zCapacity Events is an extension of Captivity Events built from the official GitHub source (CE v1.3.10.1300).
It adds a framework for targeted hero interactions, service menus, hero selection, XML extensions and a collection of example events for mod creators. (SRC files also)
Special thanks to BadListener for MOD .
Special thanks to B0ukensha.
I used your materials, integrating them with my CEModuleCustom and adding a Polish translation.
Link to the mod – (not required for download for events BUT FOR IMAGES).
I tested this on game version 1.4.5 (the latest release as of June 27, 2026).
Does it work with War Sails? – I have no idea, I don't have the DLC, and the patch itself is based on version v1.3.10.1300, while here on the site it's already version 1.4.x.
The easiest way to activate the new changes is by entering a town, village, or castle. A new menu will appear there.
What's new?
Have you ever wanted to build your own House Targaryen... or perhaps create an even more dysfunctional House Habsburg?
Now you can.
zCapacity Events transforms Captivity Events from a collection of random encounters into a framework where you decide who interacts with whom.
Want to strengthen family bonds?
Want to create rivalries between noble houses?
Want to visit the local brothel and roleplay as a lady?
Want to become the most infamous family in Calradia?
Or simply execute that one annoying prisoner lord who keeps raiding your villages?
Now it's entirely up to you.
What was added compared to the original Captivity Events?
The goal of zCapacity Events is not to replace Captivity Events, but to expand it into a complete framework for creating advanced XML events.
Completely New zCapacity Service Menu
The biggest addition is the brand new zCapacity Menu.
Instead of relying purely on random events, you can now choose who will participate before the event even begins.
Choose a family member.
Choose a companion.
Choose a noble.
Choose a notable.
Choose a prisoner lord.
Choose an entire army.
Then let the XML decide what happens next.
Expanded Family Interactions
Family members are no longer just passive NPCs.
You can now build long event chains involving:
- siblings
- spouses
- parents
- etc,
Relationships can evolve over multiple events instead of ending after a single encounter.
And yes...
If politics demand it...
You can even remove an inconvenient member from the family tree.
Expanded Companion Interactions
Companions finally receive proper event support.
Instead of generic interactions, XML creators can build companion-specific storylines using the new hero selection framework.
Expanded Lord & Lady Interactions
Settlement nobles are now much more than quest givers.
You can create dedicated interactions with:
- Lords
- Ladies
- Army commanders
- Prisoner Lords
Whether your goal is diplomacy, betrayal, revenge or simply creating chaos across Calradia is entirely up to your XML.
Army Integration
A completely new system allows interactions while travelling with an army.
The framework automatically detects troop size and can launch different event chains depending on how many soldiers are present.
No manual setup required. 30/60/90/120/150/180/210+
Village & Town Important Characters
Important NPCs inside towns and villages now have dedicated interaction menus.
This makes it possible to build local storylines that previously required complicated workarounds.
Expanded Brothel
The brothel has been significantly expanded.
Besides the original functionality it now includes an additional customer roleplay path with a much larger event tree, allowing creators to build far more varied scenarios.
Hero Selection Framework
The framework introduces persistent hero references that XML can use directly.
Supported references include:
- SelectedActor
- SelectedFamilyMember
- SelectedCompanion
- SelectedPrisonerLord
- SelectedLord
- SelectedSettlementLord
- SelectedNotable
- SelectedTarget
- SelectedHero
Instead of random heroes, XML events can now work with exactly the character selected by the player.
Reference-Based Pregnancy
Two new XML systems have been added:
- ImpregnationByRef
- ImpregnationByGroupRefs
allowing creators to explicitly define partners rather than relying on random game logic.
New Hero Actions
Additional XML consequences include:
- Kill selected hero
- Wound selected hero
- Release selected prisoner lord
making story-driven consequences much easier to implement.
Automatic Troop Scaling
Troop service events automatically scale based on party or army size.
Large armies can trigger completely different event chains than small parties.
Included Example Framework
This release includes a large collection of fully working XML examples.
Rather than providing only new gameplay, zCapacity also serves as a toolkit for other event creators.
Included Menu Files
Most of the new interaction framework is contained inside:
Modules\zCaptivityEvents\ModuleLoader\Events-zMojeCE\
ZC_ArmyLords_Menu.xml
ZC_Companion_Menu.xml
ZC_Family_Menu.xml
ZC_PrisonerLord_Menu.xml
ZC_ServiceArmy_Menu_auto.xml
ZC_SettlementLord_Menu.xml
zMojeCE_Burdel.xml
ZC_ServiceArmy_Menu_auto.xml
These files can be used directly, modified, or expanded to create entirely new event chains.
1. What is this?
zCapacity Events is an extension framework built from the official Captivity Events GitHub source code.
Rather than replacing Captivity Events, it expands the original XML system with entirely new mechanics focused on hero interactions, service menus and advanced event creation.
2. Features
-
zCapacity Service Menu – choose exactly who will participate in an event instead of relying on random encounters.
-
Expanded interactions with family members, companions, lords, ladies, prisoner lords and notables.
-
Army integration with automatic troop scaling for party and army events.
-
Expanded brothel featuring a new customer path with an extended event tree.
-
Hero Selection Framework using references such as
SelectedActor,SelectedFamilyMember,SelectedLord, etc. -
Reference-based systems for relationships and pregnancy, allowing precise interactions between selected characters.
-
New hero actions including executing, wounding or releasing selected heroes directly from XML.
-
Extended XML framework with additional XSD definitions, companion attributes and new XML consequences.
-
Developer resources including full source code, XML documentation and numerous example events.
-
Localization & compatibility with English/Polish support and a compatibility patch for Boukenshas Binder.
-
Added the option to have an abortion (10,000 gold)
3. Requirements
If you are using these images in another mod, you don't need to download them.
The mod also detects duplicates and logs are masive.
IMGs: (Maybe i next version i'll work my imgs form ai slop xd)
If you already have Boukensha's images installed from another mod, you don't need to download them again.
If you don't have them, download all image packs: Images 1, 2, 3, 4, 5, and 6.
You can place all of the images into this folder:
...\Mount & Blade II Bannerlord\Modules\zCaptivityEvents\ModuleLoader\Images
The ModuleLoader folder is where the mod loads all of its files from, so that's the correct location for the images.
4. Installation
First, make a copy of the original "zCaptivityEvents" folder.
Move the original files outside the module, then put the downloaded zCaptivityEvents in.
If the save won't start due to the wrong version, replace the "SubModule.xml" file.
- Install Captivity Events.
- Replace the provided DLL.
- Replace the provided XSD.
- Install the XML files.
- Install CEModuleCustom.xml.
- Install language files.
- Launch Bannerlord.
5. Included Content
- Modified DLL
- Full Source Code
- Updated XSD
- XML Documentation
- Example XML Events
- English Event Pack
- Polish Translation
- Boukenshas Binder Compatibility Patch
- Boukenshas Binder Polish Translation
6. Included Content
- Modified DLL
- Full Source Code
- Updated XSD
- XML Documentation
- Example XML Events
- English Event Pack
- Polish Translation
- Boukenshas Binder Compatibility Patch
- Boukenshas Binder Polish Translation
7. Content Overview
This release adds a new zCapacity menu that can appear in towns, villages, castles and armies.
One of the major additions is the Army Service event tree. This system is based on the size of the player’s party or army and is mainly designed as a morale-focused event chain.
The army size is divided into several thresholds:
30 / 60 / 90 / 120 / 150 / 180 / 210+
Each threshold unlocks a different event level. There are 7 levels in total, and each level contains 20 events:
10 sober variants
10 drunk variants
This means the full army service system contains 140 events in total.
When the player is part of an army, the system uses the total army size instead of only the player’s party size. After choosing the army service option, the mod checks the army size, selects the correct event tier, and then starts one of the available events. Outcomes are generally split around a 50/50 chance between a positive and negative result.
The brothel system has also been expanded.
A new manual customer-search path was added. Instead of relying only on the original system, the player can actively look for a client. The system can roll several different customer types, each with its own interaction style and possible outcome.
Service results are generally divided into three categories:
Positive / Neutral / Negative
with roughly balanced chances.
Additional small systems were also added, including:
-
blackout events if the character drinks too much;
-
simple card-game style events;
-
gambling-style outcomes with roughly even win/loss chances.
The mod also expands interactions with many types of NPCs:
-
family members;
-
companions;
-
settlement lords and ladies;
-
army lords;
-
prisoner lords;
-
important town and village characters.
Important town and village characters are supported for interactions, but they are not treated as full Bannerlord heroes in the same way as nobles or companions. Because of that, some hero-based systems, such as pregnancy or children, are not available for notables.
zCapacity also adds a more precise character interaction framework.
The mod allows events to target the exact selected character instead of relying on generic or random CE targets. This makes it possible to correctly assign relationships, pregnancy effects, wounds, prisoner releases and even death consequences to the intended NPC.
In short: if an event is written correctly, the mod knows exactly who is acting, who is being targeted, and which character should receive the result.
Boukenshas Binder Content
This mod also includes event content based on Boukenshas Binder - Stories of Captivity v1.3.2.
These events are stored in:
Modules\zCaptivityEvents\ModuleLoader\Events-Boukie
The Boukenshas Binder events have been adjusted to work with my custom CEModuleCustom.xml setup.
I am aware that this introduces a slightly different “standard” compared to the original event structure. This is my first modding project, and I started by building my own system first, then gradually learned how Captivity Events works internally. In other words, I am self-taught, so the structure may not be perfect, but it is functional and built around the zCapacity framework.
This release also includes a Polish translation for the modified Boukenshas Binder content.
8. 'Support'
- Download section - zCapacity Events Documentation.pdf zCapacity Events Documentation.pdf
9. Known Issues / Bugs
The project is still under active development. The following issues are currently known:
-
Settlement lords are sometimes detected as prisoners. In some situations, lords who are simply staying in a settlement may incorrectly appear in the Prisoner Lords interaction menu.
-
Time may occasionally continue to pass while using certain zCapacity menus. This behavior is inherited from the original Captivity Events menu system and is still being investigated.
-
Some English translations maybe bad. (Hi, sorry for my bad english xd)
-
Background images are not always context-appropriate. Some events currently reuse generic Captivity Events backgrounds, so the displayed image may not perfectly match the event being played.
First, make a copy of the original "zCaptivityEvents" folder.
Move the original files outside the module, then put the downloaded zCaptivityEvents in.
If the save won't start due to the wrong version, replace the "SubModule.xml" file.
- Install Captivity Events.
- Replace the provided DLL.
- Replace the provided XSD.
- Install the XML files.
- Install CEModuleCustom.xml.
- Install language files.
- Launch Bannerlord.