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[Project Zomboid] ZomboLust - ZomboDesire Framework


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Posted
On 3/9/2026 at 4:58 PM, bicobus said:

 

I read you complaining about gameplay and sex mods being subpar, especially in the defeat area. So I have this gameloop that may help alleviate that. I wrote it as a HTML document, 'cause latex. My math is garbage, please be tolerant. Also my editor got wonky midway through me writing, and as a result I may have forgotten core ideas. I believe I have written enough to get the main idea across though, but please do ask questions if not.

 

https://bicobus.neocities.org/Zomboid/Defeat

I’ve been pretty busy this week, sorry for the late reply.
I also took the opportunity to think about your suggestions.
I didn’t want to answer too quickly because this topic deserves a bit of time.

 

I’m going to be provocative, but don’t worry—I actually think the exact opposite of my next sentence 😁 and I’ll prove it right after.

 

Out of all these ideas, I’m keeping none of them, because none of them are gameplay ideas.
I’M KIDDING!😀

In reality, your suggestions helped a damn good gameplay idea grow—one that will fit perfectly for the case of bandits attacking the player.

 

Explanation:

In the past, I had already expressed a thought similar to yours (also suggested by another user) regarding the behavior of bandits who attack the player.
In short, the player would faint in the street and be teleported into a basement to be mistreated there.

 

But deep down I never wanted that idea, because it lacks a central element: reverse gameplay.

 

What is reverse gameplay?
As I already wrote, in porn games you constantly have the player waiting around doing nothing until they lose all their health just to see a sex scene.
And that’s something I absolutely cannot stand.😠

So I created the opposite effect: the player MUST win in order to earn the right to “lose” and see a sex scene.

So the player has to win the mini-game during phase 1 of the animation with the attacking zombie: the struggle phase.
If the player loses or does nothing, they are punished with a loss of health and they see no sex scene.
If the player succeeds in the mini-game, they are rewarded with a “defeat,” meaning a sex scene (and the REAL defeat comes afterward with huge debuffs).

 

From that point on, I go back to analyzing your proposals.

When facing a bandit (a living human), you would normally have to lose to see a sex scene.
So logically, the player would have to lose health during a fight against the bandit in order to suffer defeat and then watch their character undergo a rape scene.

And that is NOT what we want: we want to WIN in order to earn the right to be defeated and see a sex scene.

 

Additionally, unlike a zombie that behaves like an animal, a living human bandit doesn’t want to fuck naked in the middle of a street or a field surrounded by dozens of zombies ready to devour him.
The bandit will want to rape his victim (the player) somewhere quiet—in a house or basement—away from prying eyes and disruptive zombies.

 

What you described is actually the phase AFTER the bandit rapes the player.

That’s why I’m not keeping your “escape from a house” gameplay idea for the first part (don’t worry—your idea has good points, even very good ones).

 

However, your suggestions made me think about a way to:

  • place the player in a safe location in a house or basement

  • place the bandit in the same place

  • make the player play a mini-game that they MUST win in order to earn the right to be raped

And I found the perfect scenario that:

  • does not require an ultra-complicated teleportation to a random location near the confrontation with the bandit

  • does not require losing health

  • does not require pushing back zombies or escaping their attacks

I’m not going to explain the details of my scenario yet because I’d like to keep the surprise for you all, but I’ll give a few hints:

  • there won’t really be a fight against the bandit; if there is one, it means the player lost the mini-game and therefore resisted the bandit

  • there won’t be complex teleportation but rather a logical sequence of attacker/attacked—or if you prefer dominant/submissive—relationships (The Walking Dead: Negan telling Rick “It’s a nasty pill to swallow, and you just swallow it”)

  • once the initial sex animation is finished, the player will still have to escape from the place where they are being held prisoner — and that’s where your ideas start to make perfect sense

I’m looking forward to moving the project forward and reaching the 0.3 development phase of the Framework to implement all this logic.

 

There’s only one element that’s still a bit unclear on the technical side: the initial method I should use to trigger the bandit’s attack on the player.
But I have a lead using the game’s OnEveryDay or OnEveryHour event in Project Zomboid.

Everything else should be fairly easy to code, except for the mini-game—not because it’s complex (far from it; it will be a Simon-type mini-game) but because I’ll have to use keyboard key binds, and that’s something you can’t afford to mess up.

Posted
On 3/12/2026 at 12:02 AM, Abelius said:

Hi there, and thank you for working on this.

 

I've just downloaded both files and tested it with a clean game, female character, and minimal mods (what I think are the minimal mods; see the screenshot).

Got the attention of a zombie, stayed put, he walked to me, and got my character freezing for a while. The zombie too.
Then he walked past me, realized I was uneaten, and proceeded to eat me. I was still frozen.

My game version is 42.13.2.
Dunno if this update should be working with it, but I'd prefer to stay away from any version newer than that or the other many mods waiting to be activated will have a hard time working, you know.

Am I lacking other required mods? I've seen in the main post that the loading order includes 'ZomboLust Lewd Models' and such (?).
Those didn't show for me at all. Are they supposed to be downloaded elsewhere?

 

Ah, and something important, I think: the mod.info file in ZomboDesire/42/ is lacking the backslash before Bandits2. It couldn't be enabled until I added it.

 

Thanks.

Regarding the first issue (the player freezing and the zombie eating you), it's because you used an older version of the Desire Framework.
Download the latest version 0.2.7 of the Framework AND the latest version B42.15 of PZ to see that these problems have been resolved.

 

And concerning the mod.info file: the backslash before Bandits2 is not needed because B42.15 requires its removal.

Posted
21 hours ago, vech2514 said:

Hey, I saw your request on discord for figuring out how to persist bloodstains through banditization. I'm new to modding zomboid and don't really know how to test that what I wrote works (cuz idk how to trigger banditization in a testable way) but I have extensive coding experience and believe I've come up with something that should work if you're interested.

Hi ! 🫡

I’m indeed particularly interested in your proposal because I really need a clue about how to fix this problem.😀

 

Don’t worry about the whole “complex testing on an edited version of the Framework” part: just give me your tip in the following form:
Which function(s) from the Bandits mod need to be changed or overridden?

Or alternatively, which code needs to be rewritten in my own mod or in the file ZomboDesire_OverrideBanditSpawner.lua?

 

You can also simply copy-paste the code you wrote directly into this forum.

 

Feel free to attach a possible .lua file or even a .txt file with a few lines of code.

 

I don’t necessarily need you to test it yourself and spend your time on it — I just need a lead to know what should be modified in the Bandits mod code or in mine:
which function, which variable, which injection, etc.

 

Thanks in advance for your help ! 🙏

Posted
1 hour ago, BlaBla012345 said:

Regarding the first issue (the player freezing and the zombie eating you), it's because you used an older version of the Desire Framework.
Download the latest version 0.2.7 of the Framework AND the latest version B42.15 of PZ to see that these problems have been resolved.

 

And concerning the mod.info file: the backslash before Bandits2 is not needed because B42.15 requires its removal.

 

I didn't use an older version of the mod but I'm on 42.13.2, as I mentioned.

 

Welp... the need to upgrade to .15 is going be a deal breaker for me, as the vast majority of the "normal" mods are still broken for this version, and playing PZ without them would be a royal pain in the ass. But that's me.

 

I'll return after some time. Thank you again for your efforts.

Posted
3 hours ago, BlaBla012345 said:

Hi ! 🫡

I’m indeed particularly interested in your proposal because I really need a clue about how to fix this problem.😀

 

Don’t worry about the whole “complex testing on an edited version of the Framework” part: just give me your tip in the following form:
Which function(s) from the Bandits mod need to be changed or overridden?

Or alternatively, which code needs to be rewritten in my own mod or in the file ZomboDesire_OverrideBanditSpawner.lua?

 

You can also simply copy-paste the code you wrote directly into this forum.

 

Feel free to attach a possible .lua file or even a .txt file with a few lines of code.

 

I don’t necessarily need you to test it yourself and spend your time on it — I just need a lead to know what should be modified in the Bandits mod code or in mine:
which function, which variable, which injection, etc.

 

Thanks in advance for your help ! 🙏

The idea is extremely similar to what you already do for clothing during banditization. Bandits clears bloodstains and dirt during the ApplyVisuals function so in the same place you already override that for clothing you also save the blood and dirt levels for each bodypart and reapply them after banditization. I've attached the edited "ZomboDesire_BanditClothingRestorer.lua" file in a zip here, although I suspect you might rename the file to something like BanditVisualsRestorer to include the fact it restore more than clothes now.

The code definitely should restore blood and dirt LEVELS but I don't know if the game has a set of blood/dirt textures it chooses from for each level... I couldn't find anything that suggested it had more than one texture per blood level per body part

ZomboDesire_BanditClothingRestorer.zip

Posted

I've been poking around in the code and I'm impressed with the quality and I've been trying out a few things just on my own to see if I can get them working. Right now I'm looking to see if I can replace the whole "turn zombie useless and push it away" mechanic with a "make player invisible to zombies and path them away" mechanic to make the animation starting less jarring. I've got most of it worked out except for one annoying little part lol

If there's anything else I can help with, or if your interested in the feature I'm toying around with, let me know. Happy to have a side project to put some time into

Posted
2 hours ago, AGHferre said:

Losing health? Scratches? Realistic? This mod is pointless.


To be honest, I'm conflicted on how I feel about these ideas as well. The Dev may do as they please, but I think giving options for the defeat system actually being a defeat (in a very direct way: you missed the green bar) and offering options for less health loss, scratches, punishment, etc should be considered for the more casual players.

Posted

Sorry for the interruption, but i have trouble running this mod.

My game version is 42.15.2 with the mods mentioned above. (Bandits, ZomboDesire Framework 0.2.7, ZomboLust 0.1.0 )

When Zombie come close to my female character, both of us get frozen and nothing happends,i can't move with my keyboard but right click still works.

I've checked the mod order, game version, and mod version, and everything seems to be fine,my game is also clean without other mods installed. I also found when i run the game with only Bandits and ZomboDesire, the mods works correctly, the mini-game, shaking hands you know, but once i added the ZomboLust, it just becomes what i mentioned above.

Could you tell me how to solve it ?

 

Posted

Since you bounced off my idea, let me bounce off from yours. And if you're worried about being provocative, boy, you don't know me. :P I've been on this for more than an hour, and it's getting late. I'll post it as-is, some part may be confusing or unfinished. Apologies.

 

On 3/15/2026 at 6:56 PM, BlaBla012345 said:

reverse gameplay

So, that's a topic that is very pertinent to the lewd mod sphere and like you I am somewhat crossed that I have to lose to have fun. However, that state is only valid for independent, self-serving systems mostly found in the Bethesda area of this forum: small systems that are perfectly fine by themselves, and could very well serve as vertical slice for their own independent games.

 

An example of such would be Spunk. Excellent utility mod that tracks a bunch of things, like fluid inside and outside, and how stinky the player gets. (Ah! That's where the idea came from... Along with Trap Quest.) However it exist in a landscape that doesn't quite care about those capabilities, which would push mods that depends on it to circumvent some of its (too realistic) mechanics.

 

And yet, in the same section, you'll also find the exact opposite: deeply woven and broadly reaching systems. Shout Like a Virgin is an example (sadly, the author is awol). Shout like a virgin takes over the game and make lewd central to the gameplay. You can win and be rewarded, you can lose and be rewarded.

 

On 3/15/2026 at 6:56 PM, BlaBla012345 said:

So I created the opposite effect: the player MUST win in order to earn the right to “lose” and see a sex scene.

All this to say that what you describe, forcing the player to "fight" in order to get the lewd, may be myopic in nature. Or worse, it may just be losing with more steps – as if being swarmed by a horde of horny zombie wasn't punishment enough. I believe your solution is too reliant of the existing gameplay loop, akin to a band-aid affixed upon a gushing wound. Zomboid was never made to be lewd, it was made to kill the player character. That's the element that needs to be removed. The real problem you see is that the zombies takes too long to take hold of a character that just wants to fuck. If our player character wants to have fun, why don't we give it the opportunity to engage directly? I approach the concept in the proposal with Window Maker: actively seeking intercourse in order to gain a gameplay advantage of some sort and continue playing.

 

To be quite honest, I don't really care about fighting or whatever in Zomboid, and I despise QTEs. I mostly care about the lewd stuff and the mechanics surrounding it. The defeat proposal I wrote is mostly a small section of a broader whole (that I forgot on the day due to technical issues), and it just presents the mechanics bare of any justification. Being defeated by the zombies, and surviving, imply a non-lethal core. In that context, don't really see the zombies as flesh eating monsters but rather victims of the aphrodisiac inducing virus; their brains melted into goo and devolved with only one purpose remaining: intercourse. Of course, participating in a sex opera all day long is taxing on the body, so the virus grants regenerative abilities to its victims. Being exposed to the zombies makes regular human eventually lose themselves to lust; it's a hormone thing, or something like that: being near zombies is dangerous and will lead the player in a state of desperate arousal. And there it is, I solved the "losing" part of the equation, kind of. The player no longer "lose", the keep moving forward plagued with alluring distractions.

 

Oh, and the player and bandits are asymptomatic carriers which means they won't be zombified. Though they are susceptible to the aphrodisiac effects emitted by the zombies.

 

Now that we can lose lewd by simply playing normally, we must think of ways to avoid it. Looking a humping animations is fine, but it does gets old. To do so, find a lone zombie, hump it and harvest as much slime as you can. Then use the slime to cover you scent at the cost of an arousal debuff, then scavenge for resources or do whatever. Maybe craft a dildo shaped baseball bat? Look that that, an active gameplay loop, where the player does lewd stuff without winning to lose.

 

Anyhow, a recap:

  • If players are purposefully losing to access content, then revise the gameplay: it means that players are not playing the game.
  • The part that isn't being played should be tweaked: if they are not fighting zombies, give a reason why it would be interesting. (Resource harvesting, meta game, whatever)
  • Bludgeon zombies to death? No, make them your allies with the power of lust! (All hail the zombie queen.)
  • There is, and can be, only one actor in a videogame, and it's the player.
  • Unless you have Goal Oriented Action Planning for your NPC/Monsters.
Posted
On 3/16/2026 at 11:19 AM, AGHferre said:

Losing health? Scratches? Realistic? This mod is pointless.

 

On 3/16/2026 at 2:04 PM, Spect said:


To be honest, I'm conflicted on how I feel about these ideas as well. The Dev may do as they please, but I think giving options for the defeat system actually being a defeat (in a very direct way: you missed the green bar) and offering options for less health loss, scratches, punishment, etc should be considered for the more casual players.

To respond to both of you: you're missing some information, which is leading you to jump to incorrect conclusions.

 

I believe I had already mentioned it somewhere, but I understand that if my post is buried under 8 pages of comments, it's easy to miss.
I had also asked Zunder to mention it on his Discord, but he may not have done his job properly...🤔

 

Anyway.
I'll put the important information on the first page in post #1.

 

Note right away that version 0.1.1 of ZomboLust (the latest version released at the same date as this post) does NOT yet include the difficulty system I'm about to describe: it's coming.

Posted
4 hours ago, traveler8 said:

Sorry for the interruption, but i have trouble running this mod.

My game version is 42.15.2 with the mods mentioned above. (Bandits, ZomboDesire Framework 0.2.7, ZomboLust 0.1.0 )

When Zombie come close to my female character, both of us get frozen and nothing happends,i can't move with my keyboard but right click still works.

I've checked the mod order, game version, and mod version, and everything seems to be fine,my game is also clean without other mods installed. I also found when i run the game with only Bandits and ZomboDesire, the mods works correctly, the mini-game, shaking hands you know, but once i added the ZomboLust, it just becomes what i mentioned above.

Could you tell me how to solve it ?

 

This is normal because ZomboLust 0.1.0 wasn't functional for B42.15, which explains the bugs and freezes.

 

I'll upload version 0.1.1, which works on B42.15, within the next hour or two.

Don't expect scenery or a complete mod, though, as this is just a very basic and incomplete version.

 

The real, complete version will be 0.2

Until then, the 0.1.x versions are just test versions for beta testers.

Posted
On 3/15/2026 at 10:31 PM, vech2514 said:

The idea is extremely similar to what you already do for clothing during banditization. Bandits clears bloodstains and dirt during the ApplyVisuals function so in the same place you already override that for clothing you also save the blood and dirt levels for each bodypart and reapply them after banditization. I've attached the edited "ZomboDesire_BanditClothingRestorer.lua" file in a zip here, although I suspect you might rename the file to something like BanditVisualsRestorer to include the fact it restore more than clothes now.

The code definitely should restore blood and dirt LEVELS but I don't know if the game has a set of blood/dirt textures it chooses from for each level... I couldn't find anything that suggested it had more than one texture per blood level per body part

Hi Vech,

First of all, a huge THANK YOU for your contribution.🫡

 

You wrote the functions and their calls so well that I practically just had to copy and paste them.

I changed the file name and updated comments in other files (notably OverrideBandits).

 

You have a coding level identical to mine in terms of LSP standards, commenting, absence of nesting, function naming, etc.
Your work is professional-grade → impressive.

 

I’m uploading the latest version of the Framework with a few improvements and your code.
Everything works perfectly for every body part level of blood and dirt: everything is flawlessly maintained during the zombie’s banditization.

Of course, I credited you at the top of the file.😀

 

On 3/15/2026 at 10:36 PM, vech2514 said:

I've been poking around in the code and I'm impressed with the quality and I've been trying out a few things just on my own to see if I can get them working. Right now I'm looking to see if I can replace the whole "turn zombie useless and push it away" mechanic with a "make player invisible to zombies and path them away" mechanic to make the animation starting less jarring. I've got most of it worked out except for one annoying little part lol

If there's anything else I can help with, or if your interested in the feature I'm toying around with, let me know. Happy to have a side project to put some time into

"I'm impressed with the quality": Thank you for that kind remark.💗
Keep me posted on your progress regarding your vision of the invisible player, but if it gets too complex, don’t overthink it.

 

However, I do notice that you're asking if I need another helping hand.
To that, my answer is: YES, but for one single thing.

 

I can manage pretty much everything correctly except for one thing, which is nevertheless absolutely critical:
The positioning and orientation of the protagonists during an encounter (the animation).

 

Indeed, banditized zombies don’t always position themselves correctly.
So the code would need improvement... a lot!😨

 

Basically, everything happens in this file:
ZomboDesire\42\media\lua\client\ZomboDesire_Intercept.lua

In the delayedBanditTransform function, we handle the case with or without an object in the immediate vicinity of the player.
If there is no object, we execute enableAnimationNoClip, which allows the zombie to partially occupy the player’s tile (without being pushed away by the game engine’s automatic hitbox system).

After that, it’s the animation that places the player and the bandit in the correct position: generally (without an object), the player occupies position X,Y,Z: 0m / -0.2m / 0m, and the zombie occupies position X,Y,Z: 0m / -0.2m / 0m, as defined in Blender and saved in the FBX file.
While the relative position (the distance between the two protagonists) is perfect, the orientation is sometimes disastrous...😒

 

With an object, the player occupies position X,Y,Z: 0 / 0.2 / 0, and the zombie occupies position X,Y,Z: 0 / 0.6 / 0. Here again, the distance between the two protagonists is perfect, but the orientation is sometimes disastrous.😒😒

 

It was more or less correct most of the time back in version 0.1.0 of Lust under B42.12, but now it tends to be completely messed up under B42.15, which may be due to subtle changes I haven’t identified.

Finally, if there is an object near the player at the moment of the encounter, we execute the function handleObjectPositioning, then setOrientationBasedOnPosition to position and orient the player and then the bandit (in that order).

 

I’m going to be honest with you: I would completely understand if you do NOT want to look into these functions or dive into this mess.🫢
Because at that point, you might reconsider your initial statement and realize that my code isn’t that impressive after all—actually, it’s quite shaky.

 

I assure you, I’ve tried dozens of possibilities, but nothing works: complex calculations or simple calls to faceThisObject, the result is never convincing.
What I would really like is a fresh perspective on this problem, because I’ve been stuck in it for too long and can no longer think “outside the box.”

 

ZomboWin and ZomboLewd didn’t have this issue with objects because... they didn’t handle them at all! It’s obviously easier that way.😁

 

If you’re willing to help, I have to admit that even a single idea—a code concept that could get me out of this rut—would be a miracle.
This is really the only problem that exceeds my beginner-level Lua coding skills.
A true professional would probably have already found a solution, but not me.

 

To be fair, Project Zomboid never handles placing characters face-to-face: it is NOT designed for that, and even less for sex scenes.

 

Thank you for taking the time to read all this.🙏
And thanks in advance if you’re willing to help—but above all, thank you already for your work on blood and grime.💕

Posted
7 hours ago, BlaBla012345 said:

However, I do notice that you're asking if I need another helping hand.
To that, my answer is: YES, but for one single thing.

 

I can manage pretty much everything correctly except for one thing, which is nevertheless absolutely critical:
The positioning and orientation of the protagonists during an encounter (the animation).

 

Indeed, banditized zombies don’t always position themselves correctly.
So the code would need improvement... a lot!😨

I'd be glad to help! I'll definitely look into it. I will say that my other idea is sorta dead in the water. I've tried a dozen things that I'll detail when I have more time.
Thanks for the high praise though to be fair I just mimicked your coding and style practices haha

I'm seeing this when I'm a bit rushed so I can't read the whole thing through but I'll do that later tonight or tomorrow and be sure I update you. :)

Posted

Don't the frequent unstable updates make it difficult to create mods for B42? I have to applaud your commitment to that branch..

Personally, I'm not bothering with the unstable branch, so I'd like to know which version of this mod works with B41? Or is that Zombowin and not Zombolust? 

Posted
On 3/17/2026 at 2:18 PM, bicobus said:

Since you bounced off my idea, let me bounce off from yours. And if you're worried about being provocative, boy, you don't know me. :P I've been on this for more than an hour, and it's getting late. I'll post it as-is, some part may be confusing or unfinished. Apologies.

 

So, that's a topic that is very pertinent to the lewd mod sphere and like you I am somewhat crossed that I have to lose to have fun. However, that state is only valid for independent, self-serving systems mostly found in the Bethesda area of this forum: small systems that are perfectly fine by themselves, and could very well serve as vertical slice for their own independent games.

 

An example of such would be Spunk. Excellent utility mod that tracks a bunch of things, like fluid inside and outside, and how stinky the player gets. (Ah! That's where the idea came from... Along with Trap Quest.) However it exist in a landscape that doesn't quite care about those capabilities, which would push mods that depends on it to circumvent some of its (too realistic) mechanics.

 

And yet, in the same section, you'll also find the exact opposite: deeply woven and broadly reaching systems. Shout Like a Virgin is an example (sadly, the author is awol). Shout like a virgin takes over the game and make lewd central to the gameplay. You can win and be rewarded, you can lose and be rewarded.

 

All this to say that what you describe, forcing the player to "fight" in order to get the lewd, may be myopic in nature. Or worse, it may just be losing with more steps – as if being swarmed by a horde of horny zombie wasn't punishment enough. I believe your solution is too reliant of the existing gameplay loop, akin to a band-aid affixed upon a gushing wound. Zomboid was never made to be lewd, it was made to kill the player character. That's the element that needs to be removed. The real problem you see is that the zombies takes too long to take hold of a character that just wants to fuck. If our player character wants to have fun, why don't we give it the opportunity to engage directly? I approach the concept in the proposal with Window Maker: actively seeking intercourse in order to gain a gameplay advantage of some sort and continue playing.

 

To be quite honest, I don't really care about fighting or whatever in Zomboid, and I despise QTEs. I mostly care about the lewd stuff and the mechanics surrounding it. The defeat proposal I wrote is mostly a small section of a broader whole (that I forgot on the day due to technical issues), and it just presents the mechanics bare of any justification. Being defeated by the zombies, and surviving, imply a non-lethal core. In that context, don't really see the zombies as flesh eating monsters but rather victims of the aphrodisiac inducing virus; their brains melted into goo and devolved with only one purpose remaining: intercourse. Of course, participating in a sex opera all day long is taxing on the body, so the virus grants regenerative abilities to its victims. Being exposed to the zombies makes regular human eventually lose themselves to lust; it's a hormone thing, or something like that: being near zombies is dangerous and will lead the player in a state of desperate arousal. And there it is, I solved the "losing" part of the equation, kind of. The player no longer "lose", the keep moving forward plagued with alluring distractions.

 

Oh, and the player and bandits are asymptomatic carriers which means they won't be zombified. Though they are susceptible to the aphrodisiac effects emitted by the zombies.

 

Now that we can lose lewd by simply playing normally, we must think of ways to avoid it. Looking a humping animations is fine, but it does gets old. To do so, find a lone zombie, hump it and harvest as much slime as you can. Then use the slime to cover you scent at the cost of an arousal debuff, then scavenge for resources or do whatever. Maybe craft a dildo shaped baseball bat? Look that that, an active gameplay loop, where the player does lewd stuff without winning to lose.

 

Anyhow, a recap:

  • If players are purposefully losing to access content, then revise the gameplay: it means that players are not playing the game.
  • The part that isn't being played should be tweaked: if they are not fighting zombies, give a reason why it would be interesting. (Resource harvesting, meta game, whatever)
  • Bludgeon zombies to death? No, make them your allies with the power of lust! (All hail the zombie queen.)
  • There is, and can be, only one actor in a videogame, and it's the player.
  • Unless you have Goal Oriented Action Planning for your NPC/Monsters.

I’m sorry, but I don’t really understand where you’re going with this...

Concretely, how do you see your solution working?

I keep rereading your text, but I don’t see the mechanism that triggers (or doesn’t trigger) a sex scene. Maybe the confusion comes from the translation into French, but all I can understand is that you’re talking about some kind of “slime.”

But what form does that take in your mind?
A gauge? A bar that fills up?
How is it triggered?

How can the player get the reward of a sex scene without winning, and even less so without losing?

It’s all way too vague for me.

Plus, I haven’t played the games you mentioned, so I have no idea what kind of gameplay or mechanics you’re describing.
If you have demo video clips or a link to a concrete explanation of what happens in the other games, that would really help me visualize the mechanism to code.

Posted
5 hours ago, Victor Kinberg said:

Don't the frequent unstable updates make it difficult to create mods for B42? I have to applaud your commitment to that branch..

Personally, I'm not bothering with the unstable branch, so I'd like to know which version of this mod works with B41? Or is that Zombowin and not Zombolust? 

It’s certain that with every update to the unstable branch, some code adjustments are needed...

ZomboDesire and ZomboLust will ONLY work on version B42.x, so if you want to play on B41, then install ZomboWin.

Posted (edited)
8 hours ago, BlaBla012345 said:

I’m sorry, but I don’t really understand where you’re going with this...

Concretely, how do you see your solution working?

I keep rereading your text, but I don’t see the mechanism that triggers (or doesn’t trigger) a sex scene. Maybe the confusion comes from the translation into French, but all I can understand is that you’re talking about some kind of “slime.”

But what form does that take in your mind?
A gauge? A bar that fills up?
How is it triggered?

How can the player get the reward of a sex scene without winning, and even less so without losing?

It’s all way too vague for me.

Plus, I haven’t played the games you mentioned, so I have no idea what kind of gameplay or mechanics you’re describing.
If you have demo video clips or a link to a concrete explanation of what happens in the other games, that would really help me visualize the mechanism to code.

 

I wasn't very clear, was I? Fear not, like an owl that ponders its pray I'll try to better summarize my thoughts.

 

When you modify a existing game to add lewd stuff, you have to wrestle with existing gameplay inherent to the game. In Zomboid, you are expected to kill or escape from zombies in between scavenging runs. Being caught means death. But that's boring.

 

So you add a lewd aspect to it so that, if caught, the player gets rewarded by a lewd animation. Which leads to the problem of people not playing the game, and letting themself be beat up to get to the sex.

 

The solution to the problem isn't in that last part, but in re-imagining the whole game loop around zombies. You need to evolve the "fight zombies or die" aspect of zomboid, so that the lewd stuff can be readily accessed. A first step would, for the zombies, to be more of an inconvenient than a lethal threat. If the zombies are a horny hoard, then you could stun them through intercourse then continue your scavenging run.

 

Random responses to your questions:

  • The slimed effect is a status decreasing with time.
  • When exposed to zombies, the character arousal rises (pheromones are a bitch, thanks Umbrella). A bar that fills up is a neat representation. When near full, the player character becomes less capable to fight off the zombies horny advance. Failing to fight them off triggers an intercourse.
  • If the intercourse goes for too long, the player character runs out of stamina and pass out. May wake up somewhere else.
  • Intercourse can be triggered voluntary to "stun" the zombies (player in control). Dangerous if they're not alone.
  • There is no sex scene as reward, the lewd becomes part of the gameplay loop instead of being grafted upon it.

 

Zombies don't bite, they molest

 

The interaction with zombies is what is offending us, desperately horny folks of the internet. So let's try to overhaul it. I came up with this in 2022, I don't remember for what though (I should stop naming my files with only 3 letters). It's an arousal based interaction system for random encounters. There are three stages of arousal: low, mid and high. The player can fight off the zombies from low to mid, while resisting their actions. Having clothes helps, but the zombies are smart enough to remove them. Fighting off means standard Zomboid behavior: bashing, kicking, pushing.

 

Lust rise faster the less clothed the character has.

 

Zombies action raise the lust of the player through:

  • kissing
  • molesting nipple, clit, penis, other arousal inducing parts
  • undress the player

As the player character becomes receptive, through their rising lust, the zombies starts to:

  • practice oral: blowjob, cunnilingus, anilingus
  • practice titjobs
  • footjobs
  • handjobs
  • keep undressing if there are clothing still on the player character's body

At high lust, player succumbs and can't fight the zombies anymore. It triggers a proper intercourse.

 

Here's a graph if you want. Ignore the "NPC arousal", it's just the starting point.

 

lewd_fight.png

Edited by bicobus
Posted

Blabla and bicobus, I've noticed your discussion, and I'd like to suggest a compromise. What if during in contact with zombie in the pregnancy modification, the player has a chance to get infected the virus, just like in a regular game? I'm not against to this hardcore mechanic, and I think it would satisfy both of your playstyles. If it not, i will very appreciate having this option in this mod. 

Sorry for terrible english

Posted
12 hours ago, shugar_daddy said:

Blabla and bicobus, I've noticed your discussion, and I'd like to suggest a compromise. What if during in contact with zombie in the pregnancy modification, the player has a chance to get infected the virus, just like in a regular game? I'm not against to this hardcore mechanic, and I think it would satisfy both of your playstyles. If it not, i will very appreciate having this option in this mod. 

Sorry for terrible english

I'm just throwing ideas around, you know. It's on blabla to find them interesting or not. I do not aim to force anybody to do anything.

Posted

I have an idea. Wouldn't it be interesting to incorporate a pregnancy mode into an alien species mod? Zombies are infected with an alien virus that wants to impregnate human women and give birth to hybrid species that combine alien genes and can adapt to Earth's environment. There are actually quite a few alien species to choose from. I could add a new skill: Uterine Embryo Formation. This skill gains experience and levels up by ingesting semen in any form. The higher the level, the more advanced the hybrid species that can be conceived. At level 10, there's a low chance of conceiving a superhuman species that completely inherits both human and alien genes. The game that inspired this mod is Lorna RPG. I feel like creating this mod might be very difficult, so just consider it an idea for your reference. The grammar might be a bit strange due to AI translation. Sorry.

Posted

Some news:

Let’s be realistic:

  1. The Hardcore and Extreme difficulty levels are redundant because they do almost the same thing.

  2. Too many files will make my mod become too large in size (currently over 200MB).

  3. Only about 10% (or less) of the PZ playerbase survives beyond 6 months.

The Extreme difficulty level serves no purpose except:
_ making the mod unnecessarily larger
_ only a tiny handful of players will ever see these animations anyway, since only a tiny handful of players will survive long enough for that (over 6 months).

Basically, the only way to see these Extreme animations would be to play in Casual...
So I’m removing the Extreme difficulty level.

 

I’ll answer the questions (from above) in my next messages.

Posted (edited)
On 3/20/2026 at 6:23 AM, bicobus said:

 

I wasn't very clear, was I? Fear not, like an owl that ponders its pray I'll try to better summarize my thoughts.

 

When you modify a existing game to add lewd stuff, you have to wrestle with existing gameplay inherent to the game. In Zomboid, you are expected to kill or escape from zombies in between scavenging runs. Being caught means death. But that's boring.

 

So you add a lewd aspect to it so that, if caught, the player gets rewarded by a lewd animation. Which leads to the problem of people not playing the game, and letting themself be beat up to get to the sex.

 

The solution to the problem isn't in that last part, but in re-imagining the whole game loop around zombies. You need to evolve the "fight zombies or die" aspect of zomboid, so that the lewd stuff can be readily accessed. A first step would, for the zombies, to be more of an inconvenient than a lethal threat. If the zombies are a horny hoard, then you could stun them through intercourse then continue your scavenging run.

 

Random responses to your questions:

  • The slimed effect is a status decreasing with time.
  • When exposed to zombies, the character arousal rises (pheromones are a bitch, thanks Umbrella). A bar that fills up is a neat representation. When near full, the player character becomes less capable to fight off the zombies horny advance. Failing to fight them off triggers an intercourse.
  • If the intercourse goes for too long, the player character runs out of stamina and pass out. May wake up somewhere else.
  • Intercourse can be triggered voluntary to "stun" the zombies (player in control). Dangerous if they're not alone.
  • There is no sex scene as reward, the lewd becomes part of the gameplay loop instead of being grafted upon it.

 

Zombies don't bite, they molest

 

The interaction with zombies is what is offending us, desperately horny folks of the internet. So let's try to overhaul it. I came up with this in 2022, I don't remember for what though (I should stop naming my files with only 3 letters). It's an arousal based interaction system for random encounters. There are three stages of arousal: low, mid and high. The player can fight off the zombies from low to mid, while resisting their actions. Having clothes helps, but the zombies are smart enough to remove them. Fighting off means standard Zomboid behavior: bashing, kicking, pushing.

 

Lust rise faster the less clothed the character has.

 

Zombies action raise the lust of the player through:

  • kissing
  • molesting nipple, clit, penis, other arousal inducing parts
  • undress the player

As the player character becomes receptive, through their rising lust, the zombies starts to:

  • practice oral: blowjob, cunnilingus, anilingus
  • practice titjobs
  • footjobs
  • handjobs
  • keep undressing if there are clothing still on the player character's body

At high lust, player succumbs and can't fight the zombies anymore. It triggers a proper intercourse.

 

Here's a graph if you want. Ignore the "NPC arousal", it's just the starting point.

 

lewd_fight.png

 


Alright, I carefully read your suggestions.

Which leads me to a few conclusions:

  1. I’m not going to rewrite all of the zombie behaviors, because that would basically mean rewriting the entire PZ game.

  2. The information you provided is incredibly complex to code, and I honestly wouldn’t even know where to start.
    However, I did note one crucial point in what you described:
    “lewd becomes part of the gameplay loop instead of being grafted upon it”
    And from your previous message:
    “If our player character wants to have fun, why don’t we give it the opportunity to engage directly? I approach the concept in the proposal with Window Maker: actively seeking intercourse in order to gain a gameplay advantage of some sort and continue playing.”

Which brings me to my third conclusion:
3) The player MUST be the one actively seeking to trigger a sex scene.

 

So I had imagined a method for the player versus bandit (living human) case.
But I had included a mini-game based on a Simon-style sequence (a sequence of keys to memorize).
That ends up being very close to a QTE, and like you: “I despise QTEs.”

 

So I wasn’t particularly enthusiastic about this mini-game based on memorizing input sequences (and on top of that, I have absolutely no idea how to code it).

So now I’m merging your approach of “the player triggers the sex scene” with my general idea of confrontation with a living bandit.

And I’ve found the ultimate solution:

  • The player MUST be attractive in the eyes of the bandit for the bandit to want to rape them.
    So it’s actually the player who actively chooses whether or not to appear appealing enough to be raped.

The player is given the choice to do three things: “clothing” + “cleanliness” + “makeup” (I won’t go into details, but everything is clearly defined in my mind).
If the player does these three things, they can have a high “chance” of appearing appealing in the eyes of the bandit.
If the player doesn’t want to do these three things, they risk simply being attacked by the bandit.

And on top of that, every step of this gameplay is fully codable: I already have almost all the necessary elements.

 

So thank you for all your suggestions, it helped me better understand what you meant and allowed me to design the right system for bandit-versus-player encounters.

 

However, I still need to think about an arousal system for the case of player versus a lone zombie: there’s potential there.

 

In short, I’ll keep my current system for the player-versus-many-zombies case and add specific mechanics for the other situations.

Edited by BlaBla012345
Posted
On 3/21/2026 at 12:01 AM, shugar_daddy said:

Blabla and bicobus, I've noticed your discussion, and I'd like to suggest a compromise. What if during in contact with zombie in the pregnancy modification, the player has a chance to get infected the virus, just like in a regular game? I'm not against to this hardcore mechanic, and I think it would satisfy both of your playstyles. If it not, i will very appreciate having this option in this mod. 

Sorry for terrible english

I have an idea that's even worse than that for the Pregnancy mod.
The fact that the player is pregnant with a baby conceived from a zombie’s (or infected’s) sperm will push the player to perform actions that go against common sense.

A concrete example: the player will find rotten meat from a refrigerator, for instance, very appetizing...
That kind of thing.

It’s planned to be added to the Pregnancy mod.

23 hours ago, r135792468 said:

I have an idea. Wouldn't it be interesting to incorporate a pregnancy mode into an alien species mod? Zombies are infected with an alien virus that wants to impregnate human women and give birth to hybrid species that combine alien genes and can adapt to Earth's environment. There are actually quite a few alien species to choose from. I could add a new skill: Uterine Embryo Formation. This skill gains experience and levels up by ingesting semen in any form. The higher the level, the more advanced the hybrid species that can be conceived. At level 10, there's a low chance of conceiving a superhuman species that completely inherits both human and alien genes. The game that inspired this mod is Lorna RPG. I feel like creating this mod might be very difficult, so just consider it an idea for your reference. The grammar might be a bit strange due to AI translation. Sorry.

It is indeed extraordinarily difficult to code. I’ll note the idea though — you never know.

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