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Posted

Есть проблема, не отображает скованные руки, вроде бы оковы одеты но персонаж как держал руки на весу так и держит все действия так же можно выполнять будто оков и нету вовсе, а во вкладке цепи ничего не отображается 

  • 2 weeks later...
  • 2 weeks later...
Posted
On 11/10/2025 at 7:15 PM, BeattenChrome said:

Hello! The mod is awesome, however, I have the issue that hand restraints don't put the hands behind the character. I have the cuffs mod from steam installed. Is that affecting it?

hand restraints don't do that by default.

Have a padlock in your inventory, right click on the hand cuffs and in the context menu should be "chains", you can then chain behind or infront of you

  • 1 month later...
Posted (edited)

More of a technical question if anyone knows, but I'd like to edit some of the things about the sex slave profession but I cant find the file its in. Any help pointing me in the right direction?

 

Edit: nvm, found it, in case anyone else is looking for it, c:\users\(name)\Zomboid\mods\Zombowin\media\lua\shared\NPCs\ZomboWinTraits.lua

Edited by unmog
  • 2 weeks later...
Posted (edited)

is it possible to use the mod without having its stuff locked on you at start but still possible to find in the world and if yes what do i need to change for it?

to be clear on whats happening:
regardless of profession choosen my chars always have atleast 3 items locked onto them on start.

Edited by xarvenius
  • 3 weeks later...
  • 2 weeks later...
Posted

The anklets cannot be removed. Even with everything else unequipped, it says it cannot be unequipped because "another item is in the way!"

I tried digging around in the files but I haven't been able to figure out where this line of logic is encoded in the anklets. I don't even know if this is intended or not. I equipped them thinking they would be removable; if this is intentional, maybe add a label to them or at least a warning on your mod page that they cannot be taken off. I've even tried breaking them through the interaction menu, and they still will not come off.

 

If someone could help me figure out where the logic that dictates this is stored in the files, that would be fantastic so I can get them off. Thanks!

  • 4 weeks later...
Posted (edited)

I have no idea what I am doing, I am new to the modding scene, I saw this mod and tried it out and I think it is pretty neat, the only thing I wish changed was someway for someone else to put the gear on my character. After much struggle, I managed to find something close to what I want 
 

					bgear = {"Collar_Steel:Bondage_Collar",
					"Collar_Steel_Bell:Bondage_Collar",
					"Cuffs_Wrists_Steel:Bondage_Wrists",
					"Cuffs_WristsAndElbows_Steel:Bondage_Wrists",
					"Cuffs_Ankles_Steel:Bondage_Ankles",
					"Corset_Steel:Bondage_Belly",
					"Blindfold_Steel:Bondage_BlindFold",
					"Gag_Panel_Steel:Bondage_Gag",
					"Gag_Ring:Bondage_Gag",
					"Gag_Ball:Bondage_Gag",
					"Gag_Panel_Plug_Steel:Bondage_Gag",
					"ChastityBelt_Female_Steel:Bondage_Groin",
					"ChastityBelt_ThighsChains_Female_Steel:Bondage_Groin",
					"ChastityBra_Steel:Bondage_Chest",
					"SlaveAnklets_Steel:Bondage_SlaveAnklets",
					"Reinforced_Latex_Bodysuit:Bondage_Body",
					"Reinforced_Latex_Corset:Bondage_Belly",
					"Reinforced_Latex_Gloves:Bondage_Gloves",
					"Reinforced_Latex_Gloves_Pony:Bondage_Gloves",
					"Reinforced_Latex_BondageMittens:Bondage_Gloves",
					"Steel_Ball_Handcuffs:Bondage_Gloves",
					"Reinforced_Latex_Boots:Shoes",
					"Reinforced_Latex_Boots_Pony:Shoes",
					"Reinforced_Latex_Hood:Bondage_Hood",
					"Reinforced_Latex_Hood_Blinded:Bondage_Hood",
					"Steel_Plug_Anal:Bondage_Anus",
					"Steel_Plug_Vaginal:Bondage_Vagina",
					"Piercing_Nipples:Bondage_PiercingNipple",
					"Piercing_Genetails:Bondage_PiercingGenetails",
					"Piercing_Nipples_Bell:Bondage_PiercingNipple",
					"Piercing_Genetails_Bell:Bondage_PiercingGenetails"}

					bgearindex = ZombRand(#bgear+1)
					bgearloc =  string.match(bgear[bgearindex], ":(.*)$")
					bgearitem = "Kinkocalypse.".. string.match(bgear[bgearindex], "^([^:]+)")
					
					if not target:getInventory():contains(bgearitem) then
						local bgearequip = target:getInventory():AddItem(bgearitem);
						target:setWornItem(bgearloc, bgearequip);
					end

 

First is a hard coded table of the BDSM items and their associated BodyLocation

Next is an randomly selected index of the aforementioned table
bgearloc is retrieving the BodyLocation from a given index using the Colon as a delimiter
bgearitem is retrieving the gearID in a similar way, using the colon as the terminator, also concatenating with the Module name 

the If statement checks if I have the item in my inventory already, otherwise I ended up with too many dupes, if I don't have the item
it will first Add the item to my inventory, and then setWornItem will instantly equip an item, in my inventory, with an identical a given ID

Thematically this is perfect, but functionally it doesn't apply all the effects the gear has like when you equip it normally in-game, I was wondering if anyone could assist me or point me in the right direction to get the functionality working too 

I don't think where I put it is important, but if it is, it is Line 399 of the "ZomboWinDefeatZombieHandler.lua"
I wanted the trigger to be when the Zombies remove normal clothes


Any assistance would be most appreciated 

UPDATE 4/6/2026: I got it working, the issue was using "setWornItem()" directly, the mod has a function to handle all the requirements called Kinkocalypse.ItemsController.EquipItem(), it takes four arguments, item (userdata), player (userdata), kinkData (table), and wasEquipped (boolean). the code is as follows, now
 

bgear = {
"Collar_Steel_Bell",
"Cuffs_Wrists_Steel",
"Cuffs_WristsAndElbows_Steel",
"Cuffs_Ankles_Steel",
"Corset_Steel",
"Blindfold_Steel",
"Gag_Panel_Steel",
"Gag_Ring",
"Gag_Ball",
"Gag_Panel_Plug_Steel",
"ChastityBelt_Female_Steel",
"ChastityBelt_ThighsChains_Female_Steel",
"ChastityBra_Steel",
"SlaveAnklets_Steel",
"Reinforced_Latex_Bodysuit",
"Reinforced_Latex_Corset",
"Reinforced_Latex_Gloves",
"Reinforced_Latex_Gloves_Pony",
"Reinforced_Latex_BondageMittens",
"Steel_Ball_Handcuffs",
"Reinforced_Latex_Boots",
"Reinforced_Latex_Boots_Pony",
"Reinforced_Latex_Hood",
"Reinforced_Latex_Hood_Blinded",
"Steel_Plug_Anal",
"Steel_Plug_Vaginal",
"Piercing_Nipples",
"Piercing_Genetails",
"Piercing_Nipples_Bell",
"Piercing_Genetails_Bell",
};


kinkData = Kinkocalypse.PlayerController.GetPlayerModData(target)
	bgearindex = ZombRand(#bgear+1)
	bgearequip = "Kinkocalypse." .. bgear[bgearindex]

	if not target:getInventory():contains(bgearequip) then
		bgearitem = target:getInventory():AddItem(bgearequip);
		if bgearitem then
			local deviceData = Kinkocalypse.ItemsController.GetDeviceData(bgearitem);
			Kinkocalypse.ItemsController.EquipItem(bgearitem, target, kinkData, false);
	end
end

 

Edited by mousekeyboard
  • 2 weeks later...
Posted
On 2/2/2026 at 5:01 AM, xarvenius said:

is it possible to use the mod without having its stuff locked on you at start but still possible to find in the world and if yes what do i need to change for it?

to be clear on whats happening:
regardless of profession choosen my chars always have atleast 3 items locked onto them on start.

try checking the file "ModConfigs.lua" under "\Kinkocalypse\media\lua\shared\Kinkocalypse\ModConfigs.lua"
make sure EnableRandomRestrictionsOnStart is set to false

 

  • 1 month later...

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