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Posted

Kinkocalypse


This mod add to PZ some kink items like collars, cuffs, chastity belts and other things, which you can close/open/break and etc... Items distributed randomly across the world. The keys same, but separetly)

So when you equip item you need a key to lock/ulock it (if it not selflockng). Also you can weld the locks or device, so you can stuck with item forever.

Bondage items full affects player, so with blindfold you barely see, with chained legs you tripping and move slowly, with chained hand behind you restricted to do many things, with gag you can't eat/drink/smoke and etc...

 

Sexslave profession spawn player with bunch of random bondage gear... Seems like a good way to meet end of the world, isn't?

 

Requirements

SpeedFramework (hard)

ZomboWin (hard)

 

Has compability with:

Excrementum

Lifestile

ConditionalTalk

BeeingFemale

 

Copyright

Do whatever you want with files. Consider you have my full permission to modify and post mod or use parts of code in your projects.

And credits for retard's kinks clothing, zombolewd, zombowin, and other mods/resources, wich I used to make this one

 

Ah, and one last thing:

For now this mod only for 41 build! Maybe later I'll do migration for 42 build. But for now only old game version. If you want update - look to Copyright section.


 

  • 2 weeks later...
  • 3 weeks later...
Posted

Sorry for the question: How to install the MOD to PZ, I only installed with Steam Workshop .... so how to get it manually done ... Thx in advance !!

 

  • 2 weeks later...
Posted
On 10/26/2024 at 9:35 AM, haus90411 said:

Sorry for the question: How to install the MOD to PZ, I only installed with Steam Workshop .... so how to get it manually done ... Thx in advance !!

 

 

go to local disk C:/users/(you)/Zomboid/mods and put the file into that folder

  • 4 weeks later...
Posted

there is something wrong

 

`attempted index: start of non-table: null
function: KinkocalypseOnGameBoot -- file: GameInitializer.lua line # 33 | MOD: Kinkocalypse
java.lang.RuntimeException: attempted index: start of non-table: null
    at se.krka.kahlua.vm.KahluaThread.tableget(KahluaThread.java:1689)
    at se.krka.kahlua.vm.KahluaThread.luaMainloop(KahluaThread.java:492)
    at se.krka.kahlua.vm.KahluaThread.call(KahluaThread.java:163)
    at se.krka.kahlua.vm.KahluaThread.pcall(KahluaThread.java:1980)
    at se.krka.kahlua.vm.KahluaThread.pcallvoid(KahluaThread.java:1812)
    at se.krka.kahlua.integration.LuaCaller.pcallvoid(LuaCaller.java:66)
    at se.krka.kahlua.integration.LuaCaller.protectedCallVoid(LuaCaller.java:139)
    at zombie.Lua.Event.trigger(Event.java:64)
    at zombie.Lua.LuaEventManager.triggerEvent(LuaEventManager.java:65)
    at zombie.GameWindow.enter(GameWindow.java:753)
    at zombie.GameWindow.mainThread(GameWindow.java:491)
    at java.base/java.lang.Thread.run(Unknown Source)
`

Posted

the mods list


    mod = ModManager,
    mod = ModManagerELO,
    mod = modoptions,
    mod = errorMagnifier,
    mod = UIAPI,
    mod = MoodleFramework,
    mod = SpeedFramework,
    mod = EasyConfigChucked,
    mod = Conditional-Speech,
    mod = Excrementum41,
    mod = Pregnancy,
    mod = Babies,
    mod = butiao,
    mod = vs3,
    mod = Bandits,
    mod = ZomboWin,
    mod = ZomboWinDefeatStrip,
    mod = ZWBF,
    mod = Kinkocalypse,

 

  • 1 month later...
Posted
23 hours ago, Pychotic Hermit said:

Just woundering what are the spawn rates connected to, Survial stuff, misc, though about ramping it up to find keys and stuff but dont want to just ramp something up if its pointless.

 

Can you show your mod list and version game.. please? 
I just honestly don't understand why mod doesn't work :(

Posted
On 2/3/2025 at 10:20 PM, Pychotic Hermit said:

Just woundering what are the spawn rates connected to, Survial stuff, misc, though about ramping it up to find keys and stuff but dont want to just ramp something up if its pointless.

 

haven't found anything related to this mod spawn yet, i just used cheat menu item spawner.

8 hours ago, proototip said:

Can you show your mod list and version game.. please? 
I just honestly don't understand why mod doesn't work :(

Are you asking for this mod or zombie defeat? currently zombie defeat is bugged and you should use the old zombowin 1.26 not 1.27 and the game version should be 41.78

Posted

I have question of my own, how does the restrain control unit work? when use it naked it spawns and equips kinks with them being welded at random, but these spawned one aren't really functioning, i.e no blindfold/slow/gag effects.

 

When manualy equips all the same kinks, the control unit again spawns a set that overwrites the original ones, however the effects enabled by previous sets remains.

 

The control unit appears to have scripts related to punishment and timers, but the punishments doesn't appears to be working, the binding hands on the back has no effect, nor does chaining legs slows player down.

 

All in all still a great mod, it does have functioning gag, blindfold and shoes, recommend to play with zombowin defeat debug mod checked thus skips stripping which will unequip most gears.

  • 2 weeks later...
Posted (edited)

Not to step on ssttss's toes, but here's a copy with the bulk of major errors fixed (mainly in GameInitializer.lua, but I also had to edit RestrainsController.lua and KinkocalypseCore.lua)


it may still contain errors - but its at least playable in the current 41 build. (also I believe it has a hard requirement of Conditional-Speech & Zombwin but I did modify the code to make Excrementum optional)

 

 

Kinkocalypse_1.2.1.1.rar

Edited by The_Hatta
  • 2 weeks later...
Posted

In case anyone was wondering, this doesn't work in build 42. Not that I really expected it to, but I tried "converting" it anyway, which is to say changed the folder structure over to b42. In fairness it does load up and I can spawn the items in and equip them, but the screen is all white and I couldn't actually see anything besides the mini-map. Now to ponder whether to go back to b41, because this really looks great and I'd like to use it.

  • 2 weeks later...
Posted (edited)

Update please!the lastest vision is B42

 

██╗░░░██╗██████╗░██████╗░░█████╗░████████╗███████╗
██║░░░██║██╔══██╗██╔══██╗██╔══██╗╚══██╔══╝██╔════╝
██║░░░██║██████╔╝██║░░██║███████║░░░██║░░░█████╗░░
██║░░░██║██╔═══╝░██║░░██║██╔══██║░░░██║░░░██╔══╝░░
╚██████╔╝██║░░░░░██████╔╝██║░░██║░░░██║░░░███████╗
░╚═════╝░╚═╝░░░░░╚═════╝░╚═╝░░╚═╝░░░╚═╝░░░╚══════╝

Edited by Eric_Timyang
  • 2 weeks later...
Posted
On 2/19/2025 at 8:58 PM, The_Hatta said:

Not to step on ssttss's toes, but here's a copy with the bulk of major errors fixed (mainly in GameInitializer.lua, but I also had to edit RestrainsController.lua and KinkocalypseCore.lua)


it may still contain errors - but its at least playable in the current 41 build. (also I believe it has a hard requirement of Conditional-Speech & Zombwin but I did modify the code to make Excrementum optional)

 

 

Kinkocalypse_1.2.1.1.rar 4.05 MB · 38 downloads

I can spawn the items in with necro forge, but the metal restraints all immediately say that they're welded on when I try to take them off.  Some of the suit parts (like the socks and gloves) will only say that I need a key to take them off, despite having several restraint keys in my inventory.

  • 3 weeks later...
Posted (edited)

Hi, this mod caused me to fall through the floor whenever I tried to go upstairs. And that was really making the game unplayable for me, so I tried to fix it... and one thing led to another and now I have an updated version of the mod for y'all. It shouuuuld work for B42 now as well, I think, maybe. Lol.

 

I did see ssttss mention in another thread they were okay with others updating their stuff, but if this is overstepping I will take it down - and of course I am totally fine with others building on the stuff I added in this update/fixing anything I might have broken. Thanks to The_Hatta as well for the first round of bug fixing!

 

Most of the work I did was around the Bondage Lover trait because that's the part of this mod that I like to use. I haven't really done much testing for the items when the Bondage Lover trait and restraint controller are not active.

 

Fixes

  • Spoiler
    • Replaced the code that changed player speed based on restraints/punishment to prevent the player from falling through the floor.
    • Changed the way player trips when tripping is triggered - player now plays the stumble or trip & fall animation. This is also to prevent the player from falling through the floor.
    • Implemented restraint pain/discomfort which accumulates over time - the code was already there, I just didn't see it implemented anywhere?
    • Implemented the unused "punish bad slave" feature - which adds additional punishment at hour 24 if player already has a high punishment score.
    • Fixed No Sleeping punishment - it wasn't actually punishing the player for sleeping. Now it does!
    • Stopped player from attempting an action if hands are chained behind - before they would attempt it, then fail. Now they just fail immediately.
    • Stopped player from transferring items when hands chained behind - felt unrealistic to be able to sort everything in the base with chained hands. I can revert this/make it optional if needed though
    • Possibly? fixed workaround where player could remove welded/locked restraints by simply transferring them to a container
    • Possibly? fixed always nude punishment not undressing player - I think I need to test this more though

 

Changes

  • Spoiler
    • Made separate clothing slots for each restraint - this game is kind of a fashion simulator to me so I didn't like having so many clothing slots occupied with welded stuff. We can just layer our socks and sweaters and arm warmers over the latex, it's fine, it's fine...
    • Renamed control center to Auto Slave Collar, and made it a collar... I didn't do anything with the original collar item, so I guess we are just wearing 2 collars now. The fanny pack was kinda killing the mood for me lol.
    • Blindfold is now automatically added or removed based on whether or not the blindness punishment is active - this only happens with Bondage Lover trait.
    • Four new punishments added - Force Crouch, Nipple Clamps, Genital Clamps, Aphrodisiac. Genital Clamp involves a minor fracture because I haven't figured out how to make the player limp otherwise - but I can change this if it's game breaking for people.
    • The mod's English text was edited for more consistent grammar/formatting, and added some new text lines.
    • NOTE: I did not touch the Russian translation files - if someone who speaks Russian wants to update those, that would be awesome!
    • Added lots of sandbox options! Sandbox options were added for most of the changes I implemented, as well as some options for the base mod.
    • Added option to allow punishment points to roll over to the next day.
    • Added option to allow the control center to be locked on... forever! Muahaha!
    • Added some compatibility stuff for Party System Mod because I like to use that mod.
    • Added a genital swap option - it doesn't change models, just references to genitals in text/menus are changed.
    • Updated the textures - the metal corset looks more corset-y, and the panel gag strap now makes room for the player's hypothetical nose. I also included alternate textures in the clothing texture folder - they have -Alt at the end of the filename, so if you want to use them just rename them (after backing up the original textures, of course!) I could probably just make them separate items so you could choose between them ingame, but I kind of want to focus on B42 compatibility first.

     

B42

  • Spoiler
    • I did a sort of update for B42 for this mod. I haven't really tested it at all yet, but plan to do so in the coming weeks. So far it seems to mostly work?
    • I had to remove the True Blindness shaders in order to get it to work - I'm actually really new to PZ modding so I have no idea how those are implemented. You can still equip the blindfold/have blindness punishment and won't be able to read, but you can still see the screen since I had to remove the overlay.
    • Animations are kinda broken - this mostly affects the hands chained behind punishment. I can probably fix this ? I just need to learn how animations work in b42 first.

     

IMPORTANT:

B41 version now has a dependency of Tchernobill's change player speed: https://steamcommunity.com/sharedfiles/filedetails/?id=2941768575

B42 version has a dependency of TchernoLib for B42: https://steamcommunity.com/sharedfiles/filedetails/?id=3389605231

Kinkocalypse1.3.1.1.zip

Edited by moomoohat
Posted (edited)

Really interesting mod. I ran into some bugs, though, so I went on a bit of a dive to see if I could track them down and fix them.

 

First issue: WC_Distrubutions.lua
 

table.insert(ProceduralDistributions.list.StripClubDressers.items, "RestrictionsKey");
table.insert(ProceduralDistributions.list.StripClubDressers.items, 0.5);
table.insert(ProceduralDistributions.list.StripClubDressers.items, 10);

 

Inserting two numbers in a row caused LootZed to throw a LUA error when inspecting the strip club dressers, since it expects {item, chance, item, chance...}. This also doesn't reference the module the item is from, so the items couldn't spawn in the correctly configured bedroom dressers and women's wardrobes. A corrected example is below:
 

require 'Items/ProceduralDistributions'

--BedroomDresser
table.insert(ProceduralDistributions.list.BedroomDresser.items, "Kinkocalypse.SteelCuffs_Wrist");
table.insert(ProceduralDistributions.list.BedroomDresser.items, 0.5);


I got spawning to work after making that change - it's pretty frequent, about on par with other items of clothing.

Next, bondage items couldn't be dropped from my inventory or taken from containers unless I had the correct key. I fixed this by changing the following in ItemsRestrictions.lua:

Spoiler

 

ISInventoryTransferAction.perform = function(self)
	-- prevent player from getting around unequip restrictions by transferring restricted gear to a container
	if self.item == nil then Kinkocalypse.StopTimedAction() return end
	local canUnequip = true
	local isRestrictedGear = false
	local hasKeys = Kinkocalypse.HasKeysFromRestrains(self.item)
	local equipedTags = Kinkocalypse.GetPlayerEquipedRestrictionsTags()
	if self.character:getWornItems():contains(self.item) and Kinkocalypse.IsHasTag(self.item, "SteelRestriction") == true then isRestrictedGear = true end

 


Specifically, adding the "self.character:getWornItems():contains(self.item) and" part to the logic. This changes it so that only equipped SteelRestriction gear needs a key to be transferred.

Next up, there was a logic error in the gag unplug logic. In ItemsContextMenu.lua, the check to see if a gag was plugged could never fire, since the logic was only ever reached if the gag was unplugged. I refactored the plug/unplug logic a bit:

Spoiler

 

		-- Gag works
		if Kinkocalypse.IsHasTag(item, "SteelGag") == true and getSpecificPlayer(player):getWornItem(item:getBodyLocation()) == item then
			if item:getModData().GagClosed ~= true then
				context:addOption(getText("UI_Kincalypse_PlugGag"), getSpecificPlayer(player), function()
					getSpecificPlayer(player):Say(getText("UI_Kincalypse_GagPlugged"))
					item:getModData().GagClosed = true
				end)
			
				if Kinkocalypse.HasItem("Base.Padlock") then
					context:addOption(getText("UI_Kincalypse_Plug_Gag_WithPadlock"), getSpecificPlayer(player), function()
						getSpecificPlayer(player):Say(getText("UI_Kincalypse_GagPlugged"))
						item:getModData().GagClosed = true
						item:getModData().PlugLocked = true
						Kinkocalypse.AddChainsToItem(item)
						getSpecificPlayer(player):Say("[Click!]")
					end)
				end
			end
			
			if item:getModData().GagClosed == true then
				if item:getModData().PlugLocked == true and Kinkocalypse.HasChainsKey(item) then
					context:addOption(getText("UI_Kincalypse_UnPlugGag"), getSpecificPlayer(player), function()
						getSpecificPlayer(player):Say(getText("UI_Kincalypse_GagUnPlugged"))
						item:getModData().GagClosed = false
						item:getModData().PlugLocked = false
						Kinkocalypse.RemoveChainsFromItem(item)
					end)
				elseif item:getModData().PlugLocked ~= true then
					context:addOption(getText("UnPlug_Gag"), getSpecificPlayer(player), function()
						getSpecificPlayer(player):Say(getText("UI_Kincalypse_GagUnPlugged"))
						item:getModData().GagClosed = false
						item:getModData().PlugLocked = false
					end)
				end
			end
		end

 


I used moomoohat's version as a starting point, and I think the changes need to be made to the files in the /Kinkocalypse/42 folder, but I did both those and the main folder just to be sure.

Few remaining things and suggestions:

  • Gags can still be plugged/unplugged with hands cuffed behind your back
  • Keys can be placed (though not dropped) while your hands are cuffed behind your back, but can't be picked up - this can softlock you if you drop your chains key.
  • It'd be nice if we could configure the chance that restraints will spawn welded in the sandbox settings - 50% feels too high.
  • Restraint key generation is pretty wacky - there's a 1 in 999 chance of finding a given key for a given restraint. I'm not sure what a good solution to this would be, since it seems like e.g. generating a specific key in the same building as a restraint would be tough.
  • Alternative ways of getting out of restraints and chains, such as bolt cutters, maybe with a chance of injuring yourself in the process.
  • Combination locks - if you don't know the code, your character can try to brute force it. Might take a while, though.
  • I'd like to see some more things that encourage or force bindings on you - e.g. a "bondage addict" and corresponding "bondage enthusiast" traits that increase mood when bound and decrease it when unbound for too long, a chance that you'll end up with a restraint on you after being defeated by zombies through ZomboWin, maybe something involving bandits.
Edited by Snert
  • 4 weeks later...
Posted

Wow. Here a lot of posts. Never thought my side project and small play with lua bring so much attention.

Anyway I had rewrite mod from scratch and fix alot of bugs.

 

I make some combined response for all this posts.

About 42 build - it happens when zombowin updates to 42 build, mod have some bindings to it.

 

What new/different from previous version:

You can manipulate with devices more broad way - cut them off (at least try), weld, unweld and repair them. (use file, saw or propane torch)

New locks system - devices can have more than one lock. Locks can be destroyed, welded or picklocked. Also locks can be selflockable (when wear device it's locked)

Traits was removed. Some traits/professions from zombowin get some extensions.

Code was greatly improved compared with previous one (there was just one-shot during boring night)

Added bunch of new devices.

And most plesant - I find out how process animation actions (climbing, open doors and etc) so with binded arms or legs you real feel restricted.

Removed controll center at all - it seems a bit off and may be later change it to some npc may be?

Added configs (for now just file with bunch of variables, look in 'Shared' folder to edit it)

 

In future I may be add different kind of locks, add keys spawn, migrate to 42B. maybe consider true slaver with bandits (npc-master first) Add sandbox configs an may be something else.

But this mod is offside project, just to get expirience in one more programming language (and learn how pz engine works) When I'll return to work on it - I have no any idea. So If you want you can continue adopt this mod, or cooperate with me and continue this job together.

  • 2 months later...
Posted (edited)
On 5/17/2025 at 6:02 PM, ssttss said:

Wow. Here a lot of posts. Never thought my side project and small play with lua bring so much attention.

Anyway I had rewrite mod from scratch and fix alot of bugs.

 

I make some combined response for all this posts.

About 42 build - it happens when zombowin updates to 42 build, mod have some bindings to it.

 

What new/different from previous version:

You can manipulate with devices more broad way - cut them off (at least try), weld, unweld and repair them. (use file, saw or propane torch)

New locks system - devices can have more than one lock. Locks can be destroyed, welded or picklocked. Also locks can be selflockable (when wear device it's locked)

Traits was removed. Some traits/professions from zombowin get some extensions.

Code was greatly improved compared with previous one (there was just one-shot during boring night)

Added bunch of new devices.

And most plesant - I find out how process animation actions (climbing, open doors and etc) so with binded arms or legs you real feel restricted.

Removed controll center at all - it seems a bit off and may be later change it to some npc may be?

Added configs (for now just file with bunch of variables, look in 'Shared' folder to edit it)

 

In future I may be add different kind of locks, add keys spawn, migrate to 42B. maybe consider true slaver with bandits (npc-master first) Add sandbox configs an may be something else.

But this mod is offside project, just to get expirience in one more programming language (and learn how pz engine works) When I'll return to work on it - I have no any idea. So If you want you can continue adopt this mod, or cooperate with me and continue this job together.

Love this mod for a variety of reasons, but question.

*how* exactly does one go about picking locks? I've tried having paperclips, needles, screwdrivers, in my inventory but the option remains red
Also: collar's "Can chain to location" effect doesn't work. Chained my collar in one house and could still freely move wherever I wanted with no discernable range limitation

Edited by Leytra
  • 1 month later...
Posted
On 8/14/2025 at 5:47 PM, Leytra said:

Love this mod for a variety of reasons, but question.

*how* exactly does one go about picking locks? I've tried having paperclips, needles, screwdrivers, in my inventory but the option remains red
Also: collar's "Can chain to location" effect doesn't work. Chained my collar in one house and could still freely move wherever I wanted with no discernable range limitation

I was able to pick locks with paperclips, tho it might take a few since its random and you may break the lock trying to do it. Not sure how to repair a lock, itd be nice if there was a tooltip or something that told you what you needed to do something instead of it just being red.

Posted (edited)

So I found a weird bug. You can apparently wear the Reinforced Latex Boots together with the Steel Slave Anklets. They both reduce your speed. Dunno if it happens with the Pony Boots but the problem is not that you can wear them together, but you cant take either of them off when wearing both of them at the same time, it gives the message "I cant take this off: [Another item is in the way]" Took everything else off to make sure it wasn't something else, was stuck wearing both of them. Any idea what to do to remove them? If not, I guess I could try uninstalling (or updating?) the mod and see if that works. Speaking of the boots and stuff, I'd think your fall chance should be based on your nimble level, if it isnt already. Doesn't seem to be tho~

 

Some other feedback;

*I can't tell any difference between the piercings and the version of the piercing with bells. I couldn't hear any bells, and it didn't seem to make my movement any louder.

*Same with the difference between the collar and the collar with the bell.
*I could remove piercings and plugs while being locked in full chastity gear. Id think the "[Another item is in the way]" would be used for something like that instead.

*Couldn't remove genital piercings for some reason when legs were chained loosely. Don't see why that is the way it is.

*Didn't ever figure out what the effect of vibrations were, maybe it makes a sound so zombies notice you sneaking up on them? It didn't seem to tho.

*Didn't figure out what the Reinforced Latex Gloves, the normal ones, do. The mittens and pony ones seem to prevent you from equipping a weapon tho, so kudos for that.

*I didn't see any animation or effect when hands were tied in front other than blocking you from removing nipple piercings but I could remove a gag for some reason. :p

*A hobble or bouncing animation would be nice for when you're legs are tied.

*I think the heels of all the boots could use better models, kink it up has some actual heels you could use as an example probably.

*I think the models of the mittens could use a better model as well. Currently they just retexture your hands black or white for the steel ones.

*Same for the gag models, they just put a texture over your mouth. Though that's small enough you might not need to. It just looks a little weird when zoomed in.

*Couldn't figure out what the effect of wearing the corset or suit was, for example, maybe you run out of stamina faster in a corset?

*Restraint keys don't seem to work, maybe the number needs to match? But with like, a 5 digit number, it would make it pretty much impossible to find a matching key. I would either get rid of needing the matching number, or reduce the number to 1 digit, that way you only need to find 1 of 9 keys?

*Couldn't figure out how to lock devices that didn't have an auto-lock feature randomly applied to it.

*I think it takes way too many saws to break a device.

 

The mod is fun to play with tho, I tried the sex slave start. I don't think its necessary to add the depression trait tho. Just because you're into some bdsm doesn't mean you automatically have depression. :p About items having multiple locks, I think some devices should automatically come with two, or more. I'm referring to the ankle cuffs for instance, two cuffs, two locks. Wrist cuffs, 2 cuffs, 2 locks. Wrist cuffs with elbow cuffs, 4 locks? The piercings apparently don't randomly get a lock, which I thought was odd, but the plugs do?

 

That's about everything I could think of, thanks and keep up the good work~ :)

 

Edit: Guess I lied. I think the boots should cover/protect/insulate etc the lower legs as well as the feet, maybe upper legs too depending. Same could be said for the gloves, if they dont already. Oh, they do, hmm, maybe the protection should be higher? I mean it is supposedly reinforced... oh and a pony style plug, ya know one with a tail. :p

Edited by unmog
  • 2 weeks later...
Posted

thanks ssttss! I became obsessed with Timberborn for the past couple months but am getting back into PZ again and am excited to try the updated version :) 

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