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GrimReaper

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  1. Any plans to reverse the inclusion of Spongie's Customization from the body mod? There's not a lot of mods that have this one as a dependency but if you're running them the fact that it's bundled with the Zombolust body makes it impossible to run both.
  2. Sorry for the late reply, I did put it to like 5000ms and this helps reduce the resetting hair but it still is somewhat annoying. I don't know if it's an entire reset, if I do use the smp reset function from FSMP it usually distorts the entire character for a split second. In this case it just affects the hair. I suppose I could disable the dll entirely unless it's strictly necessary for the mod to function, I wouldn't mind doing the reset manually during certain animations.
  3. I do use FSMP, not Flex. Everything else behaves as expected but after installing your SMP head, I do get this issue. Whenever the mouth moves, to be precise. I do have mods that enable player expressions, so maybe that's the issue? I suppose the reset is necessary as explained in the mod page here since SMP has trouble with face morphs or something along those lines, so in a way it seems to be working as intended. The head morph changes, SMP resets which probably causes the fair to flicker? This just happens as soon as the mouth gets morphed via expressions. If the mouth doesn't change due to some emotion being displayed the hair stays normal. Edit: Looking at the FaceMorphWatcher.ini, it seems to update every 50 milliseconds. Which would probably explain the flickering when the mouth slowly changes due to an emotion or face 'animation' (like yawning) being played.
  4. Sorry if this has been asked before, but is it normal that the SMP hair kinda resets itself whenever the facial expression changes? I know one needs to rest smp because of the morphing during BJ scenes but I'd rather not have that every time happen when the face makes some sublte changes.
  5. AI can be an incredible tool but you need to already have the ability to work without AI. If you're an Artist a model trained with your art can do the labor intense work for you, like background art or animation. But you'd need to be an artist in the first place so you can spot and rectify the mistakes an AI will make. It's probably the same with coding or any other field, if you have no idea what you're doing chances are the AI will produce garbage and you'll have neither the knowledge nor the skills to recognize when the AI has a stroke.
  6. I just deleted the recipes.txt and disabled the male model. Zombies in general are not supported in the B42 version but bandits are. Obviously your male characters won't have any dicks so there will be a lot of barbie and ken doll action. If you decide to use the male model and not use guns it'll probably not crash but bandits with guns will behave in a weird way because the animations won't work. At least it was like that for me. B42 is such a mess, honestly. If you want adult content to be an integral part of your playthrough it's probably better to go with B41 for now.
  7. Speaking about the dev b42 version of Zombowin: - Male model crashes the game when aiming a gun. I think that was a common issue back when b42 was first released, character meshes need to be updated with the new skeleton b42 uses or something like that. - There's a recipes.txt which causes UI errors like the vehicle dashboard not showing, this is due to internal changes in the last b42 update - Defeat got integrated into the main mod but doesn't work for zombies, only for bandits. At least they'll strip clothing, dunno if they go further than that.
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