Whizkid Posted February 26, 2025 Posted February 26, 2025 On 2/24/2025 at 7:50 PM, trorhold said: This mod broke my game. Had to reinstall. obviously u broke your own game... been using this since day one and it works flawlessly... 1
PROHETRO Posted February 27, 2025 Posted February 27, 2025 On 3/15/2021 at 6:41 PM, SAC said: Console command returned "successfully started event" + an event notification, which I've clicked Then Clicked on "share an intimate moment" which just returned me to the world map I have removed uninstalled / deleted mod folder / re-installed. Same behavior. Is there any uninstall procedure like console something before uninstalling? Bro my version captivity events not this menu
zlazarvs Posted March 7, 2025 Posted March 7, 2025 Seems like every pregnancy started by this mod ends up in stillborn. Any idea why that might happen?
bicobus Posted March 8, 2025 Posted March 8, 2025 11 hours ago, zlazarvs said: Seems like every pregnancy started by this mod ends up in stillborn. Any idea why that might happen? It's a hack to prevent children with nonsensical culture (i.e. mountain bandit, or whatever).
zlazarvs Posted March 8, 2025 Posted March 8, 2025 9 hours ago, bicobus said: It's a hack to prevent children with nonsensical culture (i.e. mountain bandit, or whatever). Yeah, that would explain it, considering that I am running Realm of Thrones therefore all cultures are non-vanilla (and why does it work on vanilla). Any way to get this to work?
bicobus Posted March 8, 2025 Posted March 8, 2025 53 minutes ago, zlazarvs said: Yeah, that would explain it, considering that I am running Realm of Thrones therefore all cultures are non-vanilla (and why does it work on vanilla). Any way to get this to work? I went to verify, and it is indeed a whitelist system. To get it to work, is to patch the code to accept more than that list of cultures. I'd assume you want it to be populated from a config file or something.
zlazarvs Posted March 8, 2025 Posted March 8, 2025 38 minutes ago, bicobus said: I went to verify, and it is indeed a whitelist system. To get it to work, is to patch the code to accept more than that list of cultures. I'd assume you want it to be populated from a config file or something. I don't know how easy would that be (or even if there's a culture list to be grabbed dynamically for the code to use). Refactoring the method to force the offspring to be of the playable character's culture in case of finding an invalid culture could be easier and overhaul-friendly, if it's controllable by CE and the functionality is really necessary. I was checking the apidoc and found: bool TaleWorlds.Core.BasicCultureObject.IsBandit Maybe through that it could be streamlined. Can't say I know, I haven't delved into Bannerlord modding at all. Will try to recompile CE taking CECampaignBehavior.cs from a commit before the whitelist was implemented.
Sornas Posted March 16, 2025 Posted March 16, 2025 Hey folks! This is probably a stupid question, but I've started with this mod + All the various add-on stories that are up here on LL, but it seems like I'm cycling through the same few random events (The one where you pick which of 5 is pregnant, the one where you go to the campfire or find a prostitute, the one where someone steals your money and you chase them/are ambushed, and maybe a few more), which makes me think that I haven't loaded them right. To clarify, do the various add-on event mods go in Mount & Blade II Bannerlord\Modules\zCaptivityEvents\ModuleLoader, or just Mount & Blade II Bannerlord\Modules on their own? And is it more complicated than just dropping it into that file (Like, do we need to add the event XML from those mods to Modules\zCaptivityEvents\ModuleLoader\CaptivityRequired\Events?) Thanks! 1
Legandperdu Posted March 17, 2025 Posted March 17, 2025 Do you have to install all 8 files to get the full mod? And is there a French version?
Teinob3 Posted March 28, 2025 Posted March 28, 2025 i'm sorry but when i take lords or nobles prisoners i only have 4 options: -Clothe her in rags -change what she's wearing -Make use of her womb -Leave her alone i recall there being many more options, any idea on how i access those?
DerpCake Official Posted March 30, 2025 Posted March 30, 2025 Getting a warning at start up screen that the latest version is not the current version. Safe to ignore is the mod out of date?
kanne28 Posted March 31, 2025 Posted March 31, 2025 6 hours ago, DerpCake Official said: Getting a warning at start up screen that the latest version is not the current version. Safe to ignore is the mod out of date? It isn't compatible with the latest game version, brother. I haven't played Bannerlords since November last year because, without this mod, losing is no longer fun.
Hania the bard Posted April 7, 2025 Posted April 7, 2025 (edited) On 4/1/2025 at 1:09 AM, jsn7117 said: Question: Just downloaded the mod and have the following order. The game shows it loads. But every event has the same background. Some prisoner in chains. Deleted everything. Redownload it, so it must be user error but I dont know what I am doing wrong. your images don't work. did you unlock your DLLs? I know I had that issue, also what version of the game are you on? Don't think it works on latest version. Edit: I am running it on version 1.2.11 using the steam betas feature. how to unlock your DLLs are in the main mod description. Edited April 7, 2025 by Hania the bard
Moncoyoule42 Posted April 18, 2025 Posted April 18, 2025 Do random events fire when you don't have any prisoners? If I don't have any prisoners I know I don't get the events labled Captor, but even then I used to be able to wait in towns and such and still get events. Now nothing fires unless I have some sort of prisoner and even then, it only fires captor events, not any common or random events. I know I have those turned on, but no matter how I poke and prod at the MCM, still the random events don't fire.
Whizkid Posted April 22, 2025 Posted April 22, 2025 Bug report, for translation files if its in English the mod doesnt read from the language files e.g. <Text>{=DefaultCaptorEventsFemale1}</Text> if you leave the text as blank but specified in the language files the mod ignores and just display a blank text, but if its any language other than english it will display that language text correctly. which means mods have to always include the english text and allow the language files to translate this works if mod is created by english speaking modders, but for non english mods this doesnt work if the mod creater intentional leave the text as <Text>{=DefaultCaptorEventsFemale1}</Text>. will this be look at or fixed, the alternative is to always code it as <Text>{=DefaultCaptorEventsFemale1}You grow bored of ceaselessly plodding along the empty road and decide it's time for some fun. Your sword arm could use some exercise, and what better practice than live targets? You recall the ancient hunting traditions of your clan, and you realize you have a collection of prisoners that certainly haven't been paying for your hospitality. What's more, a little show of force might make them all the more compliant...</Text>.
bicobus Posted April 22, 2025 Posted April 22, 2025 5 hours ago, Whizkid said: which means mods have to always include the english text and allow the language files to translate this works if mod is created by english speaking modders, but for non english mods this doesnt work if the mod creater intentional leave the text as <Text>{=DefaultCaptorEventsFemale1}</Text>. That's how translation is supposed to work. English is the default string, if you see english in another language, it means that string hasn't been translated and/or has changed. CE is using taleworld's l10n system, so not something that can change at the module level.
Whizkid Posted April 23, 2025 Posted April 23, 2025 14 hours ago, bicobus said: That's how translation is supposed to work. English is the default string, if you see english in another language, it means that string hasn't been translated and/or has changed. CE is using taleworld's l10n system, so not something that can change at the module level. idk but then what is the point to having english language files when it doesnt even is used, so if u leave the syntax as <OptionText>{=NXQRandomEventsMale41}</OptionText> it shows a blank, having to include text i.e. <OptionText>{=NXQRandomEventsMale41}"This is a test"</OptionText>, to show text... its such a chore having to include english text always to english speakers whereas in other language the mod is able to leave it as it is i.e. blank text <OptionText>{=NXQRandomEventsMale41}</OptionText> and it gets filled in from the language files..., u know there is a difference between translating files AND just filling in the blanks. so this is a taleworld's problem....
bicobus Posted April 24, 2025 Posted April 24, 2025 On 4/23/2025 at 6:43 AM, Whizkid said: idk but then what is the point to having english language files when it doesnt even is used Template! Wanna start a new TL? Base it on the english file. The taleworld system must have an automated way to extract strings though, otherwise it would be a nightmare. When you write software, you label your text to be localized. For example, when using gettext: if (a == b) { msg = _("Two equal strings"); } The underscore function is an alias to gettext(), as writing gettext everywhere would grow tiring. Once you've written your software, you run an utility tool that will extract all those strings and compile them into a po-file. And that the file you'd use to translate the software.
Whizkid Posted April 24, 2025 Posted April 24, 2025 55 minutes ago, bicobus said: Template! Wanna start a new TL? Base it on the english file. The taleworld system must have an automated way to extract strings though, otherwise it would be a nightmare. When you write software, you label your text to be localized. For example, when using gettext: if (a == b) { msg = _("Two equal strings"); } The underscore function is an alias to gettext(), as writing gettext everywhere would grow tiring. Once you've written your software, you run an utility tool that will extract all those strings and compile them into a po-file. And that the file you'd use to translate the software. i disagree, TW is just a bunch of incompetent fools and they took the easy way out, the place holder i.e. it to tell the game to read from the language file is only used when its not english, but in reality it easier to just code it to read from the place holder and not even needing to check as the place holder implies that there is a need to read from a language file.. that way the whole game doesnt need to be default english but uses these place holders to read the game settings i.e. in English or Korean etc.. e.g. <OptionText>{=NXQRandomEventsMale41}</OptionText> - the {=NXQRandomEventsMale41} is the place holder telling the game to read from language files.., why code it differently if its in native language? just fucking read any file from the game settings... if anyone has a non english version does it work the same way as the english version i.e. if set to english does it behavior in the same way i.e. set game to english and leave the text blank and the game will read from the language files. game industry has globalised why the mindset is still stuck at the old times ....
Celedhring Posted April 25, 2025 Posted April 25, 2025 On 3/30/2025 at 12:59 PM, DerpCake Official said: Getting a warning at start up screen that the latest version is not the current version. Safe to ignore is the mod out of date? You can try ignoring it and proceeding as usual as long as your game version isn't too far outdated when it comes to CE. YMMV.
bicobus Posted April 25, 2025 Posted April 25, 2025 On 4/24/2025 at 3:03 PM, Whizkid said: e.g. <OptionText>{=NXQRandomEventsMale41}</OptionText> - the {=NXQRandomEventsMale41} is the place holder telling the game to read from language files.., why code it differently if its in native language? just fucking read any file from the game settings... Because it's simpler to edit one file than two. The language file is generated from the sources. The sources have both the tag, and the string. The english localization is there just as reference, it won't be read by the game (i.e. the source takes precedence over the language file). If you want to translate the game into a new language, all you need to do is take the english localization file then start translation from that. 2
Slyve Posted June 7, 2025 Posted June 7, 2025 Any ETA on an update for 1.2.12? Mod runs fine, but the ability to set intervals for events seems to be broken, so they fire off constantly. Also some events don't seem to happen at all, it's just a couple that pop off several times in a day.
BlueLight Posted June 16, 2025 Posted June 16, 2025 Hey, so i'm running 1.2.11. I've stopped being able to upgrade my troops and according to a reddit post for another user, they suggested it might be caused by Captivity Events. Basically when i attempted to upgrade by troops, it claims i'm out of gold, but i have 10k and i'm paying upkeep just fine. I think it started being a problem after an event in town where some people saw my female character undressing, and i challenged one to a duel. I'm fairly sure the troop name was Gangster body guard. Anyway to fix this, or do i need to just nuke that progress? Also when i first started, the event for not paying my troops was kept playing when i had 500-1000 gold. This was annoying.
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now