Popular Post Doomtero Posted May 10 Popular Post Posted May 10 (edited) Join Discord for more information Discord invite. ZomboRut is a NSFW framework mod for Project Zomboid Build 42, picking up where ZomboWin left off. Standalone — don't run it next to ZomboLewd or ZomboWin, 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. [Download Male Model]ZomboRut Male Model-1.2.zip MULTIPLAYER AVIABLE NOW. 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 1.2.5.1 & 1.2.6.1 (early access only) — VOICES & BODY LANGUAGE [Download] ZomboRut-1.2.5.1.zip Spoiler 🎮 ZomboRut 1.2.5 — Voices Scenes have a voice now. Not the vanilla pain grunts — recorded moan packs, and which one you hear depends on the voice you picked at character creation. Plus cum stains that land and wash off, arousal that draws the horde, a defeat sensitivity slider you can read straight off in stamina, and the biggest fix batch since multiplayer landed. Stable is 1.2.5. Early access is 1.2.6. 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. 🔊 NEW: Scene vocals are recorded moans Defeat scenes used the vanilla pain-grunt pools. Every character in every scene sounded like the same person having the same bad day. They now play recorded moan packs, and which pack you hear is the voice you picked at character creation — Kate, Casey-Jo, Maryanne and Janine each get their own set, so two characters no longer sound identical. What plays when: The intro is silent. The voice starts when the scene's main loop begins. The intense parts of the animation pull a heavier set than the calm ones. The outro cuts whatever is playing and lands a single climax. Breaking free of the struggle plays no climax at all — the escape keeps the intense moans running instead. You got out; it doesn't get a payoff. Oral and face-sit scenes use a deep-throat set rather than moans, and swap to the character's own moans if she breaks free. Clips are queued, never layered. One always finishes, then a gap of silence, then the next — nothing ever talks over itself. The game's Sound slider now controls them properly, and they've been brought up to a level you can actually hear. Two new sandbox options: [Scenes] Moan voice packs (on by default — off restores the old vocal sets, screams and all) and [Scenes] Moan gap (seconds), default 0.2. Voice packs by NyaughtyMeow, HellicaVA and VoxAfterHours — see the credits below. 🙏 🔉 And the impact sounds got out of the way The clap and wet contact sounds were competing with the voice instead of sitting under it. They're now 20% quieter, so the voice sits on top where it belongs. 🌸 Reverse Lotus plays contact sounds It was the only defeat scene with none — it ran silent apart from the character's voice. It now uses the same wet set the other female-on-female scene does, timed to the animation, with every walk direction carrying its own timing. The break-free outro is covered too. 💦 Every masturbation animation gets its wet sounds Only "01 Masturbate" ever played them — the other 21 clips were silent. All 22 have them now, each timed to its own rhythm, with samples rotating so no two consecutive beats repeat. Reported by gerd1686, corroborated by bluemarshal. 💦 NEW: Cum stains Scenes leave visible marks now. Splats land as irregular splatters, drip and run for about ten seconds, then settle into the skin. They apply on their own at the end of a scene, once per scene — so a chained crowd encounter stacks them region by region instead of repainting the same spot. Where it lands follows the scene. Oral scenes start at the neck, rear-entry and penetrative scenes start lower, and an already-marked region is skipped for the nearest free one. Eight regions: neck, chest, arms, legs, back, ass, groin and feet. Only male partners stain. Drags and carries never do. Washing removes them — the vanilla wash, the shower, the bath, and any wash action a mod adds later. Stains no longer vanish the moment you step into a tub, only when you actually wash. An idle stain costs you nothing, and there's no hitch the first time one plays in a session. They're also protected from the defeat strip — a scene can never tear them off as if they were clothing. 🧟 NEW: Being worked up draws zombies Arousal used to be a moodle and a slow stress drip and nothing else. From Stirred upward your character now makes noise that zombies home in on, and the reach grows with the meter — so letting it climb is a decision about where you let it climb. Nothing new is audible. This is attraction only; the horde simply starts drifting your way. It goes quiet for the whole of any scene and any give-up encounter — zombie, bandit, another player, or on your own. The mod will not drag fresh zombies onto an act in progress. Zombies that see or hear the act the ordinary way still come; only the arousal pull stops. It rides the existing "Desperation penalties" option, so switching penalties off silences it too. Sleep gets its own switch: the new [Arousal] Arousal noise while asleep, default OFF — a sleeping character makes no arousal noise at all unless you turn it on, in which case an aroused sleeper pulls them in all night. 🧟♀️ And a naked corpse finally reaches a necrophiliac The Necrophiliac trait reacted to a naked live zombie, but a stripped corpse — the sight the trait is named for — did almost nothing. Seeing a naked corpse now jolts the meter straight to Aroused, and starting a scene with a corpse fills it outright, so the relief banked when that act finishes is the biggest the meter can pay. Pacing in and out of range can't pump arousal, and standing in a field of stripped corpses simply keeps a necrophiliac at least Aroused. Reported by bluemarshal. 🎚️ Defeat sensitivity now reads in stamina The slider says exactly what it does. The number IS the stamina you give up at, with zombies on you — and the whole range is live, from all but collapsed to giving up while you are still fairly fresh. Setting You give up at 1 5% stamina — all but collapsed 2 15% (new default) 3 26% 5 34% 7 43% 10 55% — gives up while still fairly fresh Lower setting = you must be more exhausted = the give-up fires LATER. ⚠️ The default moved from 5 to 2. Your character now **holds out to 15% stamina instead of 30%** before giving up. If you liked the old feel, set the slider to 3. Nothing else's feel changed — only the point at which the give-up fires. The warning monologue now leads the give-up by the same margin at every setting. One deliberate change: a lone zombie still can't fire the give-up at settings 1–7, but at 8–10 it now can, against near-total exhaustion. 🩹 Fixes Performance The whole game froze for about a second every time a chained defeat scene handed off to the next zombie. Gone — verified live at 110–141 fps across 13 hand-offs where the same session used to drop to 25–45 fps. Startup On some 42.20.3 installs the mod appeared not to load at all — no traits in character creation, no professions, no starting gear. Startup completes properly on those installs now. Reported by jwunwoo. The struggle Winning on the first chance paid the scene out anyway — virginity taken, trauma rolled, the dead stench earned, arousal paid, pregnancy rolled, exactly as if you'd lost. A clean win now costs you none of it. A Wimp walked away Traumatized from a clean win. Not any more. Wins on later chances (#6, #11, …) are unchanged — the escape still happens, and that scene still counts. Clothing "Fully naked" only took the pants off. Fully naked means fully naked now. Body-replacer mods — Tomb, ZomboLust, ra's, Anthro and the new cum overlays — stay protected exactly as before. Recoloured clothes strip and tear properly too, so defeats take more off than they did. Reported by k.dlh08 and superpingmc. A Pliant character's top could be torn at forever and never come off. It comes off intact on the third hit now, which is what the trait promises. Pacing is unchanged for everyone else. Face gear stayed on through oral scenes — a firefighter zombie would give oral through a sealed SCBA rig, and your own gas mask or welding hood never came off either. Both are cleared now, across 63 vanilla items covering masks, respirators, balaclavas, welding masks, hazmat hoods and full helmets, and your gear goes straight back on afterwards. Hats, glasses and make-up are deliberately left on — none of them covers a mouth. Reported by bluemarshal. Your bag The bag drop landed in 1.2.3 so a bulky pack couldn't clip through the animation. It was too eager on three counts, and all three are fixed. Only a scene forced on you takes it. Dragging a subdued zombie across your own base dropped your rucksack behind you, and so did every scene you started yourself. Drags never drop it, and neither does anything you chose. New sandbox option [Scenes] Drop your bag when a scene starts: "Forced scenes only" (default) or "Never". Reported by bluemarshal. Only your backpack, not every bag you wear. Armour vests, ALICE belts and suspenders, chest rigs, bandoliers, shoulder holsters, fanny packs and satchels were all being thrown on the ground. Only a proper backpack comes off now, modded ones included. Reported by bluemarshal. Consenting doesn't cost you your bag. Friendly and player-to-player scenes never touch it, whatever the option says. Captives and the downed A captive taken underground duplicated itself — a second copy appeared beside the first, permanently, and nothing ever cleaned it up. Captives survive the trip downstairs intact now. A subdued zombie lay in the ordinary vanilla downed pose instead of its own. It plays the proper subdued idle now. You couldn't crouch while limping off a defeat — the key registered but the body never moved. Crouching, sneaking and pressing against a wall all work normally now. The greyed-out Subdue hint now shows what you're missing, with each item's own icon and its own name, in your language. Players carrying a roll of tape were told "Requires Duct Tape, plus a Rope or 2 Belts" and reasonably concluded the mod was broken — vanilla ships six different tapes and subduing wants one specific one. It now lists only what's actually absent. Reported by lucasf2768. 🎙️ Voice acting credits The mod's voice lines and moans come from packs by: NyaughtyMeow HellicaVA — x.com/HellicaVA VoxAfterHours — x.com/VoxAfterHours Thank you. 🙏 📌 Notes Anything odd → #bug-report, with repro steps and clips. Both builds now carry their real version number (stable 1.2.5, early access 1.2.6). Please include your version when you report something. ⭐ EARLY ACCESS ONLY — 1.2.6: Body Language Everything above ships on both builds. Everything below is early access. Where 1.2.5 is about what your character sounds like, 1.2.6 is about what she looks like when nothing is happening — traits you can read in her posture, a defeat that stays in her body afterwards, and a search that puts her on all fours. 🩰 NEW: Trait flavor animations Your traits show in how your character stands, sits and rests. Three bouquets ship in this build — Innocent, Succubus and Dominate — each with a standing idle, a chair sit and a ground sit. Every pose is a full set, not a single loop: a hand-authored half-second morph out of the vanilla pose, the loop itself, and a reversed morph back when she walks away or stands up. Poses ease in and out instead of snapping. Each slot carries one-shot variations that swap in every 5–10 seconds and return to the main pose, so a character standing still keeps moving naturally. Traits group into families that share a bouquet: submissive, glass bones and loves clean read as Innocent; lewd and young buck as Succubus; fighter, unkempt and AARP as Dominate. A character holding several plays the first match in that order. It adds to the vanilla animations rather than replacing them. Vanilla idle fidgets are never swallowed, and third-party pose mods take precedence — Lean and Lie's lying and sleeping poses play untouched. Trait characters read a book in their own pose too. Start reading while a trait pose is showing and she keeps that body under the book. The book, the arms and the page flips are identical either way. Other players see the standing and ground poses now, not just the chair sit. Two sandbox options: [Anims] Trait flavor animations (on by default) turns the whole bank on or off, and [Anims] Trait idle delay (seconds) sets how long a character stands in the vanilla idle before settling in — default 4 (randomised to 2–6 seconds), 0 for an instant switch. 🥱 You'll actually see vanilla's fidgets now Vanilla's own fidgets need over three minutes of unbroken standing with no zombie in sight before one plays — so in practice nobody ever saw them. Every third variation slot of a trait pose now plays a real vanilla fidget instead, and the trait pose settles back a few seconds later. Fidgets still never play while sneaking or with zombies visible. 😰 Traumatized shows in her body While the Traumatized trait is active the standing idle and the walk swap to trait animations — a withdrawn, hunched stand and a slow, guarded gait. Gated purely on the trait; stress and panic never trigger it. Furniture sitting keeps the knee-hug, ground sitting curls up, and the whole body language returns to normal when the trait expires. And the post-defeat limp hands off to it. The exhausted limp now ends at 40% stamina (was 30%) and the guarded gait takes over from there. You limp while genuinely spent, then carry the trauma until it wears off. Three follow-up fixes, all live-tested: The guarded walk no longer skates — the feet used to slide over the ground. It travels at about 70% of vanilla walk speed now. You can crouch while traumatized again. The crouch key used to change nothing on screen. Standing up from the ground curl plays a proper get-up instead of popping upright. (Danger get-ups — a zombie right there — stay vanilla-fast on purpose.) 🕵️ Search mode drops you to an all-fours crawl Turning on Search Mode now reads on the body. A get-down animation from a standstill (skipped if you're already walking), then an all-fours crawl replaces walking and a low idle replaces standing for as long as the mode is on — including dedicated turn and 180-flip animations, so she never pops upright mid-turn. Search Mode's own rules still apply: it disables itself on running, sprinting or nearby zombies, and the crawl clears with it. A post-defeat limping survivor keeps the limp — the crawl yields to it. The standing-still idle is an interim pose; a hand-authored breathing version follows. 📖 Custom leg poses while reading Reading a book changes how your character sits or stands instead of holding the same idle in every posture. Three variants: standing, sitting on the ground, and sitting on furniture. Each plays a short settle-in, then a looping idle for as long as the book is open, and returns to normal when reading stops. Only the legs are replaced — the hands keep the normal book animation and the page flips, and nothing about reading speed, XP or skill books changes. 🪑 Seated fidgets fire again A character sitting in the crossed-legs or knee-hug pose never fidgeted. She does now. 🌐 Multiplayer fixes Items shed during a defeat can be picked up again. Glasses, clothes and backpacks landed on the ground, refused to be looted, and reappeared in the inventory after a restart. They land at your feet properly now — lootable by anyone, and gone from your inventory for good. Reported by bluemarshal and anryliva. Trait changes made during play now stick. The Virgin trait wasn't properly lost and its description kept showing. What the character loses stays lost and what they gain stays gained, including across a relog. Reported by bluemarshal. Player-to-player scenes run the full scene consequences. Nothing that hangs off a scene used to hear about them — the Being Female window showed no animation, and arousal, trait outcomes and hygiene were all blind. They now carry their consequences: arousal relief, trait outcomes and pregnancy risk. Reported by phil0133. A consensual player scene no longer leaves you smelling of the dead. Only the dead make you smell like them. Sex scenes on a subdued captive animate the captive again — it used to play only your half while the captive just lay there. The captive also stays tied afterwards instead of standing up and walking away. The zombie partner is stripped in multiplayer too. It kept every piece of clothing on regardless of the sandbox setting, and kept its mask through oral scenes. Known limit: only the two players in the scene see it; onlookers still see the partner dressed. Reported by bluemarshal. Hotfix # 🎮 ZomboRut 1.2.5.1 — Hotfix **A hotfix for 1.2.5 / 1.2.6.** The big one: **the crowd lets go of you after a defeat scene again** — no more zombies parked over your curled character, reaching at you forever without ever biting. Plus **missing traits and professions are back**, **sandbox settings apply the moment you hit Apply**, and **ZomboRut follows Being Female's rename** so the pregnancy handoff keeps working. # ⚠️ USING BEING FEMALE? UPDATE IT TOO **Being Female has been rebuilt for the recent Project Zomboid security patch, and its new build changes its mod id.** ZomboRut was still looking for the old one, so once you updated Being Female the **pregnancy handoff, the womb-view animation and the condom check would all have gone quiet** — with no error to tell you why. **ZomboRut now uses the new name.** There is deliberately **no fallback to the old one**: the older Being Female builds cannot load on the patched game at all, so everyone has to update it regardless. **Update both.** --- # 🧟 The crowd lets go of you after a defeat again **This is the "they just stood there reaching at me" bug.** After a defeat scene ended, the crowd was supposed to lose track of you for the length of the escape window. It didn't. Zombies **re-found you instantly, walked straight back through the orders sending them away, and parked at your character's face — reaching, never biting, never leaving** — until you stood up. **Four things were wrong, and all four are fixed:** - **The crowd actually loses track of you now** for the whole escape window. It was never once switched on for an ordinary player. - **And it stays that way.** It's shared ground with other mods, and something else on your install could switch it back off within a second of us setting it — a different culprit on every machine. ZomboRut now **holds it** for the length of the window regardless of what else is running. Where nothing interferes, this changes nothing. - **The safety net that catches a zombie latching back on** at the exact moment you become visible again is now running **for the first time** — it had never armed. It costs nothing when the crowd is behaving: it never herds anything, never touches a zombie that's properly chasing, and only steps in for one stuck reaching at nobody at point-blank range. - **Zombies that freeze on the spot** during the send-away now get nudged back into wandering, which is the quick, quiet remedy. That had never run either, so every stuck zombie went the slow way round and was more likely to be left standing there. --- # 🩹 Fixes ## Startup - **Some traits and both professions could vanish from character creation on 42.20.1 and newer** — Conspicuous, Desensitized, Prostitute and Sex Slave — and they took the rest of the mod's trait setup down with them. They all register properly again. *(A follow-up to the 1.2.5 startup fix, which covered the rest of the traits but missed these four.)* ## Settings - **Changing a ZomboRut option mid-game did nothing until you reloaded the save.** Players turned the defeat scenes off, hit Apply, and **scenes kept firing and the character still gave up on a bite** — which read as the settings being ignored outright. **A change now lands the moment you confirm it**, and the options panel updates to match. *(Single-player — on a server the host owns the settings.)* ## Arousal - **A Necrophiliac could never get relief standing over a body they had just finished with.** The corpse pushed them straight back to the trait's arousal floor on the very next tick, and kept them there for as long as they stood in that spot. **A body stops counting once a scene with it has finished.** This is per corpse, not a general cooldown — **a different body a couple of tiles away still works exactly as before**, an interrupted scene costs you nothing, and starting a new scene on it by hand still works normally. ## Servers - **The server now only accepts ZomboRut's own commands** and drops anything else before it goes any further. --- # 📌 Notes - Anything odd → **#bug-report**, with repro steps and clips. - **Please include your version when you report something** — stable is **1.2.5.1**, early access is **1.2.6.1**, and both builds show their real number. --- # ⭐ EARLY ACCESS ONLY — 1.2.6.1 *Everything above ships on both builds. Everything below is early access only.* ## 🔊 You can hear your partner during a scene **Scene audio only ever played on the machine it started on, so in multiplayer each player heard exactly one performer: themselves.** Every partner performed in silence — you would catch a single sound at the very end, and that was your own character finishing, not theirs. **Both kinds of scene audio travel now.** The built-in voice set comes out of the right character with the right voice, the voicepack clips follow, and both **only reach people close enough to hear them** and respect your volume slider exactly as a local clip does. *Reported by Philias.* **And multiplayer scenes have a voice at all now.** Vocals are picked by which part of a scene is playing, and every scene that runs without a grapple looked stuck on its opening moment forever — so the later vocals never fired. **Some multiplayer scenes ran silent start to finish.** Both cases are fixed, with the finishing vocal still landing where it should. *Single-player is unchanged.* ## ⚡ Scenes are lighter on multiplayer servers **Scenes send a lot less over the network now.** Your character's appearance used to go out on a timer while a scene or hands-up was running, whether anything had actually changed or not. It's now sent **only when it changes** — and the check that decides that can finally see clothing damage and blood, which is what the old timer was there to cover. **Nothing looks different in-game.** Torn clothing, blood and stripping all update exactly as they did before. ## 🔁 A client refuses a scene its own build doesn't have **Players on one server are often running different mod versions, and every release adds scenes.** If someone started a scene your build had never heard of, your game would set it up anyway, find no animation to play, and **leave your character marked as busy from then on — quietly refusing every later scene for the rest of the session** — while the person who started it waited out a timeout. **The receiving side now checks it knows the scene before committing**, and tells the other player, so both halves tear down cleanly. ## 🕵️ The foraging crawl can be switched off **New sandbox option: `[Anims] Foraging crawl animation`**, on by default. Turning it off **keeps your character walking and standing normally while Search Mode is on** instead of dropping to hands and knees. **It's purely cosmetic either way** — foraging itself is untouched: same radius, same speed, same loot, and the base game's own Search Mode rules still apply. **It takes effect immediately on an existing save.** Turned off mid-crawl, your character stands back up within a moment rather than freezing in the pose; turned on, the crawl returns the next time you toggle Search Mode. **Saves made before this option existed keep the crawl.** ## 🚹 Male characters don't use the female trait stances **The trait-driven stances (Innocent, Succubus, Dominate) are authored on the female body**, and only the seated version was checking. A male character with one of those traits **stood in a pose built for a different skeleton.** Male characters now fall through to the vanilla idle, the same way a character without a matching trait already did. 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. For Older versions of the mod, check in discord announcements channel Edited yesterday at 12:40 AM by Doomtero 46
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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