The Zombie Infection (Legacy & Enhanced) 3.0 (Enhanced)
10,139
45
10,139
45
The mod allows players to infect other pads as a zombie. The infected will start to hunt and infect other pads. The mod is activated by default. Players will look bloody when loading the mod. You can infect pads animals and survivors
Controlls
Press the x button to infect pads animals and survivors
press o to toggle the blackout
installation
install scripthookV
install ScriptHookVDotNet
pack the contents of the file in your scrips order
version 1.1
the runners have been removed and the zombies are now fast by default
Added dogs and coyotes as companions for Survivor
The zombies now cause damage to cars
The blood texture is now applied to the player on every tick
The player can now also infect pads and animals in cutcenes
Version 1.2
-The blood texture is now used for every tick
-Runner were removed
-Zombies have been revised somewhat now
-Iente companion of the survivor were removed
-The Survivor Ki was revised somewhat
-Survivors were limited to 5 pads
Version 1.3
Survivors now have a chance to spawn with other firearms and melee weapons.
Bug fix: Player was incorrectly spawned as a Survivor fixed
version 1.4
Added plane crashes
Bug fix: Survivors no longer focus on only one target
Survivors should no longer constantly switch between melee and ranged combat
This update is a small update that fixes a bug and adds a feature. From version 1.2 onwards, I had said that it might be the last one, but not that there would be no more updates.
1.5
Zombies now actually attack instead of just chasing.
Zombie animals now attack.Zombies now actually attack instead of just chasing.
Zombie animals now attack.
1.6
All changes from the previous update have been reverted.
Fixed a bug that could cause the player to become a survivor.
Fixed a game crash that prevented previously saved saves from being reloaded.
Fixed a bug that caused survivors to attack each other in some situations, such as when fighting zombies.
1.7
Bugfix: A bug that caused the player to become a survivor in the clothing stores has been fixed.
Bugfix: A bug that caused zombies to become drunk when the player was drunk has been fixed.
The weapon restriction for survivors has been removed so that survivors can obtain all weapons.
1.8
Fixed a bug where players were incorrectly shown as Survivors during outfit previews in the clothing store. The Safehouse preview was not affected
1.9
Slow zombies can now be created
Almost zombies have a chance of 35 percent to appear
Survivors can now defend themselves against other survivors again when they are attacked
There was a mistake of the ferte that some surviving weapons received without ammunition now get survivors the maximum number of ammunition if they get weapons
2.0
Every npc now has the chance to become a fast zombie, not just survivors.
Multiple planes can now crash.
Bug fix: In some clothing stores, there was still a bug that caused the player to become a survivor.
The zombies' vision and hearing range has been greatly increased.
2.1
A bug has been fixed that caused players to receive random weapons.
New zombie type: Boomer added.
New zombie type: Tank added.
Combinations of Tank and Boomer can simultaneously create their own zombie type.
A notification informing players that they have been selected as a survivor and will be removed from the survivor list has been removed. The function for removing players from the survivor list remains.
2.2
A critical issue that could cause random game crashes under certain conditions has been resolved.
2.3
- All bugs that caused crashes or initialization issues have been fixed.
- Zombies now react to noise such as gunfire, explosions, sirens, screams, and combat sounds.
- Zombie AI has been improved for better target tracking and movement.
- Survivors now only react to zombies and will never attack the player.
- Zombie animals now behave like aggressive animals and no longer use human zombie logic.
- Fixed an issue where the mod failed to initialize after resetting GTA 5 graphics settings.
- Added new walking and running animations for zombies, including variations for slow and fast types.
- Improved animation handling to prevent clipset resets or incorrect transitions.
- Added additional blood variations for zombie peds.
2.4
- Fixed a bug that prevented players from infecting pads while in animal form.
- Fixed a bug that caused survivors to follow sounds.
- The player's blood effect is now applied with every tick.
2.5
- Fixed a bug that caused every pedestrian to exit the vehicle.
- Added additional animations for all zombie types.
- Survivor creation now adapts to the situation, meaning more zombies mean a higher chance of more survivors.
2.6
A bug has been fixed that prevented infected animals from performing their attacks.
Zombie Infection now uses the same blood appearance as Infectionv. The blood texture is now applied to the player with every tick.
A bug has been fixed that prevented the blood texture from being visible in the clothing view in clothing stores.
2.7
- Infection System
- Zombies now infect normal peds with 100 infection points
- Survivors remain at 30 infection points
- Infected Vehicle Exit
- Passengers bail out at speeds above 1 m/s
- Drivers bail out at speeds above 10 m/s
- Animals stay inside vehicles
- Zombie Behavior
- Knockdown animations now remain consistent
- Bugfixes
- Fixed an issue where a blocked character switch caused the pause menu to load indefinitel
2.8
Graphics fixes – Fixed progressive graphics degradation (damage pack stacking) and redundant fire instances causing render overload.
Shop ejection (AssignZombiePed) – Peds infected inside shops (clothing, barbers, tattoo, ammu-nation, 24/7 etc.) are forced out via TASK_FOLLOW_NAV_MESH_TO_COORD. NaN-safe GetGroundHeight.
Zombie wandering (UpdateZombies) – Always calls WanderZombie instead of 50% chance. GetGroundHeight with NaN fallback.
Animal wandering (HandleZombieAnimal) – Removed timer delay. Animals wander immediately when no target/noise.
Survivor combat (EnsureSurvivorHasWeapon) – Type check instead of existence check. Wrong weapon type replaced by persistent weapon from persistentSurvivorWeapons[ped.Model.Hash] → no switching.
Nightstick classification (WeaponInfo.IsMeleeWeapon) – Added nightstick to melee keywords.
2..9
-Ported from Legacy to Enhanced (SHVDN v3)
-Updated API calls to v3: RelationshipGroup, native invocations, blip handling
-Removed deprecated/incompatible hashes and properties
-Added MinHook.x64.dll dependency
-Fixed runtime stability bugs (NRE, orphaned dict entries, null guards)
3.0
-The file minhook was added to the folder because it is needed without this file the game crashes
Controlls
Press the x button to infect pads animals and survivors
press o to toggle the blackout
installation
install scripthookV
install ScriptHookVDotNet
pack the contents of the file in your scrips order
version 1.1
the runners have been removed and the zombies are now fast by default
Added dogs and coyotes as companions for Survivor
The zombies now cause damage to cars
The blood texture is now applied to the player on every tick
The player can now also infect pads and animals in cutcenes
Version 1.2
-The blood texture is now used for every tick
-Runner were removed
-Zombies have been revised somewhat now
-Iente companion of the survivor were removed
-The Survivor Ki was revised somewhat
-Survivors were limited to 5 pads
Version 1.3
Survivors now have a chance to spawn with other firearms and melee weapons.
Bug fix: Player was incorrectly spawned as a Survivor fixed
version 1.4
Added plane crashes
Bug fix: Survivors no longer focus on only one target
Survivors should no longer constantly switch between melee and ranged combat
This update is a small update that fixes a bug and adds a feature. From version 1.2 onwards, I had said that it might be the last one, but not that there would be no more updates.
1.5
Zombies now actually attack instead of just chasing.
Zombie animals now attack.Zombies now actually attack instead of just chasing.
Zombie animals now attack.
1.6
All changes from the previous update have been reverted.
Fixed a bug that could cause the player to become a survivor.
Fixed a game crash that prevented previously saved saves from being reloaded.
Fixed a bug that caused survivors to attack each other in some situations, such as when fighting zombies.
1.7
Bugfix: A bug that caused the player to become a survivor in the clothing stores has been fixed.
Bugfix: A bug that caused zombies to become drunk when the player was drunk has been fixed.
The weapon restriction for survivors has been removed so that survivors can obtain all weapons.
1.8
Fixed a bug where players were incorrectly shown as Survivors during outfit previews in the clothing store. The Safehouse preview was not affected
1.9
Slow zombies can now be created
Almost zombies have a chance of 35 percent to appear
Survivors can now defend themselves against other survivors again when they are attacked
There was a mistake of the ferte that some surviving weapons received without ammunition now get survivors the maximum number of ammunition if they get weapons
2.0
Every npc now has the chance to become a fast zombie, not just survivors.
Multiple planes can now crash.
Bug fix: In some clothing stores, there was still a bug that caused the player to become a survivor.
The zombies' vision and hearing range has been greatly increased.
2.1
A bug has been fixed that caused players to receive random weapons.
New zombie type: Boomer added.
New zombie type: Tank added.
Combinations of Tank and Boomer can simultaneously create their own zombie type.
A notification informing players that they have been selected as a survivor and will be removed from the survivor list has been removed. The function for removing players from the survivor list remains.
2.2
A critical issue that could cause random game crashes under certain conditions has been resolved.
2.3
- All bugs that caused crashes or initialization issues have been fixed.
- Zombies now react to noise such as gunfire, explosions, sirens, screams, and combat sounds.
- Zombie AI has been improved for better target tracking and movement.
- Survivors now only react to zombies and will never attack the player.
- Zombie animals now behave like aggressive animals and no longer use human zombie logic.
- Fixed an issue where the mod failed to initialize after resetting GTA 5 graphics settings.
- Added new walking and running animations for zombies, including variations for slow and fast types.
- Improved animation handling to prevent clipset resets or incorrect transitions.
- Added additional blood variations for zombie peds.
2.4
- Fixed a bug that prevented players from infecting pads while in animal form.
- Fixed a bug that caused survivors to follow sounds.
- The player's blood effect is now applied with every tick.
2.5
- Fixed a bug that caused every pedestrian to exit the vehicle.
- Added additional animations for all zombie types.
- Survivor creation now adapts to the situation, meaning more zombies mean a higher chance of more survivors.
2.6
A bug has been fixed that prevented infected animals from performing their attacks.
Zombie Infection now uses the same blood appearance as Infectionv. The blood texture is now applied to the player with every tick.
A bug has been fixed that prevented the blood texture from being visible in the clothing view in clothing stores.
2.7
- Infection System
- Zombies now infect normal peds with 100 infection points
- Survivors remain at 30 infection points
- Infected Vehicle Exit
- Passengers bail out at speeds above 1 m/s
- Drivers bail out at speeds above 10 m/s
- Animals stay inside vehicles
- Zombie Behavior
- Knockdown animations now remain consistent
- Bugfixes
- Fixed an issue where a blocked character switch caused the pause menu to load indefinitel
2.8
Graphics fixes – Fixed progressive graphics degradation (damage pack stacking) and redundant fire instances causing render overload.
Shop ejection (AssignZombiePed) – Peds infected inside shops (clothing, barbers, tattoo, ammu-nation, 24/7 etc.) are forced out via TASK_FOLLOW_NAV_MESH_TO_COORD. NaN-safe GetGroundHeight.
Zombie wandering (UpdateZombies) – Always calls WanderZombie instead of 50% chance. GetGroundHeight with NaN fallback.
Animal wandering (HandleZombieAnimal) – Removed timer delay. Animals wander immediately when no target/noise.
Survivor combat (EnsureSurvivorHasWeapon) – Type check instead of existence check. Wrong weapon type replaced by persistent weapon from persistentSurvivorWeapons[ped.Model.Hash] → no switching.
Nightstick classification (WeaponInfo.IsMeleeWeapon) – Added nightstick to melee keywords.
2..9
-Ported from Legacy to Enhanced (SHVDN v3)
-Updated API calls to v3: RelationshipGroup, native invocations, blip handling
-Removed deprecated/incompatible hashes and properties
-Added MinHook.x64.dll dependency
-Fixed runtime stability bugs (NRE, orphaned dict entries, null guards)
3.0
-The file minhook was added to the folder because it is needed without this file the game crashes
First Uploaded: June 11, 2024
Last Updated: July 17, 2026
Last Downloaded: 1 hour ago
All Versions
29 Comments
More mods by Herobrine7707:
The mod allows players to infect other pads as a zombie. The infected will start to hunt and infect other pads. The mod is activated by default. Players will look bloody when loading the mod. You can infect pads animals and survivors
Controlls
Press the x button to infect pads animals and survivors
press o to toggle the blackout
installation
install scripthookV
install ScriptHookVDotNet
pack the contents of the file in your scrips order
version 1.1
the runners have been removed and the zombies are now fast by default
Added dogs and coyotes as companions for Survivor
The zombies now cause damage to cars
The blood texture is now applied to the player on every tick
The player can now also infect pads and animals in cutcenes
Version 1.2
-The blood texture is now used for every tick
-Runner were removed
-Zombies have been revised somewhat now
-Iente companion of the survivor were removed
-The Survivor Ki was revised somewhat
-Survivors were limited to 5 pads
Version 1.3
Survivors now have a chance to spawn with other firearms and melee weapons.
Bug fix: Player was incorrectly spawned as a Survivor fixed
version 1.4
Added plane crashes
Bug fix: Survivors no longer focus on only one target
Survivors should no longer constantly switch between melee and ranged combat
This update is a small update that fixes a bug and adds a feature. From version 1.2 onwards, I had said that it might be the last one, but not that there would be no more updates.
1.5
Zombies now actually attack instead of just chasing.
Zombie animals now attack.Zombies now actually attack instead of just chasing.
Zombie animals now attack.
1.6
All changes from the previous update have been reverted.
Fixed a bug that could cause the player to become a survivor.
Fixed a game crash that prevented previously saved saves from being reloaded.
Fixed a bug that caused survivors to attack each other in some situations, such as when fighting zombies.
1.7
Bugfix: A bug that caused the player to become a survivor in the clothing stores has been fixed.
Bugfix: A bug that caused zombies to become drunk when the player was drunk has been fixed.
The weapon restriction for survivors has been removed so that survivors can obtain all weapons.
1.8
Fixed a bug where players were incorrectly shown as Survivors during outfit previews in the clothing store. The Safehouse preview was not affected
1.9
Slow zombies can now be created
Almost zombies have a chance of 35 percent to appear
Survivors can now defend themselves against other survivors again when they are attacked
There was a mistake of the ferte that some surviving weapons received without ammunition now get survivors the maximum number of ammunition if they get weapons
2.0
Every npc now has the chance to become a fast zombie, not just survivors.
Multiple planes can now crash.
Bug fix: In some clothing stores, there was still a bug that caused the player to become a survivor.
The zombies' vision and hearing range has been greatly increased.
2.1
A bug has been fixed that caused players to receive random weapons.
New zombie type: Boomer added.
New zombie type: Tank added.
Combinations of Tank and Boomer can simultaneously create their own zombie type.
A notification informing players that they have been selected as a survivor and will be removed from the survivor list has been removed. The function for removing players from the survivor list remains.
2.2
A critical issue that could cause random game crashes under certain conditions has been resolved.
2.3
- All bugs that caused crashes or initialization issues have been fixed.
- Zombies now react to noise such as gunfire, explosions, sirens, screams, and combat sounds.
- Zombie AI has been improved for better target tracking and movement.
- Survivors now only react to zombies and will never attack the player.
- Zombie animals now behave like aggressive animals and no longer use human zombie logic.
- Fixed an issue where the mod failed to initialize after resetting GTA 5 graphics settings.
- Added new walking and running animations for zombies, including variations for slow and fast types.
- Improved animation handling to prevent clipset resets or incorrect transitions.
- Added additional blood variations for zombie peds.
2.4
- Fixed a bug that prevented players from infecting pads while in animal form.
- Fixed a bug that caused survivors to follow sounds.
- The player's blood effect is now applied with every tick.
2.5
- Fixed a bug that caused every pedestrian to exit the vehicle.
- Added additional animations for all zombie types.
- Survivor creation now adapts to the situation, meaning more zombies mean a higher chance of more survivors.
2.6
A bug has been fixed that prevented infected animals from performing their attacks.
Zombie Infection now uses the same blood appearance as Infectionv. The blood texture is now applied to the player with every tick.
A bug has been fixed that prevented the blood texture from being visible in the clothing view in clothing stores.
2.7
- Infection System
- Zombies now infect normal peds with 100 infection points
- Survivors remain at 30 infection points
- Infected Vehicle Exit
- Passengers bail out at speeds above 1 m/s
- Drivers bail out at speeds above 10 m/s
- Animals stay inside vehicles
- Zombie Behavior
- Knockdown animations now remain consistent
- Bugfixes
- Fixed an issue where a blocked character switch caused the pause menu to load indefinitel
2.8
Graphics fixes – Fixed progressive graphics degradation (damage pack stacking) and redundant fire instances causing render overload.
Shop ejection (AssignZombiePed) – Peds infected inside shops (clothing, barbers, tattoo, ammu-nation, 24/7 etc.) are forced out via TASK_FOLLOW_NAV_MESH_TO_COORD. NaN-safe GetGroundHeight.
Zombie wandering (UpdateZombies) – Always calls WanderZombie instead of 50% chance. GetGroundHeight with NaN fallback.
Animal wandering (HandleZombieAnimal) – Removed timer delay. Animals wander immediately when no target/noise.
Survivor combat (EnsureSurvivorHasWeapon) – Type check instead of existence check. Wrong weapon type replaced by persistent weapon from persistentSurvivorWeapons[ped.Model.Hash] → no switching.
Nightstick classification (WeaponInfo.IsMeleeWeapon) – Added nightstick to melee keywords.
2..9
-Ported from Legacy to Enhanced (SHVDN v3)
-Updated API calls to v3: RelationshipGroup, native invocations, blip handling
-Removed deprecated/incompatible hashes and properties
-Added MinHook.x64.dll dependency
-Fixed runtime stability bugs (NRE, orphaned dict entries, null guards)
3.0
-The file minhook was added to the folder because it is needed without this file the game crashes
Controlls
Press the x button to infect pads animals and survivors
press o to toggle the blackout
installation
install scripthookV
install ScriptHookVDotNet
pack the contents of the file in your scrips order
version 1.1
the runners have been removed and the zombies are now fast by default
Added dogs and coyotes as companions for Survivor
The zombies now cause damage to cars
The blood texture is now applied to the player on every tick
The player can now also infect pads and animals in cutcenes
Version 1.2
-The blood texture is now used for every tick
-Runner were removed
-Zombies have been revised somewhat now
-Iente companion of the survivor were removed
-The Survivor Ki was revised somewhat
-Survivors were limited to 5 pads
Version 1.3
Survivors now have a chance to spawn with other firearms and melee weapons.
Bug fix: Player was incorrectly spawned as a Survivor fixed
version 1.4
Added plane crashes
Bug fix: Survivors no longer focus on only one target
Survivors should no longer constantly switch between melee and ranged combat
This update is a small update that fixes a bug and adds a feature. From version 1.2 onwards, I had said that it might be the last one, but not that there would be no more updates.
1.5
Zombies now actually attack instead of just chasing.
Zombie animals now attack.Zombies now actually attack instead of just chasing.
Zombie animals now attack.
1.6
All changes from the previous update have been reverted.
Fixed a bug that could cause the player to become a survivor.
Fixed a game crash that prevented previously saved saves from being reloaded.
Fixed a bug that caused survivors to attack each other in some situations, such as when fighting zombies.
1.7
Bugfix: A bug that caused the player to become a survivor in the clothing stores has been fixed.
Bugfix: A bug that caused zombies to become drunk when the player was drunk has been fixed.
The weapon restriction for survivors has been removed so that survivors can obtain all weapons.
1.8
Fixed a bug where players were incorrectly shown as Survivors during outfit previews in the clothing store. The Safehouse preview was not affected
1.9
Slow zombies can now be created
Almost zombies have a chance of 35 percent to appear
Survivors can now defend themselves against other survivors again when they are attacked
There was a mistake of the ferte that some surviving weapons received without ammunition now get survivors the maximum number of ammunition if they get weapons
2.0
Every npc now has the chance to become a fast zombie, not just survivors.
Multiple planes can now crash.
Bug fix: In some clothing stores, there was still a bug that caused the player to become a survivor.
The zombies' vision and hearing range has been greatly increased.
2.1
A bug has been fixed that caused players to receive random weapons.
New zombie type: Boomer added.
New zombie type: Tank added.
Combinations of Tank and Boomer can simultaneously create their own zombie type.
A notification informing players that they have been selected as a survivor and will be removed from the survivor list has been removed. The function for removing players from the survivor list remains.
2.2
A critical issue that could cause random game crashes under certain conditions has been resolved.
2.3
- All bugs that caused crashes or initialization issues have been fixed.
- Zombies now react to noise such as gunfire, explosions, sirens, screams, and combat sounds.
- Zombie AI has been improved for better target tracking and movement.
- Survivors now only react to zombies and will never attack the player.
- Zombie animals now behave like aggressive animals and no longer use human zombie logic.
- Fixed an issue where the mod failed to initialize after resetting GTA 5 graphics settings.
- Added new walking and running animations for zombies, including variations for slow and fast types.
- Improved animation handling to prevent clipset resets or incorrect transitions.
- Added additional blood variations for zombie peds.
2.4
- Fixed a bug that prevented players from infecting pads while in animal form.
- Fixed a bug that caused survivors to follow sounds.
- The player's blood effect is now applied with every tick.
2.5
- Fixed a bug that caused every pedestrian to exit the vehicle.
- Added additional animations for all zombie types.
- Survivor creation now adapts to the situation, meaning more zombies mean a higher chance of more survivors.
2.6
A bug has been fixed that prevented infected animals from performing their attacks.
Zombie Infection now uses the same blood appearance as Infectionv. The blood texture is now applied to the player with every tick.
A bug has been fixed that prevented the blood texture from being visible in the clothing view in clothing stores.
2.7
- Infection System
- Zombies now infect normal peds with 100 infection points
- Survivors remain at 30 infection points
- Infected Vehicle Exit
- Passengers bail out at speeds above 1 m/s
- Drivers bail out at speeds above 10 m/s
- Animals stay inside vehicles
- Zombie Behavior
- Knockdown animations now remain consistent
- Bugfixes
- Fixed an issue where a blocked character switch caused the pause menu to load indefinitel
2.8
Graphics fixes – Fixed progressive graphics degradation (damage pack stacking) and redundant fire instances causing render overload.
Shop ejection (AssignZombiePed) – Peds infected inside shops (clothing, barbers, tattoo, ammu-nation, 24/7 etc.) are forced out via TASK_FOLLOW_NAV_MESH_TO_COORD. NaN-safe GetGroundHeight.
Zombie wandering (UpdateZombies) – Always calls WanderZombie instead of 50% chance. GetGroundHeight with NaN fallback.
Animal wandering (HandleZombieAnimal) – Removed timer delay. Animals wander immediately when no target/noise.
Survivor combat (EnsureSurvivorHasWeapon) – Type check instead of existence check. Wrong weapon type replaced by persistent weapon from persistentSurvivorWeapons[ped.Model.Hash] → no switching.
Nightstick classification (WeaponInfo.IsMeleeWeapon) – Added nightstick to melee keywords.
2..9
-Ported from Legacy to Enhanced (SHVDN v3)
-Updated API calls to v3: RelationshipGroup, native invocations, blip handling
-Removed deprecated/incompatible hashes and properties
-Added MinHook.x64.dll dependency
-Fixed runtime stability bugs (NRE, orphaned dict entries, null guards)
3.0
-The file minhook was added to the folder because it is needed without this file the game crashes
First Uploaded: June 11, 2024
Last Updated: July 17, 2026
Last Downloaded: 1 hour ago








For those who still want to look at the mod, this will probably be the last update because I work with several KIs and I do not manage to be critical mistakes such as compilling errors or similar to fix the mod was created completely with AI if any idea is happy to take over or write PS Verse
.2 Working only in Legacy Enhanced is not supported
Version 1.2
-The blood texture is now used for every tick
-Runner were removed
-Zombies have been revised somewhat now
-Iente companion of the survivor were removed
-The Survivor Ki was revised somewhat
-Survivors were limited to 5 pads
Great and Fun Mod
@Rotemp thank you
bc has had a zombie mod by an author for a very long time. It's really fun. You can refer to it. It has functions like survival and hunger, and with the addition of building, chewing, and the appearance of a zombie BOSS, it's really great
@Starfox1993 Keep developing your DOA, hahaha. I hope there will be nudity
@TCRL I don’t do nudity anymore, for moral reasons.
@Starfox1993 Please don't do this. I think it's really bad.
@TCRL There are plenty of them on this website. Check out SERGIO_VAN_DYK stuff.
why the 2.0 update is getting aproved for 3 days?
@likegemplay no idea
Are you open to ideas for a similar mod to this, where it would just spawn one infected within range of the player, and just let things snowball from there? Also, Cozy Glow.
@HorneDevyn666 yes
The npcs explode when a infected touches them for some reason
@amazingshrimpguy ok
will this mod work for enhanced version??
@SGYT yes, but it still takes time until it is approved. Version 2.9 will be for enhanced
how can i contact you?
@SGYT either via steam or discord
@Herobrine7707 when is the version for legacy?
@CyJJ The versions from 1.0 to 2.8 are all for legacy
@Herobrine7707 ok