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Posted

just wondering what exactly the titles like huntress ect gained through events does, theres no change in anything and no way of viewing them after the log message dissapears, are they just for flavour or do they have a purpose that im missing. cheers

 

Posted
On 3/12/2023 at 6:11 AM, Celestia 666 said:

just wondering what exactly the titles like huntress ect gained through events does, theres no change in anything and no way of viewing them after the log message dissapears, are they just for flavour or do they have a purpose that im missing. cheers

 

I believe it just means that event requiring the title may now happen.

Posted
On 19.02.2023 at 06:48, stumpythegod said:

Второй раунд. Мои ссылки не работали в моем предыдущем посте, поэтому я просто делаю это по-другому.

 

Итак, я начал модифицировать Bannerlord на прошлых выходных. Это не первая игра, которую я модифицировал, поэтому я чувствую себя достаточно комфортно в своих возможностях.

Сегодня я полностью перезагрузил и установил все свои моды, потому что Vortex меня раздражал. Поэтому я переключился на выполнение этого вручную.

Моя версия игры 1.0.3
-----
Игра работает стабильно. У меня с ним ноль проблем. Я бы даже не знал / не заподозрил, что что-то не так, если бы я не искал что-то раньше и не видел, как люди спрашивают о навыках проституции. Несколько страниц назад на форуме я увидел у кого-то снимок экрана расширенной страницы навыков с навыками CE. 

Для меня это не было вариантом, и я не уверен, что где-то что-то упустил. Это скрытые навыки? Это у них мод, а у меня нет? Я до такой степени, что не знаю, что я делаю неправильно, или есть ли проблема вообще.

Красные круги на лаунчере просто говорят о том, что он запускает код, не проверенный TW.
И единственное предупреждение, которое я получаю, это сообщение о том, что Harmony устарела, что я считаю подозрительным. 

Заранее благодарю за любой совет.

TaleWorlds.MountAndBlade.Launcher_qdOlQdFEji.png

TaleWorlds.MountAndBlade.Launcher_J9WwM5FQ4H.png

TaleWorlds.MountAndBlade.Launcher_EbkQ0JIr23.png

explorer_es5YCGzfAo.png

TaleWorlds.MountAndBlade.Launcher_sxRXF5c5dC.jpg

Hi, if everything works for you, you can throw off your assembly of mods for some reason it doesn't work for me

Posted

I saw someone else is was having the same issue as me. My game tells me I have 500+ events loaded, but I only trigger the same couple events.

The events being:
(Hunting for sport)
(Flaying Insubordinates)
(Escaped Prisoner)
(Naked Brawling)
(Drink from the Water)
(Supplies)
(Lost Coin Pouch)
(Toll of War Moral Loss)

(Look Into His/Her Eyes)

(A crowd forms in the pub)

 

How do I fix this?

Posted

Managed to get my PC up to 434 Slavery level, but the NPC she was enslaved to was defeated in battle and she was freed.  But her slavery level was reset to 0.   Is that intentional for the slavery level not to stay with the PC and getting reset to 0.  

Currently it's pretty difficult to get enslaved because armies or NPC parties seldom go into cities and that's where a PC gets enslaved.    You can easily spend a long time staying a captive.  

Posted
On 3/13/2023 at 9:15 PM, Remirez said:

I saw someone else is was having the same issue as me. My game tells me I have 500+ events loaded, but I only trigger the same couple events.

 

I had the same issue, with the core captivity events. Only got the same events as yours, or even less than that. Things have gotten better since I installed BC captor but only because it massively increased the amount of events I think - I still get no other "default" CE events except those you listed.

 

Unrelated, but I also encountered these bugs; and I suspect they might originate in CE itself, not BC captor.

Posted (edited)

Think chains are counted as individual events, also random/captive/captors all contribute to the same pool, then there's some married only events, and a bunch of event with specific only trigger, prostitution also counts towards that count, all in all there's really far less events than you expect.

 

  

12 hours ago, Celedhring said:

Managed to get my PC up to 434 Slavery level, but the NPC she was enslaved to was defeated in battle and she was freed.  But her slavery level was reset to 0.   Is that intentional for the slavery level not to stay with the PC and getting reset to 0.  

Currently it's pretty difficult to get enslaved because armies or NPC parties seldom go into cities and that's where a PC gets enslaved.    You can easily spend a long time staying a captive.  

 

think a post from a few months back noted the reset is intended as it is coded, being freed does reset your slavery

Edited by sinph
Posted
3 hours ago, sinph said:

Think chains are counted as individual events, also random/captive/captors all contribute to the same pool, then there's some married only events, and a bunch of event with specific only trigger, prostitution also counts towards that count, all in all there's really far less events than you expect.

 

  

 

think a post from a few months back noted the reset is intended as it is coded, being freed does reset your slavery

slavery reset is by code..., i.e. <SlaveryTotal>0</SlaveryTotal>... fyi, there should not be any time decay method for slavery to reset...

Posted
51 minutes ago, Whizkid said:

slavery reset is by code..., i.e. <SlaveryTotal>0</SlaveryTotal>... fyi, there should not be any time decay method for slavery to reset...


Any way to change that so player character keeps her slavery level despite being freed?   It does make the "undress seductively" choice to surrender pretty much useless if your PC is defeated in battle afterwards because slavery level isn't retained.   I'd think she'd be conditioned to respond as a slave would after that much training. 

Posted
3 hours ago, Celedhring said:


Any way to change that so player character keeps her slavery level despite being freed?   It does make the "undress seductively" choice to surrender pretty much useless if your PC is defeated in battle afterwards because slavery level isn't retained.   I'd think she'd be conditioned to respond as a slave would after that much training. 

either set <SlaveryTotal>0</SlaveryTotal> to <SlaveryTotal>1</SlaveryTotal> or just remove <SlaveryTotal>0</SlaveryTotal>, its the same as prostitiontotal remove it or add a one to it to prevent it from reverting to zero, note there is a problem with saving and reloading reset saved to zero etc... idk but there is a time decay where said values to degrade overtime, seems this is intended feature as these values are not infinite....

Posted (edited)
18 hours ago, Whizkid said:

either set <SlaveryTotal>0</SlaveryTotal> to <SlaveryTotal>1</SlaveryTotal> or just remove <SlaveryTotal>0</SlaveryTotal>, its the same as prostitiontotal remove it or add a one to it to prevent it from reverting to zero, note there is a problem with saving and reloading reset saved to zero etc... idk but there is a time decay where said values to degrade overtime, seems this is intended feature as these values are not infinite....

This is in DefaultSlaveryEventsFemale.xml right?  And every instance of <SlaveryTotal>0</SlaveryTotal> in that .xml document is changed as above?  (Note: I changed it from 0 to 1) 

This preserves the current slavery total..let's say 434 all the way through?  (Not much of a scripter myself) 

And that's all I need to do? 

 

Edited by Celedhring
Posted
2 hours ago, Celedhring said:

This is in DefaultSlaveryEventsFemale.xml right?  And every instance of <SlaveryTotal>0</SlaveryTotal> in that .xml document is changed as above?  (Note: I changed it from 0 to 1) 

This preserves the current slavery total..let's say 434 all the way through?  (Not much of a scripter myself) 

And that's all I need to do? 

 

yep.

Posted (edited)

Can we get a short bullet point list of which files to install and what each one does/adds?

 

Right now there's only one 1039 file, the CaptivityEventsV1.1.1.1039.zip.

Judging by the size and the screenshot in the OP, I also want CEDefaultEvents1038.zip.

But this one has a different version, 1038.

 

There's also

  • CEConcubineExpansion1034.zip
  • CEHolidayExpansion1038.zip
  • CEAnimationExpansion1038.zip
  • CEBanditExpansion1038.zip

Which are also versioned 1038/1034, and aren't mentioned in the OP

 

Are these 4 bundled in CEDefaultEvents1038? Are they compatible with 1039? Am I going to get molested by Santa if I install the HolidayExpansion one? Is CEConcubineExpansion1034 going to crash my game?

Edited by tase
Added CEConcubineExpansion1034.zip
Posted

Does anybody know how to get any Hot Butter scenes to trigger with the Hot Butter Scenes for Captivity Events mod? I have been trying to get scenes to trigger by getting myself captured by bandits and opposing lords to no avail.

Posted (edited)

No sexual captor event is triggering. What could be the problem. I have female captives, yet it's always either flail or hunt events.

Edited by Zukzukarr
Posted (edited)
On 3/15/2023 at 3:10 AM, Whizkid said:

either set <SlaveryTotal>0</SlaveryTotal> to <SlaveryTotal>1</SlaveryTotal> or just remove <SlaveryTotal>0</SlaveryTotal>, its the same as prostitiontotal remove it or add a one to it to prevent it from reverting to zero, note there is a problem with saving and reloading reset saved to zero etc... idk but there is a time decay where said values to degrade overtime, seems this is intended feature as these values are not infinite....

 It did not work.  Slavery level still reset to 0 upon being freed.   

There needs to be an option for players to turn on or off retaining slavery level upon being set free because honestly, I just can't see slave training going away in a flash after being conditioned to it.   Especially with one of the options to surrender if defeated requiring that you have a slavery level of 150-200+ ish to automatically become a slave instead of a captive upon defeat.  

In the mod's present state, that option is useless right now especially compounded by the difficulty of becoming a slave because your PC has to be taken into a city to be converted into a slave and hopefully the slavery event ticks BEFORE your PC is taken out of the city as a captive.   And as of 1.1.1,  parties simply don't go to cities for the most part.   Easiest path (and a cheap one at that) is to simply sneak into a city, get caught and then you have a far better chance of being enslaved and hope for a party to come into the city and take your PC as a slave. 

There seriously needs to be an event that converts a PC  held by a party as a captive to be put into slavery without being required to go into a city for that to happen especially after a certain time limit. 15, 20, 30 days as a captive.    In the past, parties frequently went into cities so that wasn't an issue. Now?  I almost never see parties going into cities for anything even after the armies they were in break up. 

<RemoveSlaveryFlag> is the culprit.  I'm trying to find where it is in the mods when the PC is freed as a result of her owner's party is destroyed so I can delete it. Permanently. 

Looking through the events, the "RemoveSlaveryFlag really disables quite a good number of events because the slavery level does not carry over after being freed. The "stripping down to submit" event after being defeated is just one of them.   That includes the revised TBCaptivity mod too. 

Update:  No dice.   Removing the "RemoveSlaveryFlag" didn't work.   Slavery level still goes to 0 when escaped or released as a result of battle. 

 

 

Edited by Celedhring
Posted (edited)
On 3/23/2023 at 12:41 PM, Celedhring said:

 It did not work.  Slavery level still reset to 0 upon being freed.   

There needs to be an option for players to turn on or off retaining slavery level upon being set free because honestly, I just can't see slave training going away in a flash after being conditioned to it.   Especially with one of the options to surrender if defeated requiring that you have a slavery level of 150-200+ ish to automatically become a slave instead of a captive upon defeat.  

In the mod's present state, that option is useless right now especially compounded by the difficulty of becoming a slave because your PC has to be taken into a city to be converted into a slave and hopefully the slavery event ticks BEFORE your PC is taken out of the city as a captive.   And as of 1.1.1,  parties simply don't go to cities for the most part.   Easiest path (and a cheap one at that) is to simply sneak into a city, get caught and then you have a far better chance of being enslaved and hope for a party to come into the city and take your PC as a slave. 

There seriously needs to be an event that converts a PC  held by a party as a captive to be put into slavery without being required to go into a city for that to happen especially after a certain time limit. 15, 20, 30 days as a captive.    In the past, parties frequently went into cities so that wasn't an issue. Now?  I almost never see parties going into cities for anything even after the armies they were in break up. 

<RemoveSlaveryFlag> is the culprit.  I'm trying to find where it is in the mods when the PC is freed as a result of her owner's party is destroyed so I can delete it. Permanently. 

Looking through the events, the "RemoveSlaveryFlag really disables quite a good number of events because the slavery level does not carry over after being freed. The "stripping down to submit" event after being defeated is just one of them.   That includes the revised TBCaptivity mod too. 

Update:  No dice.   Removing the "RemoveSlaveryFlag" didn't work.   Slavery level still goes to 0 when escaped or released as a result of battle. 

 

 

you need to go to:

Mount & Blade II Bannerlord\Modules\zCaptivityEvents\ModuleLoader\CaptivityRequired\Settings

where you find:

CEModuleCustom.xml

Change:

<CESkill Id="Slavery" Name="{=CEEVENTS1105}Slavery" MinLevel="0" SetZeroOnEscape="True"/>

To:

<CESkill Id="Slavery" Name="{=CEEVENTS1105}Slavery" MinLevel="0" SetZeroOnEscape="False"/>

 

edit: The only other changes i made was setting <SlaveryTotal>0</SlaveryTotal> to <SlaveryTotal>1</SlaveryTotal> in all events.

Edited by karelbaard
clarification
Posted (edited)
18 hours ago, karelbaard said:

you need to go to:

Mount & Blade II Bannerlord\Modules\zCaptivityEvents\ModuleLoader\CaptivityRequired\Settings

where you find:

CEModuleCustom.xml

Change:

<CESkill Id="Slavery" Name="{=CEEVENTS1105}Slavery" MinLevel="0" SetZeroOnEscape="True"/>

To:

<CESkill Id="Slavery" Name="{=CEEVENTS1105}Slavery" MinLevel="0" SetZeroOnEscape="False"/>

 

edit: The only other changes i made was setting <SlaveryTotal>0</SlaveryTotal> to <SlaveryTotal>1</SlaveryTotal> in all events.

I also changed this:

Id="IsProstitute" Name="{=CEEVENTS1104}prostitute" MinLevel="0" MaxLevel="1" SetZeroOnEscape="false" />

Cause skill as a prostitute doesn't really disappear either.  

Gonna test it out now. 

It's exactly what I needed!  Thanks so much!

Edited by Celedhring
Posted

Idk if I'm simply retarded or what, but bannerlord is a mess to try and mod. Can't even get 3 text based mods to work together without constant crashing on startup. All the mods seem to either have versioning issues with each other or god knows what. Like I said I may just be retarded, but I really don't think it should be so hard to get this, and the expansions working...

Posted (edited)

Getting captured in a castle (after failed siege defence) is bad and an instant reload. 2 out of 3 escape events require a high health % to attempt to escape, but majority of events do health damage and only 2-3 give health. Slavery doesn't happen as no parties come to the castles. So escaping a castle is a huge RNG fiesta worse than any other and little to nothing happens in a meanwhile. 

Edited by xarxyc

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