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About This File

 

Non-consent and slavery-themed extension to the CaptivityEvents mod for Bannerlord. 

 

(un?)official Successor mod: BC Captor: Hot Buttered Girls

Due to my long and unfortunate absence from this project, several efforts have cropped up to maintain or update it. As far as I can tell Skip's is the most complete of these, so I recommend using their mod instead of this one. This doesn't mean I'm completely done with Bannerlord, just that I don't want to create a situation where players have to decide or choose between multiple different similar alternatives. 

 

Hopefully this will free up some inspiration to write more events in a modular style that connects with Skip's or the default events instead of just trying to fix old ones.

 

Skip has also bundled a copy of this mod (TBCE) that is more compatible with his which you can download here. I'm choosing to link these instead of replacing so that Skip can continue to update it in case he finds more events he wants to be able to overwrite - I do try to keep up with this thread, but my profession sometimes puts urgent requirements on my time and I don't want him to have to wait for me to update his content.

 

To install TBCE with BC Captor, 

1. Install Skip's version of TBCE

2. Remove the contents of the Settings folder in TBCE

3. Install BC Captor, overwriting TBCE

 

Previous Mod Description

 

MOD IN BETA

 

This mod is still in Beta state - bugs and inconsistencies are to be expected. Please:

a) report them in this thread

b) help me distinguish between issues that crop up in the base mod (CaptivityEvents) and those which only crop up when you have TBCaptivityEventsExtension installed.

 

CONTENT WARNING


This mod includes sensitive content of a sexual nature relating to the following subjects:

  • Non-consensual sex
  • Slavery / Mind-break
  • Bestiality, including: wolves, horses, insects (chaurus)

I assume by being a non-trash human you object to noncon and slavery in real life. 

If, however, you object to noncon or slavery in your gaming experience as well, and still want more events, you're welcome to use this mod - just remove any images you object to (or all of them) and delete the Events files which you find objectionable - each file should have the above associated tags listed in their names for easy removal.

Please let me know if you find any that are mislabeled and I will fix the issue in my next update.

 

Overview

  • This mod adds events and images to extend the behavior of CaptivityEvents.
  • Please refer to the associated License (Modified MIT) for legal concerns.
  • If any party associated with any of the content provided by this mod wishes for its distribution to cease, please let me know.

Features

  • More captor scenarios, both for slaves and captives.
  • Enjoy a deeper slavery experience: Balance your health with your servitude and try to escape before you find yourself your master's willing slave.
  • Get sold to the Arena for a day for the crowd's entertainment.
  • Dream of freedom and better days to regain health - but beware nightmares!
  • Keep your men's morale up by showing them your marital skills.
  • Catch annoying thieves and punish them as your captives
  • Keep your troops' morale up using your captives' bodies
  • Treat your captives as you like - be a sadistic or benevolent captor

 

Captive Escape System

  • Several events in this mod create a sort of minigame for reducing / eliminating the chance that captives escape via normal means.
    • The following attributes affect the chance that a captive makes a successful escape attempt:
      • Your troops' morale - the higher, the lower the chance a captive will escape
      • Your leadership skill - the higher, the lower the chance a captive will escape
      • Your captives' health - when a captive's health is very low, they aren't strong enough to escape
      • Your captives' relation - if a captive likes you a lot, they won't try to escape
    • The following attributes affect your ability to recapture an escaped captive (during the escape event)
      • Your Scouting skill - the higher, the better chance you'll be able to recapture them yourself
      • Your Roguery skill - the higher, the better chance the escapee will have fallen into one of your traps
      • Your Gold - you can always just pay a bounty hunter to bring back your captive, but it's not cheap... 

 

Installation

  1. Make sure you have CaptivityEvents installed This mod does nothing without it.
  2. Download the TBCaptivityEvents file.
  3. Unzip the file into the Modules folder of your Bannerlord installation.
  4. Open the Modules folder and check that the TBCaptivityEvents folder is present.
  5. Turn off the regular escape events in the CaptivityEvents MCM
    - OR - 
    Use the CESettings.xml file. Try replacing your Modules\zCaptivityEvents\ModuleLoader\CaptivityRequired\Events\CESettings.xml file with this if you're having weird event frequencies. It mostly just changes random events to be as likely as captor events while not captive, and disables the default escape mechanism.

 

Support


If something is broke, let me know in the LL support thread, preferably with your best guess as to the event that caused it. Please check that the issue doesn't occur in base CaptivityEvents first.

 

Thanks

  • The Bannerlord team, for making a great game and continuing to support it.
  • BadListener, for writing CaptivityEvents and being responsive to questions and suggestions
  • The various modders of LL, specifically those involved in Skyrim Special Edition, particularly those whose assets are depicted in these images:
  • Various other modders who have improved my Skyrim experience (In case you hadn't guessed, all of the original images included in this pack are generated by screenarching a Skyrim installation)
  • I guess I should technically thank Bethesda for making a game so buggy it inspired an entire community to work for years to make it worth playing.

 

Edited by transfer
added instructions to install TBCE and HB together, as this was apparently ambiguous.


What's New in Version 0.2.9

Released

9/3/2021 - Maintenance Update for CaptivityEvents 1030 and Bannerlord 1.6.2

Please note that going forward there will be no official support for versions of CE or Bannerlord outside of the ones listed in the patch notes. This isn't to say it won't work, most events don't stop working entirely due to a patch, but please upgrade at your own risk!

 

  • Various bugfixes to previous instability
  • Marriage feature / events has been replaced with concubine events
  • Many Thief events have gotten new images
  • Deflowering events can now trigger if your captive is female, young, unwed, not pregnant, and has no children.
  • Several teleport events have been added to the captive player events to improve event flow and prevent players from getting stuck as captives to bandits or merchants.

 

15/03/2021 - 0.2.8 : Captive Marriage update - for CaptivityEvents 1026+ (tested on Bannerlord 1.5.8)

This is a very small update. I'm trying to avoid updating this mod until there are better ways to scale events, as the sheer quantity (over 800 now) is great enough that I'm afraid I won't be able to maintain them for much longer.

New feature:

  • When changing a prisoner's status via the status menu, you can now propose marriage (though the captive will only accept if broken, mind-broken, or devoted). This does not take into account gender, but I've left it open for roleplaying and/or unknown mod support. In my tests it *will crash* for any combinations other than male captor / female captive.

Attempted fixes to a few bugs:

  • The player should now more reliably impregnate / be impregnated by captives (and especially companions / spouses) they have sex with (unless the event indicates they're having sex with more than one person)
  • Fixed some instances where the event would see the wrong gender for the player or companion
  • Freshly-captured captives (who start at 1% health) should now give you slightly more warning (the first time only for each prisoner, so if you're going full marquis de sade don't expect this to save you) that torturing them might push them over the edge and kill them. You can go ahead and do it anyway if that's how your character rolls.

Optimized images: 

  • Used pngquant to optimize all of the images in my set. This reduced file size by ~75% without a noticeable change in quality.

16/02/2021 - 0.2.7 : The Status update - for CaptivityEvents 1026+

  • Several bugfixes
  • New Status menu added to female captives. This allows you to designate your captives as prostitutes and brood whores without needing to accidentally trigger the requisite events. It also allows you to more easily remove these statuses from captives.
  • The Status menu also interacts with the Alchemist event from the Thief storyline, and allows you to feed your captives mind-break potions procured from the Alchemist. 
  • New events exist to interact with the mind-broken status, either provided to the thief by her storyline or to captives you've fed the potion to.
  • Please note that the above events are dark, and intended for use mainly when roleplaying truly evil PCs. 
  • New images and image behavior added for captive heroes. Notably, some events (mainly menu events) now include different appearances for captive heroes when they are pregnant. The Thief hero now also has a unique appearance in those menus, and in some menus while pregnant.
  • Added a set of events (one each for captor, captive, and random, mainly for female PCs) involving a dark and mysterious stranger. Will he help you... Or screw your brains out? (Thanks to NorseKorean) 
  • He may also attempt to rescue female captives of yours, which is quite bothersome when you've spent all this time training them! Best be on your guard, he's a *really* good fighter.
  • If you manage to get multiple broken or devoted female companions, they may reward you for your persistence, regardless of your own gender...
  • Many preexisting events have been changed to use the new Battle feature of Captivity Events. This means that most events which previously just checked your one-handed skill now actually require you to fight off enemies.

 

02/02/2021 - 0.2.6 : The Consequences update - for CaptivityEvents 1025+

This will be my last content update for a while. I will hopefully still find time to fix major bugs as we find them.

  • Many bugfixes suggested or brought up by forumgoers like you! Thanks for the detailed reports, NorseKorean and @Whizkid. I'm sure I've still missed some.
  • Added several events that trigger for Broken or Devoted captives and companions.
  • Added events which grant Devoted or Broken status to sufficiently affectionate or obedient companions, respectively.
  • Added relation loss when you Break a prisoner (because when some lord gets word that you've sufficiently debased his or her son or daughter that he or she has become your obedient slave, they're likely to take offense)
  • Prisoners that lose health due to training will now collapse in exhaustion at low enough health
  • If you're brutal enough, well, they may not survive. Their family may take offense at your brutality, and you might start getting a reputation.
  • Broken prisoners and companions may start to question why they even bother staying alive.

Known issues:

  • Companions are remarkably bad at being able to tell when they're pregnant. They may ask you to impregnate them despite their bulging bellies. Maybe they're just that horny...
  • Despite my configuration file I'm sometimes finding that prisoners still get randomly ransomed / escape outside of the event-based escape system.
  • The Thief events interact with other broken prisoner events to sometimes skip sections of the Thief storyline.

 

02/02/2021 - 0.2.5 : Bugfixes - for CaptivityEvents 1025+

Bugfixes to Captor/Captive behavior

  • Prisoner prostitution events should no longer target the player instead of the prisoner
  • Events which move prisoners into other clans should now work better and not cause prisoners to randomly disappear
  • Fixed a few events for male captive players which led into the wrong events and caused them to be treated as female
  • Various other events should work more cleanly
  • Added a new (non-sexual) Companion event - TB_companion_fighting (_f or _m).
    • Bet on whether your companion will win a fist-fight against one of your troops
    • win or lose their affection (and your gold) depending on your choice.
  • Made the 'attempted escape' event occur even at high morale / leadership - just because your troops like you doesn't mean your captives don't want to escape.

 

31/01/2021 - 0.2.4 : Bugfixes - for CaptivityEvents 1025+

No new features. Only bugfixes.

  • Updated the Settings file, so be sure to use that if you were using mine before
  • Updated events to reduce / hopefully eliminate the phantom events (noise / brief icon display) issue
  • Escaping prisoner event will now simply never occur if any of:
    • Morale > 90
    • Leadership > 95
    • Affection > 20
    • Devoted or Broken
    • Prisoner health < 25
  • Options to retrieve a prisoner still randomize appropriately.

 

31/01/2021 - 0.2.3 : The Companion update - for CaptivityEvents 1025+

This is mostly a proof-of-concept for Companion events with a few bugfixes. I highly recommend starting a new game for this version; I've noticed a very high incidence of crashes due to companions having invalid states.

  • Fixes the ChangeClan reliant events that were causing crashes and odd behaviors in the last official version. If you downloaded the files linked by @BadListener on page 17 of the comments thread, you already had this fix.
  • Uses the new Companions feature to update the Spouse events (both con and noncon) to actually reference your spouse by name (and cause you to impregnate / be impregnated by the correct actor). Your spouse also counts as a companion, so they are subject to the below companion events.
  • Companion events
    • Adds a new somewhat brief set of Companion events. These are pretty basic and will be extended over time. Your choices in them will affect their affection towards you.
    • Companions can get asked for help by a friend. Adventuring on their own may not be safe, though.
    • Companions can get kidnapped. You can try to help them or not.
    • Companions in your party can get horny. They'll ask you to relieve their stress.
    • It's possible to have companions (female only at the moment, sorry!) in your party become prostitutes for your troops. This uses similar events to the ones used for prisoners you've turned into prostitutes.
  • Various wording changes and bugfixes.
  • Added unique images for captor events when talking to male prisoners.
  • Uploaded an optional copy of my CESettings.xml file. Try replacing your Modules\zCaptivityEvents\ModuleLoader\CaptivityRequired\Events\CESettings.xml file with this if you're having weird event frequencies. It mostly just changes random events to be as likely as captor events while not captive, and disables the default escape mechanism.

 

11/08/2020 - 0.2.2 : The Married Slave update - for CaptivityEvents 1021+

This is basically just a bugfix update which:

  • Fixes the 'marry your captor' event for female players to actually trigger and work, and provides new images for it
  • Fixes enslavement / trading behaviors for enslaved players so that (though there may be a few odd or fast trades along the way) they will be put into the hands of an eligible hero who can marry them sooner rather than later
  • Fixes a variety of other minor issues, like images not appearing for the Bard character (the redhead you sometimes see in camp)

Notable known issue (though not new to this version): There's some behavior for non-captive players where events will trigger, but then immediately un-trigger. I've yet to determine what this is, but it's annoying. Turn off side notifications in gameplay options to work around this for now.

11/08/2020 - 0.2.1 : The Affection update - for CaptivityEvents 1021+

One file has been renamed in this update. For this reason, it is necessary to either delete your current installation and reinstall or, before installing, delete the Events/TBCaptorEventsCommon _Slavery.xml file.

  • This is basically just a bugfix update from features that didn't work in the previous version. It necessitated a wide refactor of events, however.
  • Added Obedience and Affection skills to player captives which are used in stead of Relation and SlaveryLevel. This means any captives you have will basically be reset, status-wise, for the purpose of events in this pack. (unless they're already devoted or broken). It also means that events will actually correctly take these values into account, so a net win.
  • Added colorization to skill gains. Regular skills are green, as they are in the default game. Affection/Obedience skills are cyan, to signify that they're more relationship markers and less skills. Toggle skills, like Devoted or Broken, are magenta.
  • These changes should also make the Thief events play nice(r) with the default captive events.

11/08/2020 - 0.2.0 : The PIE update - for CaptivityEvents 1021+

This update renders the game heavy on meaningful Captor events. I highly recommend setting the balance of captor to random events to favor more captor events or you'll be seeing a lot of the same relatively mundane events.

  • Removed / rebalanced several default events to favor more interesting events
  • Removed Flavor events because they did not add anything useful
    • Overall this should mean fewer pointless events and more meaningful events.
  • Added some new events to improve escape rates from villages (because villages don't tie into the slavery system well)
  • Rebalanced the rate at which players get sold to increase the chance that players end up being sold to a noble
    • If you don't want to get sold, make your master happy with you! You can beg them not to sell you at 30 relation or above.
    • Once I have a way to detect whether a player is owned by a noble I'll change these events to mostly favor that.
  • Updated yet more NSFW images for captives, mostly for the next point...
  • Revamped most of the Player Initiated Events (PIE). These are the events and menu you get when talking to a captive via the captive menu. This includes:
    • Try to make your captives like you, either because you're a good person or because you're a horny bugger who wants a willing partner
      • Talk to them
      • Have a meal with them
      • Get intimate
      • They can get tired, but hey, they're your captives, right?
      • Devoted or Broken captives have special interactions here.
    • Train your captives to fear you, either because you don't want them strong enough to escape or because you're a sadistic captor
      • Threaten them (with any of the below)
      • Humiliate them (themes: bestiality, public use, submissiveness, lots of cum)
      • Torture them (themes: bestiality, whipping, restraints)
      • Threats and humiliation might not be very effective once they already think you're a heartless monster, though...
    • New random captor events which use your captives' status (how  much they like you or obey you) to trigger Devoted or Broken status, which affect their behavior when spoken to and which events can trigger for them (and more in the future)
    • These work for males and females, and are written to fit m/m and f/f relationships as well. Unfortunately all the images currently assume a male captor and female captive, but I will be updating them in the future to support all combinations.

11/06/2020 - 0.1.16

  • Fixes to the Marriage event not being triggerable
  • Doubled most slavery gain values
  • Replaced 80% of NSFW images for captives

11/01/2020 - 0.1.15

Please delete your existing zTBCaptivityEvents folder completely before installing to avoid strange behaviors.

The largest (by filesize change) update to date!

  • Rebalance of all random / captivity events to decrease the frequency of certain more disruptive events (particularly 'find prisoners'). In the future the majority of random events that trigger should be random omens and other minor morale boosts or gains (I've also reduced the amount of morale reduced from a maximum of 20 to a maximum of 2, because it was getting silly), with more disruptive events as 2-5x rarer. The more common events should also almost all use different images from each other, so you should see less of the same random four skyrim bros / stormcloaks sitting around.
  • Update of Skill events to grant 1/4 the amount of skill (they became far and away easier to level while captive than not)
  • Fewer of the random events can happen in towns to increase the rate at which town events occur while in towns.
  • Updated all of my non-sexual images to use Bannerlord-based images instead of Skyrim where possible to improve consistency with the game. Huge thanks to @Joleg for identifying and advising on this issue.
  • Updated several of the more awful-looking nsfw images to use a new set of filters / better colorization, or just replaced them entirely.
  • Updated the image folder organization to make finding / removing NSFW images easier (if that's your preference).
  • Updated overrides to allow more of the Default events to trigger for better event variety.
  • Updated wording on grammar on several events
  • Events which grant troops now grant unusual and powerful troops (For example, you now have a slightly-more-reliable way to find Sword Sisters!). Those troops join you with a Wounded status, however, so you'll have to make sure you treat them well before they become useful to you, making recruiting them an actual choice. 
  • Overhauled Slave Marriage event:
    • When you marry your master while enslaved, you are no longer automatically freed
    • You should no longer get the option to marry your master while already married to a master
    • Should you become free after marrying your master, he will periodically show up to remind you that he still owns you, demand that you submit, and order you to perform humiliating sexual acts to remind you of your place.
    • You will need to lower your Slavery level to resist, but can eventually 'divorce' your husband, heavily reducing your slavery level. 
    • Once you do these events will stop (until you marry your owner again at some point in the future!)
  • Overhauled Thief event:
    • Once you have captured the Thief, you will periodically see an event where you can choose to let her go or use her body in a variety of ways.
    • Until you let her go, Thief events will no longer trigger.
    • The more you use her, the more obedient she will become
    • Eventually you will be offered a choice that will determine her future.
    • Thereafter your relationship with her will be permanently changed - or at least until you let her go.
    • If your character is truly evil, you'll have a further opportunity to change that relationship.
    • Tie-in to possible future events allowing you to more easily make captives obedient.
  • Overhauled Scion events:
    • The various events which allow you to gain a hero / captive now actually give you a hero with stats. For the purposes of this mod, I'm referring to events that happen to any random hero captive as scion events (because captives are for the most part noble scions)
    • If you're been using your captives as baby factories, you're in luck! You can now formalize this relationship and turn your captives into brood whores.
    • There's also a (random chance / choice) way to promote your captives into prostitutes to improve your army's morale. They'll unlock new events as their skill at prostitution improves.
  • Flavor events:
    • Added several Flavor random and captive events that do nothing but show pretty pictures and brief anecdotes. These use the custom Flavor tag, so if you don't want them to show up (they're designed for play with very high event rates to pad out the number of events) just deselect the Flavor custom tag.
  • Escape events / overhaul
    • Modified the Escape events to provide a skill/random-based way for you to reduce the rate at which captives escape; pay bounty hunters, get your captives to like you if you're merciful, or torture them into submission if that's what you prefer. Turn off the regular escape options in the CE MCM and see the mod description for details.

10/08/2020 - 0.1.14

Many bugfixes relating to improperly behaving events or typos.

  • Wounded recovering slaves should no longer become so horny they go into decision paralysis (Thanks @Sakhmeth)
  • Castle guards have been instructed to actually capture infiltrators instead of letting them try again forever (Thanks @boonyeelim and @harasai)
  • Guards have been instructed to actually release prisoners blackmailed into joining your clan (still buggy) (Thanks @Kyzeze)
  • Merchants have discovered new and exciting ways to punish prisoners with bad attitudes (Thanks @harasai)
  • Troops should no longer be in existential angst about their status as potential heroes (Thanks @RawrishRascal)
  • Captors should now need to be significantly more fond of their slaves before they consider releasing them (Thanks @Celedhring)

Blackmailer Event

  • Updated the Blackmailer event to use a Custom Skill to track whether you are currently being blackmailed
  • Added an event that triggers when you are actively being blackmailed
  • Added a slightly randomized outcome to the Blackmail event (with room for more later)

Skills

  • Updated all non-custom skill gains to grant XP, so they should now level the player (and be more potent at low skill levels)
  • This may be slightly too high at the moment depending on the frequency your events are set at

General Events

  • Updated a ton of event triggers so that hopefully, finally this time, captivity events can trigger when you're enslaved to increase event variety
  • Added a couple more simple events at the highest slavery level to increase event variety

9/16/2020 - 0.1.13

This update mainly centers around integrating the SpawnTroops and SpawnHero consequences to fit certain preexisting events.

  • Added SpawnTroops to TB_deserters if you conscript the troops
    • This creates a sort of 'minimum troop number' - depending on your event frequency it becomes difficult to run out of troops
  • Added SpawnHero to the thief event (so you can actually take her captive and use custom events to do as you will)
  • Added SpawnTroops to the find prisoner random event (adds one troop if you take her with you)
  • Added a variation of the find prisoner random event where she wants revenge (adds one hero if you take her with you)
  • Added a 'noble scion pretending to be a boy' event (adds one hero as either an ally or captive depending on your choice)
  • 'Sneaking into the castle' no longer crashes the game. Unfortunately the resulting escape behavior doesn't seem to trigger the failed escape event (I have no idea why), so there's no consequence for failure in some cases.
  • Changed the default image so that male players no longer see a default female character for random events
  • Updated the version number in SubModule.xml

8/8/2020 - 0.1.12

  • Expanded Bitch event with random sub-events
  • Fixed various bugs related to CE xml / location changes
  • Fixed capture events to work with CE / capture changes
  • Fixed capture events to work with CE / strip changes
  • Added male PC versions of the witness events

7/21/2020 - 0.1.11 Hotfix 1

  • Fixed various events that were being improperly referenced
  • Removed dream_lobby event from any non-captive events
  • Fixed some image references

7/10/2020 - 0.1.11

  • Added a celebration event which has a chance to initiate either the alley slut event or a noncon roleplay event
  • Updated to the cleaning event to have a chance to initiate a (declineable) noncon roleplay event
  • Updated the slavery recovery event to have a chance to initiate a (declineable) noncon roleplay event
  • Added a male version of the Thief event (thanks Skeleton for the idea) which includes both a femdom pegging and a revenge / punishment scenario with forced impregnation or tattooing themes
  • Added a few more generic random events to increase variety (rescue prisoner, deserters, victory)
  • Added a kidnapped by bandits event (uses much of the same dialogue as the bad ending of the thief event)
  • Added a few slavery events (creep, forgotten, and bitch) to add more variety to events for enslaved players
  • Fixed an issue with the capture event which could block progress by providing no valid option
  • Added an event allowing the player to blackmail a captive into joining their clan (thanks Skeleton for the idea).
  • Added more outcomes to some of the random/consensual sex events with your troops
  • Added solo versions of many of the random events to increase event variety after escapes / in other circumstances with no troops (so you don't just get kidnapped constantly)
  • Added a solo version of the slavery recovery event
  • Reduced chance of initial enslavement to allow non-slave captive events to actually trigger once in a while

 

7/8/2020 - 0.1.10

  • Updated a number of events to trigger when not enslaved as well as when enslaved to increase variety
  • Added overrides for a number of default events which triggered too frequently for my liking
  • Replaced the 'you lost your pouch' event with a thief event with multiple outcomes depending on chance and skill, ranging from catching and punishing the thief to being caught and punished yourself, including an extended kidnapping scene.
  • Added HeroIsFemale as a restriction to some more events to stop them from triggering when the player is male
  • Added a new event to replace the initial Capture event, allowing the player to try to escape or to submit completely if they are a sufficiently trained slave.
  • Added a new event to replace the initial Escape event, allowing sufficiently trained slaves to opt to return to their master despite escaping.
  • Added a new event to replace the initial failed escape event, allowing the player to react in different ways to being recaptured.
  • Added a minor / placeholder Captive event allowing you to blackmail enslaved nobles to join your clan.
  • Rewrote or changed writing in a number of other events to improve dialogue flow or fix grammatical errors.

 

6/28/2020 - 0.1.9

  • The package installation method is different now to make it easier for people to install manually. Installation instructions have been updated.
  • Cleaned up a lot of events to remove consequences or requirements with invalid or missing values
  • Updated several images, particularly clothed images, to increase quality / better match the default images.
  • Added reputation / relation loss/gain to most events
  • Added skill gain / requirements to many events and choices within those events. (Currently mostly Charm / Roguery / OneHanded, but there are some others in there)
  • Get blackmailed into playing the part of a slave even while not enslaved
  • New outcomes / behaviors for the catcall and tavern drugging events
  • If your men don't think you have enough money to pay them, they may request (or demand!) that you do some intimate work to make up the gap.
  • If you have enough men and keep captives (sorry, no gender detection here yet), they may decide to molest them. Will you condone their behavior? What will they think if you don't?
  • Probably more things I've forgotten while I was doing a cleanup pass on the events and moving to a new framework
  • Known issue: The Slavery Recovery and Blackmail events currently trigger even if you've never been a slave. This will be fixed as soon as the base mod is updated to allow player slavery level to be checked while not a captive.

6/28/2020 - 0.1.8

  • Added support for package management (you can now enable/disable this mod from the Bannerlord mod menu. Make sure to enable it if you want its events to load or fire).
  • Reduced weight of non-slave pillory event from 10000 (debugging) to 100 (standard high)
  • The easiest way to remove standard events during initial install is just to uncheck the option in the launcher's mod menu now.

6/28/2020 - 0.1.7

  • Reduced trigger chance for slavery recovery event. It should still be more frequent (until you get below 50 slavery) than other events, but should not trigger constantly unless you have no one else in your party (and therefore no one to distract you from your plight).
  • Added several generic random events to increase variety. Most of these give the option (but not requirement) for you to pleasure your men, and add some color to your party's behavior. Most of them are player-initiated (you're the boss of your own party, after all).
  • Added an event allowing you to berate / execute your men if they decide to take advantage of your captives (and for them to retaliate...)
  • Added two events to towns which may result in you being drugged and left bound in an alleyway, free for anyone (or thing) to use until you escape or are rescued.

6/26/2020 - 0.1.6

  • Many revisions to event tags and weights to hopefully improve settlement experience and add event variety
  • Reduced requirements of morale random event so that it triggers <25morale with 5+ followers
  • Added a new random event type: slavery recovery. This is barebones (only 3 options, with ~50% chance of good/bad outcomes for the latter two), but the intent is to provide the player ways to reduce their slavery outside of being a slave. The fantasy is that after being a broken slave it's difficult to go back to freedom, so > 50 slavery your character will periodically become extremely horny, and it's up to you to decide how to react to that.

6/5/2020 - 0.1.5-H1

  • Fixed typo on waiting event 2

6/4/2020 - 0.1.5

  • Updated file structure to meet new file structure in zCaptivityEvents
  • Updated events to meet new conditionals
  • Added an alternate messier ending to the town pillory event
  • Changed the way the Slavery events trigger so they should be a little more reliable (less chance of being immediately sold into slavery, but it will happen eventually, and thereafter you shouldn't be constantly being sold)
  • Improved chance of being sold to a noble after being sold to a merchant (to avoid the issue where you become a merchant's slave and then are led on a merry chase around the map forever)

5/31/2020 - 0.1.4

  • Changed waiting events to not require removing the default ones
  • Changed waiting events to properly use the conditional syntax. Thanks to @Plaguetard for the insight on how those worked. Hopefully this will stop the crash-on-enslavement bug we keep seeing.
  • Added insect / oviposition nightmare events to the dream event (no spiders, yet)
  • Fixed a typo in some of the slavery events which was making them not trigger. Thanks to @Plaguetard again for the tip.

5/30/2020 - 0.1.3

  • Fix pillory public use events to go to the proper concluding event
  • Add or alter a number of improperly labeled or missing images. Thanks @sen4mi for the tip.
  • Add Giant event to dreaming
  • Fix some of the events selling the player into slavery that were not triggering because of improperly defined flags. Thanks to @Plaguetard for the tip.

5/30/2020 - 0.1.2

In 0.1.2+ it will be necessary to delete certain default files manually while installing if you want my events to replace the default ones. For now, this file is DefaultCaptiveRequiredEvents.xml. I leave it up to you to decide which you prefer, and will also list the necessary files in the installation section of this mod. Please also note that this mod replaces the DefaultWaitingMenus.xml file completely, as this was the only way I could get these events to be replaced without crashing the game.

  • Arena event: your captor or master sells you to an arena master for a day of 'entertainment' (50% chance of bestiality)
  • Morale event: When your party's at really low morale, they may ask you to take action to raise it. (Consensual)
  • Bonus event for players who've managed to get to extremely high slavery and relation with their master (Requires your master to be a noble). 
  • Updated and randomized values for essentially everything, so that you gain/lose renown and relation as things happen
  • You should no longer lose your slavery points should you escape, meaning if you get re-enslaved all your training sticks. I'm hopeful this will let me set up slavery-specific PTSD / recovery events going forward to allow characters to grow more organically.
  • More randomized slavery and noncon event outcomes
  • All rest actions should now lead to the dream event
  • Preparation work for a future overhaul of the dream event
  • All-new images for the Dream event (okay, actually most of them aren't new, they just now have a dreamy overlay)

5/25/2020 - 0.1.1

  • Added missing events to the required override file. Thanks @Plaguetard for identifying the issue.
  • Fixed a few other events and replaced some of the images I most loathed. 
  • Trying out a new image filter on these newest images to try to improve painterly quality and avoid ML-paint-look

5/20/2020 - 0.1.0

  • Fixed a number of instances where slavery events would not result in lost health
  • Added a bestiality scenario (Alchemist is doing science on you with a wolf) 
  • Added a dream / escapism scenario at low levels of slavery that can be used to quickly gain health at the expense of becoming more obedient...
  • Fixed a few more events that weren't working quite right
  • Added new default slavery screens (you'll need to delete DefaultSlaveryEventsFemale.xml for these to show up):
  1. 1-50: defiant
  2. 50-100: resigned
  3. 100-250: broken
  4. 250+: eager

5/18/2020 - 0.0.5

  • Removed or altered several events which were causing crashes. If you see more crashes triggered by my events, please let me know which event(s) so that I can remove them.
  • Removed all Captor events because my flaying arm is tired and no other events will trigger for me so I can't test them to guarantee they don't cause crashes.

5/17/2020 - 0.0.4

  • This is a temporary hotfix to change these scripts to fit with the new changes to CaptivityEvents. Probably won't stop it from crashing until BadListener figures out what's going on, but it should at least get the events to load appropriately. As a side effect, most events won't grant or remove relation / renown anymore.

5/14/2020 - 0.0.3

  • Replaced and/or modified EVERY SINGLE IMAGE using the photoshop oil filter (and some drawing of my own to make things, well... messier) to make the art style more consistent and closer to the Bannerlord art style. (It's not quite there - mine are oil vs bannerlord's more acrylic style, but c'est la vie).
  • Every image used by this mod's events is now mine, i.e. created by me using Skyrim and Photoshop. Please do not redistribute without permission, per the attached license (though you are welcome, again per the license, to download and use them yourself).
  • Refactored almost every event, fixed a bug causing players who were not captive to see my captive events, number of other bugfixes, 
  • added several new slavery and captive events
  • refactored slavery events to try to create an obey-or-take-damage mechanic, where if you're low enough health you can't resist, so the player has to manage health vs. getting screwed (literally), and needs high enough health to escape. This refactor also makes resisting dialogues more difficult to use the more trained you are as a slave, so be careful - you may become broken and unable to resist! If you do, all's not lost, there are also three random (low-chance) consensual events which can free you (whether you decide to reward your rescuer or not). Note that some events only happen at very high (100+) slavery, so if you want to see them you'd best behave!
  • added a bestiality event as a proof of concept (though I've never seen it trigger, so I assume something is wrong with the way the Bestiality flag conditional works)

5/10/2020 - 0.0.2

  • added HeroGenderIsFemale to a few more events to make sure they don't pop up when playing a male character. 

5/10/2020 - 0.0.1

  • uploaded

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