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Mount and blade: Bannerlord sex mods?


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On 4/21/2020 at 3:31 PM, Wien1938 said:

Magnificent! I'd quite like more frequent and more variety of sex events. :)

 

On 4/21/2020 at 2:38 PM, hzhou35 said:

Probability is too low now, but still thanks!

I didn't test any of this so GLHF back up your save.

 

- Events should be twice a in game day i think?

- Removed the default wilderness/settlement escape.

- Added the field army scenarios to prison capture

 

 

 

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Hello,

Added a little of a armor loss and equipment loss event if you are playing this mod on hardest difficulty, added to the latest release 3 hours ago.


If anyone can do it, change the equipment to something similar to rags. if possible.

 

 

No Clue how to upload here, maybe my account is pretty new and that's why.
http://www.mediafire.com/file/zl5f7wjun7yqizd/CaptivityEvents.zip/file

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33 minutes ago, bacab78435 said:

Hello,

Added a little of a armor loss and equipment loss event if you are playing this mod on hardest difficulty, added to the latest release 3 hours ago.


If anyone can do it, change the equipment to something similar to rags. if possible.

 

 

No Clue how to upload here, maybe my account is pretty new and that's why.
http://www.mediafire.com/file/zl5f7wjun7yqizd/CaptivityEvents.zip/file

Could you elaborate what armor loss means?

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10 hours ago, Wien1938 said:

Magnificent! I'd quite like more frequent and more variety of sex events. :)


It will soon be possible to write your own in a simple XML format, at least adding variety as you mention. And just put the XML files in a folder in your modfolder.

I am sure non-coders will write a lot of fun stuff, that can be shared around.
 

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Greetings,

 

Similar to CK2, which had most selling DLC "Way of Life" - please extend romance options.

This thread will be updated based on feedback from various people, including adult modders.

 

Before doing that, please change the engine so that modders could do it for you. Sorry of sth is already added. Examples:

1. All characters should have fields containing father info: an unknown (random guy), a known - a real (actual, biological) and a supposed (declared). IN CK2 there are fields fat=<charid> and rfat=<charid>.

2. Every object should have easily to add, modify, remove custom fields. Including characters, locations, items etc.

3. Easy to add picture+text for any event. So modders could add some stuff easily.

4. Timers, triggers, delayed events, time tracking, location tracking. All easily custom added, removed, modified, tracked.

5. Something missing from CK2 and now too hard to add w/o changing half of the game. Love encounters tracking. Every encounter mentioned in the log/diary. It may be even in-game, quest item LOL

 

So, about WoL ideas, which are acceptable to be in the official game:

(all the stuff with adult, non blood-reated, willing characters)

- make inheritance important. Rulers should die (optionally?), so it should be important to have kids

- conceiving should be based on actual sex with partner (tasteful "spend time with" scenes). While for NPC there should be common sense requirements, like being in the same place in the same time. This allows special strategic options like having someones spouse in captivity lowering chances that enemy/rival will have children.

- spend time with, train, have events, show children to the court. Children's abilities should rise with time spend with them and based on selected guardian's abilities. Yup, add a child's guardian.

- 50% children mortality rate (rule based, not depicted, ofc I don't suggest illegal child killing to the game, just make it die because of accident or illness) like in RL before vaccines and antibiotics, which will be limiter for overcrowing the world and will add layer of motivation/fear (lineage extinction)

- make the most desirable women sth MC fights for. Winning a tournament or having to conquer X number of castles/cities in Y time or sth to prove MC's worth. If MC loses - sorry, she may end with another male. Currently, looser like MC can be the spouse of the biggest Kingdom's heir! Just after short interview LOL

- introduce romancing with any adult, non-blood-related women/men - including married ones. IF cuckoo ruler don't know MC sleeps with his spouse, romanced spouse could be MC's ally. For example to free from captivity or end the war or join clan/kingdom. So MC could have a secret agent

- defend your spouse (and adult children) not only from the enemy but also from friends. In case of lower relation level, she could have ONS or romance with a companion

- introduce paternity fraud and bastards - even as a political weapon. Allow PC and NPC to play dump even if he knows child is not his. But he needs child ASAP. So doing sth bad because of knowing true father should be an option (like in CK2)

- in case of any same-sex stuff, introduce master ON/OFF switch. Everyone would be happy - one will see what one wants to see and won't see what one doesn't want to see.

- in the case of adult children - she/he could be seduced by someone, may have romance, etc. The player should seek a spouse for the offspring. Add betrothal option. Maybe the political impact of marriage/betrothal?

Examples: proposing mc's adult child for marriage as an option to end a war, earn money and renown  if she/he is desirable, earn a person's or faction's relationship.

Kill a political opponent in a duel for a woman etc. Yup, add for life or death duels.

- add STDs Yup, that was a plague before modern times. STDs could lower abilities. Cause spouse's rage etc. The player should seek medic. In CK2 there are two STD types - non-lethal (Lover Pox) and lethal one (Great Pox). Infecting enemy is also a weapon (Orson Scott Card's book example).

- add concubines or/and official lovers. Especially for old rulers w/o spouse or w/o children or with infertile spouse.

- in case of facing lineage extinction, force NPCs to stay away from battlefield/other dangers.

- any female character could be kidnapped or taken into a prison in case of losing battle. OFC no r**e stuff! But instead of that, she could fall for charismatic bandit/enemy boss (time counter starts).

There was a RL story of a female journalist who went to South America's jungle to do an interview with guerilla's boss. She ended as his lover.

 

In case of not adding something of above to the game, please think about how to alter the engine to allow making a mod for that.

Some people on LoversLab already make adult stuff, but they encounter engine-related limitations.

 

Think about possibilities - Player fight for certain heavily-defended city not just "meh, another battle", but to free his spouse or win a challenge with a opponent.

Or player tries to disguise himself and enter princess chamber for "spending time with". In case of loosing - fight or being imprisoned.

There could be another layer of gameplay and challenge. And it is no THAT hard to add.

 

Appendix 1 (rival types):

male:

- seducer - casanova type. He had a lot women, he is know womanizer. High risk of STD. He may not be good fighter or sth (but high charm), he is just so called "player". Maybe an artist,Will talk to MC's love interest, try to be MC's friend (not enemy at least). Someone like Dandelion in The Witcher 3

- feudal lord - this type could use his power to lure love interest into his vicinity. May try to add her to his concubine list (harem). He may threat MC for example about expelling from the kingdom, not giving/voting for a fief. He may bribe lover interest's family or him/herself. He may want money to stay away from (potential) spouse. Optionally: King could add any adult, non blood-related woman to his harem, including married ones.

- famous duelist - he is a champion. Like Achilles. He wanders between cities, winning tournaments. Every young (and old too!) woman wants to sleep with him because, oh, such fame! Such muscular body ! And his sons are so healthy! (well, really, his offspring has lower mortality rate). He is classy. He is so good, he don't need to use tricks to get what he/she wants.

- schemer - Example: we don't know how it happened, but either you leave your love interest with him (for example as assistant, bodyguard, medic, governor) or you won't be able to retrieve your relative from grave danger (in time). How could it happen? Such coincidence? Schemer will help and he/she is sorry for your trouble. He/she did what he/she can to prevent this.

- corrupter - leave it for modders

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1 hour ago, CobraPL said:

make inheritance important. Rulers should die (optionally?), so it should be important to have kids

They can already. You just conquer the rest of the world in less than 10 to 20 years ingame. You have an option for your character to die and i've read some comments about players playing long enough to see this happen.

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45 minutes ago, Scypio said:

They can already. You just conquer the rest of the world in less than 10 to 20 years ingame. You have an option for your character to die and i've read some comments about players playing long enough to see this happen.

There are also mods that speed up pregnancy and how fast children grow up to be heroes in the game.

 

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I created the next version of the XSEFS standard. File included. This is now version 0.6, next version it will be able to handle all sorts of events I've seen in mods.

And I will likely deliver a version of @ioe23 mod that have it ready and integrated for anyone to toss in their own events. I imagine a lot of change management based on feedback from that one.

-- everything in this XSEFS is open for change,and anyone can use it for anything --

I adjusted a lot based on input from various people. There are now 'flags'.

 

XSEFS.xsd

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6 hours ago, YoungSailorGlitter said:


It will soon be possible to write your own in a simple XML format, at least adding variety as you mention. And just put the XML files in a folder in your modfolder.

I am sure non-coders will write a lot of fun stuff, that can be shared around.
 

I'll have a crack at something this week - I've got a little experience with XML files from work. :)

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4 hours ago, Scypio said:

They can already. You just conquer the rest of the world in less than 10 to 20 years ingame. You have an option for your character to die and i've read some comments about players playing long enough to see this happen.

Could you tell me your expectations regarding game's engine, so I pass it to mentioned thread?
Main post edited with new suggestions etc.
https://forums.taleworlds.com/index.php?threads/way-of-life-romance-stuff-extended.418454/

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52 minutes ago, CobraPL said:

Could you tell me your expectations regarding game's engine, so I pass it to mentioned thread?

I have none. I don't know yet what i want, what i can do and what i cannot. I've already a lot of freedom in the game and i could add a lot of stuff. But i don't know much what i want to add aside from what i'm currently working on.

 

Now the time to do some self promotion. I've been working on this for a few days now.

The mod now support custom made events. As such anyone willing to write a few sets of events might end up on the official mod. Also i didn't do a lot of testing so that will help stabilize the code too.

 

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23 hours ago, ioe23 said:

 

I didn't test any of this so GLHF back up your save.

 

- Events should be twice a in game day i think?

- Removed the default wilderness/settlement escape.

- Added the field army scenarios to prison capture

 

 

CaptivityEvents.zip 19.54 kB · 138 downloads

Tested it out, it works but I have problems in towns when my character is offered money in exchange for """favors""", accepting or refusing causes a CTD with no log.

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1 hour ago, XXXRyanXXX said:

Tested it out, it works but I have problems in towns when my character is offered money in exchange for """favors""", accepting or refusing causes a CTD with no log.

 

1 hour ago, hzhou35 said:

It seems that the game will crash when you agree the guard of city to do something to you, but will not in the army.

I see it

CESubModule.cs:149

 

 if (PlayerCaptivity.CaptorParty.MobileParty.LeaderHero != null

 

needs to be changed to check if in settlement or not. ill take the changes @bacab78435 made and fix. But really you all should start using @Scypio's version since thats the "more correct" version.

 

Edit: Should be fixed.
 

Unrelated: There's apparently no way of removing skill xp, so even if you set a lower skill level, you'll instantly level back up the next time you get XP in that skill. You'd have to overwrite some of the core game stuff to get it to work and that will probably instantly break the next time they patch.

 

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31 minutes ago, ioe23 said:

 

I see it

CESubModule.cs:149

 


 if (PlayerCaptivity.CaptorParty.MobileParty.LeaderHero != null

 

needs to be changed to check if in settlement or not. ill take the changes @bacab78435 made and fix. But really you all should start using @Scypio's version since thats the "more correct" version.

 

Edit: Should be fixed.
 

Unrelated: There's apparently no way of removing skill xp, so even if you set a lower skill level, you'll instantly level back up the next time you get XP in that skill. You'd have to overwrite some of the core game stuff to get it to work and that will probably instantly break the next time they patch.

CaptivityEvents.zip 21.05 kB · 0 downloads

It seems like there is no way to get free from captivity currently.

I let myself get captured by forest bandits to test it, and they dragged me around for a few days while the events were playing. During that time my character wasn't healing at all so I was never strong enough to resist and break free.

 

Eventually the bandit party was wiped out by a lord and the game crashed before I was freed.

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1 hour ago, Areil said:

It seems like there is no way to get free from captivity currently.

I let myself get captured by forest bandits to test it, and they dragged me around for a few days while the events were playing. During that time my character wasn't healing at all so I was never strong enough to resist and break free.

 

Eventually the bandit party was wiped out by a lord and the game crashed before I was freed.

Yeah I get the crash on when you're freed by a neutral party.

 

Heres an update so you heal off of events, and you lose health if you fail the escape.

EDIT:

- fixed a crash when getting freed via your capture party being defeated

 

 

EDIT2:

- when you're captured on the hardest difficulty your equipped items are vanished into the ether, thanks to bacab78435 . You then "find" some rags, a hammer, some stones, and (depending on your riding skill) a horse when you escape instead of remaining naked.

 

CaptivityEvents.zip

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10 hours ago, Scypio said:

I have none. I don't know yet what i want, what i can do and what i cannot. I've already a lot of freedom in the game and i could add a lot of stuff. But i don't know much what i want to add aside from what i'm currently working on.

 

Now the time to do some self promotion. I've been working on this for a few days now.

The mod now support custom made events. As such anyone willing to write a few sets of events might end up on the official mod. Also i didn't do a lot of testing so that will help stabilize the code too.

 

Dude, thank you for your job! But the probability is relatively too low?

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6 hours ago, ioe23 said:

Yeah I get the crash on when you're freed by a neutral party.

 

Heres an update so you heal off of events, and you lose health if you fail the escape.

EDIT:

- fixed a crash when getting freed via your capture party being defeated

 

 

EDIT2:

- when you're captured on the hardest difficulty your equipped items are vanished into the ether, thanks to bacab78435 . You then "find" some rags, a hammer, some stones, and (depending on your riding skill) a horse when you escape instead of remaining naked.

 

CaptivityEvents.zip 21.57 kB · 19 downloads

Is there a way to disable the loss of items? I personally always like keeping my hard earned items. Or at least to get a custom quest of retrieving such items? Sexlab Defeat does something like that, so I wonder if it can be done here too :)

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4 hours ago, hzhou35 said:

But the probability is relatively too low?

The probability of an event is the game's core one.

 

The game pick a random number and then mutiplies it depending whether you're in a party with a lord or not or in a settlement. Which means that depending on the roll it can be a lot sometimes. I am not confident to change that until i have added the possibility to escape through custom events. Or do something quite messy which i do not like.

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4 hours ago, Scypio said:

The probability of an event is the game's core one.

 

The game pick a random number and then mutiplies it depending whether you're in a party with a lord or not or in a settlement. Which means that depending on the roll it can be a lot sometimes. I am not confident to change that until i have added the possibility to escape through custom events. Or do something quite messy which i do not like.


I have a coded solution for this.

Add 'WeightedChangeOfOccurance' to events.

Then you do it like this.
 

			foreach (XSEFSEvent myevent in eventList)
			{
				PrintDebugInGameTextMessage("Event" + myevent.Name);
				for (int a = Int32.Parse(myevent.WeightedChanceOfOccuring); a > 0; a = a - 1) //It will be added as many times on the list as its weight, thus changing the odds
				{
					eventNames.Add(myevent.Name);
					totalNumEvents = totalNumEvents + 1;
				}
			}

			try
			{
				string randomWeightedChoice = eventNames[MBRandom.Random.Next(0, (totalNumEvents - 1))];
				return randomWeightedChoice;
			}
			catch(Exception exp)
			{
				throw new ArgumentException("Something is not right with the adding of events");
			}	


You really need to read my code for inspiration sometimes :)

Then if there are

Event A, weight 1
Event B, weight 3

you get

A
B
B
B

That the game will randomly choose from. Thus giving a 75% chance of event B and 25% of event A.


@Scypio is free to use it if he likes.
 

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4 hours ago, Scypio said:

The probability of an event is the game's core one.

 

The game pick a random number and then mutiplies it depending whether you're in a party with a lord or not or in a settlement. Which means that depending on the roll it can be a lot sometimes. I am not confident to change that until i have added the possibility to escape through custom events. Or do something quite messy which i do not like.

 

5 hours ago, Anisei said:

Is there a way to disable the loss of items? I personally always like keeping my hard earned items. Or at least to get a custom quest of retrieving such items? Sexlab Defeat does something like that, so I wonder if it can be done here too :)


Well, it depends.

If it involves another Hero, then no problem. You generate a quest with that hero involved and give him all your stuff. Fixed. And a cheap solution would be to put the quest on a 10 day timer so you do not have to worry about ending the quest. I have not figured that one out.

 

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19 minutes ago, YoungSailorGlitter said:

I have a coded solution for this.

That's completely irrelevant. I do not have any hand on the base game's event. Unless i completely do not use the game's code and implement the ones the game uses on my side.

 

Basically my code does my stuff, if not then it does the base game's stuff.  I can't weight anything unless i do the above thing. BUT i'd like the game to keep the default behavior and not have to implement it myself, as sort of a fail safe.

 

Though i'll definitely use the weight idea... That's a good one.

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