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Posted

Just released an update for the current version for testing, still making updates! 

 

36 minutes ago, Celedhring said:

Which game version is best for the current version of this mod?    I'm on a pre Warsails version and thinking of updating. 

Posted (edited)

Same... :( Still CTD with newest update

---

EDIT: Sorry, I was just dumb. Forgot to unblock the DLL, and for some reason, the unblocker didn't work either. When I got a sneaking suspicion to check and retry, everything ran smoothly with manually unblocking

Edited by lt5ive
Posted

Since I'm seeing CTD reports...what version should I be on to avoid the CTD's?   I was looking at 1.3.15 to update to from 1.2.12.... 

 

Posted
On 5/23/2026 at 3:29 AM, redtherampage said:

keep getting this when opening game. ver 1.3.15

Screenshot 2026-05-23 at 3.21.33 PM.png

You have dll blocked, or ClanFinanceModel is missing by another mod.

Posted

With the 'Eastern Europe 1259' mod, only the default imprisonment pictures are being shown, even though events fire from CE. I assume this mod somehow overrides how these background pictures are loaded, because in the Native game, CE pictures appear as expected. Is there a way to override Eastern Europe 1259 changes? Switching load order didn't help - no matter if CE is lower or higher on the list.

Posted
5 hours ago, lt5ive said:

With the 'Eastern Europe 1259' mod, only the default imprisonment pictures are being shown, even though events fire from CE. I assume this mod somehow overrides how these background pictures are loaded, because in the Native game, CE pictures appear as expected. Is there a way to override Eastern Europe 1259 changes? Switching load order didn't help - no matter if CE is lower or higher on the list.

They added more items, I can make a compatibility patch

Posted (edited)
1 hour ago, BadListener said:

They added more items, I can make a compatibility patch

That would be great! Hope it isn't too complicated. Love your mod, and it was such a shame to make compromises using 1259

Edited by lt5ive
Posted (edited)

I have the events pop up without proper images in the notification ring on the right side of the screen, It is just a blue square, but it still fires events.

U deleted the old folders and installed captivity events for the 1.4.15 Version and Default Events 1312.

My Questions:

Do I also need Default Events 1311?

Is it something with the mod (Does anyone else have the problem)?

Is it probably on my end?

 

Edit:

I just took a look at the logFile in the Captivity folder and there are these lines at the end: 

05/26/2026 22:51:27 -- Failure to load ../../Modules/zCaptivityEvents/ModuleLoader/CaptivityRequired\Images\NSFW\default_female.png - duplicate found.


05/26/2026 22:51:27 -- Failure to load ../../Modules/zCaptivityEvents/ModuleLoader/CaptivityRequired\Notifications\CE_sexual_notification.png - duplicate found.

 

It throws an error for each of the following images, all image files are in the respective folder just once:

default_female.png
default_female_lost.png
default_female_lost_2.png
default_female_lost_guards.png
default_female_lost_guards_2.png
default_female_lost_sea.png
default_female_lost_sea_2.png
default_female_prison.png
default_female_sea.png
default_male.png
default_male_lost.png
default_male_lost_guards.png
default_male_prison.png
default_male_sea.png
encounter_escape_fail_female.png
encounter_escape_fail_female_naval.png
CE_random_sexual_notification.png
CE_sexual_notification.png

 

After activating the log function of the mod it throws this after the failure to load the images:

05/27/2026 17:32:53 -- Failure to load default - exception : The given key was not present in the dictionary.

 

And these are given after the first event is decided, after it just adds the Failed to load the texture of default line:

05/27/2026 17:33:31 -- Loaded texture CE_N_COMMON.PNG, IsValid=True (will become true after adding to sprite sheet)
05/27/2026 17:33:33 -- Loaded texture CE_default_notification.png, IsValid=True (will become true after adding to sprite sheet)
05/27/2026 17:33:33 -- Loaded texture captor_default.png, IsValid=True (will become true after adding to sprite sheet)
05/27/2026 17:33:35 -- Failed to load the texture of default

Edited by antinator92
Posted
1 hour ago, Celedhring said:

How backwards compatible is the current version for earlier versions of Bannerlord?

not really

Posted
15 hours ago, antinator92 said:

I have the events pop up without proper images in the notification ring on the right side of the screen, It is just a blue square, but it still fires events.

U deleted the old folders and installed captivity events for the 1.4.15 Version and Default Events 1312.

My Questions:

Do I also need Default Events 1311?

Is it something with the mod (Does anyone else have the problem)?

Is it probably on my end?

 

Edit:

I just took a look at the logFile in the Captivity folder and there are these lines at the end: 

05/26/2026 22:51:27 -- Failure to load ../../Modules/zCaptivityEvents/ModuleLoader/CaptivityRequired\Images\NSFW\default_female.png - duplicate found.


05/26/2026 22:51:27 -- Failure to load ../../Modules/zCaptivityEvents/ModuleLoader/CaptivityRequired\Notifications\CE_sexual_notification.png - duplicate found.

 

It throws an error for each of the following images, all image files are in the respective folder just once:

default_female.png
default_female_lost.png
default_female_lost_2.png
default_female_lost_guards.png
default_female_lost_guards_2.png
default_female_lost_sea.png
default_female_lost_sea_2.png
default_female_prison.png
default_female_sea.png
default_male.png
default_male_lost.png
default_male_lost_guards.png
default_male_prison.png
default_male_sea.png
encounter_escape_fail_female.png
encounter_escape_fail_female_naval.png
CE_random_sexual_notification.png
CE_sexual_notification.png

 

After activating the log function of the mod it throws this after the failure to load the images:

05/27/2026 17:32:53 -- Failure to load default - exception : The given key was not present in the dictionary.

 

And these are given after the first event is decided, after it just adds the Failed to load the texture of default line:

05/27/2026 17:33:31 -- Loaded texture CE_N_COMMON.PNG, IsValid=True (will become true after adding to sprite sheet)
05/27/2026 17:33:33 -- Loaded texture CE_default_notification.png, IsValid=True (will become true after adding to sprite sheet)
05/27/2026 17:33:33 -- Loaded texture captor_default.png, IsValid=True (will become true after adding to sprite sheet)
05/27/2026 17:33:35 -- Failed to load the texture of default

Will double check this

Posted

Thank you for providing such a great framework.

If possible, could you please add “Age” to the xs:attribute in “Spawn Settings for new Hero” in the next version?

 

I'm having trouble since the age of the companions generated is completely random, and sometimes I end up with older companions who have low fertility. 

 

 

 

Posted (edited)

Something in this mod keeps crashing my game after a few minutes of playtime

Edited by xyzxyz
Posted

What is the proper way to call Hot Butter scenes inside an event?  I thought it was this but it seems like any event I alter this way stops being triggered.  Perhaps because the changes don't fit the xml format that it was expecting.  Hot Butter integration is checked.
 

         <Option>
            <Order>0</Order>
            <MultipleRestrictedListOfConsequences>
               <RestrictedListOfConsequences>EmptyIcon</RestrictedListOfConsequences>
            </MultipleRestrictedListOfConsequences>
            <OptionText>{=DefaultRandomEventsCompanionsMale22}Fill her with your seed.</OptionText>
            <Companions>
               <Companion Id="1">
                  <MultipleRestrictedListOfConsequences>
                     <RestrictedListOfConsequences>EmptyIcon</RestrictedListOfConsequences>
                     <RestrictedListOfConsequences>ChangeRelation</RestrictedListOfConsequences>
                     <RestrictedListOfConsequences>ImpregnationByPlayer</RestrictedListOfConsequences>
                  </MultipleRestrictedListOfConsequences>
                  <PregnancyRiskModifier>60</PregnancyRiskModifier>
                  <RelationTotal>18</RelationTotal>
					<SceneToPlay>scn_pompa_$location_culture_$location_$companion</SceneToPlay>
               </Companion>
            </Companions>
         </Option>

 

This works but of course just plays a scene with a random npc.

 

         <Option>
            <Order>0</Order>
            <MultipleRestrictedListOfConsequences>
               <RestrictedListOfConsequences>EmptyIcon</RestrictedListOfConsequences>
            </MultipleRestrictedListOfConsequences>
            <OptionText>{=DefaultRandomEventsCompanionsMale22}Fill her with your seed.</OptionText>
            <Companions>
               <Companion Id="1">
                  <MultipleRestrictedListOfConsequences>
                     <RestrictedListOfConsequences>EmptyIcon</RestrictedListOfConsequences>
                     <RestrictedListOfConsequences>ChangeRelation</RestrictedListOfConsequences>
                     <RestrictedListOfConsequences>ImpregnationByPlayer</RestrictedListOfConsequences>
                  </MultipleRestrictedListOfConsequences>
                  <PregnancyRiskModifier>60</PregnancyRiskModifier>
                  <RelationTotal>18</RelationTotal>
               </Companion>
            </Companions>
					<SceneToPlay>scn_pompa_$location_culture_$location_$random</SceneToPlay>
         </Option>

 

Love the mod.  Been using it for years.  Any help would be appreciated.

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