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29 minutes ago, SadSun said:

I've created some captor events. You can get them here. May update in the future if I can think of anything else to do with captives.

 

Please note that the brothel is still not updated. I'm waiting for the next release of this mod to utilize the prostitution skill and menu.

Yup currently working on dynamic waiting menus

 

Looking to set it up like this, although you will be able to change what level a certain menu appears and change description and image.

Player level 0 prostitution/slave = regular waiting menu
Player level 1 prostitution/slave = beginner waiting menu for specific skill

Player level 100 prostitution/slave = more advanced (some options may open or you may choose to change the description.

Player level 250 prostitution = more advanced (maybe owner, more features more events you can start right away, sell brothel option appears?)

 

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1 hour ago, SadSun said:

I've created some captor events. You can get them here. May update in the future if I can think of anything else to do with captives.

 

Please note that the brothel is still not updated. I'm waiting for the next release of this mod to utilize the prostitution skill and menu.

 

I see 3 files, I have only downloaded brothel so far, what do the others do?

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5 minutes ago, AndarielHalo said:

ok thanks, I figured out the 1st issue I was having was a conflict with another mod.

 

 

the 2nd part is indeed related to Detailed Character Creator.  It causes the Captivity mod options section to be blank

Someone found a solution around it by using Mod Configuration Menu,

 

I have no idea why Detailed Character Creator is still using the old modlib.

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2 minutes ago, AndarielHalo said:

DCC hasn't been updated in nearly a month

 

 

If I disabled DCC, then changed Captivity's mod options, then saved it and re-started the game with DCC on, would Captivity's saved mod options remain intact?

Yes in theory.

You can also modify it through Documents\Mount and Blade II Bannerlord\Configs\zCaptivityEvents

 

By the way what was the first issue with the conflict and which mod was it?

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1 hour ago, BadListener said:

Yes in theory.

You can also modify it through Documents\Mount and Blade II Bannerlord\Configs\zCaptivityEvents

 

By the way what was the first issue with the conflict and which mod was it?

 

I had copied and pasted one of the Event log files and renamed the other one to have ".BAK" at the end, and the game was reading it anyway and seeing duplicate events

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Hi again, I'm experiencing these 
 

 

 

 

5/15/2020 9:14:35 AM -- Loading Event: CE_advanced_capture
5/15/2020 9:14:35 AM -- Failed to load CE_advanced_capture exception: An item with the same key has already been added. stacktrace:    at System.ThrowHelper.ThrowArgumentException(ExceptionResource resource)
   at System.Collections.Generic.Dictionary`2.Insert(TKey key, TValue value, Boolean add)
   at TaleWorlds.CampaignSystem.CampaignGameStarter.AddGameMenu(String menuId, String menuText, OnInitDelegate initDelegate, MenuOverlayType overlay, MenuFlags menuFlags, Object relatedObject)
   at CaptivityEvents.CEEventLoader.CE_Load_Captive_Event(CampaignGameStarter gameStarter, CEEvent listedEvent, List`1 eventList)
   at CaptivityEvents.CESubModule.AddEvent(CampaignGameStarter gameStarter, CEEvent listedEvent, List`1 eventList)
5/15/2020 9:14:35 AM -- Loading Event: CE_advanced_capture_settlement
5/15/2020 9:14:35 AM -- Failed to load CE_advanced_capture_settlement exception: An item with the same key has already been added. stacktrace:    at System.ThrowHelper.ThrowArgumentException(ExceptionResource resource)
   at System.Collections.Generic.Dictionary`2.Insert(TKey key, TValue value, Boolean add)
   at TaleWorlds.CampaignSystem.CampaignGameStarter.AddGameMenu(String menuId, String menuText, OnInitDelegate initDelegate, MenuOverlayType overlay, MenuFlags menuFlags, Object relatedObject)
   at CaptivityEvents.CEEventLoader.CE_Load_Captive_Event(CampaignGameStarter gameStarter, CEEvent listedEvent, List`1 eventList)
   at CaptivityEvents.CESubModule.AddEvent(CampaignGameStarter gameStarter, CEEvent listedEvent, List`1 eventList)
5/15/2020 9:14:35 AM -- Loading Event: CE_captivity_escape_failure
5/15/2020 9:14:35 AM -- Failed to load CE_captivity_escape_failure exception: An item with the same key has already been added. stacktrace:    at System.ThrowHelper.ThrowArgumentException(ExceptionResource resource)
   at System.Collections.Generic.Dictionary`2.Insert(TKey key, TValue value, Boolean add)
   at TaleWorlds.CampaignSystem.CampaignGameStarter.AddGameMenu(String menuId, String menuText, OnInitDelegate initDelegate, MenuOverlayType overlay, MenuFlags menuFlags, Object relatedObject)
   at CaptivityEvents.CEEventLoader.CE_Load_Captive_Event(CampaignGameStarter gameStarter, CEEvent listedEvent, List`1 eventList)
   at CaptivityEvents.CESubModule.AddEvent(CampaignGameStarter gameStarter, CEEvent listedEvent, List`1 eventList)
5/15/2020 9:14:35 AM -- Loading Event: CE_captivity_escape_success
5/15/2020 9:14:35 AM -- Failed to load CE_captivity_escape_success exception: An item with the same key has already been added. stacktrace:    at System.ThrowHelper.ThrowArgumentException(ExceptionResource resource)
   at System.Collections.Generic.Dictionary`2.Insert(TKey key, TValue value, Boolean add)
   at TaleWorlds.CampaignSystem.CampaignGameStarter.AddGameMenu(String menuId, String menuText, OnInitDelegate initDelegate, MenuOverlayType overlay, MenuFlags menuFlags, Object relatedObject)
   at CaptivityEvents.CEEventLoader.CE_Load_Captive_Event(CampaignGameStarter gameStarter, CEEvent listedEvent, List`1 eventList)
   at CaptivityEvents.CESubModule.AddEvent(CampaignGameStarter gameStarter, CEEvent listedEvent, List`1 eventList)
5/15/2020 9:14:35 AM -- Loading Event: CE_captivity_sexual_escape_failure
5/15/2020 9:14:35 AM -- Failed to load CE_captivity_sexual_escape_failure exception: An item with the same key has already been added. stacktrace:    at System.ThrowHelper.ThrowArgumentException(ExceptionResource resource)
   at System.Collections.Generic.Dictionary`2.Insert(TKey key, TValue value, Boolean add)
   at TaleWorlds.CampaignSystem.CampaignGameStarter.AddGameMenu(String menuId, String menuText, OnInitDelegate initDelegate, MenuOverlayType overlay, MenuFlags menuFlags, Object relatedObject)
   at CaptivityEvents.CEEventLoader.CE_Load_Captive_Event(CampaignGameStarter gameStarter, CEEvent listedEvent, List`1 eventList)
   at CaptivityEvents.CESubModule.AddEvent(CampaignGameStarter gameStarter, CEEvent listedEvent, List`1 eventList)
5/15/2020 9:14:35 AM -- Loading Event: CE_captivity_sexual_escape_success
5/15/2020 9:14:35 AM -- Failed to load CE_captivity_sexual_escape_success exception: An item with the same key has already been added. stacktrace:    at System.ThrowHelper.ThrowArgumentException(ExceptionResource resource)
   at System.Collections.Generic.Dictionary`2.Insert(TKey key, TValue value, Boolean add)
   at TaleWorlds.CampaignSystem.CampaignGameStarter.AddGameMenu(String menuId, String menuText, OnInitDelegate initDelegate, MenuOverlayType overlay, MenuFlags menuFlags, Object relatedObject)
   at CaptivityEvents.CEEventLoader.CE_Load_Captive_Event(CampaignGameStarter gameStarter, CEEvent listedEvent, List`1 eventList)
   at CaptivityEvents.CESubModule.AddEvent(CampaignGameStarter gameStarter, CEEvent listedEvent, List`1 eventList)
 

 

 

 

 

 

It started after I accidentaly chose to flay some prisoners and immediately loaded back to the previous save without continuing. I don't know if it has to do anything with it but after that it started to crash randomly. Is there a fix for these dear dev?

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16 hours ago, Labless said:

There is a current bug I've found for pregnancy. If you get pregnant by a bandit, and then load/reload the a save during the pregnancy, it invalidates the pregnancy, ending the countdown.


I have the same problem, you have to keep the game running until you deliver the baby.

But its not just with bandits. Also lords and such. Its like I become not-pregnant every time I load a game.

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5 hours ago, Galiathus said:

1.4.1 BETA

This is the second crash. The first crash was 'give capitive some food' I click continue, and then crashed.

<img>

that chinese "找不到方法" is method not found

I got this en route to a town, also on 1.4.1.

 

Extended exception handler gave the following reason (probably in line with the 'Chinese' method):

Method not found: 'Void TaleWorlds.Localization.TextObject.SetTextVariable(System.String, System.String)'.

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I think, to a certain extent, I understand the struggles of programmers now. I wrote up three branched events yesterday as an example, but couldn't get them to actually load in game and went to bed. Now this morning i'm checking the logs, and this particular error has arisen in the LogXML file-

XML do not comply to CEEventsModal format described in CEEventsModal.xsd The element 'Option' has invalid child element 'TriggerEventName'. List of possible elements expected: 'RenownTotal, ProstitutionTotal, SlaveryTotal, TraitTotal, TraitToLevel, ReqCaptorTrait, ReqHeroTrait, TriggerEvents'.

I've been poring over what i've written all morning, comparing it to events I know are functioning, and I really can't see where i'm going wrong. The error implies i've used an incorrect flag, or used it in the wrong place, but I cannot for the life of me spot the problem. Does anyone have any insight into what I might do to hunt down the problem?

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55 minutes ago, heavensblood97 said:

I think, to a certain extent, I understand the struggles of programmers now. I wrote up three branched events yesterday as an example, but couldn't get them to actually load in game and went to bed. Now this morning i'm checking the logs, and this particular error has arisen in the LogXML file-

XML do not comply to CEEventsModal format described in CEEventsModal.xsd The element 'Option' has invalid child element 'TriggerEventName'. List of possible elements expected: 'RenownTotal, ProstitutionTotal, SlaveryTotal, TraitTotal, TraitToLevel, ReqCaptorTrait, ReqHeroTrait, TriggerEvents'.

I've been poring over what i've written all morning, comparing it to events I know are functioning, and I really can't see where i'm going wrong. The error implies i've used an incorrect flag, or used it in the wrong place, but I cannot for the life of me spot the problem. Does anyone have any insight into what I might do to hunt down the problem?

The error is saying that one of your events has a <TriggerEventName> node inside of an <Option> element, when it should be outside of it. To get a better idea of which event is causing the issue and/or where it is in your config, copy the contents of CEEventsModal.xsd (in the zCaptiveEvents mod) into the lower window of https://www.freeformatter.com/xml-validator-xsd.html and the contents of your new config into the top window, then press validate. It should give you a line number (which you can see if you're using Notepad++ or SublimeText to edit the file).

 

XML is really picky about the order and placement of things, but the actual order is defined in that CEEventsModal, so if it starts telling you something is where it shouldn't, you can always check the correct order in CEEventsModal.xsd.

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4 minutes ago, transfer said:

The error is saying that one of your events has a <TriggerEventName> node inside of an <Option> element, when it should be outside of it. To get a better idea of which event is causing the issue and/or where it is in your config, copy the contents of CEEventsModal.xsd (in the zCaptiveEvents mod) into the lower window of https://www.freeformatter.com/xml-validator-xsd.html and the contents of your new config into the top window, then press validate. It should give you a line number (which you can see if you're using Notepad++ or SublimeText to edit the file).

 

XML is really picky about the order and placement of things, but the actual order is defined in that CEEventsModal, so if it starts telling you something is where it shouldn't, you can always check the correct order in CEEventsModal.xsd.

Thank you for that, it told me exactly where the error was (I had two lines in the wrong order), and now the code is valid, apparently. Im going to go test it out now, but if it works ill be posting it here in a little bit.

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Right, here's the first draft of it I suppose. The name is a bit misleading, as only 1 of 3 events actually branch, but I wanted to try a few different kinds of events to get my bearings. If you liked it, let me know what you'd like to see (It can be anything within reason for this place, i'm not squeamish about content at all).

More importantly though, let me know if anything is wrong with the way the events are set up. I'll set up my own post for this when its a little more expansive, but for now, this is just a draft.

 

BrolaireBranchingEvents.xml

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11 hours ago, AndarielHalo said:

DCC hasn't been updated in nearly a month

 

 

If I disabled DCC, then changed Captivity's mod options, then saved it and re-started the game with DCC on, would Captivity's saved mod options remain intact?

Yes, this method works for me.

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Just a quick warning:

 

If you update CE using Vortex it will remove any non CE xml files and sprites. If you have custom files or have downloaded any custom files from other creators, back them up before allowing Vortex to update CE!

 

Edit: Be sure you're actually backing up the files that Vortex hides in your user profile, not the symlinks that get put in your Bannerlord install location.

Even if you put them in your Bannerlord install location modules folder, Vortex moves them and replaces them with symlinks.

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Im getting a lot of crashes from this mod. I tried unblocking the files but i don´t even get any unblock option on the dll. Then i used a program from the Nexus. "No blocked files found". So nothing is blocked. Yet the crashes persist. Help ? 

 

This one happens a lot when randomly riding around

Spoiler

hdshdhdh.PNG.af8c7bedd695375c86fcf07365e13bff.PNG

 

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31 minutes ago, s520864 said:

list your load order

*DCC Main*

Native

SandBox Core

CustomBattle

Sandbox

StoryMode

ModLib

Detailed Character Creation

Bannerlord Tweaks (disabled due to its own crashes)

Captivity Events <- [I got the Extension Mod and the Brothel Mod installed]

 

Im Running the 1.4.1 Beta

 

I also deleted [E:\SteamLibrary\steamapps\common\Mount & Blade II Bannerlord\Modules\zCaptivityEvents\ModuleData\CECustomEvents\Events\TBNonconCaptiveEventsFemale] like the Extension mod told me to. (Was replaced by the Extentions File)

 

Attached the Logs down below

LogFileRT.txt LogXML.txt

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I'm getting the same crash on 1.41 beta if the CE mod is enabled:

LO:

Native

SandBox Core

CustomBattle
Developer Console

Smith Stamina Regen Patch

Capitivity events.

 

I think the cause might be the John Bolton events but I haven't tried the other events on that save.

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54 minutes ago, AkiKay said:

*DCC Main*

Native

SandBox Core

CustomBattle

Sandbox

StoryMode

ModLib

Detailed Character Creation

Bannerlord Tweaks (disabled due to its own crashes)

Captivity Events <- [I got the Extension Mod and the Brothel Mod installed]

 

Im Running the 1.4.1 Beta

 

I also deleted [E:\SteamLibrary\steamapps\common\Mount & Blade II Bannerlord\Modules\zCaptivityEvents\ModuleData\CECustomEvents\Events\TBNonconCaptiveEventsFemale] like the Extension mod told me to. (Was replaced by the Extentions File)

 

Attached the Logs down below

LogFileRT.txt 47.02 kB · 1 download LogXML.txt 260.63 kB · 0 downloads

DCC/Detailed Character Creation is the culprit

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