Timerz Posted October 24, 2025 Posted October 24, 2025 (edited) View File [Project Zomboid] [B42] Depraved Sense A Brand new Project Zomboid's sex framework written from the ground up. WARNING: This mod is massively WORK IN PROGRESS, with many features missing and incomplete. There are still a lot of things needing proper documentation. Nothing is permanent, and everything is subject to change (Especially the current animations). Expect many bugs and testing along the way. And if you stumble into any, REPORT THEM! Depraved Sense was entirely made on B42 with a brand new animation system based on state machines. It has support for every type of character currently in the game (Zombies Included), and a few gameplay features here and there. Content As of now, the mod itself doesn't have much to offer aside from its framework base. However, there is still a Self-Pleasure mechanic to show what you can expect in the future. Right-click your character and select Self-Pleasure if available. Smash the SpaceBar repeatedly to speed up and be able to reduce your boredom and stress from a CLIMAX. Possible future content (these are not guaranteed to be added.) Defeat System Fluid Mechanics In Relation to The Characters Animated Genitals (Soon...) More Animations (Obviously) Ideal Multiplayer Support And much more... Install First of all, this mod requires a one-time ActionGroup patch in order for the animations to work. You can get one here: [ActionGroup Patch] or in the download section. To install it, extract the media folder directly into the game's own folder (where the executable file resides). And make sure there are no nested folders. /ProjectZomboid/media/media <-- No, no. You can follow this example to be sure. This patch is version-independent, so updates from the mod and the game itself won't affect the patch in any way. --- To install the mod, all you need to do is extract it into Project Zomboid's cache's mods folder (Not to be confused with the game's main folder). If you're on Windows, you can quickly get into the folder by pressing [WindowsKey + R] and inserting: %userprofile%/Zomboid/mods. On other OS's like Linux, you should find the folder directly in your root directory ~/Zomboid/mods. WARNING: Again, avoid nested folders at all costs! BAD: mods/pz-depravedsense-nsfw-main/pz-depravedsense-nsfw-main GOOD: mods/pz-depravedsense-nsfw-main If you did everything right, the mod will appear on your game's mod list upon starting. Links We have both a Discord for talking about the mod and often Zomboid, and a GitLab page so other programmers are able to contribute to the project if they wish. Remember that it is HIGHLY recommended for you to create your own mods on top of Depraved Sense, as it offers more flexibility in mod choosability. If you wish to support the main creator and maintainer of the mod and prove that working on this is worth it, you can donate to their Ko-Fi. But be warned, you don't need to give a dime to use the mod. It will FOREVER remain free and open-source! Edited May 26 by Timerz Adjusted uploaded images. 13
mac0805 Posted October 30, 2025 Posted October 30, 2025 (edited) it has some conflicts with Knox npc mod.the npc won't do anything even the zombies bite them.and only show bags and weapons the whole body and clothes disappear. Edited October 30, 2025 by mac0805
Timerz Posted October 30, 2025 Author Posted October 30, 2025 1 hour ago, mac0805 said: it has some conflicts with Knox npc mod.the npc won't do anything even the zombies bite them.and only show bags and weapons the whole body and clothes disappear. Are you sure the conflict comes from this mod specifically? The NPC mod you mentioned has some awkward installation steps, and the mod will easily break with a game update. Move the mod to the last position and disable DepravedSense to make sure it is the mod's fault. The only reason for conflict I can think of is how DepravedSense stores custom data on the character, but even so, I made sure to make it as much compatible as it could be with other mods. The mod doesn't even have GLOBAL values! But if things keep breaking and it is the mod's fault, I will look into it when my break is over.
mac0805 Posted November 1, 2025 Posted November 1, 2025 On 10/31/2025 at 12:44 AM, Timerz said: Are you sure the conflict comes from this mod specifically? The NPC mod you mentioned has some awkward installation steps, and the mod will easily break with a game update. Move the mod to the last position and disable DepravedSense to make sure it is the mod's fault. The only reason for conflict I can think of is how DepravedSense stores custom data on the character, but even so, I made sure to make it as much compatible as it could be with other mods. The mod doesn't even have GLOBAL values! But if things keep breaking and it is the mod's fault, I will look into it when my break is over. tried as you say.disable the depravedsense,the npc mod works fine.
Timerz Posted November 1, 2025 Author Posted November 1, 2025 (edited) 12 hours ago, mac0805 said: tried as you say.disable the depravedsense,the npc mod works fine. I took a small look at it, and yeah. On the Lua side, they do not conflict at all; no variables or functions are replaced. But I developed a theory as to why DepravedSense breaks the NPC mod, and it's most likely the fault of how the NPC mod handles its NPCs. Since they are rewriting the Java files themselves to be able to do what they want, I believe they are using a custom character of some sort. You see, DepravedSense generates and applies its animations every time the game client starts, making the game reload its animation sets. The problem likely occurs when the game reloads its animations, as this causes every character to revert to their default and initial animation group. Often, this is not a problem. HOWEVER, since the NPCs are custom characters or at least children of another character, the devs probably made all the animation work through internal code instead of checking the game's files or anything that I don't know, and when the animations are reloaded, the NPCs BREAK. The solution for this would be to just make DepravedSense do all its animation stuff WAY EARLIER, and avoid the game resetting the characters, but that solution only solves the initial reloading. If the animsets are altered mid-game in any way, the NPC mod will likely break again. Because when the game files are modified, the game reloads ALL the animations. Whether it was by a mod or anyone manually editing them. This already feels like a vulnerability of the NPC mod itself and reliance on its Java counterpart. I already got some beef with it, because mods should NEVER replace the Java files in any way possible; it makes the mod highly unstable and can not only break the game, but also other mods as well. What they should have been doing is ADDING classes to the game, not REPLACING them. These bad coding decisions will be the end of me... But alas, that's just a theory, A MOD THEORY. I actually have no idea what they did on the Java side, so I am only making assumptions about why all this breaks. I don't really have much control over their mod, so if it's their mod's fault, I can't do anything. But I will still try to apply the reload fix in the future, as I already expected that to break some things. Also, I'm not going to focus on making my mod compatible with any NPC mod at all, because I know for a fact that as soon as B43 comes around and NPCs are added again to the game, all of those mods will turn deprecated and be inferior to what IndieStone will do. That includes Bandits; that mod will likely suffer another rewrite if it wants to survive another Mod Apocalypse. Edited November 1, 2025 by Timerz Typo mistake 3
mac0805 Posted November 2, 2025 Posted November 2, 2025 14 hours ago, Timerz said: I took a small look at it, and yeah. On the Lua side, they do not conflict at all; no variables or functions are replaced. But I developed a theory as to why DepravedSense breaks the NPC mod, and it's most likely the fault of how the NPC mod handles its NPCs. Since they are rewriting the Java files themselves to be able to do what they want, I believe they are using a custom character of some sort. You see, DepravedSense generates and applies its animations every time the game client starts, making the game reload its animation sets. The problem likely occurs when the game reloads its animations, as this causes every character to revert to their default and initial animation group. Often, this is not a problem. HOWEVER, since the NPCs are custom characters or at least children of another character, the devs probably made all the animation work through internal code instead of checking the game's files or anything that I don't know, and when the animations are reloaded, the NPCs BREAK. The solution for this would be to just make DepravedSense do all its animation stuff WAY EARLIER, and avoid the game resetting the characters, but that solution only solves the initial reloading. If the animsets are altered mid-game in any way, the NPC mod will likely break again. Because when the game files are modified, the game reloads ALL the animations. Whether it was by a mod or anyone manually editing them. This already feels like a vulnerability of the NPC mod itself and reliance on its Java counterpart. I already got some beef with it, because mods should NEVER replace the Java files in any way possible; it makes the mod highly unstable and can not only break the game, but also other mods as well. What they should have been doing is ADDING classes to the game, not REPLACING them. These bad coding decisions will be the end of me... But alas, that's just a theory, A MOD THEORY. I actually have no idea what they did on the Java side, so I am only making assumptions about why all this breaks. I don't really have much control over their mod, so if it's their mod's fault, I can't do anything. But I will still try to apply the reload fix in the future, as I already expected that to break some things. Also, I'm not going to focus on making my mod compatible with any NPC mod at all, because I know for a fact that as soon as B43 comes around and NPCs are added again to the game, all of those mods will turn deprecated and be inferior to what IndieStone will do. That includes Bandits; that mod will likely suffer another rewrite if it wants to survive another Mod Apocalypse. bless you my man. I now know it's the npc mod's fault. I will disable the npc,it caused many problems.
mac0805 Posted November 10, 2025 Posted November 10, 2025 when the animation is playing zombies come close sometimes the animation can not be cancelled.then the character freeze won't do anything.
Timerz Posted December 13, 2025 Author Posted December 13, 2025 (edited) God, this multiplayer update got hands, had to change some core things under the hood. New update is up, most things work "Fine". Not really 100% back working on this just yet, I need to finish my other shenanigans first before I dive back into this nasty, infectious hole we call Project Zomboid. Edited December 13, 2025 by Timerz
StrayHare Posted December 23, 2025 Posted December 23, 2025 Tested the mod and it works quite well! Easy to download with crystal clear download instruction. I'm pretty new to Zomboid so doing this modding this was tricky for a while. Looking forward for the updates whenever! do take your time.
EmmasLeftCheek Posted December 28, 2025 Posted December 28, 2025 Pretty cool mod, hope you continue it!
BBOGG Posted January 11 Posted January 11 Is this module only for male masturbation? It seems to have very little content.
Timerz Posted January 11 Author Posted January 11 (edited) 3 hours ago, BBOGG said: Is this module only for male masturbation? It seems to have very little content. There is also the female counterpart of it. But sadly, that's all for now. The only impressive part of this mod is the code behind it all, because zomboid modding framework is super limited when it comes to animations. However, despite my pausing in development it right now, I 100% intend to come back into it once I'm free enough. Come back in 1 year, and there might be a whole lot of content here. Edited January 11 by Timerz 1
Timerz Posted February 15 Author Posted February 15 10 hours ago, gmospo223 said: Hey so is this compatible with b42? There seems to have a few issues with saves right now, but yes, the mod is compatible with b42. 1
LordNicronusPrime Posted March 9 Posted March 9 Several of the perverts on my server have been asking me to install this, so before I do, I gotta ask if you have to put the mod somewhere specific in the mod load order list? I'd assume at the very top or very bottom, but zomboid's about as stable as my ex-spouse so I'd rather ask then mess around. currently I'm running spongie's character/clothing mods, tomb's character/clothing mods, a building mod, a bathing mod, an a few UI mods. Actually, does it work with mods that change the model of the characters/clothing?
Timerz Posted March 10 Author Posted March 10 14 hours ago, LordNicronusPrime said: Several of the perverts on my server have been asking me to install this, so before I do, I gotta ask if you have to put the mod somewhere specific in the mod load order list? I'd assume at the very top or very bottom, but zomboid's about as stable as my ex-spouse so I'd rather ask then mess around. currently I'm running spongie's character/clothing mods, tomb's character/clothing mods, a building mod, a bathing mod, an a few UI mods. Actually, does it work with mods that change the model of the characters/clothing? Well, technically, you can put this in whatever load order you want, because it simply doesn't matter for now. I coded this to be as compatible as possible with other mods, so nothing should conflict whatsoever (probably). This mod doesn't have any problem with missing clothing or stains because I'm not cloning them or doing a weird workaround, I'm straight up animating them directly, so even mods that changes models or even clothes should be fine. However, as of now, the mod is quite broken on the current version, and while I want to fix it, I am in a tight spot with time. I no longer have the same amount of free time I had when making this mod, so I don't know when I am gonna go back at it. Might do a hotfix soonish if possible, no promises. But taking the chance of writing this post, when I come back, I am planning much, much bigger stuff... This mod's main intent is innovation, and I plan on continuing that path.
Druan96 Posted March 24 Posted March 24 Mod seems to work fine for me, I do wonder what issues with saves you are talking about.
Druan96 Posted March 27 Posted March 27 Didn't take me long to find out. Seems now that on my current save when I click on the option it no longer works.
Timerz Posted April 1 Author Posted April 1 PROGRESS REPORT #3 (about time) Heeeeyyyyy, it's meeee. Long time no see. So, it's been a while, a big while. I went into places, worked on some stuff here and there, and had my free time eaten up by responsibilities. And despite me having enough breathing room to work on this mod again, it doesn't mean I am 100% focused on coding this 24/7 (as much as I kinda wish I were). My current conditions and occupations still require some of my attention. But I will see if I can manage my time to work on this in some bursts so it doesn't get abandoned. Some months I might go off, and some I might go insane. We'll see. But enough chit chat, let's go already to the MAIN STUFF DO THE IMPOSSIBLE SEE THE INVISIBLE So... as some of you may know, I promised to look into a thing when I eventually came back, and so I did. And what I've discovered... changes... EVERYTHING. REVEAL THAT'S RIGHT! ITS A FREAKING ANIMATED PENIS! And it's a dynamic one too! LETS GOOOO! Alright, let me explain how this magic works. Unlike some of you probably think, the genital you are seeing is not exactly part of the same body mesh. It's actually a Clothing Item that has its vertex groups attached to some new bones of the body. That's right, NEW BONES! It is possible to add more bones to the game's models without breaking the game. At least bones that don't affect the main mesh directly, because the ones I added don't affect the main model, they are like GhOoOoSsT bOnEs that only serve the purpose of being attachments to clothes. And before anyone screams, I fixed the issue of the game crashing when you aim at the zombies, after banging my head against the wall for hours. Here's proof of the game not crashing. NOT CRASHING The solution is still a bit ambiguous. It is mainly related to how the game organizes the Bone indexes of the main models. Turns out, the MaleBody and the FemaleBody, both share the same skeleton, but you can still only change one of them, and that causes the game to try and merge both skeletons with different indexes, and when the game tries to use those bones, it crashes. Basically, if you want to change the female body, you will also need to change the male body, and vice versa. Both need to have the same structure and vertex groups. There is also the SkeletonBody model, but it actually doesn't have the same problems as the other two. (Or does it? Need more research >.>) But that's not all! To make the animations possible, I also needed to create another action group in the game to act as a substate, so I can have complete control of what animations are played for the penis without changing the main animation. So, prepare to update those action groups when this is finally implemented. (don't worry, it will be easy) THE CON AND THE PRO However, as crazy as this feature is, it has a strong con. First of all, EVERY CUSTOM MODEL MOD WILL BREAK. Because I am changing the models, every mod that replaces the player's models will either have their models overwritten, or the penis will not appear. But thankfully, I have thought of this and actually made it super easy to patch your model to work with the mod. In a nutshell, it's just loading a FBX/GLB file and doing a JOIN in your model's armature, quite simple. Now, the pro... Since the penis is not actually part of the game's model, it means it's SUPER MODULAR! We actually have the possibility to have multiple types of penises with different shapes, skins, and types. Maybe not sizes, because sadly, having multiple sizes kind of breaks animations a bit with the clipping it causes. But if you don't like how the shape of your tool looks, you will be able to mod it! FINAL THOUGHTS Well, this mod is still WAY FAR from being finished. There are a lot of things that need to be implemented for this to be the Mod I want it to be, because MAN, I want to be done right, be polished, and not feel like a janky mess. I've played TOO MANY NSFW Games to know what works, and what doesn't. There are many pitfalls that can be taken here, and I want to avoid most of them. Because this will not be your average SNUSNU mod, I want this mod to be actually fun to play, and not be just a sex scene mod with some spices. This mod's main intention is to be as versatile as the base game itself is. It just fits for the "Ultimate Zombie Sandbox" to have its "Ultimate Sex Mod". And apparently, this mod will probably take at minimum a year to get done the way I want, thanks to my current conditions, so I can only ask for your guys patience in the meantime. Hopefully, 0.2 won't take too long to bring much-needed features. Thanks for reading another rambling from this nerd! 4
silvergrill Posted April 5 Posted April 5 we're patient Timerz take all the time you need, you're the goat for this
Timerz Posted April 11 Author Posted April 11 22 hours ago, WEI0909 said: Does the module support the latest b42.16? As far as I am concerned, yes, it supports the latest version. The mod right now is very robust to avoid breaking with every single update. So I don't think next updates will break anything unless is a massive rewrite or some sorts. 1
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