BadListener Posted December 10, 2020 Author Posted December 10, 2020 On 12/7/2020 at 4:46 AM, CobraPL said: Any news or ETA on events for MC's wife? Work in progress (Wife Reference Events will be under random events and captive events, working out a few details on structure) 2
SirMxCrossbrand Posted December 16, 2020 Posted December 16, 2020 I was playing as a mercenary, and was captured by an enemy kingdom. While captured, the party I was in visited a city, but I was neither ransomed nor transferred to the dungeons. Is this a bug, intended, a bug in the vanilla game, or something that might have been changed in the settings, or by conflicts with other mods?
Ambereros Posted December 17, 2020 Posted December 17, 2020 On 12/8/2020 at 1:52 PM, KING2757 said: HELLO >>> i dunno why but this mod doesnt work for me whenever i enable the mod and start the game a message appears says this application faced a problem after that i get CTD playing on v e1.5 and the mod to latest... i also tried to play with just this mod enabled and i got a CTD too.... i downloaded the game just for this mod and now it wont work any help pls? the unbloack dll way the box just doesnt show up in properties or i dont know how this works+-  you should try with vortex to manage mod installation https://www.nexusmods.com/site/mods/1?tab=files  edit : and grab this to have proper error messages : https://www.nexusmods.com/mountandblade2bannerlord/mods/404 Â
Platinphoenixx Posted December 17, 2020 Posted December 17, 2020 So, just for the sake of asking it: Are there any still working extensions for this mod? Or like anything else adult related that works with the current verion? Just looking for some other experiences.
Ambereros Posted December 18, 2020 Posted December 18, 2020 11 hours ago, Platinphoenixx said: So, just for the sake of asking it: Are there any still working extensions for this mod? Or like anything else adult related that works with the current verion? Just looking for some other experiences. all the available extensions of CE are summed up in the club page  Â
Algene Posted December 18, 2020 Posted December 18, 2020 This may be interesting, from the forums: Mount & Blade II: Bannerlord Modding Kit now has a "Beta" version which can be enabled in the same way you enable "Beta" for our base game. IMPORTANT: The base game version must match with the modding kit version in order to work properly. For example, if you have your base game on the latest Beta, then you must also switch the modding kit to the latest beta. You can enable beta by right-clicking on Mount & Blade II: Bannerlord Modding Kit in your Steam library -> Properties -> BETAS -> Select the beta from the dropdown menu. We've added 3 skeletons (human, horse, camel) to the latest Modding Kit Beta. You can find them in the "ROOT/modding_resources/skeletons" folder.
Platinphoenixx Posted December 18, 2020 Posted December 18, 2020 7 hours ago, Ambrothos said: all the available extensions of CE are summed up in the club page   Lovely Thx ;D 1
DMC500 Posted December 22, 2020 Posted December 22, 2020 Love this mod ?such interesting framework for stories. Is there any source code for this mod? i have some ideas for it
BadListener Posted December 23, 2020 Author Posted December 23, 2020  Love this mod ?such interesting framework for stories. Is there any source code for this mod? i have some ideas for it Source code will be released soon, although you can keep track via https://github.com/BannerlordCE
Surthhh Posted December 24, 2020 Posted December 24, 2020 i get this message and some parts of the mod are not working. any idea how i can fix this   Â
kadsend Posted December 24, 2020 Posted December 24, 2020 Is it possible to loot troops armour with this mod? I mean, they are my prisoner so I should be able to strip them out of everything before selling to the slave market...right?
Nexxxing Posted December 24, 2020 Posted December 24, 2020 Any idea if the current version of the mod is compatible with the 1.56 beta branch?Â
BadListener Posted December 26, 2020 Author Posted December 26, 2020 On 12/24/2020 at 4:52 PM, Nexxxing said: Any idea if the current version of the mod is compatible with the 1.56 beta branch? No it is not, currently working on fixing it.
BadListener Posted December 27, 2020 Author Posted December 27, 2020 On 12/24/2020 at 10:16 AM, Surthhh said: i get this message and some parts of the mod are not working. any idea how i can fix this    You have conflicts two mods are trying to overwrite the same menu
BadListener Posted December 27, 2020 Author Posted December 27, 2020 On 12/24/2020 at 12:36 PM, kadsend said: Is it possible to loot troops armour with this mod? I mean, they are my prisoner so I should be able to strip them out of everything before selling to the slave market...right? Heroes yes, normal troops no
kadsend Posted December 28, 2020 Posted December 28, 2020 23 hours ago, BadListener said: Heroes yes, normal troops no Yeah, I've tried... Hopefully can this be added with the brothels update? Just a small idea hopefully
CobraPL Posted December 28, 2020 Posted December 28, 2020 1024 is out! New Companion/Spouse Support! What does it mean? I ask, because I tried firing such event (male MC and wife-Ira both captured) and nothing happened. What content is actually added?
Celedhring Posted January 1, 2021 Posted January 1, 2021 On 12/28/2020 at 4:21 AM, CobraPL said: 1024 is out! New Companion/Spouse Support! What does it mean? I ask, because I tried firing such event (male MC and wife-Ira both captured) and nothing happened. What content is actually added? I would like to know too. What exactly is involved in the new Companion/Spouse support? And how are they triggered?
tyrantrex Posted January 4, 2021 Posted January 4, 2021 at CaptivityEvents.Events.CaptorMenuCallBackDelegate.ReqHeroCaptorRelation(MenuCallbackArgs& args) at CaptivityEvents.Events.CaptorMenuCallBackDelegate.CaptorEventOptionGameMenu(MenuCallbackArgs args) at TaleWorlds.CampaignSystem.GameMenus.GameMenuOption.GetConditionsHold(Game game, MenuContext menuContext) at TaleWorlds.CampaignSystem.ViewModelCollection.GameMenu.GameMenuVM.Refresh(Boolean forceUpdateItems) at SandBox.View.Menu.MenuViewContext.TaleWorlds.CampaignSystem.IMenuContextHandler.OnMenuActivate() at SandBox.View.Menu.MenuViewContext..ctor(ScreenBase screen, MenuContext menuContext) at SandBox.View.Map.MapScreen.EnterMenuContext(MenuContext menuContext) at SandBox.View.Map.MapScreen.UpdateMenuView() at SandBox.View.Map.MapScreen.OnFrameTick(Single dt) at TaleWorlds.Engine.Screens.ScreenBase.FrameTick(Single dt) at TaleWorlds.Engine.Screens.ScreenManager.Tick_Patch2(Single dt) At game loading with a single prisoner. TD events enabled. 1.5.4
tyrantrex Posted January 4, 2021 Posted January 4, 2021 On 1/1/2021 at 10:43 PM, Celedhring said: I would like to know too. What exactly is involved in the new Companion/Spouse support? And how are they triggered? Probably means that you can reference spouses while making stories. Not that it has content involving them. 1
Celedhring Posted January 4, 2021 Posted January 4, 2021 10 hours ago, tyrantrex said: Probably means that you can reference spouses while making stories. Not that it has content involving them. I suppose an event could be created with a chance for captured female companions to get knocked up as a result?
TMPhoenix Posted January 4, 2021 Posted January 4, 2021 With the new companion system, is there a way of making sure the game targets the same companion between stages? I have set up an event that targets a companion; as a test I give out some relationship bonus; this stage then triggers a second event and here I again refer to the companion (I used the same id if that matters) and again give some relationship bonus. I noticed that this second companion is generally not the same as the one in the first event. Â Is there currently a way of ensuring follow-up events refer to the same companion? And is there currently a way to reference the companion in text, such as {COMPANION_NAME[<companion_id_here>]}? 2
Darkening Demise Posted January 5, 2021 Posted January 5, 2021 So what scenes are not available right now that are in the options menu to toggle?
BadListener Posted January 6, 2021 Author Posted January 6, 2021 On 1/4/2021 at 4:45 PM, TMPhoenix said: With the new companion system, is there a way of making sure the game targets the same companion between stages? I have set up an event that targets a companion; as a test I give out some relationship bonus; this stage then triggers a second event and here I again refer to the companion (I used the same id if that matters) and again give some relationship bonus. I noticed that this second companion is generally not the same as the one in the first event. Â Is there currently a way of ensuring follow-up events refer to the same companion? And is there currently a way to reference the companion in text, such as {COMPANION_NAME[<companion_id_here>]}? you can assign a custom skill to the companion and require this skill to be a certain level for the next scene in the event or a followup event later on. Then you can have events that do not play and secondary events that do play depending on the skill flag in that companion (progress flag skill if you will). This is a bug if it happens with the events that follow up right away, which I will fix in the next update, in that point you can reference by the previous id used in the initial calling event. 1
TMPhoenix Posted January 6, 2021 Posted January 6, 2021 It is happening with events that I trigger right away, using the same id. Hadn't even considered longer term references. Good to know about the skill as a tag.
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