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Posted
29 minutes ago, nothindoin said:

Ok. So what changed between two days and today that fucked my game? I haven't played in that time or changed anything. Now all my saves crash the moment it loads and I try to move anywhere lol. 

CE isnt affected by the new update. But there was a hotfix that rolled out and messed up various other mods that I don't use according to my sources.

Posted

My garrison needs some entertainement, would it be possible to have a brothel in castles? (Ideally it could be Something we may construct but Don't known if doable) 

Posted

A crashing bug - Context : I have a female captive in my party, I impregnanted her and now she give Birth, crashing the game.

 

Using CE stable version with Bannerlord "stable" version (1.40)

 

Note

 - I have the notification for the Birth with ability to change the name

 - I saw a black message saying "CEerror : resetting the pregnancy list" (approximatively because it is furtive before the crash)

 

edit : some more informations. It seems the game don't crash on birth but when I try to open the clan window to see the child so not sure your mod directly cause the crash. Even if I marry the prisonner befor the crash it happens.

 

LogfileFC.txt :

 

5/30/2020 2:50:45 PM -- Number of Filtered events is 46
5/30/2020 2:51:05 PM -- Failed _heroPregnancies ForEach
5/30/2020 2:51:05 PM -- Collection was modified; enumeration operation may not execute. : System.InvalidOperationException: Collection was modified; enumeration operation may not execute.
   at System.ThrowHelper.ThrowInvalidOperationException(ExceptionResource resource)
   at System.Collections.Generic.List`1.ForEach(Action`1 action)
   at CaptivityEvents.CampaignBehaviours.CECampaignBehavior.RunHourlyTick()

Posted

Was a captive in a caravan, leveled up during it somehow, was instantly released and now when trying to work in a brothel I get thrown into jail. 

Posted

Saves are completely unplayable. I know it's not this mod but I can't find the culprit responsible. I've updated any that had an update available. I've disabled mods one at a time. I've disable all mods. Saves are all broken somehow. Crash upon movement in ALL instances. No stack trace. TW logs are gibberish. 

 

Ugh and if that isn't bad enough it's back to doing that thing where it crashes and then the game doesn't close in Steam and you are forced to exit and restart Steam to get it to clear.

Posted

When this game update,it will update all version's game,not just 1.14/1.145 etc

Not just mod wont work anymore,and it will f your save entirely.

If you are new of sandbox game modding,just do skyrim/fallout3/4/nv or Crusader Kings II modding community always do: every new mod/game update,new game.

No save will last on script modding sandbox game.

31 minutes ago, nothindoin said:

Saves are completely unplayable. I know it's not this mod but I can't find the culprit responsible. I've updated any that had an update available. I've disabled mods one at a time. I've disable all mods. Saves are all broken somehow. Crash upon movement in ALL instances. No stack trace. TW logs are gibberish. 

 

Ugh and if that isn't bad enough it's back to doing that thing where it crashes and then the game doesn't close in Steam and you are forced to exit and restart Steam to get it to clear.

 

Posted
23 minutes ago, aerosmei1 said:

When this game update,it will update all version's game,not just 1.14/1.145 etc

Not just mod wont work anymore,and it will f your save entirely.

If you are new of sandbox game modding,just do skyrim/fallout3/4/nv or Crusader Kings II modding community always do: every new mod/game update,new game.

No save will last on script modding sandbox game.

 

Mostly agree but in Skyrim and Fallout when there is a crash of a non-compatibility between mods it's easier to detect the culprit :)

 

Here it seems I play a few game in one with mods not responding the same when your party runs in the wilderness or wait in a settlement/city/castle for example ^^

Posted
4 hours ago, Strec said:

A crashing bug - Context : I have a female captive in my party, I impregnanted her and now she give Birth, crashing the game.

 

Using CE stable version with Bannerlord "stable" version (1.40)

 

Note

 - I have the notification for the Birth with ability to change the name

 - I saw a black message saying "CEerror : resetting the pregnancy list" (approximatively because it is furtive before the crash)

 

edit : some more informations. It seems the game don't crash on birth but when I try to open the clan window to see the child so not sure your mod directly cause the crash. Even if I marry the prisonner befor the crash it happens.

 

LogfileFC.txt :

  Hide contents

5/30/2020 2:50:45 PM -- Number of Filtered events is 46
5/30/2020 2:51:05 PM -- Failed _heroPregnancies ForEach
5/30/2020 2:51:05 PM -- Collection was modified; enumeration operation may not execute. : System.InvalidOperationException: Collection was modified; enumeration operation may not execute.
   at System.ThrowHelper.ThrowInvalidOperationException(ExceptionResource resource)
   at System.Collections.Generic.List`1.ForEach(Action`1 action)
   at CaptivityEvents.CampaignBehaviours.CECampaignBehavior.RunHourlyTick()

It's a pregnancy bug with the father missing I make the pregnancy work anyways and it just resets the list. So it shouldn't cause crashes.

Posted
1 hour ago, nothindoin said:

Saves are completely unplayable. I know it's not this mod but I can't find the culprit responsible. I've updated any that had an update available. I've disabled mods one at a time. I've disable all mods. Saves are all broken somehow. Crash upon movement in ALL instances. No stack trace. TW logs are gibberish. 

 

Ugh and if that isn't bad enough it's back to doing that thing where it crashes and then the game doesn't close in Steam and you are forced to exit and restart Steam to get it to clear.

Yeah saves can break with updates, it's not just mods sometimes old saves just aren't compatible with the new version.  Though mods don't usually help either. 

Posted

Yeah. New games crash after a few moments too with mods. I can play without but I can't find the offending mod. It crashes with all of them. MCM is usually a big culprit and it hasn't been updated since I last checked. However, no one else is bitching about it messing with their game currently so that makes me think it's not the issue this time.

 

Why the hell do I not get stack traces like it seems everyone else does? 

Posted
7 minutes ago, Lonely_Athos said:

So anyone who can get all this to work have a copy of modlib I can use?  Or better yet does anyone have an explanation of exactly, precisely, where on the page the link to download the mod "modlib" is on this exact webpage.  https://github.com/mipen/ModLib/releases

Because I promise you it isn't any of the links under the last four releases.

I'm using the file marked "Modlib Beta 1.4" on the file page for nexus, with bannerlord 1.4.1 BETA and the 1.4.1.6 version of zCaptivityEvents.

Posted
5 minutes ago, transfer said:

I'm using the file marked "Modlib Beta 1.4" on the file page for nexus, with bannerlord 1.4.1 BETA and the 1.4.1.6 version of zCaptivityEvents.

Crash.  No dice that's my setup too.

---------------------------
Mount and Blade Bannerlord has crashed
---------------------------
Mount and Blade Bannerlord has encountered an error and needs to close. See the error information below.

MissingMethodException:

Method not found: 'TaleWorlds.Localization.TextObject TaleWorlds.Localization.TextObject.SetTextVariable(System.String, Int32)'.

 

Stack trace:

   at CaptivityEvents.CESubModule.OnBeforeInitialModuleScreenSetAsRoot()

   at TaleWorlds.MountAndBlade.Module.SetInitialModuleScreenAsRootScreen()

   at DMD<DMD<OnApplicationTick_Patch1>?3927171::OnApplicationTick_Patch1>(Module this, Single dt)


---------------------------
OK   
---------------------------

 

This pile of code make sense to anyone?

Posted
1 minute ago, Lonely_Athos said:

Crash.  No dice that's my setup too.

---------------------------
Mount and Blade Bannerlord has crashed
---------------------------
Mount and Blade Bannerlord has encountered an error and needs to close. See the error information below.

MissingMethodException:

Method not found: 'TaleWorlds.Localization.TextObject TaleWorlds.Localization.TextObject.SetTextVariable(System.String, Int32)'.

 

Stack trace:

   at CaptivityEvents.CESubModule.OnBeforeInitialModuleScreenSetAsRoot()

   at TaleWorlds.MountAndBlade.Module.SetInitialModuleScreenAsRootScreen()

   at DMD<DMD<OnApplicationTick_Patch1>?3927171::OnApplicationTick_Patch1>(Module this, Single dt)


---------------------------
OK   
---------------------------

 

This pile of code make sense to anyone?

Any chance you running this another a different language or using 1.4.0

Posted
3 minutes ago, BadListener said:

Any chance you running this another a different language or using 1.4.0

Nope it's still in english, just like last time.  Yes, every mod active is 1.4.  Did Captivity Events not get updated to 1.4?

Honestly I just need a functioning copy of modlib.  This thread is where I got it last time because it flat out cannot be found online as far as I can tell.

Posted
6 minutes ago, Lonely_Athos said:

Nope it's still in english, just like last time.  Yes, every mod active is 1.4.  Did Captivity Events not get updated to 1.4?

Honestly I just need a functioning copy of modlib.  This thread is where I got it last time because it flat out cannot be found online as far as I can tell.

Try updating to 1.4.1 and see if the crash occurs with 1.4.1.6 make sure to be using 1.4.0.6 with 1.4.0

Posted

This 1.415new update F the modding community so hard,almost every mod will crash the game,starting game crash,start new game crash,load crash,mid game crash,finish the combat crash,etc etc etc.

I suggest everyone wait until modlib/mcm have a big update,now no one even know game it self stable or not.

Posted
1 hour ago, aerosmei1 said:

This 1.415new update F the modding community so hard,almost every mod will crash the game,starting game crash,start new game crash,load crash,mid game crash,finish the combat crash,etc etc etc.

I suggest everyone wait until modlib/mcm have a big update,now no one even know game it self stable or not.

1.4.1.5? Don't see it. The game runs fine for this mod here.

Posted
2 hours ago, BadListener said:

1.4.1.5? Don't see it. The game runs fine for this mod here.

Dude,you always update in the first time,thats huge.

But something like BannerlordTweaks/CommunityPatch/etc cant do the same,and these mods way more reliable on game itself(Captivity Events only reliable on pregnancy system perhaps?)small update like this F everything.

Never seen a game change base code like this.

   

 

Posted

Is there a list of features currently enbaled on the mod?

 

I use MB2 v 1.40 "stable" with the CE stable version for it and I am unable to see if the mod works in my game or if it is destroyed by other mods...

 

Mainly how works prostitution and brothels? Do we normally see a message indicating the prisonner gains a point like in the previous versions of the mod?

 

No cristicism, I just want to understand if my game works as intended, I imagine it's not easy to mod in such and instable context ^^

Posted
3 hours ago, Strec said:

Is there a list of features currently enbaled on the mod?

 

I use MB2 v 1.40 "stable" with the CE stable version for it and I am unable to see if the mod works in my game or if it is destroyed by other mods...

 

Mainly how works prostitution and brothels? Do we normally see a message indicating the prisonner gains a point like in the previous versions of the mod?

 

No cristicism, I just want to understand if my game works as intended, I imagine it's not easy to mod in such and instable context ^^

If you don't see the loading message at the start then your mod hasn't loaded.

Posted

So, I've been helping Transfer do some debugging. And I noticed that at least for me, his slave menu's were crashing. After some significant testing, I found that his menu is crashing because in his tEXT field, he doesn't have {?}You are a slave at {SETTLEMENT_NAME}.{\?}. When I put that in at the end of his text line, everything worked. So I also noticed though, that text doesn't show up in the default slave menu either though. What exactly does this do in the text field, since it isn't displayed? And why if it isn't in there, does it crash when going to that menu?

 

I've been able to replicate this 100% on the menus. I'm assuming it would be the same for brothels, except Transfer kept those the same and didn't edit them.

 

Thanks! Just trying to understand how it all works.

Posted
2 minutes ago, Plaguetard said:

So, I've been helping Transfer do some debugging. And I noticed that at least for me, his slave menu's were crashing. After some significant testing, I found that his menu is crashing because in his tEXT field, he doesn't have {?}You are a slave at {SETTLEMENT_NAME}.{\?}. When I put that in at the end of his text line, everything worked. So I also noticed though, that text doesn't show up in the default slave menu either though. What exactly does this do in the text field, since it isn't displayed? And why if it isn't in there, does it crash when going to that menu?

 

I've been able to replicate this 100% on the menus. I'm assuming it would be the same for brothels, except Transfer kept those the same and didn't edit them.

 

Thanks! Just trying to understand how it all works.

Shouldn't crash but will look into it.

Posted
1 hour ago, BadListener said:

Shouldn't crash but will look into it.

Figured it out, I believe - I'd misunderstood the {?DAYS} declaration, thinking it was a variable declaration instead of a conditional declaration, so I removed the matching {?} and {\?} without realizing it would confuse the hell out of your scripts. Should be fixed in 0.1.4, but LMK if you have any more trouble after a reinstall. (It's probably necessary to reinstall both unless you're using a mod manager because I've changed the way the waitingevents work so that it no longer overwrites the default waiting events file). Sorry for the trouble!

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