Jump to content

[Project Zomboid] ZomboLust - ZomboDesire Framework


Recommended Posts

Posted
15 hours ago, TheJuice said:

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?

You need to restart the game, it says so in the mod selection page.  Or, if you're using another character model mod prior to ZomboLust Lewd Models, you need to restart to clear the cache.  Or do you mean the penis for the male ZomboLust model?  That's still something Blabla is trying to figure out.  

Posted
22 hours ago, TheJuice said:

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?

I don’t have much to add to 8BitRizz’s already complete answer (thanks to you), except that you need to place the mods in the order shown in the image in post #1.

Mod_Loading_Order.jpg.28359876141a2a95d3270ba95964dcb3.jpg
You need to restart your game.

 

Let me clarify one thing: if you have other character models already enabled in your mod list, you need to disable them.


Indeed, only one model can be displayed on screen at a time, and multiple models do not “stack” or “merge.”
Only the last model loaded in your list (that is, the model at the very bottom of your mod list, or the lowest one in your mod order) will be displayed on screen AFTER restarting the game.

Posted
6 hours ago, 8BitRizz said:

You need to restart the game, it says so in the mod selection page.  Or, if you're using another character model mod prior to ZomboLust Lewd Models, you need to restart to clear the cache.  Or do you mean the penis for the male ZomboLust model?  That's still something Blabla is trying to figure out.  

They simply don't show up/load into the game like the other folders do. The only thing I can think of is maybe at some point I did have other character models installed (it'd have to have been ages ago at this point tho) so maybe I do need to clear the cache. Where would the cache be located?

108600_7.jpg

Posted (edited)

is this not compatible with week one or day one? As soon as I get in contact with a civilian they seem to be initiating the animation but the game just crashes immediately

 

Edited by pollock
Posted
50 minutes ago, pollock said:

is this not compatible with week one or day one? As soon as I get in contact with a civilian they seem to be initiating the animation but the game just crashes immediately

 

Not at the moment.

Posted
4 hours ago, pollock said:

is this not compatible with week one or day one? As soon as I get in contact with a civilian they seem to be initiating the animation but the game just crashes immediately

 

If you would still like some adult content before ZomboLust is fully out/functional for those two bandit mods or PZ in general, I would recommend Slava's ZomboWin B42 patch.  Solar's version for B42 is super buggy (bandits don't defeat/strip half the time, sometimes you're doing male animations as a female character, can't defeat zombies, crashes, etc) and won't be worked on any more because Solar has quit.  Slava's patch is a bit finicky (only functions properly for male player characters, sometimes the engaging female zombie/bandit's animations don't work if you're standing on them), but at least you can defeat Week One NPCs, Bandits, and Zombies.  

Posted
7 hours ago, pollock said:

is this not compatible with week one or day one? As soon as I get in contact with a civilian they seem to be initiating the animation but the game just crashes immediately

 

No wonder your game is crashing.
I haven’t made any compatibility yet with any of the Bandits sub-mods.

 

You’ll still have to wait until ZomboLust is fully operational before any compatibilities are added.

Compatibilities are planned, but they won’t be coming anytime soon.


I’ll write a clearly visible note in post #1 of this discussion thread when that happens.
As long as you don’t see something like “Compatible with XXX” written somewhere in post #1, then assume that nothing is compatible yet.

Posted
On 12/6/2025 at 3:20 AM, mv7 said:

Any chance to make the first "shy" levels same sex? Would make sense. Thanks.

Two add-ons are planned for same-sex relationships: Lesbian and Gay.
The animations in these two add-ons will also have the following types: Shy, Regular, Hardcore, and Extreme.

Posted

Blabla, what is your plan for some way to resist a defeat?  Because I know ZomboWin had the strip system, and constantly running into a horde and being defeated doesn't seem so fun for someone trying to do a semi-normal run.  

Posted
15 hours ago, 8BitRizz said:

Blabla, what is your plan for some way to resist a defeat?  Because I know ZomboWin had the strip system, and constantly running into a horde and being defeated doesn't seem so fun for someone trying to do a semi-normal run.  

Excellent question!
The stripping system (clothes-tearing) as it existed back in the ZomboWin days is already implemented in ZomboLust (not yet published, but already ready for the next released version).
This system is slightly improved, because the player will have a stumbling animation (similar to when they get grabbed by the ankles by a zombie doing a lunge attack near a fence) along with a groaning sound (a protest sound).
(Although what I just described above is not coded yet, it won’t take long.)

 

But that’s not all — far from it.
The real answer to your question is that during the first animation (the animations are divided into 3: Begin + main body + End), there will be a bar similar to the one used when forcing a door open with a crowbar: a mini-game.


I’m talking about the bar filled with 3 colors, where a cursor moves left to right and keeps going back and forth until the player presses the space bar.
So it’s a sort of “combat” system between the player and the zombie, with a mini-game bar (similar to the crowbar system used to open locked doors) where you have to press the space bar to stop the cursor in the green zone.

 

The bar is active during the Begin animation.
The bar is active for a duration shorter than the Begin animation (so less than 32 seconds, ideally 20 to 25 seconds max).
→ If the player waits too long, they automatically lose: the bar disappears, the Begin animation ends normally, and stage 2 continues normally.
  The player loses a lot of stamina.
→ If the player stops the cursor in the red zone: the bar disappears, the Begin animation ends normally, and stage 2 continues normally.
  The player loses a lot of stamina.
→ If the player stops the cursor in the yellow zone: the bar disappears, the Begin animation ends normally, and stage 2 continues normally.
  The player loses a bit of stamina.
→ If the player stops the cursor in the green zone: the bar disappears, and the animation is canceled as if Escape had been pressed.
  The player loses almost no stamina.

Posted (edited)

That's great to hear.  Now, with B42 multiplayer out, I wonder if you would have to adapt to the new changes? (I don't mean like making ZomboLust MP compatible yet, I meant like with the other changes to the game because every patch seems to break a bunch of mods).  Also I've noticed the Bandits mods have been taken down on steam

Edited by 8BitRizz
Posted

Anyone know if this survived the 42.13 update?

 

I am currently rolling back to 42.12.3, but I have noticed that Slayer is having to perform surgery on Bandits and Week One.

Posted

The changes to the API are so massive that ZomboLust will also need to be heavily modified.

I’m waiting to see what the new version of the Bandits mod will look like before making any decision.

 

I had just finished porting CheatMenu Phoenix to B42: I need this cheat mod to easily adjust the player's survival duration and thus test the transitions between the different zombie behaviors: Shy, Regular, Hardcore, and Extreme.
And not even 24 hours after finishing the port, everything has to be completely reworked again.
I fixed item spawning and the God mode, but there are still a lot of things that don’t work.

 

Anyway, I can't do much on ZomboLust until Slayer releases his patch.

Posted
47 minutes ago, BlaBla012345 said:

The changes to the API are so massive that ZomboLust will also need to be heavily modified.

I’m waiting to see what the new version of the Bandits mod will look like before making any decision.

 

I had just finished porting CheatMenu Phoenix to B42: I need this cheat mod to easily adjust the player's survival duration and thus test the transitions between the different zombie behaviors: Shy, Regular, Hardcore, and Extreme.
And not even 24 hours after finishing the port, everything has to be completely reworked again.
I fixed item spawning and the God mode, but there are still a lot of things that don’t work.

 

Anyway, I can't do much on ZomboLust until Slayer releases his patch.

 

I figured as much. I read a few mods where even body locations were effected.

 

Godspeed and thank you, again, for all of your work.

Posted
On 12/13/2025 at 11:05 PM, ANiceDayOutside said:

Is there a way to make the hardcore/extreme animations play earlier? Or is that feature planned? It's boring having to wait around for the fun sex stuff to start.

I understand that people don’t feel like waiting.
I suspect that some of you (though maybe not the majority) will use ZomboLust for just 5 minutes with a random character and, once relieved 🍆💦, will go back to your normal save.

 

Initially, I planned to let people download Zunder’s cheat mod so that those who just want quick fun could modify the character’s lifespan.

 

After some thought, I’m going to add an option in the Mod Options to disable how the code takes the Shy, Regular, Hardcore, and Extreme tags into account.

This means that right from character creation, without needing to download a cheat mod, by checking this option you will have access to all available animations.

 

However, later on, when I make the EndGame Addon, installing that addon will remove this option, otherwise the addon won’t work. This will only concern those who download the addon.

 

22 hours ago, 8BitRizz said:

Bandits mod is back up but I haven't gotten a chance to test it out

The Bandits mod works well.
There are bugs in ZomboDesire, but I’m currently fixing them.

Posted
6 hours ago, BlaBla012345 said:

After some thought, I’m going to add an option in the Mod Options to disable how the code takes the Shy, Regular, Hardcore, and Extreme tags into account.

This means that right from character creation, without needing to download a cheat mod, by checking this option you will have access to all available animations.

 

Have you considered "resolving" this through the trait system (if possible)?

Posted
16 hours ago, sirczah said:

 

Have you considered "resolving" this through the trait system (if possible)?

Good idea that I absolutely hadn’t thought of.

 

The problem is that it massively complicates the code for very little benefit: people who want access to all the animations right from character creation won’t want to bother choosing a specific trait just for that.

 

That said, the idea is appealing for spicing up encounters, so I’m keeping it in the back of my mind.
Thanks for the suggestion.

Posted

A status update is in order.📜

 

Since the release of B42.13 on November 11, the Bandits mod has received many updates.

 

I fixed the errors related to ZomboDesire and Lust, but the bandit that replaces the zombie freezes when starting its first animation and then fails to launch the following stages.

It’s complicated to update my mod when the Bandits mod itself is in the middle of a major transition toward B42 multiplayer.
What I do today will be broken tomorrow…

 

We’re going to have to be patient while waiting for a stable version of the Bandits mod, and even of PZ itself.
We’re in PZ’s Unstable branch, as a reminder, so delays like this are unavoidable.

 

I’m in the same situation as you: I have to wait for PZ to stabilize and for Bandits to do the same before I can release a playable version. Right now, everything is broken even though there are no red or critical errors.

 

In the meantime, I’m spending time polishing the animations, since they are independent of any code.
That way, we’re not really wasting time and the mod keeps moving forward.

 

We’ve just passed a major milestone with PZ B42 multiplayer.
As soon as PZ stabilizes, we’ll be able to calmly resume development of ZomboLust.

 

Let’s send positive vibes to The Indie Stone, and enjoy the end-of-year holidays if nothing changes quickly before the New Year.

 

See you soon! 💗

Posted

Love the mod idea!
I have to ask, are the models for PZ publicly available?
reason I ask, is I myself animate and have been SCROUNGING around trying to find any model of pz for memes and adventures in the game I have lmao. 

Posted
On 11/30/2025 at 11:52 AM, TheJuice said:

They simply don't show up/load into the game like the other folders do. The only thing I can think of is maybe at some point I did have other character models installed (it'd have to have been ages ago at this point tho) so maybe I do need to clear the cache. Where would the cache be located?

108600_7.jpg

Same problem, the mod just doesn't show up in the list (
Posted
1 hour ago, Woolk said:
Same problem, the mod just doesn't show up in the list (

remember b42 did just update over the weekend. 

This mod doesn't work right now and is waiting for another key component to be updated. 

for now you'll just have to..wait lmao 

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...