BlaBla012345 Posted September 24, 2025 Posted September 24, 2025 (edited) View File [Project Zomboid] ZomboLust - ZomboDesire Framework ZomboDesire Framework for ZomboLust adult mod A mod that adds adult content to the game Project Zomboid The ZomboLust Core mod as well as the ZomboDesire Framework are only available for download from the main discussion thread. I have removed the links here to avoid having to maintain two separate pages on the LoversLab forum. Please click on the discussion thread link (or the image below) and download the mods directly there. Thank you. Main topic : Click on the image below Link to the main forum thread Zombolust - Zombodesire Framework Main Thread _______________________________________________________________________________________________________________________________________ Official Discord Server In partnership with my French friend Zunder, an official Discord server is live. You can join via a permanent invite link : Don’t forget : If you want access to all channels on the Discord server, you MUST accept the rules in the #rules channel. You will also receive a membership rank. So don't hesitate, it's free ! 🔞 Discord - ZomboLust Galaxie 🔞 On this server you’ll find all the main announcements for the ZomboLust universe (the core ZomboLust mod plus related add-ons), including: A section dedicated to mod coding (for sharing fixes from other coders) A section for ideas and requested features (centralization) A section for implemented features & changelogs A chill lounge A memes corner A space for general discussion Une section dédiée à la Francophonie Submitter BlaBla012345 Submitted 09/24/25 Category Other Games Requirements Project Zomboid available on Steam Install Instructions Link to the main forum thread Zombolust - Zombodesire Framework Main Thread Edited March 21 by BlaBla012345 Update 5
Legitimate User C Posted September 25, 2025 Posted September 25, 2025 Hell yeah, been wanting a good zombie porn thing. i look forward to development of this mod
RustyEdges Posted September 26, 2025 Posted September 26, 2025 Looking forward to this! Gangbangs in PZ sounds insane
Halakason Posted September 27, 2025 Posted September 27, 2025 Hmm yes... with this mod, humans and zombies may finally achieve peace. I have made many dealings with many zombies, where we shook hands and left each other alone on peaceful terms. Great mod 10/9
NotBasileus Posted October 1, 2025 Posted October 1, 2025 Nice! I did some textures and made a sizable donation to ZomboWin back when it was early on to help it get off the ground. Just returning to PZ to try out B42, so nice to see this getting off the ground.
jdods13 Posted October 10, 2025 Posted October 10, 2025 Will the being female addon for ZomboWin work with this mod?
BlaBla012345 Posted October 10, 2025 Author Posted October 10, 2025 13 hours ago, jdods13 said: Will the being female addon for ZomboWin work with this mod? No mods from Build 41 will work with ZomboLust. This includes the Being Female mod. However, a Pregnancy addon is already planned for ZomboLust. So all the features from Being Female will be included in Pregnancy for ZomboLust — don’t worry. 2
BlaBla012345 Posted October 18, 2025 Author Posted October 18, 2025 ZomboDesire Framework Beta 0.2 Improving all the framework animations (but it’s NOT the final quality yet). New naming convention for better organization and to prevent potential future issues. LSP comments throughout the Lua code. Test entry for future solo animations (masturbation, childbirth, and others). Test entry for a penis not integrated into the character mesh → prevents “priapism” issues for male characters (visible bulges through some pants) and allows for Futanari females ! Detection code for the Core Mod ZomboLust. Multitude of code fixes, removal of obsolete parts, and so on... Setting for the duration (in in-game minutes) of the player's invisibility at the end of an animation. 4
CrimsonSheets Posted October 21, 2025 Posted October 21, 2025 I don't know if I did something wrong, But I followed the directions step by step installing and it the mod doesn't show up in the mod section. any advice?
Legitimate User C Posted October 21, 2025 Posted October 21, 2025 3 hours ago, CrimsonSheets said: I don't know if I did something wrong, But I followed the directions step by step installing and it the mod doesn't show up in the mod section. any advice? it's for build 42 so you need to be on that branch
BlaBla012345 Posted October 26, 2025 Author Posted October 26, 2025 ZomboDesire Framework Beta 0.2.2 Added safety checks in the code to prevent the player from pushing back their assailant with both hands (this “issue” can still occur if the zombie is stuck inside an object; it’s therefore not due to a failure of the safety checks but rather linked to another problem) Fixed the positioning and orientation of both protagonists during encounters taking place far from or next to objects (there are still some orientation issues, which are particularly tricky to fix since, from the code’s perspective, everything seems to be functioning perfectly...) Fixed all positional offsets related to the objects already implemented in Beta 0.2.1 Added new objects with which interactions are possible (many more objects remain to be added) Thanks to bebra1 on the LoversLab forum for extensive testing feedback! Removed the context menu additions since they were buggy and only served as examples and quick debugging systems Refactored the object lists for lower CPU load = less lag during object selection calculations The list of objects ignored when the player is standing behind them has been greatly expanded = there should now be fewer strange behaviors related to object use 2
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 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. 7
Saraniamic Posted February 1 Posted February 1 Ho boy, here we go again. Another promising mod which will die before it can really amount to anything. The fact that NPCs are a hard requirement is a huge red flag already.
Haraldh Posted February 12 Posted February 12 i wont judge but asgree npcs should be made as addon or you also would have problems with multiplayer the current addon for zombowin already breaks interactions in multiplayer and zombowin defeat strip.
BlaBla012345 Posted February 18 Author Posted February 18 On 2/1/2026 at 2:19 PM, Saraniamic said: Ho boy, here we go again. Another promising mod which will die before it can really amount to anything. The fact that NPCs are a hard requirement is a huge red flag already. On 2/12/2026 at 1:32 PM, Haraldh said: i wont judge but asgree npcs should be made as addon or you also would have problems with multiplayer the current addon for zombowin already breaks interactions in multiplayer and zombowin defeat strip. And no! The project is not dead! But the port to B42.13 MP and B42.14 was much tougher than expected. The code has finally been updated. There is still a huge amount of work to do, but it is functional again. I do not agree with part of your statements: The fact that NPCs are a prerequisite is not, in itself, a major red flag that would mean the mod is doomed to fail. However, I do agree that multiplayer poses serious issues, especially since the base game PZ itself does not handle it very well — so we cannot expect a mod to perform better than the original game. And currently, NPCs ARE an add-on because I am using the Bandits mod. 2
Timerz Posted February 18 Posted February 18 1 hour ago, BlaBla012345 said: And no! The project is not dead! But the port to B42.13 MP and B42.14 was much tougher than expected. The code has finally been updated. There is still a huge amount of work to do, but it is functional again. I do not agree with part of your statements: The fact that NPCs are a prerequisite is not, in itself, a major red flag that would mean the mod is doomed to fail. However, I do agree that multiplayer poses serious issues, especially since the base game PZ itself does not handle it very well — so we cannot expect a mod to perform better than the original game. And currently, NPCs ARE an add-on because I am using the Bandits mod. Freaking awesome. Welcome back from the purgatory! I am still on my own and cannot focus on zomboid much. But I must say something here. Your assumption of having bandits and npcs as a separate mod dependency IS a major red flag, because I was wrong. Terribly wrong. Remember when I said that it was fine, you could take bandits as a stepground and work on it? I completely overstimated how stable zomboid and its mods were, and how things worked, because it's fairly common to use libraries here and there to work on your stuff. But here's the thing that you kind of experienced, zomboid updates, and a lot. You may have control and fix things that zomboid itself breaks, but you have absolutely no control over what Bandits does by itself, simply because it is not a library, it is an addon that was coded with sheer will and stubbornness. I really do recommend that you at least see what features you want from bandits and port them over to your mod, and make it more independent. That way, you won't suffer because bandits made a bad move outside of your decisions. And also, it would avoid a rare situation where Bandits gets deprecated. Like, what will happen once B43 comes around and introduces official NPCs? With even better features that Bandits could even dream of having? Now, you will probably want to switch to that, but you will need to rewrite your entire mod, AGAIN, to be able to get that. But that's only a recommendation. I see that you are in a deprecated scenario. If you don't wish to do that right now, I will understand perfectly, no need to rush things. I also want to come back to zomboid modding and start reinventing the wheel and doing stuff that people still think is impossible, but my hands are quite full right now, maybe sometime soon. 1
BlaBla012345 Posted February 19 Author Posted February 19 17 hours ago, Timerz said: Freaking awesome. Welcome back from the purgatory! I am still on my own and cannot focus on zomboid much. But I must say something here. Your assumption of having bandits and npcs as a separate mod dependency IS a major red flag, because I was wrong. Terribly wrong. Remember when I said that it was fine, you could take bandits as a stepground and work on it? I completely overstimated how stable zomboid and its mods were, and how things worked, because it's fairly common to use libraries here and there to work on your stuff. But here's the thing that you kind of experienced, zomboid updates, and a lot. You may have control and fix things that zomboid itself breaks, but you have absolutely no control over what Bandits does by itself, simply because it is not a library, it is an addon that was coded with sheer will and stubbornness. I really do recommend that you at least see what features you want from bandits and port them over to your mod, and make it more independent. That way, you won't suffer because bandits made a bad move outside of your decisions. And also, it would avoid a rare situation where Bandits gets deprecated. Like, what will happen once B43 comes around and introduces official NPCs? With even better features that Bandits could even dream of having? Now, you will probably want to switch to that, but you will need to rewrite your entire mod, AGAIN, to be able to get that. But that's only a recommendation. I see that you are in a deprecated scenario. If you don't wish to do that right now, I will understand perfectly, no need to rush things. I also want to come back to zomboid modding and start reinventing the wheel and doing stuff that people still think is impossible, but my hands are quite full right now, maybe sometime soon. Hi Timerz, glad to see you’re still on the LoversLab forum. I understand your point of view and I share some of your concerns. I also agree with some of your suggestions. Let’s look at it in detail. There are two layers that ZomboLust relies on: The Project Zomboid base game code – There’s nothing special we can do about that. There are updates, and all mod developers have to adapt to the specifics of the base game. Period. The Bandits mod code – This is more delicate, and I’ll try to explain how I see things. Scenario – Before the release of B43, Slayer stops developing his mod and/or the Bandits mod disappears from the Workshop. In that case, yes, I’d be in a tough spot… but I still have a solution (which you mentioned): take the Bandits mod code and integrate it directly into ZomboDesire. Scenario – After the release of B43, Slayer stops developing his mod and/or the Bandits mod disappears from the Workshop. Same as above, I’d be in a tough spot… unless I retrieve the Bandits mod code and integrate it directly into ZomboDesire. Scenario – When B43 releases, Slayer is still around, but the base game PZ has awesome NPCs. Do I rewrite ALL my mod? No, because zombies and the Bandits mod are still usable. Scenario – At any point, the Bandits mod takes a direction I didn’t anticipate. Can I no longer use the Bandits mod as a support for ZomboDesire? Yes, I still can. And why? Because I only need the core elements of the Bandits mod: its animation system that allows zombies to play my custom animations. Let’s summarize: Whether the Bandits mod disappears or not. Whether the B43 NPCs are amazing or not. There will ALWAYS be zombies in Project Zomboid — even in B99. I only need to retrieve ONE thing from the Bandits mod: its task system. I ONLY use its task system. I don’t need to worry about the Bandits mod changing its navigation system, its social interaction system (talking, etc.), or its combat system — I don’t care about any of that at all. I just need the brain system to lock the zombie in place (without it having to move or attempt to perform any actions), and the task system to trigger my custom animation. Period. From that point on, since zombies will always exist regardless of the game version, I can perfectly continue developing ZomboDesire while keeping zombies as the raw material for executing my sexual animations. And if B43 introduces really cool NPCs, I don’t need to throw ALL of ZomboDesire’s code in the trash: I just need to add code (or create an addon) to add sexual interactions with the base game NPCs. Maybe I’m completely wrong and I’ll look like an idiot when B43 releases or if the Bandits mod stops working… but it seems to me that my foundation is more solid than you think. That’s simply my point of view — I don’t hold THE absolute truth. 😄 2
Timerz Posted February 20 Posted February 20 10 hours ago, BlaBla012345 said: Hi Timerz, glad to see you’re still on the LoversLab forum. I understand your point of view and I share some of your concerns. I also agree with some of your suggestions. Let’s look at it in detail. There are two layers that ZomboLust relies on: The Project Zomboid base game code – There’s nothing special we can do about that. There are updates, and all mod developers have to adapt to the specifics of the base game. Period. The Bandits mod code – This is more delicate, and I’ll try to explain how I see things. Scenario – Before the release of B43, Slayer stops developing his mod and/or the Bandits mod disappears from the Workshop. In that case, yes, I’d be in a tough spot… but I still have a solution (which you mentioned): take the Bandits mod code and integrate it directly into ZomboDesire. Scenario – After the release of B43, Slayer stops developing his mod and/or the Bandits mod disappears from the Workshop. Same as above, I’d be in a tough spot… unless I retrieve the Bandits mod code and integrate it directly into ZomboDesire. Scenario – When B43 releases, Slayer is still around, but the base game PZ has awesome NPCs. Do I rewrite ALL my mod? No, because zombies and the Bandits mod are still usable. Scenario – At any point, the Bandits mod takes a direction I didn’t anticipate. Can I no longer use the Bandits mod as a support for ZomboDesire? Yes, I still can. And why? Because I only need the core elements of the Bandits mod: its animation system that allows zombies to play my custom animations. Let’s summarize: Whether the Bandits mod disappears or not. Whether the B43 NPCs are amazing or not. There will ALWAYS be zombies in Project Zomboid — even in B99. I only need to retrieve ONE thing from the Bandits mod: its task system. I ONLY use its task system. I don’t need to worry about the Bandits mod changing its navigation system, its social interaction system (talking, etc.), or its combat system — I don’t care about any of that at all. I just need the brain system to lock the zombie in place (without it having to move or attempt to perform any actions), and the task system to trigger my custom animation. Period. From that point on, since zombies will always exist regardless of the game version, I can perfectly continue developing ZomboDesire while keeping zombies as the raw material for executing my sexual animations. And if B43 introduces really cool NPCs, I don’t need to throw ALL of ZomboDesire’s code in the trash: I just need to add code (or create an addon) to add sexual interactions with the base game NPCs. Maybe I’m completely wrong and I’ll look like an idiot when B43 releases or if the Bandits mod stops working… but it seems to me that my foundation is more solid than you think. That’s simply my point of view — I don’t hold THE absolute truth. 😄 Welp, do what you will, I respect your choice. But if your future self starts hating this specific decision, don't blame me for not warning you.
BlaBla012345 Posted April 2 Author Posted April 2 Hmm... So just from a piece of text posted on the internet, someone might think that I’m a stubborn person who never changes their mind. It’s true that a simple text doesn’t really allow you to know someone or understand their motivations and reasons. Our conversation dates back to February 19, and I’m posting this five weeks later. AND I can assure all of you that I thought things through a lot during the first week after my conversation with Timer_z, carefully weighing the pros and cons of the difficult choice in front of me: _keep the Bandits mod as a base or _become independent from any dependencies Although I do not deny myself at all and still stand by the fact that all my points are valid and justified, I nevertheless reconsidered the value of becoming independent from all mods. So in a little under a week, I decided that ZomboDesire (and Lust, obviously) would become independent from the Bandits mod. In other words, the Bandits mod will no longer be a requirement at all. And why is that? Desire – Reasons for the migration: (this list is in no particular order) The banditized zombie freezes after the Desire (or Lust) animation The banditized zombie plays a sound again during stage 3 without me telling it to The banditized zombie gets scared of zombies that are too close The banditized zombie tries to pull a weapon out of its pocket at the end of the animation (otherwise it freezes) The banditized zombie growls a bit during the animation even though there was already a patch to fix that... Oh? Speaking of patches? I was already at the 4th patch file (at this rate, ZomboDesire would have turned into a band-aid box before even its official release) (not to mention that managing dozens of patches across dozens of different files quickly becomes a nightmare) Shall we talk about bugs? The banditized zombie says lines if it bugs out The banditized zombie becomes friendly or worse: hostile if it bugs out The banditized zombie moves if it bugs out near objects (= broken orientation and the bandit runs in place and tries to hit the player) Incomplete brain removal = zombie walks like a human, and when it gets close to the player it walks like a zombie again = weird behavior Huge bug: zombie gets teleported to the player’s coordinates, and at the end of the animation the bandit triggers ManageCombat and attempts a faceThisObject on the player’s coordinates "Forward Direction cannot be zero length vector" Result: the bandit tries to face the player who is exactly at the same coordinates as him (distance = 0). In version B42.15, the Project Zomboid engine no longer tolerates zero-length direction vectors and crashes the script. -> Attempt to move the player: unsuccessful -> Attempt to inject a ghost task (like idle or smoking a cigarette): unsuccessful -> Attempt to remove the brain: zombie bites the player On top of that: The abrupt shutdown of Knox Event Slayer “abandoning” the Bandits mod for 20 days to work on another project All of this combined led me, day after day, to confirm my decision—started about a month ago—to become independent from the Bandits mod. Then there are also the good reasons to migrate, such as: Full control over the code No patches No ManageCombat No navigation system = the ZombHuman no longer flees from other zombies No dialogue (red text) No delay when adding the brain since it’s handled client-side directly (no back-and-forth with server and Bandits mod) And we still have: -> No issues in future PZ versions such as B43 up to B99… because zombies will always exist -> Lust Bandit (living human) handling: we can still spawn a ZombHuman directly for sex scenes (I won’t go into details) Those are all the reasons that allowed me to move forward over the past month. I was convinced I was heading in the right direction. I struggled (a lot). I had some moments of joy (a bit). I had frustrations (a lot). And now I can state that ZomboDesire (and everything that uses it, like Lust, etc.) is 100% independent from all mods (including Bandits). All the logic has been integrated and reorganized to be clear and functional. Result: the flow of a sexual encounter is astonishingly smooth. Everything works perfectly. Now, before releasing the new version—which I’ll number ZomboDesire 0.3 (future versions will just increment by one digit, since this is a major milestone)—I still need to: recode part of Intercept to perfectly orient the characters (with and without objects). (Let’s be honest, this is the ONLY remaining issue, but I absolutely need to address it.) and finally: _add the bukkake system _add the penetration UI _add professions and their associated debuffs At that point, ZomboDesire will be at version 0.3 and ZomboLust at version 0.1.x, and all that will remain is to properly redo the Lust animations (currently they are just placeholders). It might seem like there’s still a lot to do, but in reality, the bulk of the work is already done. I’ll stop writing here. See you soon! 5
BlaBla012345 Posted May 24 Author Posted May 24 Link to the main forum thread Zombolust - Zombodesire Framework Main Thread
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