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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...
  • 1 month later...
  • 3 weeks later...
Posted

With the arrival of build 42 stable, I plead with ye for a b42 update and some sort of integration with one of the b42 lewd mods.

  • 2 weeks later...
Posted
On 4/21/2025 at 4:32 PM, moomoohat said:

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

  •   Hide contents
    • 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

  •   Hide contents
    • 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

  •   Reveal hidden contents
    • 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 10.38 MB · 131 downloads

Not sure if you're still around, but this version also doesn't seem to work in build 42 stable anymore, and I'm not sure how likely ssttss is to come back

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