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3 hours ago, nothindoin said:

Alright. So I opted into 1.4.2. updated everything. Including CE to the 1.4.2. On start up this appears

 

image.png.afee4ec4d0cde6c4e59025916b5a7071.png

 

Module logs empty.

 

Game logs have this nonsense.


 

  Reveal hidden contents

 

<##########################################################################################>

#kernelbase.pdb@{647E3DFA58D60CC84608CDC2970AB172} (1): 0:239513
#vcruntime140_clr0400.amd64.pdb@{5BBEFE575C3E4231B7102E125E239072} (1): 0:10886
#ntdll.pdb@{54A4ABD98E75ECCB93B912D274705130} (1): 0:656918
#clr.pdb@{A52805A78B134676B54F0AFEB0ADB8EA} (2): 0:90621
#clr.pdb@{A52805A78B134676B54F0AFEB0ADB8EA} (2): 0:63707
#clr.pdb@{A52805A78B134676B54F0AFEB0ADB8EA} (2): 0:61468
#clr.pdb@{A52805A78B134676B54F0AFEB0ADB8EA} (2): 0:18485
@unknown_module@unknown_source (unknown_line): unknown_function
@unknown_module@unknown_source (unknown_line): unknown_function
@unknown_module@unknown_source (unknown_line): unknown_function
@unknown_module@unknown_source (unknown_line): unknown_function
#clr.pdb@{A52805A78B134676B54F0AFEB0ADB8EA} (2): 0:8750
#Rgl.pdb@{23E5F402F03D445B9480940B5F2FBA2C} (1): 0:4539788
#Rgl.pdb@{23E5F402F03D445B9480940B5F2FBA2C} (1): 0:4537612
#Rgl.pdb@{23E5F402F03D445B9480940B5F2FBA2C} (1): 0:4472885
#Rgl.pdb@{23E5F402F03D445B9480940B5F2FBA2C} (1): 0:4326070
#Rgl.pdb@{23E5F402F03D445B9480940B5F2FBA2C} (1): 0:4325307
#Rgl.pdb@{23E5F402F03D445B9480940B5F2FBA2C} (1): 0:4328631
#ucrtbase.pdb@{15DCD9554735C5FBF0B28E3E15FBA9E5} (1): 0:134786
#kernel32.pdb@{F182C983F03CFCEC8CD9B883EB57EC68} (1): 0:97236
#ntdll.pdb@{54A4ABD98E75ECCB93B912D274705130} (1): 0:446033
-----------------------------------------------
#TaleWorlds.DotNet.AutoGenerated.pdb@{422B6252C022402FBF1BF3A5AD13A361} (1): 100663315:0
#@{883354AF7FFE00000F00000000000000} (0): 100663331:18446744073709551615
#TaleWorlds.MountAndBlade.pdb@{6CC2C35E18D645B2A4800F5E529C4B9C} (1): 100670964:49
#TaleWorlds.MountAndBlade.pdb@{6CC2C35E18D645B2A4800F5E529C4B9C} (1): 100670952:131
#TaleWorlds.DotNet.pdb@{DFE39E16FDEA4C43832255AA475673DE} (1): 100663416:56


Dump generation canceled by the user.

 

 

You seem to not have deleted the old mod file instead just overwrote it. 1.4.2 is made for 1.4.2, 1.4.1 is made for 1.4.1

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22 minutes ago, BadListener said:

You seem to not have deleted the old mod file instead just overwrote it. 1.4.2 is made for 1.4.2, 1.4.1 is made for 1.4.1

Yes that's been fixed. Works fine now out of the box default. But a lot of custom events are coming up as not loading even after I give them their own folders. Some of TB's seem to function but slavery seems to only fire one event. Embrace or resist the training. SadSun's brothel doesn't work except for the "Ask the customer what they desire" after which nothing happens and it goes back to the waiting menu. Haven't seen bookies fire at all. Though at startup its counting over 600 events and 220 images or so.

 

I'd like to see someone's folder structure that has everything working correctly.

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9 hours ago, nothindoin said:

Yes that's been fixed. Works fine now out of the box default. But a lot of custom events are coming up as not loading even after I give them their own folders. Some of TB's seem to function but slavery seems to only fire one event. Embrace or resist the training. SadSun's brothel doesn't work except for the "Ask the customer what they desire" after which nothing happens and it goes back to the waiting menu. Haven't seen bookies fire at all. Though at startup its counting over 600 events and 220 images or so.

 

I'd like to see someone's folder structure that has everything working correctly.

Sadsun's events are broken, as they haven't been correctly formatted since 1.4.0

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Is there a way to disable the events from DefaultRandomEvents.xml, and only disable those?

 

They mess up my early game, and happen way too often and I mostly find them annoying.

 

Deleting the file works, I guess, but... is there another way?

 

Edit: also... it looks like 1.4.1.631 is loading all events twice? In LogFileFC.txt I am seeing stuff like this:

 

6/8/2020 1:07:15 AM -- Found new module path to be checked ../../Modules\zCaptivityEvents\ModuleLoader
6/8/2020 1:07:15 AM -- Found: ../../Modules\zCaptivityEvents\ModuleLoader\CaptivityDefault\Events\DefaultCaptiveEventsCommon.xml
6/8/2020 1:07:15 AM -- Added: ../../Modules\zCaptivityEvents\ModuleLoader\CaptivityDefault\Events\DefaultCaptiveEventsCommon.xml
6/8/2020 1:07:15 AM -- Found: ../../Modules\zCaptivityEvents\ModuleLoader\CaptivityDefault\Events\DefaultCaptiveEventsFemale.xml
6/8/2020 1:07:15 AM -- Added: ../../Modules\zCaptivityEvents\ModuleLoader\CaptivityDefault\Events\DefaultCaptiveEventsFemale.xml
 

 

and, like this:

 

6/8/2020 1:08:15 AM -- Loaded 370 callable events
6/8/2020 1:08:26 AM -- Failed to load CE_prostitution_waiting_menu 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 CaptivityEvents.Events.CEEventLoader.CELoadCaptiveEvent(CampaignGameStarter gameStarter, CEEvent listedEvent, List`1 eventList)
   at CaptivityEvents.CESubModule.AddEvent(CampaignGameStarter gameStarter, CEEvent listedEvent, List`1 eventList)
6/8/2020 1:08:26 AM -- Failed to load CE_prostitution_waiting_menu_2 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 CaptivityEvents.Events.CEEventLoader.CELoadCaptiveEvent(CampaignGameStarter gameStarter, CEEvent listedEvent, List`1 eventList)
   at CaptivityEvents.CESubModule.AddEvent(CampaignGameStarter gameStarter, CEEvent listedEvent, List`1 eventList)
 

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17 hours ago, nothindoin said:

Yes that's been fixed. Works fine now out of the box default. But a lot of custom events are coming up as not loading even after I give them their own folders. Some of TB's seem to function but slavery seems to only fire one event. Embrace or resist the training. SadSun's brothel doesn't work except for the "Ask the customer what they desire" after which nothing happens and it goes back to the waiting menu. Haven't seen bookies fire at all. Though at startup its counting over 600 events and 220 images or so.

 

I'd like to see someone's folder structure that has everything working correctly.

Hmm, my events alone should bring you around 540 events total, don't know how many the other modders add but it seems you're not loading a bunch of them.  If you check the logs is there an xml log file? if so, events are definitely not being loaded and you should share the logs.  Make sure you're using everyone's compatible versions (mine is for 1.4.1.63, if you're using 2.6 i can't really say if my events should be firing or not)

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7 hours ago, sen4mi said:

Is there a way to disable the events from DefaultRandomEvents.xml, and only disable those?

 

They mess up my early game, and happen way too often and I mostly find them annoying.

 

Deleting the file works, I guess, but... is there another way?

 

Edit: also... it looks like 1.4.1.631 is loading all events twice? In LogFileFC.txt I am seeing stuff like this:

 

6/8/2020 1:07:15 AM -- Found new module path to be checked ../../Modules\zCaptivityEvents\ModuleLoader
6/8/2020 1:07:15 AM -- Found: ../../Modules\zCaptivityEvents\ModuleLoader\CaptivityDefault\Events\DefaultCaptiveEventsCommon.xml
6/8/2020 1:07:15 AM -- Added: ../../Modules\zCaptivityEvents\ModuleLoader\CaptivityDefault\Events\DefaultCaptiveEventsCommon.xml
6/8/2020 1:07:15 AM -- Found: ../../Modules\zCaptivityEvents\ModuleLoader\CaptivityDefault\Events\DefaultCaptiveEventsFemale.xml
6/8/2020 1:07:15 AM -- Added: ../../Modules\zCaptivityEvents\ModuleLoader\CaptivityDefault\Events\DefaultCaptiveEventsFemale.xml
 

 

and, like this:

 

6/8/2020 1:08:15 AM -- Loaded 370 callable events
6/8/2020 1:08:26 AM -- Failed to load CE_prostitution_waiting_menu 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 CaptivityEvents.Events.CEEventLoader.CELoadCaptiveEvent(CampaignGameStarter gameStarter, CEEvent listedEvent, List`1 eventList)
   at CaptivityEvents.CESubModule.AddEvent(CampaignGameStarter gameStarter, CEEvent listedEvent, List`1 eventList)
6/8/2020 1:08:26 AM -- Failed to load CE_prostitution_waiting_menu_2 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 CaptivityEvents.Events.CEEventLoader.CELoadCaptiveEvent(CampaignGameStarter gameStarter, CEEvent listedEvent, List`1 eventList)
   at CaptivityEvents.CESubModule.AddEvent(CampaignGameStarter gameStarter, CEEvent listedEvent, List`1 eventList)
 

They're not loaded twice they're found, then added.  I looks like you have two prostitution waiting menus with the same name?  Probably an add-on issue? 

You have options in the MCM menu, just press Esc - Mod options.  Captivity Events and change the sliders, Under Captor there is a slider for random event chance.   I'm assuming this would change the random events, seeing as how there is another slider for captor event wait.

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17 minutes ago, Raistlin_ said:

I haven't been able to get the 1.4.1.6.3 to load for me and i'm probably just overlooking them but where are the logs at now?

Mount & Blade II Bannerlord\Modules\zCaptivityEvents\ModuleLogs

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11 hours ago, sen4mi said:

Is there a way to disable the events from DefaultRandomEvents.xml, and only disable those?

 

They mess up my early game, and happen way too often and I mostly find them annoying.

 

Deleting the file works, I guess, but... is there another way?

 

Edit: also... it looks like 1.4.1.631 is loading all events twice? In LogFileFC.txt I am seeing stuff like this:

 

6/8/2020 1:07:15 AM -- Found new module path to be checked ../../Modules\zCaptivityEvents\ModuleLoader
6/8/2020 1:07:15 AM -- Found: ../../Modules\zCaptivityEvents\ModuleLoader\CaptivityDefault\Events\DefaultCaptiveEventsCommon.xml
6/8/2020 1:07:15 AM -- Added: ../../Modules\zCaptivityEvents\ModuleLoader\CaptivityDefault\Events\DefaultCaptiveEventsCommon.xml
6/8/2020 1:07:15 AM -- Found: ../../Modules\zCaptivityEvents\ModuleLoader\CaptivityDefault\Events\DefaultCaptiveEventsFemale.xml
6/8/2020 1:07:15 AM -- Added: ../../Modules\zCaptivityEvents\ModuleLoader\CaptivityDefault\Events\DefaultCaptiveEventsFemale.xml
 

 

and, like this:

 

6/8/2020 1:08:15 AM -- Loaded 370 callable events
6/8/2020 1:08:26 AM -- Failed to load CE_prostitution_waiting_menu 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 CaptivityEvents.Events.CEEventLoader.CELoadCaptiveEvent(CampaignGameStarter gameStarter, CEEvent listedEvent, List`1 eventList)
   at CaptivityEvents.CESubModule.AddEvent(CampaignGameStarter gameStarter, CEEvent listedEvent, List`1 eventList)
6/8/2020 1:08:26 AM -- Failed to load CE_prostitution_waiting_menu_2 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 CaptivityEvents.Events.CEEventLoader.CELoadCaptiveEvent(CampaignGameStarter gameStarter, CEEvent listedEvent, List`1 eventList)
   at CaptivityEvents.CESubModule.AddEvent(CampaignGameStarter gameStarter, CEEvent listedEvent, List`1 eventList)
 

Sounds like you have the old default events without the overwrite flag. Or addon is using overwritten flag when they shouldn't be. Plus that looks like an old log  You sure you got the latest version?

 

Or are you loading a game/ launching a campaign and going back to another save game? It's not an issue in that case just extra warnings will disable it later if the game has already loaded the events. Shouldn't cause issues, just was an experiment with live editing.

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10 hours ago, B0ukensha said:

Hmm, my events alone should bring you around 540 events total, don't know how many the other modders add but it seems you're not loading a bunch of them.  If you check the logs is there an xml log file? if so, events are definitely not being loaded and you should share the logs.  Make sure you're using everyone's compatible versions (mine is for 1.4.1.63, if you're using 2.6 i can't really say if my events should be firing or not)

I have yours firing now. 

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17 minutes ago, nestor28 said:

hmm i don't know what i'm doing wrong ,but i only get captivity event in the mod list not the default one. I am using version 1.4.2.63 and yes i'm using 1.4.2 beta version of the game.

oh that is fine, it hasn't been moved to a separate XML module yet, not point atm as there is not many events using the new sub-module method, will move it later, once I separate the sexual from non sexual and add new custom flags per module.

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12 hours ago, BadListener said:

oh that is fine, it hasn't been moved to a separate XML module yet, not point atm as there is not many events using the new sub-module method, will move it later, once I separate the sexual from non sexual and add new custom flags per module.

ok thanks good to know.

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I've had a lot of computer troubles recently and havent been able to play, but they should soon be fixed and I can get back to playing and creating for this mod. On that front, has there been any major changes in the way events are written? Last things I wrote were just after the DecreaseRenown > ChangeRenown changes. Have there been anymore changes like that, or am I good to write them as I did before?

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36 minutes ago, heavensblood97 said:

I've had a lot of computer troubles recently and havent been able to play, but they should soon be fixed and I can get back to playing and creating for this mod. On that front, has there been any major changes in the way events are written? Last things I wrote were just after the DecreaseRenown > ChangeRenown changes. Have there been anymore changes like that, or am I good to write them as I did before?

Check the xsd in moduleloader/required/events

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I saw the part about a "New Loader" and the screenshot of two Captivity modules.  But only one appears in my load order despite unzipping it directly into the Bannerlord/mods.   1.4.1.631 version.  

 

Nevermind..should've scrolled up a few messages.  But it definitely confused me as I was wondering if I was doing something wrong. 

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Did some further test.

1.4.2.631 + CaptivityEventsTest will not trigger anything unless install TBCaptivityEventsExtension.

But if you install TBCaptivityEventsExtension then game cant be saved.

1.4.1.631 + CaptivityEventsTest will crash on the game loading screen.

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3 hours ago, aerosmei1 said:

Did some further test.

1.4.2.631 + CaptivityEventsTest will not trigger anything unless install TBCaptivityEventsExtension.

But if you install TBCaptivityEventsExtension then game cant be saved.

1.4.1.631 + CaptivityEventsTest will crash on the game loading screen.

First as outlined CaptivityEventsTest is used as a test module for event writers and should not be downloaded if you don't know what it is.

 

The crash however sounds like you have a bad install in general or you are using an old save. Or trying to load a 1.4.2 save in 1.4.1

 

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1 hour ago, BadListener said:

First as outlined CaptivityEventsTest is used as a test module for event writers and should not be downloaded if you don't know what it is.

 

The crash however sounds like you have a bad install in general or you are using an old save. Or trying to load a 1.4.2 save in 1.4.1

 

CaptivityEventsTest is me being stupid lol

test update:after delete CaptivityEventsTes reinstall 1.4.2.631 ,Manually trigger event like "work in the brothel" or "take prisoner's gear" is working,but still event like "prisoner ran away,mercy or punishment"will never triggered, and if install TBCaptivityEventsExtension then will triggered normally.

  ps:Delete the mod config file before reinstall mod also not work
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