Tccpo Posted September 7 Posted September 7 15 minutes ago, Timerz said: Well, the Depraved Models isn't exactly a mod, its only assets for other modders to use. So having that folder in there won't do anything. Alright then! All you need to do is copy the files of your backup actiongroups_vanilla, and paste on your current actiongroups folder. You can do this by going inside actiongroups_vanilla, pressing CTRL + A then CTRL + C. After that go inside the actiongroups folder, and press CTRL + V. This way you will create the exact needed structure for the mod to work. So that should fix the problem of not being able to move, right? It's really weird being stuck in place like that.
Timerz Posted September 7 Author Posted September 7 1 hour ago, Tccpo said: So that should fix the problem of not being able to move, right? It's really weird being stuck in place like that. Unless your game is cursed, it should yes.
Tccpo Posted September 8 Posted September 8 9 hours ago, Timerz said: needed 9 hours ago, Timerz said: Well, the Depraved Models isn't exactly a mod, its only assets for other modders to use. So having that folder in there won't do anything. Alright then! All you need to do is copy the files of your backup actiongroups_vanilla, and paste on your current actiongroups folder. You can do this by going inside actiongroups_vanilla, pressing CTRL + A then CTRL + C. After that go inside the actiongroups folder, and press CTRL + V. This way you will create the exact needed structure for the mod to work. Hi, thank you very much for the help earlier. I have fixed the issue where my character couldn't move. However, I have a new problem: When I defeat a zombie and strip all of its clothes, the genitals float in the air instead of staying in the correct position. When I pick up the corpse, the genitals do not attach properly to the model — they appear on the stomach area instead. Is this caused by the model changes in version 42.20?
Timerz Posted September 8 Author Posted September 8 8 hours ago, Tccpo said: When I defeat a zombie and strip all of its clothes, the genitals float in the air instead of staying in the correct position. When I pick up the corpse, the genitals do not attach properly to the model — they appear on the stomach area instead. Is this caused by the model changes in version 42.20? Yep. That is a model problem. This happens when the characters don't have the new armature needed for the genitals, so we get floating penises. It can happen with you putting the mod on save only, or using an incompatible model. The save problem happens when you are only loading the mod when entering a save, because thanks to the way zomboid loads models it won't load the new armature in this way. For them to load properly you need to activate them on the game's main mod menu, and then restart the game. Or, the most probable issue, is that you're using an incompatible model. Only a few models here have the new armature in place. So, you can either stay with the vanilla model, or get/request a compatible model here. Although the list only contains one model, as I am not touching other models here to respect the authors.
Tccpo Posted September 8 Posted September 8 Alright, I've also solved this problem. I will continue to support the creator if there are any updates.🌹🌹🌹🌹 1
Tccpo Posted September 8 Posted September 8 38 minutes ago, Timerz said: Yep. That is a model problem. This happens when the characters don't have the new armature needed for the genitals, so we get floating penises. It can happen with you putting the mod on save only, or using an incompatible model. The save problem happens when you are only loading the mod when entering a save, because thanks to the way zomboid loads models it won't load the new armature in this way. For them to load properly you need to activate them on the game's main mod menu, and then restart the game. Or, the most probable issue, is that you're using an incompatible model. Only a few models here have the new armature in place. So, you can either stay with the vanilla model, or get/request a compatible model here. Although the list only contains one model, as I am not touching other models here to respect the authors. 🌹🌹🌹Thank you for your hard work, author.
Timerz Posted September 8 Author Posted September 8 4 hours ago, Tccpo said: 🌹🌹🌹Thank you for your hard work, author. My pleasure. ^^
Timerz Posted September 11 Author Posted September 11 Last Progress Report: https://www.loverslab.com/topic/258920-mod-project-zomboid-b42-depraved-sense/page/2/#findComment-7301161 PROGRESS REPORT 5 It's been 1 month already? So! It's been a while since 0.2 finally arrived with the necessary tech we needed for our objectives, and it showed us promising results, and uhh... Who am I kidding let me address the elephant in the room. THERE IS NO CONTENT! Despite 0.2 now serving us as a base to work with, we must admit that in relation to gameplay, it is basically a nothing burger. All the framework does at the moment is add genitals to character and the ability to "satisfy" your character, and that's pretty much it. I've spend so much time building the structure of a house, that I forgot to fill it with furniture. So, the next version, 0.3 will mostly contain those juicy mature stuff we are so desperate for. But I am still deciding what kind of features I will focus on. I might choose Player x Player interactions, or Defeat scenarios, or Animal features, or even just expand more on the self-pleasure department. However, as I think some of you already noticed, I am sadly a stubborn perfectionist brat, I don't like doing things just for the sake of doing them, I do them until I am satisfied with them, which doesn't help when you add the fact that I have only a limited time to work on this project. The end result is things taking way longer than they should. To give you an example, remember those self-pleasure animations on the mod? I've reanimated those entirely twice when making them until they somewhat looked good to me. There's also the fact that I am a bit more ambitious than normal. Take the Defeat for example. In my eyes I don't want to simply create a system that plays a scene with some flavor in it. No. I want some more advanced. I want a system that can make a zombie push a character against a window, just to see that there's another zombie on another side and start a new branch for the scene. And that's easier said than done! There's so many what ifs that needs to be taken account of. What if the zombie comes from the side? What if the zombie pushes a character against a wall? What if you get pushed into a chair that is pointed on the opposite side? And don't let me get started on group intercourses! That will be a nightmare to handle! With it, comes a **LOT** of work to do, especially with the animations. I somehow can feel that future me is cursing me now... (At least making animations is quite fun!) Anyhow, the point is that it will take a while, A GOOD WHILE, might surpass 0.2 in terms of waiting depending on what I focus on. So, maybe I will offer an public unstable version of the mod for some of you to test. And no, it will not be paid walled, it will be free for anyone wanting to test it. I have a some reasons why I won't do a paywall, and put only exclusive members to use. I won't fill much of the contents of the report as of why, but it all boils down to "I don't like it". Despite me blabling about 0.3 here, I must say that I won't start working on it just yet. There are still some things I need to do before that. And that is... COMPATIBILITY Due to me seeing some users trying to use DepravedSense along with other incompatible frameworks just for the fact of having animated genitals, and for the request of some of those devs, I will be working shortly into creating separate Addons for the framework in order to make it compatible with them. And despite DepravedSense will eventually have its own alternative, I bet some people will still prefer other options, and those Addons will take care of that. Also, I've recently opened a thread on LoversLab for model requests. A bunch of modded models out there doesn't have the correct armature for us to use, so I am offering myself to patch them up! (I won't do some models in order to respect their creators) And still on the compatibility topic, right now I am working on something I bet some of you have been waiting for quite a while now. Spoiler Something furry this way comes. (Is it a surprise that I am a furry?) Anyway, I think that is all I have to say for this report. And before I go I must thank every single one of you who have supported me so far! Really, you guys are awesome! I would have probably thrown the towel a long time ago if it wasn't for the interest. Love to you all!!! 4
RachelThePup Posted September 13 Posted September 13 On 9/11/2026 at 3:38 PM, Timerz said: Last Progress Report: https://www.loverslab.com/topic/258920-mod-project-zomboid-b42-depraved-sense/page/2/#findComment-7301161 PROGRESS REPORT 5 It's been 1 month already? So! It's been a while since 0.2 finally arrived with the necessary tech we needed for our objectives, and it showed us promising results, and uhh... Who am I kidding let me address the elephant in the room. THERE IS NO CONTENT! Despite 0.2 now serving us as a base to work with, we must admit that in relation to gameplay, it is basically a nothing burger. All the framework does at the moment is add genitals to character and the ability to "satisfy" your character, and that's pretty much it. I've spend so much time building the structure of a house, that I forgot to fill it with furniture. So, the next version, 0.3 will mostly contain those juicy mature stuff we are so desperate for. But I am still deciding what kind of features I will focus on. I might choose Player x Player interactions, or Defeat scenarios, or Animal features, or even just expand more on the self-pleasure department. However, as I think some of you already noticed, I am sadly a stubborn perfectionist brat, I don't like doing things just for the sake of doing them, I do them until I am satisfied with them, which doesn't help when you add the fact that I have only a limited time to work on this project. The end result is things taking way longer than they should. To give you an example, remember those self-pleasure animations on the mod? I've reanimated those entirely twice when making them until they somewhat looked good to me. There's also the fact that I am a bit more ambitious than normal. Take the Defeat for example. In my eyes I don't want to simply create a system that plays a scene with some flavor in it. No. I want some more advanced. I want a system that can make a zombie push a character against a window, just to see that there's another zombie on another side and start a new branch for the scene. And that's easier said than done! There's so many what ifs that needs to be taken account of. What if the zombie comes from the side? What if the zombie pushes a character against a wall? What if you get pushed into a chair that is pointed on the opposite side? And don't let me get started on group intercourses! That will be a nightmare to handle! With it, comes a **LOT** of work to do, especially with the animations. I somehow can feel that future me is cursing me now... (At least making animations is quite fun!) Anyhow, the point is that it will take a while, A GOOD WHILE, might surpass 0.2 in terms of waiting depending on what I focus on. So, maybe I will offer an public unstable version of the mod for some of you to test. And no, it will not be paid walled, it will be free for anyone wanting to test it. I have a some reasons why I won't do a paywall, and put only exclusive members to use. I won't fill much of the contents of the report as of why, but it all boils down to "I don't like it". Despite me blabling about 0.3 here, I must say that I won't start working on it just yet. There are still some things I need to do before that. And that is... COMPATIBILITY Due to me seeing some users trying to use DepravedSense along with other incompatible frameworks just for the fact of having animated genitals, and for the request of some of those devs, I will be working shortly into creating separate Addons for the framework in order to make it compatible with them. And despite DepravedSense will eventually have its own alternative, I bet some people will still prefer other options, and those Addons will take care of that. Also, I've recently opened a thread on LoversLab for model requests. A bunch of modded models out there doesn't have the correct armature for us to use, so I am offering myself to patch them up! (I won't do some models in order to respect their creators) And still on the compatibility topic, right now I am working on something I bet some of you have been waiting for quite a while now. Hide contents Something furry this way comes. (Is it a surprise that I am a furry?) Anyway, I think that is all I have to say for this report. And before I go I must thank every single one of you who have supported me so far! Really, you guys are awesome! I would have probably thrown the towel a long time ago if it wasn't for the interest. Love to you all!!! YESSSSS, the update i was hoping to find scrolling this mod page
monsterhlondes Posted September 15 Posted September 15 Any chance for a compatibility fix for Project Remnants? Fails at character creation when PR prompts for party size (right after selecting spawn). [14-09-26 22:32:22.876] ERROR: General f:0> Lua(Vanilla).setSelected> Exception thrown se.krka.kahlua.vm.KahluaException: invalid index at BaseLib.error(BaseLib.java:307). Stack trace: se.krka.kahlua.stdlib.BaseLib.error(BaseLib.java:307) se.krka.kahlua.stdlib.BaseLib.call(BaseLib.java:127) se.krka.kahlua.vm.KahluaThread.callJava(KahluaThread.java:178) Lua(Vanilla).setSelected(ISTickBox.lua:53) Lua((MOD:Depraved Sense [W.I.P])).update_penis(CharacterCreationMain.lua:60) Lua((MOD:Depraved Sense [W.I.P])).setVisible(CharacterCreationMain.lua:260) Lua((MOD:Project Remnants)).showPartySizePanel(NPCFW_PartyCreation.lua:532) Lua((MOD:Project Remnants)).setVisible(NPCFW_PartyCreation.lua:718) Lua(Vanilla).onOptionMouseDown(SandboxOptions.lua:971) Lua(Vanilla).onMouseUp(ISButton.lua:47) se.krka.kahlua.vm.KahluaThread.luaMainloop(KahluaThread.java:795) se.krka.kahlua.vm.KahluaThread.call(KahluaThread.java:162) se.krka.kahlua.vm.KahluaThread.pcall(KahluaThread.java:1740) se.krka.kahlua.vm.KahluaThread.pcallBoolean(KahluaThread.java:1676) se.krka.kahlua.integration.LuaCaller.protectedCallBoolean(LuaCaller.java:96) zombie.ui.UIElement.onMouseUp(UIElement.java:1411) zombie.ui.UIElement.onMouseUp(UIElement.java:1384) zombie.ui.UIElement.onMouseUp(UIElement.java:1384) zombie.ui.UIElement.onConsumeMouseButtonUp(UIElement.java:1474) zombie.ui.UIManager.updateMouseButtons(UIManager.java:747) zombie.ui.UIManager.update(UIManager.java:621) zombie.GameWindow.logic(GameWindow.java:347) zombie.GameWindow.frameStep(GameWindow.java:790) zombie.GameWindow.mainThreadStep(GameWindow.java:567) zombie.MainThread.mainLoop(MainThread.java:69) java.base/java.lang.Thread.run(Unknown Source) . [14-09-26 22:32:22.877] ERROR: General f:0 at KahluaThread.flushErrorMessage > dumping Lua stack trace ----------------------------------------- STACK TRACE ----------------------------------------- Lua(Vanilla).setSelected(ISTickBox.lua:53) Lua((MOD:Depraved Sense [W.I.P])).update_penis(CharacterCreationMain.lua:60) Lua((MOD:Depraved Sense [W.I.P])).setVisible(CharacterCreationMain.lua:260) Lua((MOD:Project Remnants)).showPartySizePanel(NPCFW_PartyCreation.lua:532) Lua((MOD:Project Remnants)).setVisible(NPCFW_PartyCreation.lua:718) Lua(Vanilla).onOptionMouseDown(SandboxOptions.lua:971) Lua(Vanilla).onMouseUp(ISButton.lua:47).
Timerz Posted September 15 Author Posted September 15 10 hours ago, monsterhlondes said: Any chance for a compatibility fix for Project Remnants? Fails at character creation when PR prompts for party size (right after selecting spawn). [14-09-26 22:32:22.876] ERROR: General f:0> Lua(Vanilla).setSelected> Exception thrown se.krka.kahlua.vm.KahluaException: invalid index at BaseLib.error(BaseLib.java:307). Stack trace: se.krka.kahlua.stdlib.BaseLib.error(BaseLib.java:307) se.krka.kahlua.stdlib.BaseLib.call(BaseLib.java:127) se.krka.kahlua.vm.KahluaThread.callJava(KahluaThread.java:178) Lua(Vanilla).setSelected(ISTickBox.lua:53) Lua((MOD:Depraved Sense [W.I.P])).update_penis(CharacterCreationMain.lua:60) Lua((MOD:Depraved Sense [W.I.P])).setVisible(CharacterCreationMain.lua:260) Lua((MOD:Project Remnants)).showPartySizePanel(NPCFW_PartyCreation.lua:532) Lua((MOD:Project Remnants)).setVisible(NPCFW_PartyCreation.lua:718) Lua(Vanilla).onOptionMouseDown(SandboxOptions.lua:971) Lua(Vanilla).onMouseUp(ISButton.lua:47) se.krka.kahlua.vm.KahluaThread.luaMainloop(KahluaThread.java:795) se.krka.kahlua.vm.KahluaThread.call(KahluaThread.java:162) se.krka.kahlua.vm.KahluaThread.pcall(KahluaThread.java:1740) se.krka.kahlua.vm.KahluaThread.pcallBoolean(KahluaThread.java:1676) se.krka.kahlua.integration.LuaCaller.protectedCallBoolean(LuaCaller.java:96) zombie.ui.UIElement.onMouseUp(UIElement.java:1411) zombie.ui.UIElement.onMouseUp(UIElement.java:1384) zombie.ui.UIElement.onMouseUp(UIElement.java:1384) zombie.ui.UIElement.onConsumeMouseButtonUp(UIElement.java:1474) zombie.ui.UIManager.updateMouseButtons(UIManager.java:747) zombie.ui.UIManager.update(UIManager.java:621) zombie.GameWindow.logic(GameWindow.java:347) zombie.GameWindow.frameStep(GameWindow.java:790) zombie.GameWindow.mainThreadStep(GameWindow.java:567) zombie.MainThread.mainLoop(MainThread.java:69) java.base/java.lang.Thread.run(Unknown Source) . [14-09-26 22:32:22.877] ERROR: General f:0 at KahluaThread.flushErrorMessage > dumping Lua stack trace ----------------------------------------- STACK TRACE ----------------------------------------- Lua(Vanilla).setSelected(ISTickBox.lua:53) Lua((MOD:Depraved Sense [W.I.P])).update_penis(CharacterCreationMain.lua:60) Lua((MOD:Depraved Sense [W.I.P])).setVisible(CharacterCreationMain.lua:260) Lua((MOD:Project Remnants)).showPartySizePanel(NPCFW_PartyCreation.lua:532) Lua((MOD:Project Remnants)).setVisible(NPCFW_PartyCreation.lua:718) Lua(Vanilla).onOptionMouseDown(SandboxOptions.lua:971) Lua(Vanilla).onMouseUp(ISButton.lua:47). Huh, taking a look at it this feels like its just a really really weird UI bug. I think its fixable, next update will probably make it work normally. But I don't know if genitals will still appear on characters, that will depend how that mod spawns them. Hopefully it works correctly without issue -.-
monsterhlondes Posted September 15 Posted September 15 2 hours ago, Timerz said: Huh, taking a look at it this feels like its just a really really weird UI bug. I think its fixable, next update will probably make it work normally. But I don't know if genitals will still appear on characters, that will depend how that mod spawns them. Hopefully it works correctly without issue -.- Dope. Yeah, I was also thinking it was just a UI conflict since it happens immediately at creation and I don't think Project Remnants changes the character model at all. Thanks for looking into it.
DreaM MakeR Posted September 16 Posted September 16 Yours the only model were i managed to make penis works so yours wins. congratulations! 1
Tccpo Posted September 18 Posted September 18 I'd like to ask, how should the Actiongroup patch be installed?After using Depraved Sense, the game crashes when shooting or raising the gun, and I suspect it's a problem with Depraved Sense.
Tccpo Posted September 18 Posted September 18 Just now, Tccpo said: I'd like to ask, how should the Actiongroup patch be installed?After using Depraved Sense, the game crashes when shooting or raising the gun, and I suspect it's a problem with Depraved Sense. This is the result I retrieved using AI that has permission to access the local computer.
Timerz Posted September 18 Author Posted September 18 (edited) 6 hours ago, Tccpo said: I'd like to ask, how should the Actiongroup patch be installed?After using Depraved Sense, the game crashes when shooting or raising the gun, and I suspect it's a problem with Depraved Sense. That is a crash bug that only happens when you're using an model that has a different armature that Depraved Sense uses. It can happen when you're using an incompatible model or something simillar. That is a recurring issue with project zomboid in general when it comes to mods that only changes the female counterpart and uses a bad armature, its an easy bug fix, but we'll need to wait for the devs to fix it. Are you using any custom models outside of the supported list? If not, I think I will need to take a look at it and check if the current models are correct. Edited September 18 by Timerz
Timerz Posted September 18 Author Posted September 18 19 minutes ago, Timerz said: That is a crash bug that only happens when you're using an model that has a different armature that Depraved Sense uses. It can happen when you're using an incompatible model or something simillar. That is a recurring issue with project zomboid in general when it comes to mods that only changes the female counterpart and uses a bad armature, its an easy bug fix, but we'll need to wait for the devs to fix it. Are you using any custom models outside of the supported list? If not, I think I will need to take a look at it and check if the current models are correct. Yeah, I was able to check the current version, and all its fine. It's mostly on your end. You can try putting DepravedSense at very last in the mod's list load order, that might help.
Dread Not Posted September 19 Posted September 19 Gonna be keeping an eye on this framework, though it's a bit meager right now. I do appreciate the ambition and hope this grows into something flexible and unique. And that actiongroups thing, you say that eventually it won't be needed in the future? Also, what are plans on NPC mod compatibility? Bandits? Project Remnants? A-Life?
Timerz Posted September 19 Author Posted September 19 (edited) 2 hours ago, Rabblerouser said: Gonna be keeping an eye on this framework, though it's a bit meager right now. I do appreciate the ambition and hope this grows into something flexible and unique. And that actiongroups thing, you say that eventually it won't be needed in the future? Also, what are plans on NPC mod compatibility? Bandits? Project Remnants? A-Life? The actiongroups install will probably not be needed in the future. There are a bunch of signs either on the code and the tools the developers are going to release that's going to lead for that part finally being exposed to mods. And when that happens the mod will be a simple 1 move install instead of the current workaround we got. As for NPCs. Right now I don't really have plans on any compatibility with them right now, that is because I am more focused on making the framework feature complete first before I even touch on other mods NPCs (I am going to make compatibility with some NSFW mods in here soon though). Maybe when I am happy how the mod ends up being, I'll get on to those. A-Life looks real neat btw. Applauses for that dev. Edited September 19 by Timerz 1
diarawr Posted Saturday at 07:17 AM Posted Saturday at 07:17 AM On 9/12/2026 at 8:38 AM, Timerz said: Last Progress Report: https://www.loverslab.com/topic/258920-mod-project-zomboid-b42-depraved-sense/page/2/#findComment-7301161 PROGRESS REPORT 5 And still on the compatibility topic, right now I am working on something I bet some of you have been waiting for quite a while now. Hide contents Something furry this way comes. (Is it a surprise that I am a furry?) Anyway, I think that is all I have to say for this report. And before I go I must thank every single one of you who have supported me so far! Really, you guys are awesome! I would have probably thrown the towel a long time ago if it wasn't for the interest. Love to you all!!! Interesting! Best of luck with all this. Just now taking a peek at PZ content and there's some room for mods that don't exist out there. Recently had a mod made that allowed you to milk the dogs in Companion Dogs submods (Rottweiler, Doberman, etc), basically anything that flagged as "dog" and also "male", and you can consume the fluid as calories. It piggybacked and replaced the "Distract" mechanism in CD, and is based on the dog's stress level vs how much fluid it gives. Just recently started working on implementation on drinking from the dogs directly, as well, instead of into a bottle. It just has no animations and no genitalia. So perhaps one day there will be! Been a hell of a time tinkering with PZ lmao 1
hGJHSGDJK Posted Sunday at 06:18 PM Posted Sunday at 06:18 PM Hello! I'm having issues currently with having the penis model appear in-game. I have the genitalia options when customizing, I can remove underwear but no penis model is actually there. It doesn't seem to be the case for it "floating" away from the body, it simply is not present. (Also strangely enough, I had decided to turn off a texture optimizing mod & reload the game to see maybe that could have been an issue for the mod and now the player model's chin is pushed into it's head and his ass cheeks have also sunken in as if a shark took a bite outta him!) I assume it is an issue with the Actiongroup folders. I have merged both vanilla & modded versions together as I have seen from previous fixes, yet nothing happens. I'm not using any custom versions of the player model, I'm all vanilla (besides from this mod), so I'm even more perplexed by all this. Maybe I'm just a tad slow and followed the instructions wrong, or maybe something else is happening, but I would like some help with resolving this issue if possible! (If it is any help as well, I am on MacOS so maybe it is just a compatibility issue, but IDK this is my first time modding outside from the workshop!)
hGJHSGDJK Posted Sunday at 06:25 PM Posted Sunday at 06:25 PM 3 minutes ago, hGJHSGDJK said: Hello! I'm having issues currently with having the penis model appear in-game. I have the genitalia options when customizing, I can remove underwear but no penis model is actually there. It doesn't seem to be the case for it "floating" away from the body, it simply is not present. (Also strangely enough, I had decided to turn off a texture optimizing mod & reload the game to see maybe that could have been an issue for the mod and now the player model's chin is pushed into it's head and his ass cheeks have also sunken in as if a shark took a bite outta him!) I assume it is an issue with the Actiongroup folders. I have merged both vanilla & modded versions together as I have seen from previous fixes, yet nothing happens. I'm not using any custom versions of the player model, I'm all vanilla (besides from this mod), so I'm even more perplexed by all this. Maybe I'm just a tad slow and followed the instructions wrong, or maybe something else is happening, but I would like some help with resolving this issue if possible! (If it is any help as well, I am on MacOS so maybe it is just a compatibility issue, but IDK this is my first time modding outside from the workshop!) Well I'll be damned, now it works! Maybe I was just impatient (even after waiting a few mins after all animations would have loaded..), or my computer finally decided to do its job? Oh well, anyways much appreciated with all the advice to fix the previous issues because that probably was my solution. Ignore the previous post :,) (If anyone else also has this issue and sees this first, make sure to make a copy of the Actiongroup folder and label it as the vanillia version. Then drag and merge the modded actiongroup folder with the game's actiongroup folder! And then maybe let your game load everything in for 5-10 mins just to be sure aha)
Timerz Posted Monday at 01:56 AM Author Posted Monday at 01:56 AM 7 hours ago, hGJHSGDJK said: Well I'll be damned, now it works! Maybe I was just impatient (even after waiting a few mins after all animations would have loaded..), or my computer finally decided to do its job? Oh well, anyways much appreciated with all the advice to fix the previous issues because that probably was my solution. Ignore the previous post :,) (If anyone else also has this issue and sees this first, make sure to make a copy of the Actiongroup folder and label it as the vanillia version. Then drag and merge the modded actiongroup folder with the game's actiongroup folder! And then maybe let your game load everything in for 5-10 mins just to be sure aha) You've pretty much witnessed one of the visual bugs of the mods, and an unfixable one -.- ! Zomboid loads animations as a secondary process instead of putting a loading screen, mostly because animations takes too long to load. So, if you go too fast and go to the character's creation menu before the animations load, your character will appear glitched, and the genitals won't appear correctly. Just letting the game load in your case, and tinkering with the character a little fixes it. This isn't a problem in game though, as at that point every animation. Appreciate the interest in here!
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