Popular Post Doomtero Posted May 10 Popular Post Posted May 10 (edited) Join Discord for more information Discord invite. ZomboRut is a NSFW RolePlay framework mod for Project Zomboid Build 42, picking up where ZomboWin left off. Standalone — don't run it next to other alike mods, they'll fight.Started this as a B42 port of ZomboWin and ended up rebuilding most of it from scratch. The scene system, surrender mechanic, paired animations and Defeat scenes are all new for B42. Play Zomboid exactly like you normally would. Survive, scavenge, fight, run. ZomboRut doesn't change how you play — it changes what can happen when a fight goes bad. When you're cornered and overwhelmed, you now have a way out other than dying: Press K to give up. The heart of the mod is its defeat system. Get worn down by exhaustion, swarmed by an overwhelming horde, tackled from behind by a sprinter, or stripped as zombies rip your clothes off you piece by piece — and instead of being torn apart, you're dragged into an defeat scene. You survive it, stand back up, and have to crawl back out of the situation. This is NOT a death-immunity mod. You can still die, and you will die if you deliberately throw yourself at zombies to trigger scenes. Defeat is a way out when you're already in trouble — not a safety net. Play to survive. [Download Male Model]ZomboRut Male Model-1.2.zip MULTIPLAYER AVAILABLE NOW ON EARLY ACCESS. Patreon MEMBERS ONLY Only as its on very early stages of development. 1.2.3.1 and 1.2.5 does NOT work on Multiplayer. # 🎮 ZomboRut 1.2.7 — new scenes, reworked traits, and Project Remnants support [Download] ZomboRut-1.2.7.1.zip ZomboRut_1.2.7_broadcast.webm Patch notes Spoiler **The biggest release since the B42 port**, and all of the headline work lands on a plain install with no other mods. **The console spam and the world-load lag are gone.** **Personality became a single deliberate choice** with a new trait behind it. **Two new friendly scenes**, a **re-animated DefeatBJ**, **full-circle vision while a scene is running**, and a long list of fixes — several of them things that turned out to have quietly never run at all. **And ZomboRut now works properly alongside [Project Remnants](https://steamcommunity.com/sharedfiles/filedetails/?id=3738362476).** That is a bonus for people already running it, not a requirement — it sits in its own section further down, and none of it touches your game if you don't use it. > **Stable is 1.2.7. Early access is 1.2.8.** Everything in this document ships on > **both** builds unless it sits in the ⭐ appendix at the bottom. --- # ⚠️ READ THIS FIRST — HOW TO INSTALL > ## 🚫 **DELETE THE OLD `ZomboRut` FOLDER FIRST.** > ## ✅ **THEN drop the new one in.** > > ### **DO NOT merge, overwrite or copy on top of the old folder.** > ### **BACK UP YOUR SAVE before you do it.** > > ### 🎮 **Requires Project Zomboid build 42.20 or newer.** --- # ⚡ The console error spam and the world-load lag are gone **Every animation file the mod shipped carried motion tracks for 23 helper bones that only exist in the editing rig and never in the game's skeleton.** The engine threw one console error line away for each of them — **about 8,700 lines per game start** — with a measurable lag spike on world load and enough noise to bury real errors from every other mod you run. Every animation file now ships without them. **8,714 console lines down to about 20**, and the ones left are from a different mod. The animations themselves are untouched — the engine never used those tracks. *Community-reported, and bisected to ZomboRut by the reporter, which is what made it findable.* --- # 🎭 Personality is one deliberate choice now Personality used to be a loose set of overlapping traits, and whichever one matched first also decided your idle stance. **It is now a single slot.** - **Shy, Succubus and Dominant are mutually exclusive and cost +1 each.** Pick one and it costs a point; **pick none and the game deals you one at random**, so every survivor has exactly one personality. - **"Personality:" now labels exactly those three.** Submissive, Lewd, Traumatized, Smokes, Pliant, Promiscuous, Swinger and Permanent Depression dropped the prefix. They keep every effect they had. - **Innocent is renamed Shy.** The animations read shy and cute, and the old name framed the character rather than describing how she acts. **Existing characters keep their personality** — the underlying trait id never changed. - **NEW TRAIT — Black Widow (+5).** A completed defeat scene kills the zombie you were engaged with, up to 4 per 12 in-game hours. This used to be bundled into Succubus; killing your way out of a defeat is worth buying, not something a posture hands you for free. - **Dominant no longer refuses to surrender above 1/3 health.** Instead the break-free struggle is noticeably easier for her, which reads as muscling grips open rather than taking a button away. **Fixed on top of that: "Personality: Shy" could vanish from character creation entirely.** Picking Lewd, Nymphomaniac, Sex Addict, Rapist, Promiscuous or Swinger first removed it from the list, leaving only Succubus and Dominant — and it read as the trait not existing at all. Character creation does not grey out a conflicting trait, it deletes it. Those six exclusions are retired; they compose fine. All of it ships in the seven supported languages. --- # 🤍 NEW — two friendly scenes: Footjob and Spooning Both join the ask-for-sex pool, so you reach them by asking a willing partner rather than through a defeat. - **FOOTJOB.** Non-penetrative, and the game now knows that: a new flag marks an act as non-penetrative, so it **carries no pregnancy risk, does not take a Virgin's virginity, and leaves no lingering groin ache**. Until now only oral scenes could say that about themselves. - **SPOONING.** Face-to-face on the ground. Penetrative, so a female player with a male partner carries the usual pregnancy risk. **And friendly scenes no longer leave both people covered in dirt.** Two willing people who chose this have no ground struggle and no corpse to pick grime up from; smearing them afterwards read wrong. --- # 👁️ NEW — you can see all round you during a scene **A character caught in a scene could not see behind them**, so zombies walking up from off-cone simply were not drawn — the first you knew of them was being grabbed. For the length of a scene **the view cone opens to a full circle**, and closes again the moment the scene ends. **It is not x-ray**: only the facing restriction lifts, walls block exactly as they did, and the cone opens smoothly rather than snapping. --- # 💦 Stains now make you uncomfortable Wearing someone else's mess is unpleasant, and the game already ships the readout for it — so stains now drive **vanilla's Uncomfortable moodle** instead of adding another one of ours. Every layer visibly does something: **one stained region is level 1, three is level 2, five level 3, seven level 4, and all eight is fully uncomfortable.** **Who doesn't care:** Promiscuous, Swinger, Nymphomaniac, Sex Addict, Succubus and both Desensitized traits pay nothing at all. **Lewd and Unkempt** take it in stride at half cost. **Neat/Tidy and Loves Clean** take it worse. Stains only ever raise a floor, never assign outright, so a wet or freezing character keeps their higher discomfort — stains can never make anyone *more* comfortable than vanilla would. Washing needs no timer: relief arrives on its own once the stains come off. --- # 🧿 Traumatized, and a fear you can grow out of **Traumatized barely ever fired.** It was gated to Virgin, Inexperienced or Experienced — but Virgin is stripped on the first penetrative scene, and nothing in the mod ever grants an experience trait. **A Virgin-only survivor could be traumatised exactly once per life, and a survivor with no experience trait never at all.** Any completed defeat can traumatise now. **And it is now just the moodle.** It used to make her give up sooner in every fight afterwards, on top of everything the defeat already cost. It no longer does: it is a state she carries for a while after a defeat, which fades on its own. A further defeat restarts the timer. **NEW — Fear of Rape burns out.** After ten completed defeat scenes the trait is stripped for good, with no way to get it back. Not brave — numb. --- # 🎬 The DefeatBJ scene is re-animated New animation, re-authored from fresh source files by a contributor. **The intro, all four main stages and the outro are replaced on both the male and the female rig.** The clips also carry the full bone chain now, which the previous export left out. **And the giver finally sounds like she is doing something.** A scene's sound profile only ever described the first slot, which was fine while the other body was always a voiceless zombie. In a scene between two people both bodies sing, and they are not doing the same thing — so **the giver was handed the receiver's voice and moaned over a blowjob** with none of the choking the scene is written around. **And the old BJ placeholder scene is gone for good** — unfinished content that was only ever hidden, now removed outright. *Reported by zan_an_bey.* --- # 🤝 Project Remnants support **[Project Remnants](https://steamcommunity.com/sharedfiles/filedetails/?id=3738362476) adds human survivor NPCs to the game, and ZomboRut now knows what to do with them.** Credit where it is due — it is a superb mod, this work was built and tested against it, and ZomboRut ships a dedicated bridge for it. **The other one ZomboRut supports is Bandits** (by Slayer) — hostile raiders rather than companions. That support is long-standing and **unchanged in this release**: Bandits are built on a different kind of body, so everything below is the Remnants half and does not apply to them. **Those two are the options — run whichever suits the game you want.** > **Neither is required, and neither is installed for you.** Everything in this > section is inert without Project Remnants: nothing is written to anybody and the > mod plays exactly as it does today. Skip it freely if you don't use it. **With Project Remnants installed**, a companion standing beside you used to be untouchable. Zombies bit at them forever and nothing happened, because every road into a defeat was written for you and nobody else. That layer now exists, and it runs in three directions. ### The horde can take them — **OFF, and leave it off** A companion can be taken the way you are — the give-up meter, the clothing-rip bite, the overwhelm swarm. Their scene keeps its own crowd, moans from where they are standing rather than in your ears, and does not hand you its aftermath. > ### ⚠️ `[NPC mods] Companions can be defeated too` ships **OFF**, and **turning it on is not recommended.** > **It is still very buggy.** It is there to be worked on, not to be played with. > Left off, a companion mod behaves exactly as its own author intended. ### Survivors go down together When one survivor is taken, others nearby can react — give up alongside, break on the next hit, or both — and everyone gets a zombie of their own. Survivors also get back up together, so nobody is left standing alone in the middle of the horde. **This ships OFF too, and the option says why.** Past two survivors the cascade falls apart: some go down, the rest stand there doing nothing. It is left switchable so you can try it, but it is not ready and the tooltip says so. Off is not inert — companions in reach are stood down out of the way instead, and handed back the stance and orders they had when it ends. ### Companions react to skin A companion who can see a survivor it is attracted to **builds arousal from how much that survivor is showing**, and acts on it once it can no longer help itself. - **Allure counts only what can actually be seen** — one garment per region, the outermost. A bra and stockings under a jacket and jeans are not on show. - **What it does depends on character.** A companion with the Rapist trait forces itself on whoever it wants. **Everyone else ASKS** — out loud, and it has to be said yes to: a prompt when it is asked of you, a coin toss answered aloud when it is asked of another companion. **A yes is consensual**, rolled from the friendly pool, so none of the defeat consequences land. Being turned down costs the asker its cooldown and most of its meter. - **Every companion rolls a temperament once and keeps it**, so a party does not all cross the same line on the same tick, and nobody starts anything while a scene or a give-up is already running nearby. ### And you can start one yourself Right-click a companion for the scene menu. *(On the stable tier this is new outright — the paired-scene playback it needs only existed on early access until now. It needs a full game restart, not a save reload.)* ### Fixes that came with it - **The right-click menu on a companion never appeared at all** — the menu shipped and loaded and was simply never called. - **Right-clicking a person picked the wrong one, or nobody.** With two people standing together it reliably offered the one up and to the left, and clicking someone high on their sprite — a character is about two tiles tall — hit nothing. It now takes the **nearest** body and reaches two tiles instead of one. - **The menu showed raw text like `ContextMenu_ZR_AskForSex`** instead of labels. - **A companion came out of a scene fighting with its fists for the rest of the save.** Scene start drops what a body is holding, and an NPC has no reflex to go back for it. Both hands are now remembered and handed back. - **A companion could come out of a scene inert** — not following, not doing anything — and stay that way through a save and reload. - **A companion on guard duty keeps its orders.** An order is only ever taken from a body it can be given back to exactly; handing a guard back as a follower is the same bug wearing a restore. - **A companion starting a scene crashed** and the scene never ran. - **Both halves of a companion scene start on the same frame** and stay in step. They used to drift — sometimes the partner began a beat late, sometimes a seated companion stood up and joined after the other had already started. - **A scene partner left over after a scene was an immortal body** lying where the scene happened, unkillable by anyone. Cleared at scene end. --- # 🩹 Fixes ## Defeat and the crowd - **Zombies could still see you during the post-defeat escape.** The escape window was built around the crowd losing sight of you and **it never did in single player**: it asked the engine to make you invisible, invisibility is a *cheat*, and the engine refuses it outright outside debug mode or multiplayer. Measured with a probe: 18 zombies marched, 0 of them moving. **The crowd is blinded with smoke now** — a zombie standing in smoke drops its target exactly as if it were looking at an invisible player, it needs no cheat, and it leaves them mobile, which is what the march always needed. Only squares we place are cleared, so a real fire's smoke is never touched. - **Zombies left behind by a scene stood frozen instead of walking back.** The freeze that stops the crowd biting during a scene reached one tile further out than the range a zombie must be in to become the next partner, so anything caught in that gap was pinned and could never take the single step that would have made it eligible. Every scene that carried you away stranded more of them — and the defeat then **ended early on top of it**, curling you up on the spot while the crowd stood right there with scenes left to play. They walk back in now, and the defeat waits while somebody is on their way. - **Melee could stay dead after escaping a defeat scene.** After breaking out through the struggle mini-game you could be left unable to land a single swing — and unable to run — until a full game restart, while aiming and walking kept working. A protective flag toggled around the engine's wound call could be left stuck, and while it is stuck the game silently swallows every swing. *Reported by LTC_Raven.* - **Fell over in a horde and could never move again.** Going down could leave your character permanently unable to walk — no defeat scene, no give-up, the zombies eventually losing interest and wandering off — while every state readout looked completely normal. Forcing the player out of the engine's bump reaction cleared the variables that its own bump animation is chosen by, and **left the animation system parked in the bump with nothing to play and no way out**. That body also cannot start its half of a defeat animation, which is why the horde dispersed with nothing having happened. All three places that force a bump now hand the animator a clip it can finish, and a watchdog repairs the same state within a second whatever caused it. - **Turning the mod off mid-game still let the next zombie take you.** A character already on the edge of giving up stayed armed through the switch, and the next zombie within a tile and a half took them anyway. It now disarms properly. - **The give-up could hand back more zombie scent than it earned**, and a scene that failed out of the pre-pickup window ate scent you had already banked. *Reported by bluemarshal.* ## Clothing - **Watches and jewellery no longer get destroyed when zombies maul you.** Being swarmed into a give-up put **every** worn item at 10% durability, including things a zombie has nothing to tear at: **watches, necklaces, dog tags, earrings, stockings and socks** all came out renamed "Worn", and a watch could break outright. The 10% was not an exaggeration — vanilla clothing has a maximum condition of 10, so the floor landed on exactly 1. And those accessories cover no part of the body, so the holes-and-blood pass they were being punished alongside **had never actually done anything to them**. All of the durability loss, none of the mauled look. They are exempt now. *Reported by jamesclerican and franka96.* - **NEW OPTION — `[Defeat] Clothing durability damage` (0–100, default 100).** Real clothing is unchanged by default: a give-up while surrounded still leaves your outfit in rags. At 0 you still come out shredded and bloodied, your clothes just survive it. ## Vehicles - **You can no longer be taken while sitting in a car.** A player parked in a horde could be pulled out of the seat into a defeat scene: the give-up meter counted the zombies pressed against the doors as full threat, spoke the "I give up" monologue at someone in no danger, and then fired the moment any of them came within 1.5 tiles of the car. A seated character is refused a give-up outright, and the meter disarms on entering a vehicle so a stale arm cannot fire the instant you step out. *Reported by cliffdraco.* - **Zombies no longer strip a passenger through the car window** *(multiplayer)*. A zombie thumping the bodywork could run the whole clothing-rip path on the person inside — garments peeled off, wounds pinned on bare skin, and with enough of them at the doors, the full overwhelm. A seated target drops out of that path entirely and is damaged exactly as vanilla intends: **we remove our layer, not the danger.** ## Settings and menus - **A setting changed from the main menu did nothing.** ZomboRut's options are sandbox options, and sandbox options live inside the save — so a change made from the main menu had nowhere to land. Loading a game rebuilt every one of them at default and then overwrote the whole set from the save, while the options panel kept showing what you had picked. **It said ON while the game you had just loaded was running OFF**, and the only way to make a setting bite was to open it again in-game and toggle it a second time. Every session. The panel now remembers what *you* changed and re-applies it once the save has finished loading. - A brand-new world uses the sandbox you chose on the creation screen. An Apply in the full sandbox editor is an explicit statement about *that* save and wins. On a multiplayer client nothing is remembered — the server owns the sandbox. - **Zombie interactions still appeared with the option switched off** — on a corpse, on a live zombie, on a captive, and on the subdue action. Clicking one did nothing, because the launcher refused it, so the menu was offering things that silently failed. A zombie already tied up before you flipped the option keeps its release entry, so nobody is left holding a prisoner they cannot let go. ## Sound - **Scene contact sounds play from the body and sit under the voices.** Claps, slaps and wet contacts played flat 2D at full volume, so a scene happening across the yard was exactly as loud as one you were in, and the beats sat on top of the moans instead of under them. They are positional now — full volume within 2 tiles, fading to a floor by 12 — and quieter, so the voices carry the scene. *Sound scripts load at boot only: this one needs a full restart, not a save reload.* ## Animation - **The sprinter takedown's instant stop finally has something listening.** The takedown sets a variable to make you stop dead so the grab lands on top of the stop — but the two animation nodes that *read* it never shipped, on either branch. The takedown's force-stop still played vanilla's half-second skid and **the grab landed against a character who was still sliding.** - **A one-frame snap when the defeat get-up cut in.** The get-up plays once and is entered from the defeat collapse, which loops — and the engine drags that loop to the newcomer's position in its own cycle once the incoming clip outweighs it. It reads as a **one-frame snap mid-crossfade.** Small, because the collapse is a gentle breathing curl, but it is gone. ## Moodles - **Our moodle drew on top of a vanilla one.** MoodleFramework binds a widget to a character once and never rebinds it, so anything that swaps the local player out from under it leaves the widget pointing at a body with no moodles — MF counts zero and parks ours at slot 0, straight over whatever vanilla already had there. Seen live with Project Remnants: six vanilla moodles up, ours landed on top of "Excessive Exertion", and hovering fired both tooltips at once. - **Two exceptions every three frames, all session long.** MoodleFramework 2.7's 42.20 build moved its records somewhere else, so nothing creates the old table on a modern save — and mods still carrying an older copy of MF read it straight and threw on **every single moodle render**. One player's log had 1,868 of them. *Reported by mageskyfire and phil0133.* - **The Traumatized moodle stayed on the character you switched away from.** Arousal and zombie scent followed control correctly because they are written constantly; trauma is written once an hour, so until that hour came round nothing told the layer the body had changed. Split-screen players keep their own. ## Being Female - **A scene with an NPC produced no womb animation and no fluids.** Whether a scene carries pregnancy risk was answered from the scene id, which reads actor-then-partner — and both halves of a pair share one id. So **when an NPC took the player, the female partner — the one who can actually get pregnant — was handed the actor's answer, with the flag off.** Nothing played. The other body is now read directly instead of inferred. The climax art is also chosen through Being Female's own filter and started on a real signal rather than on guessed timing, and a scene with a condom correctly has none at all. *Reported by dud_sz and phil0133.* ## Other mods - **Super Girl Zombie's anime zombies survive a scene.** Any zombie that mod had replaced came out of a defeat scene as a plain vanilla zombie — the anime body, its outfit and the masks that hide the default model all gone. The mod registers no body slot of its own: the body is an ordinary worn item in a vanilla slot, so our body-replacer guard could not see any of it and the scene strip took the body along with the clothes. It is matched by item now, on every strip path. **These zombies keep their outfit on through a scene in every clothing mode — that is deliberate, not a bug.** - **Anthro characters keep their fur through a defeat scene.** Anthro Survivors builds the anthro body as one worn item, the same way ra's Body Mod does, and on the stable tier the scene strip could not see it — so a defeat tore the fur off and the character reverted to the vanilla human model. *(Stable tier only; early access already had this.)* - **Companions no longer beat your subdued zombie to death.** A zombie you have subdued is tied on the ground with no target, no teeth and no way to walk — and Project Remnants survivors treated it as an ordinary threat, stopping to execute any they walked near. A captive is now invisible to their combat AI for as long as it stays tied, and becomes a normal target the moment you untie it. Nothing else about their behaviour changes. **With no NPC mod installed nothing is written to any zombie at all.** ## Small things - **A scene between two people stained the wrong body's gender.** - **One menu line still called the Shy personality "Innocent"** — fixed in all seven languages. --- # ⚙️ New sandbox options | Option | Default | |---|---| | `[Defeat] Clothing durability damage` | 100 (unchanged behaviour) | | `[NPC mods] Companions can be defeated too` | **Off — not recommended, still very buggy** | | `[NPC mods] Survivors go down together` | **Off** — known broken past two survivors | | `[NPC mods] Companions react to skin` | On | | `[NPC mods] How fast companions get aroused` | 4 | | `[NPC mods] Who gets aroused` | Men only | | `[NPC mods] How often a companion can act` | Once a day | | `[NPC mods] Share of companions who take rather than ask` | 20 | Every `[NPC mods]` option is inert without Project Remnants installed. --- # 📌 Known issues - **"Companions can be defeated too" is still very buggy.** It ships Off and should stay off. Both `[NPC mods]` defeat options are work in progress. - **"Survivors go down together" falls apart past two survivors** — some go down, the rest stand there. It ships Off and is not finished. - **Zombies can reach a surrendered player through walls.** The sweep takes every zombie in a radius and does not check walls. Known, not yet fixed. - **Dragging a body into a car trunk can duplicate the corpse.** A subdued body cannot actually go through a window or into a trunk, so the transfer half-completes. - **Companion arousal counts what is visible on a survivor**, which means a heavily-clothed party is a quiet one. That is intended, not a bug. Anything else odd → **#bug-report**, with repro steps and clips. **Please include your version** — stable is **1.2.7**, early access is **1.2.8**, and both builds show their real number. --- # ⭐ EARLY ACCESS ONLY — 1.2.8 *Everything above ships on both builds. Everything below is early access only.* ## 🪞 Look at yourself — a live mirror and pose browser **Right-click a mirror and choose "Inspect Yourself".** A window opens showing your own character, live, doing whatever they are actually doing right now — the curled ground sit, chair poses, trait stances, the search crawl, reading, the limp, scenes. Beside it is **a paged grid of preview tiles, each one playing a ZomboRut idle or pose on your own character** rather than on a generic model, so you can see what something looks like on you before you choose it. Click a tile to use it. A mirror is anything you could actually see yourself in — **wall glass, mirrored furniture, or a mirror carried in your inventory.** The window closes itself when you walk away from the glass. **For anyone recording:** a tick box along the bottom floods the model's area with chroma-key green, leaving one clean rectangle to key out. **63 scene preview tiles ship with it.** Footjob and Spooning have none yet — they were authored after that set was generated. *Also visible in there: an early animated mouth overlay — six painted shapes that can hold or run a talking pattern. Nothing in the game drives it yet; the mirror is the only place it appears.* ## 🎭 Trait stances follow how your character is doing **A character's whole trait stance bouquet now swaps for how they are doing.** Twelve moods are wired — Panic, Injured, Exhausted, Aroused, Sleepy, Cold, Drunk, Stressed, Angry, Wet, Unhappy, Bored — and they read **the game's own moodles**, so the pose agrees with the HUD icon instead of guessing at it. Arousal reads ZomboRut's own tier. **And the mood stances speak.** Vanilla has no crying or sobbing anywhere in its voice bank, but several exact fits were sitting unused: **Unhappy sighs, Bored sighs, Cold shivers, Drunk hiccups, Injured makes the pain sound.** One line at a time, 45–90 seconds apart at the very least, and silent while sneaking. The moods with nothing that fits — Aroused, Angry, Stressed, Panic, Wet, Exhausted — stay quiet rather than wear a wrong line. ### 📊 The Shy bank went from 7 idles to 50 | Where she is | Was | Now | What is in there | |---|---|---|---| | **Standing** | 3 | **20** | main stance + 1 alternate + 12 moods + 6 fidgets | | **Sitting in a chair** | 2 | **16** | main stance + 2 alternates + 11 moods + 2 fidgets | | **Sitting on the ground** | 2 | **14** | main stance + 11 moods + 2 fidgets | | | **7** | **50** | **+43 new animations** | **A main stance, alternates, and fidgets on top.** The alternates are full stances she can settle into instead of the main one; the fidgets are short one-shots that play over whichever stance she is holding. **A character who stays in one place stops looking like a cardboard cutout.** **The traumatized idle breathes.** A traumatized character no longer holds one hunched pose forever — the standing idle now rotates her own trauma stance with the Stressed and Unhappy ones borrowed from the bank above. *Authored for Shy so far. Dominant and Succubus keep their normal stances until their bouquets are drawn.* ## 🌀 Two new poses on the wheel — Subdued and Pregnant Both are **cosmetic poses you pick yourself**. Neither is tied to a mechanic: the Subdued pose only borrows the bound-captive look and has nothing to do with actually being tied up, and the Pregnant pose is not driven by being pregnant. **Neither has an icon drawn yet**, so both show as a plain text slice on the wheel until one lands. ## 🩸 A toy deflowering finally leaves a mark The toy road has been taking a character's virginity and **leaving no trace at all** for four weeks — the call it made never existed, and the guard around it swallowed the failure silently. Both roads that can take a first time now go through the same one definition, so they cannot drift apart again. **And a male virgin no longer bleeds** on a non-oral defeat, matching the gate the lingering groin ache already used. ## 🎞️ Two more one-frame animation snaps The **search intro** and the Gracepunk **dance** are one-shots entered from a looping idle, and both inherited the same crossfade snap the defeat get-up had. Fixed — and the dance was fixed in the pose generator rather than by hand, so future one-shot poses get it automatically. ## 🌐 Multiplayer - **Untying a player hands the rope or belts back.** Tying another player up cost you a rope or two belts and **never gave them back** — not on untie, not on safeword, not when they struggled free, not when they died. Tying up a zombie has always refunded in full, so it disappeared only for player captives, and the belt turning up after a relog made it read as a display glitch rather than a missing refund. *Reported by phil0133.* - **Other players can see you crawling in search mode.** Turning on search mode drops you onto all fours, but only on your own screen — to everyone else you stayed upright and walked around as normal. Their game was simply never told. *Reported by phil0133.* ## 📦 A megabyte smaller The baked scene clips carried a lot of redundant container data. Re-packing them drops a little over a megabyte with **no change whatsoever to what plays** — all 50 clips were compared channel by channel against their previous versions and are byte-identical in their animation data. --- # ⚠️ ONE MORE TIME — HOW TO INSTALL > ## 🚫 **DELETE THE OLD `ZomboRut` FOLDER FIRST.** > ## ✅ **THEN drop the new one in.** > > ### **DO NOT merge, overwrite or copy on top of the old folder.** > ### **BACK UP YOUR SAVE before you do it.** > > ### 🎮 **Requires Project Zomboid build 42.20 or newer.** > > ### Copying the new files over the old ones is the #1 cause of "the mod is broken" reports. Delete the folder. # 🎮 ZomboRut 1.2.7.1 — Hotfix **A hotfix for 1.2.7 / 1.2.8.** The big one: **the rest of the startup console spam is finally gone** — 1.2.7 cleaned every animation that existed when the cleanup was written, and the scenes animated *after* it went out uncleaned. Plus **four fixes for scenes with survivor companions** — they start without a key press now, they work on a companion who is away on a safehouse job, the moans keep time with the act, and companions wait for a clear street. Plus **bandit scenes work again with zombie scenes turned off**, **the Bandits mod no longer fills your console every time a zombie bites one**, **seven more settings reachable from Mod Options**, and a **new option for same-sex scenes with human NPC survivors**. > **Stable is 1.2.7.1. Early access is 1.2.8.1.** Everything in this document > ships on **both** builds unless it sits in the ⭐ appendix at the bottom. --- # ⚠️ READ THIS FIRST — HOW TO INSTALL > ## 🚫 **DELETE THE OLD `ZomboRut` FOLDER FIRST.** > ## ✅ **THEN drop the new one in.** > > ### **DO NOT merge, overwrite or copy on top of the old folder.** > ### **BACK UP YOUR SAVE before you do it.** > > ### 🎮 **Requires Project Zomboid build 42.20 or newer.** --- # ⚡ The last of the startup console spam **1.2.7 said about 20 error lines were left at game start. A 1.2.7 player log had 776, and 736 of them were still ours.** The cleanup that stripped the editing-rig helper bones out of the animations covered every clip that shipped at the time. **Everything animated after it went out uncleaned** — the re-animated DefeatBJ, Footjob, Spooning and their playback bakes — because the export scripts used for that work never run the cleanup step. **32 clips, now stripped.** The lines that remain come from other mods' animations. **Nothing about how the clips look or play changes** — the game was throwing that data away already. **You need a full restart to see the difference**, since animations are cached for the session. --- # 🏴 Bandit scenes work again with zombie scenes turned off **With the "zombie scenes" sandbox option off, every scene on a bandit silently failed.** Right-click a friendly NPC, pick Holding or Standing Doggy or Footjob or Spooning, and **the bandit just blinked and carried on**. Hostile-bandit defeats went the same way. Only the option's own tooltip was right: bandit scenes were always supposed to keep working. The scene builds a stand-in body for the animation, and the master switch was being asked about **that stand-in** instead of about the bandit — and a stand-in is a plain zombie by construction, so the answer was always "blocked" and the scene was torn down at the last step. **The switch is now judged only for a corpse you actually right-clicked.** Plain zombies stay blocked exactly as before. *Player-reported on 1.2.7.* --- # 🤝 Survivor companion scenes — four fixes **Scenes with Project Remnants survivor companions were half-broken in four separate ways.** All four are fixed. **The scene would not start unless you pressed a movement key.** A companion who took you walked over, and then the two of you just walked on the spot — the scene only began the moment you pressed a direction, and if you never did, it gave up after five seconds. A companion on Follow keeps steering for its slot behind you, so it was walking in place the whole time and the scene never saw it settle. It is now told to stay for the length of the scene, and put back on Follow afterwards. **A companion on a safehouse job walked straight through the scene.** A guard on patrol, or a resident using a leisure device: the pair stood face to face, no animation, and five seconds later the scene failed — with the cooldown charged anyway. A safehouse job never noticed that anything was holding the body. Such a companion is now **borrowed into your active party** for the length of the scene and sent home afterwards — same assignment, same job, same guard post. If your party is full, or there is no base to send them back to, **the scene refuses up front** instead of failing halfway through. **The orgasm moans played for the whole main stage.** The voice pool moves through its moods on a signal that companion scenes never sent, so whichever mood it rolled first ran from beginning to end — usually the desperate one. The scene now sends that signal on every loop of the main animation, so **the voice follows the act**. A companion's own voice changes along with it now, too. **New — companions wait for a clear street.** A companion will no longer take you or ask you while **a live zombie stands within 8 tiles** of either of you. Bandits count as well. **The arousal meter still builds** — they are watching, after all — only the act waits, exactly as it already waited for a scene running nearby. A "yes" you click late is re-checked at the click. --- # 🩹 Fixes ## Running the Bandits mod? - **Every time a zombie bit a bandit, your console filled with errors** — an `Object tried to call nil in pcall` line and a full stack trace, with the red error counter climbing. **Nothing in play was affected**: no scene, no position, no damage changed. But a rising error count reads as a broken mod, and the noise buries any real error under it. The cause was ours — a diagnostic added for the "companions do no damage when stomping" report assumed whatever swung the hit is a player, and Bandits hands it a zombie. **It now ignores any attacker that isn't a player** and still reports on the companion swings it was written for. *From a player's log — both builds carried it.* ## Settings and menus - **Three settings had no Mod Options control** and could only be reached from the Sandbox editor: **[Scenes] Moan voice packs**, **[Scenes] Moan gap (seconds)** and **[Defeat] Clothing durability damage**. They're in the panel now, with the same range and default they already had. *(Early access gets four more — see the appendix.)* - **Mod Options gained a fractional slider** for the settings measured in fractions of a second. A whole-number slider would have rounded the 0.2 second moan gap down to 0 and erased the setting. --- # 🆕 New option — same-sex scenes with human NPC survivors **`[NPC mods] Same-sex scenes with survivors`, off by default.** Off (as before), you only get the pairings there is an authored clip for: **"Ask for sex" never appears on a same-gender survivor**, and **"Take them by force" never appears on a male-male one.** **On, a same-sex pair borrows the stand-in variant** — exactly the rule zombie scenes already use: the actor keeps its own gender and the partner's flips. Same-sex takedowns, "Ask for sex" and NPC-on-NPC scenes all become available. - **Human NPC survivors only.** Zombies and bandits keep using the existing male-male option, unchanged. - **Opposite-sex pairings are untouched** — the pools come out identical to before, on or off. - **Roles don't change.** Who does what is decided by position in the scene, not by gender, so the old "the male takes instead" inversion stays refused. - The stricter options still win: **exact-gender-only** keeps a penetrative clip off a partner that can't play it, and **opposite-gender-only** overrides everything. --- # 📌 Known issues Unchanged from 1.2.7 — **"Companions can be defeated too"** and **"Survivors go down together"** are both work in progress and ship Off; zombies can still reach a surrendered player through a wall; dragging a body into a car trunk can duplicate the corpse. **New this build:** a party member who was on a **"guard here"** order is handed back as a plain follower once a scene ends — the companion mod offers no way to read the original order back out. Re-issue the order if you were relying on it. Anything else odd → **#bug-report**, with repro steps and clips. **Please include your version** — stable is **1.2.7.1**, early access is **1.2.8.1**, and both builds show their real number. --- # ⭐ EARLY ACCESS ONLY — 1.2.8.1 *Everything above ships on both builds. Everything below is early access only.* ## 🌐 Multiplayer — four fixes **Nothing that happens *during* a scene was happening.** Surrendering to a zombie in multiplayer played no womb animation — yet the insemination still landed at the end. Nothing in multiplayer was advancing a scene's progress, so the womb view sat on its idle image, the mid-scene trait reactions never fired, and virginity was never taken at the moment the act begins. Only the end-of-scene payout, which does not read that progress, kept working — hence "no womb animation but you get semen". **Multiplayer now runs the same scene clock single-player does**, for both zombie and player-versus-player scenes. *Reported by Philias.* **A scene between two players told every payout the wrong story about who the other person was.** Both halves of a pair share one scene id, and its gender letters read actor-then-partner — so when a man started a scene on a woman, **her** game was handed the man's half of the configuration: no womb animation and no fluids on her screen at all, whatever the scene. The same blank also left sex with another player smelling of the dead and dirty, as though the partner had been a zombie. **Both halves now record who they were actually with.** **There was no way out of a zombie scene** — it simply ran to its end. Single-player offers "ZR Scene: End" because its scenes ride the vanilla corpse drag, and multiplayer never makes a corpse, so that entry and the give-up key's cancel were both invisible there; walking away is ignored during a scene by design, and the struggle mini-game does not run in multiplayer either. **The same entry now appears in ZomboRut Options during a multiplayer zombie scene.** Ending it releases the zombie properly, stops the scene on everyone else's screen, and counts as you calling it off — so the give-up ends instead of lining up the next scene. **Taking another player by force left BOTH characters Traumatized**, the aggressor included. Multiplayer scenes play locally on each machine, so every client ran the whole end-of-scene payout on its own character, with nothing on the record saying which side of the scene that character was on. **The trauma now falls only on the player it happened to.** The same mark also hands a target the voice authored for its own role — a partner receiving in a BJ scene had been singing the giver's gagging set. **Asked-for and captive scenes were never affected**: both pools are consensual, so they never reached the trauma road at all. ## 🧹 The load-in error on 1.2.8 is gone **Players on 1.2.8 got `Object tried to call nil in pcall` and a stack trace on every load-in**, with the error counter ticking up. **Play was unaffected**, but it looked alarming and it buried anything real underneath it. It was a **temporary dev tool** — a probe written for the custom-face investigation, which reads engine internals that only exist on the development rig. It shipped because the release builder packs every file in the mod folder. **It now lives outside the mod entirely and can't reach a build again.** Stable never had it. *Reported by a player on 1.2.8.* ## ⚙️ Four more settings in Mod Options On top of the three above: **[Toys] Sharp toys cut you**, **[Toys] Sharp toy injury severity**, **[Anims] Trait flavor animations** and **[Anims] Trait idle delay (seconds)**. **One setting stays out on purpose.** Player-to-player content is **server-owned** — Mod Options writes settings on your own machine, so a control there would let any player switch it back on after the server operator turned it off. It stays in the Sandbox editor, where the server owns it. --- # ⚠️ ONE MORE TIME — HOW TO INSTALL > ## 🚫 **DELETE THE OLD `ZomboRut` FOLDER FIRST.** > ## ✅ **THEN drop the new one in.** > > ### **DO NOT merge, overwrite or copy on top of the old folder.** > ### **BACK UP YOUR SAVE before you do it.** > > ### 🎮 **Requires Project Zomboid build 42.20 or newer.** > > ### Copying the new files over the old ones is the #1 cause of "the Stains and they drip Showcase Dynamic idles from Traits (early Access Only) Things to note Should work with most mods. If you find any let me know, will try to fix from my side. Mods affecting moving corpses will conflict. Bandits are not tested much and a bit janky. Installation 🚫 DELETE THE OLD ZomboRut FOLDER FIRST. Download and unarchive the file. Drop the ZomboRut folder into your Zomboid mods directory. The final path should look like: C:\Users\<yourUsername>\Zomboid\mods\ZomboRut\42 Launch the game and enable ZomboRut in the Mods menu before loading or starting a save. Updating from an older version (recommended) Go to C:\Users\<yourUsername>\Zomboid\mods\ and delete the old ZomboRut folder entirely — don't merge on top. Download and unarchive the new file. Drop the new ZomboRut folder into the same mods directory. Launch the game. ZomboRut should already be enabled from before; if not, re-enable it in the Mods menu before loading the save. Recommended (mods) Male model + texture replacer — animations were authored against DDetrix's male model, so that one fits the rig best. Bandits (Steam Workshop) — enables the friendly consent flow and hostile-bandit surrender scenes. ZomboRut works without it, but you'll miss a chunk of the content. Mod Options (Steam Workshop) — in-game toggles for the main feature categories. Without it, B42's native sandbox options still cover everything. Moodle Framework (Steam Workshop) — body-count moodle popup. The count still tracks without it, you just don't see the moodle UI. Credits to Jaivodents, QueuedResonance — original ZomboLewd SolarEdge — ZomboWin Yonchi, Blabla012345, Nominal — solo animations Stan — textures DoomTero — ZomboRut B42 8BitRizz — Mod Icon, Mod Thumbnail Sounds NyaughtyMeow, HellicaVA, VoxAfterHours Permissions: No forking, repackaging, reuploading, or ripping code/animations/sounds into other mods without permission. Compatibility patches that hook in without modifying my files are fine, as are bug reports, feedback, and streaming. For any reuse, message me here first. Containts gameplay not suited for every one. ZomboRut-1.2.5.1.zip Edited 17 hours ago by Doomtero 51
WorlsZolfer12 Posted May 10 Posted May 10 This is looking really promising , will you be working on more animations and such ? 1
Doomtero Posted May 10 Author Posted May 10 16 minutes ago, WorlsZolfer12 said: This is looking really promising , will you be working on more animations and such ? right now working on scenario specific animations, to have different ones for bandits, zombies, corpses, friendly. when ready i will upload all together or mb one by one if thats better idk yet. 2
Doomtero Posted May 10 Author Posted May 10 19 minutes ago, ToxicPowder said: Looks good , would suggest gif's for preview will do
Magenta147 Posted May 10 Posted May 10 (edited) The Male Model is broken it is causing CTD. Tried it with Zombo Rut only and it is working fine. XD So far so Good and thank you also for bringing back SolarEdge ZomboWin with your own version. Edited May 10 by Magenta147 1
Doomtero Posted May 10 Author Posted May 10 1 hour ago, Magenta147 said: The Male Model is broken it is causing CTD. Tried it with Zombo Rut only and it is working fine. XD So far so Good and thank you also for bringing back SolarEdge ZomboWin with your own version. uhm, i just tried again, didnt crash for me. can you give me your console.txt when it crashes?. I really would like to fix this
Magenta147 Posted May 10 Posted May 10 (edited) 49 minutes ago, Doomtero said: uhm, i just tried again, didnt crash for me. can you give me your console.txt when it crashes?. I really would like to fix this Been experimenting so far and forgot to remove BlaBla012345 mods for testing. So far haven't crash and fix the load the order. false alarm Note: CTD Again, I crash 3 times when having a gun equipped and trying to aim at a zombie. I tried using BlaBla012345's own zombie model, didn't CTD when aiming. Edited May 10 by Magenta147
Magenta147 Posted May 10 Posted May 10 (edited) Tested again, equipping a gun and aiming at a zombie cause CTD for me. I remove the gun and surrender, its fine. Here's a Vid: No Guns.rar With Guns and Aiming.rar Without ZomboRut Model and with guns and Aiming.rar Edited May 10 by Magenta147 1
deadbike Posted May 10 Posted May 10 (edited) this looks very promising! waiting for multiplayer with anticipation if there's a discord, i'd like to join, thank you! Edited May 10 by deadbike
Timerz Posted May 10 Posted May 10 (edited) 52 minutes ago, Magenta147 said: Tested again, equipping a gun and aiming at a zombie cause CTD for me. I remove the gun and surrender, its fine. The reason the game crashes is because the model you guys are using for the Male people have different bone structures compared to the other human models, and well since this is an pretty easy fix and I already had blender opened I went ahead and fixed the model. It shouldn't crash the game anymore. Btw congrats @Doomtero on making a proper continuation of ZomboWin! It's nice seeing that the classic vision of the lewd scene is not getting abandoned. Which now makes it... 3 different NSFW frameworks for Zomboid now? There's mine called DepravedSense, your ZomboRut, and whatever BlaBla is doing with their own take on the genre with ZomboLust... Maybe its 4 if you count that there was another port of ZomboWin back in the main thread. But, anyway good luck with your endeavors with modding this beautifully cursed game. Btw I saw that you used the grapple system for animating zombies, which is nice seeing it being used, however I must warn you, that system is locked to only use 2 characters at a time, so unless you find a massive workaround you can say bye bye to scenes involving 3 or 4 characters. ZomboRut Male Model-1.1.zip Edited May 10 by Timerz 4
Magenta147 Posted May 10 Posted May 10 7 minutes ago, Timerz said: The reason the game crashes is because the model you guys are using for the Male people have different bone structures compared to the other human models, and well since this is an pretty easy fix and I already had blender opened, I went ahead and fixed the model. It shouldn't crash the game anymore. Btw congrats @Doomtero on making a proper continuation of ZomboWin! It's nice seeing that the classic vision of the lewd scene is not getting abandoned. Which now makes it... 3 different NSFW frameworks for Zomboid now? There's mine called DepravedSense, your ZomboRut, and whatever BlaBla is doing with their own take on the genre with ZomboLust... Maybe its 4 if you count that there was another port of ZomboWin back in the main thread. But, anyway good luck with your endeavors with modding this beautifully cursed game. Btw I saw that you used the grapple system for animating zombies, which is nice seeing it being used, however I must warn you, that system is locked to only use 2 characters at a time, so unless you find a massive workaround you can say bye bye to scenes involving 3 or 4 characters. ZomboRut Male Model-1.1.zip 583.3 kB · 0 downloads Thanks for the fix! It no longer causes CTD.
Doomtero Posted May 10 Author Posted May 10 (edited) 17 minutes ago, Timerz said: The reason the game crashes is because the model you guys are using for the Male people have different bone structures compared to the other human models, and well since this is an pretty easy fix and I already had blender opened, I went ahead and fixed the model. It shouldn't crash the game anymore. Btw congrats @Doomtero on making a proper continuation of ZomboWin! It's nice seeing that the classic vision of the lewd scene is not getting abandoned. Which now makes it... 3 different NSFW frameworks for Zomboid now? There's mine called DepravedSense, your ZomboRut, and whatever BlaBla is doing with their own take on the genre with ZomboLust... Maybe its 4 if you count that there was another port of ZomboWin back in the main thread. But, anyway good luck with your endeavors with modding this cursed game. Btw I saw that you used the grapple system for animating zombies, which is nice seeing it being used, however I must warn you, that system is locked to only use 2 characters at a time, so unless you find a massive workaround you can say bye bye to scenes involving 3 or 4 characters. ZomboRut Male Model-1.1.zip 583.3 kB · 0 downloads @Timerz thanks alot for the model, i will update the post right now. Btw i just found out today about your mod and blabla-s mod. Anyway thanks again for the fixed version, and for your kind words. Edit. yeah i was just using the ZomboWins model. Learning as we go. Edited May 10 by Doomtero
Doomtero Posted May 10 Author Posted May 10 28 minutes ago, deadbike said: this looks very promising! waiting for multiplayer with anticipation if there's a discord, i'd like to join, thank you! hey, there is discord invite link. i forgot to put it , editing the post too
Doomtero Posted May 10 Author Posted May 10 @Timerz I know about the limitations for the groups, have tried but couldnt yet manage. The way i see it sooner or later they will make some other grapple like mechanic, and i will just redo the mod with that if its better, but for now i think duo scenes are fine. 2
Lorde316 Posted May 11 Posted May 11 3 hours ago, Timerz said: The reason the game crashes is because the model you guys are using for the Male people have different bone structures compared to the other human models, and well since this is an pretty easy fix and I already had blender opened I went ahead and fixed the model. It shouldn't crash the game anymore. Btw congrats @Doomtero on making a proper continuation of ZomboWin! It's nice seeing that the classic vision of the lewd scene is not getting abandoned. Which now makes it... 3 different NSFW frameworks for Zomboid now? There's mine called DepravedSense, your ZomboRut, and whatever BlaBla is doing with their own take on the genre with ZomboLust... Maybe its 4 if you count that there was another port of ZomboWin back in the main thread. But, anyway good luck with your endeavors with modding this beautifully cursed game. Btw I saw that you used the grapple system for animating zombies, which is nice seeing it being used, however I must warn you, that system is locked to only use 2 characters at a time, so unless you find a massive workaround you can say bye bye to scenes involving 3 or 4 characters. ZomboRut Male Model-1.1.zip 583.3 kB · 1 download Installed this one to the mods folder instead of the og one and it still causes CTD after aiming a gun on an npc for 3 seconds. Directory path: C:\Users\<yourUsername>\Zomboid\mods\ZomboRut Male Model\42
Doomtero Posted May 11 Author Posted May 11 @Lorde316 i updated the post, try removing \ZomboRut Male Model\42and then isntalling the 1.2, i tested my side was fine, aimed shot killed many, no ctd 1
Timerz Posted May 11 Posted May 11 (edited) 20 minutes ago, Lorde316 said: Installed this one to the mods folder instead of the og one and it still causes CTD after aiming a gun on an npc for 3 seconds. Directory path: C:\Users\<yourUsername>\Zomboid\mods\ZomboRut Male Model\42 These PESKY BONES they just won't die! Did you restart the game after enabling the model or updating? Because you need to restart the game for Zomboid to properly realign those bones (it's a current issue with mods). At least they are probably going to stop crashing the game in the next version of zomboid, as it was finally reported the exact reason of why this crash happens to the games. Because this crashes also happens if you aim at a character is using the SKELETON VANILLA MODEL. So, if you aimed at a skeleton, and the game crashed, thats not really our fault... Either way I think Doomtero fixed it somehow. I'm going to be real here, this single crash took so many hours of my life to solve that I'm never getting it back... Edited May 11 by Timerz 2
Doomtero Posted May 11 Author Posted May 11 (edited) @Timerz DDetrix's MaleBody.fbx carries 10 leftover "end-effector" bones — 45 total instead of the 35 that B42's engine expects. When you aim a gun at a male, the ballistics code reads past the end of the bone array and crashes. Also this.fileName = ... + processedName + ".fbx"; if (new File(this.fileName).exists()) { return ModelFileExtensionType.Fbx; } this.fileName = ... + processedName + ".glb"; .fbx wins. bruh Edited May 11 by Doomtero
Timerz Posted May 11 Posted May 11 7 minutes ago, Doomtero said: @Timerz DDetrix's MaleBody.fbx carries 10 leftover "end-effector" bones — 45 total instead of the 35 that B42's engine expects. When you aim a gun at a male, the ballistics code reads past the end of the bone array and crashes. Oh, I didn't saw those bones. My bad. But don't worry, I know exactly how the crash happens. Trust me. I know. And actually, the current limit for bones in zomboid is 60 bones, not 35. Those 35 bones are only used for hardcoded stuff like the ragdoll system, you can add even more bones to make crazier stuff. 1
Lorde316 Posted May 11 Posted May 11 38 minutes ago, Doomtero said: @Lorde316 i updated the post, try removing \ZomboRut Male Model\42and then isntalling the 1.2, i tested my side was fine, aimed shot killed many, no ctd yep I can confirm now it works. Aimed shot killed many indeed, no cdt. Question, how do I authorize consensual interactions with friendly bandits? And will there be a female model added? or do I have to get the female model from somewhere else? Awesome work on the mod btw, you guys did great job!
Swiftrunner234 Posted May 11 Posted May 11 Not sure if this is a stupid question or not, but is it compatible with Zombolust? Not exactly sure which one to use, or if they complement each other.
Magenta147 Posted May 11 Posted May 11 33 minutes ago, Swiftrunner234 said: Not sure if this is a stupid question or not, but is it compatible with Zombolust? Not exactly sure which one to use, or if they complement each other. Don't think so, more likely they will conflict with each other but never bad to try and test it. Considering Zombolust has a minigame which strips both you and your assailant while ZomboRut, you need to manually surrender similar to Skyrim Defeat or Fallout 4 Violate with hotkeys. More likely not compatible. 1
Doomtero Posted May 11 Author Posted May 11 (edited) 6 hours ago, Lorde316 said: yep I can confirm now it works. Aimed shot killed many indeed, no cdt. Question, how do I authorize consensual interactions with friendly bandits? And will there be a female model added? or do I have to get the female model from somewhere else? Awesome work on the mod btw, you guys did great job! The animation with friendlies was broken, so i removed the posibility. didnt want same animation on give up and friendly. will update with proper friendly animation soon. https://steamcommunity.com/workshop/filedetails/?id=3429790870 for female models check this or any from steam workshop. note that it downloads male model too, so in load order you should load the Male Model after any mod that changes male player/zombie models Edited May 11 by Doomtero
Doomtero Posted May 11 Author Posted May 11 4 hours ago, Swiftrunner234 said: Not sure if this is a stupid question or not, but is it compatible with Zombolust? Not exactly sure which one to use, or if they complement each other. Nop, and as ZomboRut grows and so will ZomboLust the more incompatibilities will arrise 1
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