bb23bb23bb23 Posted June 25 Posted June 25 i am so confused by what to download now. i never had problems with this but now i do. i downloaded CaptivityEventsV1.4.5.1400.zip and CEDefaultEvents1110.zip because they are the latest ones from May 29. but there are other ones from earlier that have a higher number. this looks like a mess and i am so confused now. 3
sen4mi Posted June 25 Posted June 25 8 hours ago, joemann said: This is probably not the correct channel, but I would be greatful if someone can point me in the right direction. If you want to add new game mechanics ... if you cannot find mods to implement them for you, you will have to get into c# development. And you should expect to do at least some searching, for details about how to solve particular problems.
CobraPL Posted June 26 Posted June 26 Hello, a few topics: - how about some collaboration, integration or functionality replacement of an Executioner mod, for example https://www.nexusmods.com/mountandblade2bannerlord/mods/3260 (another AI executioner module). The idea is, each male bangs and impregnates captured females, but other males are "competition" and could be executed. So the BN could have a new layer of gameplay - breeding/vs extinction. The problem is AFAIK no maintained mod supports gender differentiating for execution - the mod I posted link to just has config xml how often executions happen. A "conflict" with CE is the lords will execute female army commanders instead of banging them. If I lower execution chance, the male lords will survive and the mod will not work. - alternative solution is tinkering with death on the field mechanic - any fallen male lord lord means he's dead on battlefield (optional exception for Player and for his family), but not females; another limiting option - fallen male lord AND on defeated side means he's dead - any softcore events compatible with 1.4x? I would like to see more romances, affairs, impreg etc. but not gore/scat/etc. - an option to disable splash screen? - hotscenes integration? Below is my suggestion on Nexus for mod's author: Quote Hello, how about extending the functionality a bit? - ability to disable and/or change escape captivity's chance; - gender differentiation - ability to (for example) make all male lords executed and all female lords not executed - optional player's and/or player family's protection The idea is a "total wipeout" gameplay - you lose, you die. The better/winner player/character will have more offspring in long term, while the losers will extinct having only females (their offspring will be rather of male's clan). BN has no goal, no endgame. So with Executioner mod it could have!
diogopam Posted June 26 Posted June 26 I'm having an issue with this version of CE that I wasn't having before, the images are not loading at all, just the placeholder image that comes with the lines, but, those images that used to load before are not loading anymore after a fresh install. Also, there are options about animations like "Dramalord", "HotButter" "HotScenes" but they change nothing when selecting the options in mod menu
TheRealDrunkZombie Posted July 3 Posted July 3 (edited) On 7/1/2026 at 5:32 PM, TinyLynx said: Hi can someone helps this keeps crashing my game Are you on pc? What version of bannerlord? Do you have warsails? Are you using vortex or installing mods manually? What version of captivity events and default events? Edited July 3 by TheRealDrunkZombie
TinyLynx Posted July 4 Posted July 4 20 hours ago, TheRealDrunkZombie said: Are you on pc? What version of bannerlord? Do you have warsails? Are you using vortex or installing mods manually? What version of captivity events and default events? i figured out apparently i was using both of the captive and default version from here and the default files only works with version 1.45 so i had to grab captives main file from the nexus page. im on pc current version of bannerlord i do not have warsails and i installed the mod manually. i am however getting crashes when trying to start a new game i think i might have to pick up one of the modes on nexus that fixes the bug crash
Limtic Posted July 8 Posted July 8 (edited) On 7/4/2026 at 2:02 PM, TinyLynx said: i figured out apparently i was using both of the captive and default version from here and the default files only works with version 1.45 so i had to grab captives main file from the nexus page. im on pc current version of bannerlord i do not have warsails and i installed the mod manually. i am however getting crashes when trying to start a new game i think i might have to pick up one of the modes on nexus that fixes the bug crash I am getting crashes starting a campaign as well... I will just play without CE for now Edited July 8 by Limtic
Dazkar777 Posted July 8 Posted July 8 On 7/4/2026 at 5:02 PM, TinyLynx said: i figured out apparently i was using both of the captive and default version from here and the default files only works with version 1.45 so i had to grab captives main file from the nexus page. im on pc current version of bannerlord i do not have warsails and i installed the mod manually. i am however getting crashes when trying to start a new game i think i might have to pick up one of the modes on nexus that fixes the bug crash You can download the 1.45 version here. The download is right before the 1.2 version. So far it seems to work.
Unkown456 Posted July 9 Posted July 9 On 6/25/2026 at 6:56 PM, bb23bb23bb23 said: I am so confused by what to download now. I never had problems with this but now I do. I downloaded CaptivityEventsV1.4.5.1400.zip and CEDefaultEvents1110.zip because they are the latest ones from May 29. but there are other ones from earlier that have a higher number. this looks like a mess and I am so confused now. I am having the same confusion.
TinyLynx Posted July 10 Posted July 10 so i am still getting random crashes in my game when starting it just says that something went wrong and it crashed my game i really want to use this mod bc it is required required to run the other mods but yeah here is my mod list can someone help
JohnSmith2000a Posted July 10 Posted July 10 @abbat0nThe slavery meter measures how far the character has fallen into enslavement and a higher slavery level can open up some choices while closing off others. It used to persist even after a character got free and could cause events from other modders fire but now it seems to reset every time you gain freedom.
JohnSmith2000a Posted July 10 Posted July 10 @BadListener @B0ukensha I know there might have been a technical reason for changing it but it was really helpful when your character's slavery level used to persist even after your character regained freedom when now from what I can tell, it always resets. It makes sense that once a character has been made a slave that this would permanently impact how she sees herself and how others see her. Even though she regains her role as clan leader the consequences are lasting. This is similar for characters who served or were made to serve as a whore. Replacement for Slavery Level Outside of Being Enslaved So even if the slave level has to reset and you and other modders can't use that once someone has escaped slavery/captivity, maybe that past can still be marked somehow. Maybe it can be separate level or mark even if it is just an on/off (1 or 0) true/false switch that would let it be detected that the character has been enslaved before or is even an escaped slave. Example: Escaped Slave and Slave Catchers Running away from slavery was easier for your character than getting redeemed by ransom or being freed the legal way by her master. Being an escaped slave is harder than being a freedwoman. In some parts of Calradia, she is still considered a slave and can be returned to bondage at any time. Slave catchers: Your character escaped slavery and are always at risk of being ambushed by slave catchers from then on and put in a caravan or on a ship as a slave. Slave catcher events could fire almost anywhere and come in different forms. Bad Listener, you already had some cool content for the tavern on the docks for Warsails where slavers could abduct your character from a bar and she ends up on a ship. B0ukensha I think you had events where your character's soldiers could mutiny against her and even sell her. This should be even easier to happen with a commander who fails to pay her soldiers on time and is also found to be an escaped slave. To keep it simple, the slave catcher could boast that they bought your deed after you escaped and now own you and that neatly avoids the issue of the mod remembering your former owner. Your character could then just end up in a normal caravan situation. If the on off toggle is appealing there are other options for on/off toggles that never stop being true once they are on and which can be used for special events or increasing the chances of events. Branded as a slave - Badlistener has had being branded as a ship event but it leaves no trait or characteristic for the character and it would be more impactful if it did. Branded as a whore (this could happen if the character is arrested while being a prostitute or is made a slave prostitute) - in the B0ukensha events someone with that brand would definitely be dragged to the brothel by guards and kept there by the madam unless she can buy her way out.
keereelj Posted Monday at 12:20 PM Posted Monday at 12:20 PM (edited) the latest version does not run sexual events where the player is captured. Only non-sexual content and sending player to a bandits hideout work. How do I activate them? Edited Monday at 03:23 PM by keereelj
Unkown456 Posted 19 hours ago Posted 19 hours ago On 7/20/2026 at 1:20 PM, keereelj said: the latest version does not run sexual events where the player is captured. Only non-sexual content and sending player to a bandits hideout work. How do I activate them? What Versions are you using? CED and Captivity
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