thought about some shower animations with zombies, though idk if it's possible to remove dirt/blood decals from them. I previously had thoughts about maybe some lesbian animation of body-licking which activates at stage 1 if the player had alot of encounters with male zombies before. Yet still have no idea how hard it is to code or if it's possible, it would remove cum decals from areas like breasts, butt, belly, thighs, face. Is it also possible to make an animation that would wake up the player? (like a blowjob one) And since this mod adds animated water sprites, I'm also questioning if it's possible to add sprites for zombolust too, or is it too hard to add into the animation? Edited October 26, 2025 by bebra1
rrreer Posted October 26, 2025 Posted October 26, 2025 On 10/25/2025 at 4:25 AM, bebra1 said: Tested stripclub locations and found a little object clipping with "maple drawers with mirror" Those objects have no animation set. Stripclub pole (recreational_sports_01_32) Metal stool (location_restaurant_bar_01_25) Spiffo's window (location_restaurant_spiffos_01_24) Spiffo's wall (location_restaurant_spiffos_01_0) Food container in diners and kitchens (location_restaurant_generic_01_22) container name = restaurantdisplay Red garage door (walls_garage_02_33) Solidtrans (location_buisness_machinery_01_2) Red door (location_restaurant_spiffos_01_53) Industrial conveyor (industry_02_40) Fossoil door (location_shop_fossoil_01_60) Fossoil cinderblock (location_shop_fossoil_01_5) Gas tank (location_shop_fossoil_01_14) Conveyor line (industy_02_45) Wooden shop door (fixtures_doors_02_57) Conveyor output (industry_02_54) Garage door (walls_garage_01_49) Railing (fixtures_railings_01_113) Industrial container (industry_trucks_01_1) Kitchen door in restaurants (fixtures_doors_01_60) Orange chair with metal stand has clipping (location_restaurant_spiffos_02_25) Tall red garbage bin, Rounded glass display counter, Orange double table with metal stand, Chrome industrial sink have clipping issues also. I think it's the last of them since I already have no idea where to look for more furniture, everything else works ok. Also, is it possible to add werewolves? Or is already planned? "Take a bath and shower" mod updated btw and it looks like something that could be taken into the ZomboLust, I think that bathtubs work somehow different in this mod and maybe it could be implemented in your mod too for such animations. I even thought about some shower animations with zombies, though idk if it's possible to remove dirt/blood decals from them. I previously had thoughts about maybe some lesbian animation of body-licking which activates at stage 1 if the player had alot of encounters with male zombies before. Yet still have no idea how hard it is to code or if it's possible, it would remove cum decals from areas like breasts, butt, belly, thighs, face. Is it also possible to make an animation that would wake up the player? (like a blowjob one) And since this mod adds animated water sprites, I'm also questioning if it's possible to add sprites for zombolust too, or is it too hard to add into the animation? Хватит типа душить информацией. Но идеи у тебя интересные, честно признать.
BlaBla012345 Posted October 26, 2025 Author Posted October 26, 2025 On 10/24/2025 at 10:25 PM, bebra1 said: 1) 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) _I’d really like to add cars so we can have some action on the hoods, for example, but cars don’t work at all like furniture — mostly because of their ability to move. For now, I haven’t tried adding a single line of code for that yet. I want to stabilize the current code first, and then we’ll look into cars (probably around Beta 0.3). On 10/24/2025 at 10:25 PM, bebra1 said: 2) 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. _I checked out your pet project, and I have to say I'm pleasantly surprised and genuinely excited by the idea ! I know it’s still an early draft and there’s a lot of work ahead, but the potential is definitely there. I can picture the main image (the one taken from the game Parasite in the City) with a more elaborate frame (the black borders reworked to add some detail) and the body of a zombie raping the girl in the darkness — only fully revealed by a flash of lightning. That would look amazing ! Obviously, the whole scene should be embedded within the main image (just like in the base game’s image) to maintain perfect continuity between the two: with or without the lightning flash. That way, you wouldn’t suspect the zombie is raping the girl until that brief instant when the lightning strikes and exposes the full horror of the scene — the same concept as in the base game image. It would have a huge visual impact on the viewer ! It’s a shame I’m not a 2D artist, because I’d really love to make such an intro image for ZomboLust. If you feel like it, we can talk privately here in DMs or on Discord with Zunder, if you want to take this project to the next level and give ZomboLust an image that truly leaves a mark on its audience. To make sure we’re perfectly on the same page, you can also tell me your native language so I can translate directly from French into it for better mutual understanding. On 10/24/2025 at 10:25 PM, bebra1 said: 3) 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. _The concept is interesting. I could easily see such a mechanic fitting into the EndGame Addon, since in it you play a character who’s supposed to want to survive for a long time. That’s the whole point of EndGame: adding content that’s only accessible to hardcore players, because they’ve earned it through skill, patience, and a bit of luck too. A long survival in close contact with zombies would inevitably have an impact on mental health, and that kind of deviance would definitely belong there. It’ll be complicated to code, but I’m noting the idea because I like it. On 10/24/2025 at 10:25 PM, bebra1 said: 4) Tested stripclub locations and found a little object clipping with "maple drawers with mirror" Those objects have no animation set. ... I think it's the last of them since I already have no idea where to look for more furniture, everything else works ok. 5) Also, is it possible to add werewolves? Or is already planned? 6) "Take a bath and shower" mod updated btw and it looks like something that could be taken into the ZomboLust, I think that bathtubs work somehow different in this mod and maybe it could be implemented in your mod too for such animations. I even thought about some shower animations with zombies, though idk if it's possible to remove dirt/blood decals from them. I previously had thoughts about maybe some lesbian animation of body-licking which activates at stage 1 if the player had alot of encounters with male zombies before. Yet still have no idea how hard it is to code or if it's possible, it would remove cum decals from areas like breasts, butt, belly, thighs, face. 7) Is it also possible to make an animation that would wake up the player? (like a blowjob one) And since this mod adds animated water sprites, I'm also questioning if it's possible to add sprites for zombolust too, or is it too hard to add into the animation? 4) All in-game items will be gradually included as the Beta 0.2 versions progress. 5) There was a post on Discord about wolves and a mod that is in the works on Steam. 6) The code is partly already written thanks to Timerz's additions to the ZomboWin Addon 7) I haven't addressed the sprites yet. That will obviously come later.
bebra1 Posted October 26, 2025 Posted October 26, 2025 1 hour ago, BlaBla012345 said: 2) _I checked out your pet project, and I have to say I'm pleasantly surprised and genuinely excited by the idea ! I know it’s still an early draft and there’s a lot of work ahead, but the potential is definitely there. I can picture the main image (the one taken from the game Parasite in the City) with a more elaborate frame (the black borders reworked to add some detail) and the body of a zombie raping the girl in the darkness — only fully revealed by a flash of lightning. That would look amazing ! Obviously, the whole scene should be embedded within the main image (just like in the base game’s image) to maintain perfect continuity between the two: with or without the lightning flash. That way, you wouldn’t suspect the zombie is raping the girl until that brief instant when the lightning strikes and exposes the full horror of the scene — the same concept as in the base game image. It would have a huge visual impact on the viewer ! It’s a shame I’m not a 2D artist, because I’d really love to make such an intro image for ZomboLust. If you feel like it, we can talk privately here in DMs or on Discord with Zunder, if you want to take this project to the next level and give ZomboLust an image that truly leaves a mark on its audience. To make sure we’re perfectly on the same page, you can also tell me your native language so I can translate directly from French into it for better mutual understanding. 3) _The concept is interesting. I could easily see such a mechanic fitting into the EndGame Addon, since in it you play a character who’s supposed to want to survive for a long time. That’s the whole point of EndGame: adding content that’s only accessible to hardcore players, because they’ve earned it through skill, patience, and a bit of luck too. A long survival in close contact with zombies would inevitably have an impact on mental health, and that kind of deviance would definitely belong there. It’ll be complicated to code, but I’m noting the idea because I like it. 5) There was a post on Discord about wolves and a mod that is in the works on Steam. 6) The code is partly already written thanks to Timerz's additions to the ZomboWin Addon 2 - I think that It would be pretty easy to make, tho as always I have deleted psd files so guess we'll have to start over, but It's gonna be easy since I have source material anyway. My native tongue is Russian but I understand English perfectly, online translators are not that good since it's much easier to communicate with a language that both parties will understand without any quirks. I will discuss the details with Zunder tomorrrow, the idea itself is simple but I'm not sure about source material for the lightining scene, might have to try it out. 3 - Glad that you liked the idea, thrilled to see how it will turn out. 5 - Oh, I meant a werewolf outfit, how it's done in the occult zombies mod. 6 - Sounds nice, can't even imagine how cool it would look like.
Fourcore1 Posted October 27, 2025 Posted October 27, 2025 On 10/26/2025 at 6:10 PM, bebra1 said: 2 - I think that It would be pretty easy to make, tho as always I have deleted psd files so guess we'll have to start over, but It's gonna be easy since I have source material anyway. My native tongue is Russian but I understand English perfectly, online translators are not that good since it's much easier to communicate with a language that both parties will understand without any quirks. I will discuss the details with Zunder tomorrrow, the idea itself is simple but I'm not sure about source material for the lightining scene, might have to try it out. 3 - Glad that you liked the idea, thrilled to see how it will turn out. 5 - Oh, I meant a werewolf outfit, how it's done in the occult zombies mod. 6 - Sounds nice, can't even imagine how cool it would look like. man a werewolf add-on for this would be so amazing, once a month (full moon) you cant be outside in the dark or near the woods or else youll have to escape from werewolves and can be consequently fucked for not escaping
redgiratina Posted November 1, 2025 Posted November 1, 2025 blabla, como tengo que moverme por tu discord de este mod? no comprendo mas o menos como moverme entre los canales
BlaBla012345 Posted November 1, 2025 Author Posted November 1, 2025 4 hours ago, redgiratina said: blabla, como tengo que moverme por tu discord de este mod? no comprendo mas o menos como moverme entre los canales Zunder usually handles that. Um... you need to go to the "rules" room and click the green button. Then, to switch between rooms, simply click on the room name in the left column of the screen. It's that easy. Accepting the rules allows you to see ALL rooms; otherwise, you're limited to a very small selection. 1
BlaBla012345 Posted November 1, 2025 Author Posted November 1, 2025 ZomboDesire Beta 0.2.3 Fixed the issue where the player managed to climb through a window at the very start of an animation → The animation will now be canceled. Fixed the issue where the player was standing at the corner where two fences meet → The zombie no longer flips over to the other side of the fence. Fixed the issue where the player interacted with an inventory (furniture, floor, their own inventory, etc.) during an animation to transfer items → Animation chains are no longer interrupted. Fixed the issue where the player interacted with a door during an animation → Animation chains are no longer interrupted. Fixed the issue where the player shoved the attacking zombie at the very start of an animation → The animation will now be canceled to prevent a gap between both characters. Comprehensive review of all in-game objects the player can interact with. Added a significant number of missing objects → Only windows and poles (such as posts, lampposts, trees, etc.) will never be included. Removed entries of non-existent objects after in-game verification. Properly fixed all object offsets → It’s REALLY fixed for all objects this time! Modified and optimized code to reduce calculations related to objects. Fixed calculations involving interior walls → The player and attacking zombie are no longer teleported into another room or area. Fixed the positioning and orientation of both the player and the attacking zombie (hopefully it works this time). Rationalized player and zombie directions for better alignment. This version 0.2.3 is still labeled as “Unstable”, but it seems to me that most of the bugs have been dealt with. Unless I receive reports of major issues, I consider version 0.2.3 stable enough to officially start working on ZomboLust. We’re FINALLY getting to the serious — and fun — stuff !!! 😎 Don’t hesitate to report any problems so I can fix them. Thanks ! 5
bebra1 Posted November 2, 2025 Posted November 2, 2025 12 hours ago, BlaBla012345 said: ZomboDesire Beta 0.2.3 Fixed the issue where the player managed to climb through a window at the very start of an animation → The animation will now be canceled. Fixed the issue where the player was standing at the corner where two fences meet → The zombie no longer flips over to the other side of the fence. Fixed the issue where the player interacted with an inventory (furniture, floor, their own inventory, etc.) during an animation to transfer items → Animation chains are no longer interrupted. Fixed the issue where the player interacted with a door during an animation → Animation chains are no longer interrupted. Fixed the issue where the player shoved the attacking zombie at the very start of an animation → The animation will now be canceled to prevent a gap between both characters. Comprehensive review of all in-game objects the player can interact with. Added a significant number of missing objects → Only windows and poles (such as posts, lampposts, trees, etc.) will never be included. Removed entries of non-existent objects after in-game verification. Properly fixed all object offsets → It’s REALLY fixed for all objects this time! Modified and optimized code to reduce calculations related to objects. Fixed calculations involving interior walls → The player and attacking zombie are no longer teleported into another room or area. Fixed the positioning and orientation of both the player and the attacking zombie (hopefully it works this time). Rationalized player and zombie directions for better alignment. This version 0.2.3 is still labeled as “Unstable”, but it seems to me that most of the bugs have been dealt with. Unless I receive reports of major issues, I consider version 0.2.3 stable enough to officially start working on ZomboLust. We’re FINALLY getting to the serious — and fun — stuff !!! 😎 Don’t hesitate to report any problems so I can fix them. Thanks ! Thanks for such fast progress, I checked it a little and saw a bug where the animation is not cancelled after the player shoves off the zombie, but I suspect that it may be because of my pc somehow, like it was with punching bandits. I think that the cancellation works, but this glitch happens without the bite. My lags on furniture calculation are completely gone now. Also, does "Rationalized player and zombie directions for better alignment." mean that characters will be bit instead of playing the animation while facing some angles? Because I found out that my character is always bitten if faces the zombie sideways/on other angles different than back/front.
BlaBla012345 Posted November 2, 2025 Author Posted November 2, 2025 46 minutes ago, bebra1 said: Thanks for such fast progress, 1) I checked it a little and saw a bug where the animation is not cancelled after the player shoves off the zombie, but I suspect that it may be because of my pc somehow, like it was with punching bandits. I think that the cancellation works, but this glitch happens without the bite. 2) My lags on furniture calculation are completely gone now. 3) Also, does "Rationalized player and zombie directions for better alignment." mean that characters will be bit instead of playing the animation while facing some angles? Because I found out that my character is always bitten if faces the zombie sideways/on other angles different than back/front. 1) I discovered that my system for preventing the player from shoving the zombie might actually be the cause of a player freeze bug. I’m thinking of removing that safety check and simply adding an extra delay to the gap calculation. That way, even if the player successfully pushes the zombie, the effective distance will still be taken into account without any risk of freezing — and even if the player’s PC struggles with processing speed. (This should finally solve your issue.) 2) Cool, good news. 3) No, "Rationalized player and zombie directions for better alignment." doesn’t mean your character will get bitten instead of playing the animation. It means the approach angles have been rounded to the nearest cardinal or diagonal direction. So instead of playing animations at 175 degrees, it’s rounded to 180 — and the same goes for the zombie. But that can still cause problems with objects. The issue you mentioned — always getting bitten if the zombie comes from an angle other than directly in front or behind — shouldn’t actually be the real cause. In fact, I noticed that the collision system doesn’t trigger if the zombie approaches from the corner of an object. Meaning, if the player is standing next to a refrigerator (or any piece of furniture) and the zombie hits exactly the right-angle corner formed by the fridge’s side, then the collision event simply never fires. It’s insane, but that’s how it is. There’s nothing I can do about it — that’s core game code.
emeraldism Posted November 13, 2025 Posted November 13, 2025 Could this mod work with Knox Event MPC mod instead of bandits? https://steamcommunity.com/sharedfiles/filedetails/?id=3397396843
BlaBla012345 Posted November 13, 2025 Author Posted November 13, 2025 7 hours ago, emeraldism said: Could this mod work with Knox Event MPC mod instead of bandits? https://steamcommunity.com/sharedfiles/filedetails/?id=3397396843 No, not a chance. You absolutely need the Bandits mod to make ZomboDesire (and the upcoming ZomboLust) work. However, if the Bandits mod is compatible with Knox Event, then you will obviously be able to run ZomboLust.
dku02 Posted November 14, 2025 Posted November 14, 2025 Good afternoon! I am glad that someone continues to make this kind of mod for PZ. I hope you will succeed. There are a couple of questions: 1. Are there any planned mechanics like BeingFemale by @Zikhad with visualization or even something more? Or will pregnancy be simpler, something like a random chance after each sexual act? (if you have already thought/imagined its concept) 2. If a "defeat" mechanic is planned (as in zombowin)? If so, then I have an idea how to make it better. In zombowindefeat, the zombie capture radius doesn't work very well. 1. If you set the grab radius to 100%, you sometimes don't even have the opportunity to fight back. 2. Even if you manage to hit a zombie, for some unknown reason, the (defeat) animation still starts, during which the zombie manages to get up/move away from the stun, approach you, bite or hit you, and then start (defeat) animation again (during this time, you cannot do anything because you are in the animation of being grabbed). 3. If you set the grab radius to less than 100%, the zombies often don't grab you at all, but just hit or bite you because the attack animation radius becomes larger than the grab animation, and this script occurs first (except for the "runners" zombies). 4. If a zombie is behind a door and you open the door, 90% of the time, you are immediately grabbed and prevented from attacking. The idea is as follows: 1. Remove grab radius from zombies. 2. Use the "drag down" function from the vanilla version as a trigger for the "defeat" animation. 3. After playing the animation, you can also add that the player falls asleep for a while due to fatigue / shock / something else. 4. To prevent the player from being killed while he sleeps, you can turn on the ghost mod for him while he sleeps. I think this is a more appropriate "defeat" scenario, unlike the original zombie movie. "Drag Down" script: a feature from the vanilla game that allows multiple zombies to knock the player to the ground. (The feature is located in "Sandbox Settings" > "Zombie Behavior" > Drag Down.) The code is located in two files (BodyDamage.class and IsoPlayer.class) I tried to implement the script replacement in zombowindefeat myself, but either there are some errors in V41 with the zombowindefeat mod itself, or there is a problem with initializing that a zombie struck a player on version V41 (or I shouldn't have gone straight into editing the mod without special knowledge of lua). As a result, I was never able to implement it correctly. Then I tried to make a separate script that no longer checks the zombie strike itself, but the fact that the player's health has been drastically depleted. It worked correctly, but when I tried to insert the start of the "Defeat" animation there, the zombie stood still while the persona performed the animation. Just in case, I'll attach here the file that I eventually got. ZWhealthV3.lua.txtZWhealthV6.lua.txt Maybe it will help in some way. This is not the last version of it, because I deleted later versions, but the general concept of what I was doing is here.
BlaBla012345 Posted November 15, 2025 Author Posted November 15, 2025 On 11/14/2025 at 6:01 AM, dku02 said: Good afternoon! I am glad that someone continues to make this kind of mod for PZ. I hope you will succeed. There are a couple of questions: ... An Addon is planned, and it will be named Pregnancy. It will include all the features of ZWBF, visuals included. 2.1 “ZomboWin Defeat” = exactly the type of encounter used in ZomboLust — so yes, it’s obviously planned; that’s literally the whole purpose of this mod. 2.2 and 2.3 All that messy stuff in the defeat system will be replaced by a proper struggle system. 2.4 It’s exactly the same in the Framework (and therefore it will be the same in ZomboLust): “If a zombie is behind a door and you open the door, 90% of the time, you are immediately grabbed.” That’s due to the base game’s collision system. So yes, you’ll get grabbed instantly — but with the struggle system, you’ll still have a chance to escape. Regarding your approach and suggestions: There is no grab radius in ZomboLust. A “drag down” function, or multiple zombies attacking simultaneously → this is not compatible with my current approach, which relies on positioning both actors. Even if several zombies are near the player, this approach wouldn’t fit my current animations. My current positioning system is a pain in the ass because it doesn’t work as intended, but replacing it with dragdown changes nothing: I still need to position both protagonists. 3 and 4. “the player falls asleep” + “ghost mode for him while he sleeps” → good idea, but: _ In Build 42, ghost mode was removed. _ I’ve created a replacement for ghost mode that already gives the player a short, configurable window to escape after a defeat. But your suggestion of making the player fall asleep after an encounter actually interests me. Not right now, but I’d like to add this way of knocking out the player (and using my “ghost” system) when the player is extremely exhausted after a defeat. For that, I first need to implement stamina loss after being defeated: when the player is totally drained, then instead of just getting a brief escape window, the player would fall into a coma, and I’d use my “ghost” system to prevent them from dying. It’s a good suggestion — I’ll implement it in ZomboLust ! 3
Shadowheart328 Posted November 15, 2025 Posted November 15, 2025 I have a question. In all of the dialog I'm seeing about this mod, it is always between zombies and players. Will it be possible to just use this mod as a way to have sex between player characters and not the zombies? My friends and I aren't interested in necrophilia, but would love to use the framework/mod as a way to just add adult features/animations to our server (in the future obv when B42 is multiplayer).
BlaBla012345 Posted November 15, 2025 Author Posted November 15, 2025 31 minutes ago, Shadowheart328 said: I have a question. In all of the dialog I'm seeing about this mod, it is always between zombies and players. Will it be possible to just use this mod as a way to have sex between player characters and not the zombies? My friends and I aren't interested in necrophilia, but would love to use the framework/mod as a way to just add adult features/animations to our server (in the future obv when B42 is multiplayer). The question of multiplayer mode was raised on the Discord server, and Timerz answered it in detail over there. I suggest you go take a look. If you don’t want to go on Discord, I’ll give you a brief answer here. I’m not a professional coder, and that’s why my entire mod is purely client-side only (meaning single-player). It’s extremely difficult to handle multiplayer because of the constant server–client checks. As you said, we won’t be able to do anything until the B42 multiplayer release. I’m not ruling out the possibility that ZomboLust might one day have a multiplayer version, but for that I would absolutely need the help of a real professional coder who can assist me with networking. There will be relationships between the player and human bandits (non-zombies). Since bandits can also be allies, there will also be consensual relationships. Sorry that I can’t give you a straight “yes” right now. If my mod reaches maturity, the multiplayer update for B42 is released, AND someone like AlexTheMan21 (for example, since he’s the one who made a multiplayer patch for ZomboWin back in the day) helps me, then yes — potentially we could have multiplayer for ZomboLust. But it’s too early to say. Be aware that currently the zombies (due to the fact that they “transform” into bandits temporarily) currently have the appearance of normal humans — or almost — which reduces the necrophilia aspect. 1
Shadowheart328 Posted November 15, 2025 Posted November 15, 2025 39 minutes ago, BlaBla012345 said: The question of multiplayer mode was raised on the Discord server, and Timerz answered it in detail over there. I suggest you go take a look. If you don’t want to go on Discord, I’ll give you a brief answer here. I’m not a professional coder, and that’s why my entire mod is purely client-side only (meaning single-player). It’s extremely difficult to handle multiplayer because of the constant server–client checks. As you said, we won’t be able to do anything until the B42 multiplayer release. I’m not ruling out the possibility that ZomboLust might one day have a multiplayer version, but for that I would absolutely need the help of a real professional coder who can assist me with networking. There will be relationships between the player and human bandits (non-zombies). Since bandits can also be allies, there will also be consensual relationships. Sorry that I can’t give you a straight “yes” right now. If my mod reaches maturity, the multiplayer update for B42 is released, AND someone like AlexTheMan21 (for example, since he’s the one who made a multiplayer patch for ZomboWin back in the day) helps me, then yes — potentially we could have multiplayer for ZomboLust. But it’s too early to say. Be aware that currently the zombies (due to the fact that they “transform” into bandits temporarily) currently have the appearance of normal humans — or almost — which reduces the necrophilia aspect. Thanks for the answer, and understandable, not in the discord as I wanted to wait for the mod to be more fully cooked before I add another server to my list of like 30 servers at this point >.>
8BitRizz Posted November 19, 2025 Posted November 19, 2025 I'm just wondering that if the penis is planned to be attached/removed by animation, and made to move by animation, I wonder if it'd be possible for other models to be added to animations. Like I was thinking of a physical semen model dripping out of holes like those bad MMD/SFM porn animations, along with the bukkake system, or another liquid model during masturbation animations. Then after the animation, the model could be spawned into the game. Timerz mentioned animated genitals for his Depraved Sense mod, so perhaps moving pussy lips (less important because we rarely get an angle to actually see the pussy), clapping ass cheeks, or breasts could be possible too. Just an idea. 1
BlaBla012345 Posted November 22, 2025 Author Posted November 22, 2025 On 11/19/2025 at 3:49 AM, 8BitRizz said: I'm just wondering that if the penis is planned to be attached/removed by animation, and made to move by animation, I wonder if it'd be possible for other models to be added to animations. Like I was thinking of a physical semen model dripping out of holes like those bad MMD/SFM porn animations, along with the bukkake system, or another liquid model during masturbation animations. Then after the animation, the model could be spawned into the game. Timerz mentioned animated genitals for his Depraved Sense mod, so perhaps moving pussy lips (less important because we rarely get an angle to actually see the pussy), clapping ass cheeks, or breasts could be possible too. Just an idea. Creating 3D objects is the easiest part. Attaching a 3D object to the player is simple too, and I already showed that in a short video. But there’s already a problem: with my current implementation, only one object can be attached. There’s no way to attach more. Also, I’m really not sure I can attach the penis object to the bandit/zombie. So multiple objects are already out of the question. And I don’t really understand how to create a static object that would simulate dripping semen — so, animated?? I have no idea what Timerz plans to do. Just attaching and animating the penis will already be quite a bit of work. Aside from the penis, the rest of the body could technically be animated — but I had a really bad experience with that in the past: two whole weeks wasted trying to modify the old B41 models. Now it’s even worse: the new Mystery Rig also has to be modified to animate the moving parts of the improved model, and the bones are oriented on an axis other than Y. Sure, that’s very convenient for exporting (and probably designed that way by TIS), but not for setting up custom models. I know someone showed a video in the game’s animation viewer with added bones. But he posted it on Discord and never came back afterward. I have far too little time and too much work, both IRL and on the mod, to deal with a custom model. I know it should’ve been done before the animations... but in that case, I would’ve spent the next few months trying to make it all work — without any guarantee that it wouldn’t be months wasted again. And, as you said yourself, for an in-game view that’s far from the action, with a camera you can’t even rotate properly to see what’s going on... So what’s the point of delaying ZomboLust’s release by months for an improved model we’re not even sure will work — just for breasts and a butt that we won’t even see moving properly in-game?
BlaBla012345 Posted November 23, 2025 Author Posted November 23, 2025 Release of ZomboLust version 0.1.0! If you want to test this first prototype of ZomboLust, don’t forget to download the latest version of the framework → ZomboDesire 0.2.4. Don’t expect miracles from this very first adult-content version — it’s still quite limited. Right now, it only includes the first animations of the first “engagement level.” Explanation: In ZomboLust, there will be different degrees of aggression from zombies toward you. Typically, during your first month of survival, the zombies will sense they haven’t touched you yet and won’t dare to penetrate you. This corresponds to the “Shy” animations — the zombies only masturbate in front of you and gently touch you. During your second month of survival, the zombies will smell their previous touch on you and begin to penetrate you. This corresponds to the “Regular” animations — male zombies penetrate women vaginally, and female zombies force men to penetrate them vaginally. In your third month of survival, the zombies will sense you’ve already had contact with others of their kind and will become rougher. This corresponds to “Hardcore” animations — male zombies penetrate all holes of women, and female zombies force men to penetrate all their holes. Finally, from your fourth month of survival onward, the zombies will treat you as if you were no longer “pure” and show no restraint. This corresponds to “Extreme” animations — male and female zombies force their unwilling human partners for several minutes. Looped animations aren’t possible because using the <looped> tag causes the animation to restart every tick for unknown reasons. Therefore, animation durations have been assigned according to their engagement level: Shy → 2 minutes Regular → 4 minutes Hardcore → 6 minutes Extreme → 8 minutes This serves two purposes: The player has more time to enjoy themselves without needing to return to the keyboard too quickly. The player benefits from keeping their character alive longer — adding a sort of “EndGame” element missing from Project Zomboid. However, not all players are hardcore gamers or have time (or desire) to spend hundreds of hours on a single game. So, there will be three difficulty levels when creating a game: Easy: Shy = Day 1–15 Regular = Day 15–30 Hardcore = 1–1.5 months Extreme = Over 1.5 months Normal: Shy = Day 1–1 month Regular = 1–2 months Hardcore = 2–3 months Extreme = Over 3 months Hard: Shy = Day 1–2 months Regular = 2–4 months Hardcore = 4–6 months Extreme = Over 6 months Also, a counterpart was added for the invisibility period: If you set invisibility to 1 minute, you’ll have no penalty, but only a few seconds to escape before becoming visible again. If you set it to 10 minutes, expect that when invisibility ends, every zombie within a 90-meter radius will know your location and move toward you. A visual screen layer will probably be added later to warn the player when invisibility is about to end. For further questions, you can contact Zunder on ZomboLust’s official Discord server — he has all the latest information about the mod’s future development. 5
8BitRizz Posted November 24, 2025 Posted November 24, 2025 (edited) You're right; why delay ZomboLust for some small thing? But my main takeaway from this is the problem you'll have with the penis appearing on bandits/zombies. My guess is if you don't manage to figure it out, you would probably have to attach a static penis to the character model like with the original mod and addon. From my own gameplay experience in B41, it worked fine, just looked a little funny with zombies/players wearing some certain pants. A patchy solution could be overriding those pants with ZomboLust (from the character creation screen with all clothing enabled, they are all now labeled under the Skinny Pants category. There's also the tights, but the dick would obviously show through if a man wore them lol) and replacing them with the existing 3D modeled pants, but a drawback I see would be that female players/zombies wouldn't be able have any sexy tight pants. Edited November 26, 2025 by 8BitRizz
8BitRizz Posted November 26, 2025 Posted November 26, 2025 First bugs I've found with the new update: the zombie often turns away and just stands there with no animations, sometimes during the second stage of the animation, while the player character still continues their own animations. The zombie moaning sound and masturbation sound just loop throughout the animations even when nothing is happening. Sometimes a zombie can break through the "forcefield" and attack the player in the middle of an animation, ending it and sometimes the engaging zombie freezes for a bit before becoming a zombie again. The one time I managed to "complete" all the animations as a male with a female zombie, she turned into a bandit and started kicking/punching me for a bit before acting like a zombie again. Also, I ask if these animations/sounds are just placeholders? Because I feel like they're a bit too slow and some of them don't really make sense (player just stands there after being choked for a little bit, with no resistance, etc). Would they be edited in the future if you add stripping in the animation (like pulling down pants/panties, pulling off shirt, not the "stripping" mechanic from ZomboWin)? Also female/male zombies sound the same. I apologize if it sounds like I'm demanding lol
BlaBla012345 Posted November 26, 2025 Author Posted November 26, 2025 2 hours ago, 8BitRizz said: First bugs I've found with the new update: the zombie often turns away and just stands there with no animations, sometimes during the second stage of the animation, while the player character still continues their own animations. The zombie moaning sound and masturbation sound just loop throughout the animations even when nothing is happening. Sometimes a zombie can break through the "forcefield" and attack the player in the middle of an animation, ending it and sometimes the engaging zombie freezes for a bit before becoming a zombie again. The one time I managed to "complete" all the animations as a male with a female zombie, she turned into a bandit and started kicking/punching me for a bit before acting like a zombie again. Also, I ask if these animations/sounds are just placeholders? Because I feel like they're a bit too slow and some of them don't really make sense (player just stands there after being choked for a little bit, with no resistance, etc). Would they be edited in the future if you add stripping in the animation (like pulling down pants/panties, pulling off shirt, not the "stripping" mechanic from ZomboWin)? Also female/male zombies sound the same. I apologize if it sounds like I'm demanding lol 1. If these bugs where the zombie turns away and just stands there with no animations happen often, then could you go to the file ZomboDesire\42\media\lua\shared\ZomboDesire_Main.lua and change the value ZomboDesire.Debug = { -- Master switch for all debugging enabled = false, to ZomboDesire.Debug = { -- Master switch for all debugging enabled = true, Then create a new game and encounter a zombie that produces this bug. Count the number of encounters before this bug happens so I know when it occurred in the logs. Finally, upload the console.txt file that you will find here: C:\Users\YOUR_NAME\Zomboid 2. If the animation bugs out, the sounds still continue, I see where that comes from. When you say "even when nothing is happening", do you mean: even if the animation is broken and the zombie plays nothing but the player does, or is it something else? 3. Same thing, for me to know why the "forcefield" was broken, I’ll need the logs. 4. This is caused by too much desync between the two participants. The bandit finished his animation too early and receives his own tasks again: since the current animations are only placeholders, it’s possible that once I create the final animations I’ll fix this type of bug by setting the correct speeds in the XML files. 5. Yes, the animations and sounds are only placeholders: they are too slow and will be improved later. Same for the zombie sounds, which are only a placeholder (it’s the one I made for the ZomboWin Addon): I’ll make better ones, adapted to the length of the S R H and E animations, and I will indeed make different zombie sounds for women and men. 2
8BitRizz Posted November 26, 2025 Posted November 26, 2025 1. The zombie turning in a different direction happens every time in the second stage of the animation, whether with the male or female animations. Some of the crashes were because of me aiming with Solar's B42 male model port and aiming a gun, not anything to do with ZomboDesire/Lust. 2. I meant it as the zombie moaning and sloshing sound was looping throughout the entire animation even when nothing was happening that represented those sounds 3. The zombie that breaks through the forcefield (not the one engaging with the player) only seems to happen inside a building (like the Rosewood homes) I also found that sometimes after pressing esc to cancel an animation, the engaging zombie is able to return to being a zombie, but they're stuck in place just walking toward the player. console.txt
TheJuice Posted November 29, 2025 Posted November 29, 2025 Hello! Very interested in this mods progress and trying it out, but I seem to be having a problem with the ZomboLust Lewd Models. They don't seem to be loading in the game properly like ZomboLust/Desire do (and bandits, etc.). Are the bodies/clothing currently incompatible with B42?
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