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Posted
On 8/20/2026 at 5:07 PM, Terezeus said:

Where to check my current slavery meter?

Use Alt+~ to open the console

Then type captivity. and do not hit enter but look at the list of commands that brings up.  The period after captivity is important to bring up the list. 

Scroll down with the arrow keys or the mouse to captivity.current_status

Hit Enter once and maybe twice

Now you should see a menu with your statistics including things like your Slavery Level and whether you are currently a slave or not.

 

Hopefully this helps you out.

 

Unfortunately and unless something changed, right now the slavery meter seems to reset when you get liberated.  There must have been technical reasons but it was unfortunate. 

 

The slavery meter used to help trigger post-captivity and post-slavery events that showed the aftereffects of what happened to them.  Also if you got captured in the future, a high enough slavery level would cause that capture sequence to be a bit different and reflect that your character has been through this before.

 

It would add a lot of deeper storytelling potential if there could be flags or traits or something to show prior enslavement or being an escaped slave etc. that could trigger story events and someday that might happen but just keeping the mod working with so many game updates is probably hard enough work.

Posted

I know requesting things is an anus move, but is there any way to get the brothel as a standalone mod? Alternatively, does anyone know how difficult it would be to manually chop everything but that out?

 

Thanks!

  • 2 weeks later...
Posted

Anyone else having issues with recruiting prisoner lords/ladies?  They'll offer fealty and I'll accept, and they show up in my party and all, but they aren't actually part of my clan and I can't do companion stuff with them

Posted

The brothel element in this mod is great. Several other mods could make this even more engaging.  In combination with Chains of Calradia and Calradia Remembers you can now be the owner of the brothel in a town, enslave captives with Chains and send them to work in the brothel. If you visit the brothel you will find all the captives that you have sent
there as individual named hero's with whom you can talk using Calradia Remembers.. There is one problem and that is that the hero's (slave prostitutes) do not
know where they are (the brothel is not a recognized location, I think the game thinks it is a tavern) do not know they are slaves and do not
know they are prostitutes. As an example, I had captured a sword sister, enslaved her with Chains and sent her to work in the
brothel. When I go there, I can easily find her, speak to her but she still thinks she is a soldier armed with a sword (although all her
equipment was stripped from her before sending her to the brothel). I do not know which specific mod would need to address this, but if solved
it would be very cool. The same with Alive Scenes, if you use this mod the prostitutes "speak" but they use the texts from the Tavern not from a brothel. 

Would it be possible to add some kind of tag to the brothel and the prostitutes/brothel keeper so that the game and other mods recognize them for what they are? There is one mod that does this but only makes the bridge between Captivity events and  AI influence.

 

Posted (edited)

Okay, finally got this working. Very frustrating user experience. Things to address:

 

1.) "Remember LL will always be updated first."

^ Wrong. TC should remove that in topic to avoid confusion. The Nexus ver is the most updated (6/2/26). If you use any of the LL stuff in the topic, you'll get dependency errors.

 

2.) The Nexus ver is just a framework and not the complete mod. The Nexus clamped down on it (see SinLordCreations's pinned comment), but that's not the #1 issue; users shouldn't have to go to the Nexus for the most updated framework and to a LL user comment for working content packs. Speaking of...

 

3.) Thank you to Arkianesin for the content pack files. Let's try to get these into the topic/downloads section. 

 

4.) And yea, if you don't have your .dll files unlocked, be sure to do that. If you don't know what I'm talking about, just download Crash Doctor, which I recommend to everyone. It does a lot of stuff in the background.

 

Edited by ReMeDy
Posted

hi can someone help i load or create a new player when i get into game while clicking on a town my game freezes here is the crash log any help would be grateful

Screenshot 2026-09-10 155539.png

Screenshot 2026-09-10 155608.png

Posted
12 hours ago, TinyLynx said:

hi can someone help i load or create a new player when i get into game while clicking on a town my game freezes here is the crash log any help would be grateful

Screenshot 2026-09-10 155539.png

Screenshot 2026-09-10 155608.png

That's just a screenshot of your crash report screen. Not the crash report. You will likely need to provide the crash report dump minus personal info for someone to hazard a guess. 

Posted

I just found this mod, I downloaded the Nexus Frame work and had to download the Archived Captivity Event Default file, I have tried searching for the most updated Captivity Events and Default version and every where I go says bannerlord shut it down so now it doesn’t work, is this true? If not could someone please help a lost soul out.

Posted
16 hours ago, Hinlo said:

I just found this mod, I downloaded the Nexus Frame work and had to download the Archived Captivity Event Default file, I have tried searching for the most updated Captivity Events and Default version and every where I go says bannerlord shut it down so now it doesn’t work, is this true? If not could someone please help a lost soul out.


It definitely works (haven't tried 1.5, but at least current 1.4.8 does).A bit janky and needs some work patching issues (see Hot Buttered Girls thread where people have been talking about it), but playable at least. Game shouldn't crash or anything, but you might get odd or unrelated events here and there. You can find the basic files with Arkianesin's post in this thread. For all other stories, you need to gather around the mods people have added though in the forum.

Posted

Does this mod include any "cuckold" scenarios where my female spouse is taken prisoner and violated by the enemy?

Posted

quick question i have all of the prerequisites installed, and i am having the blue box notification bug. events are still firing as it should, along with the correct image backgrounds on the text boxes. no crashes at all so far either.
I am using the 1.4.5 version of captivity events with version 1312 default events, playing on bannerlord 1.4.7.

can someone tell me if i did an oopsie somewhere or smth?

Posted
9 hours ago, 5HOCH1 said:

quick question i have all of the prerequisites installed, and i am having the blue box notification bug. events are still firing as it should, along with the correct image backgrounds on the text boxes. no crashes at all so far either.
I am using the 1.4.5 version of captivity events with version 1312 default events, playing on bannerlord 1.4.7.

can someone tell me if i did an oopsie somewhere or smth?

 

 

what is this blue box notification bug?

Posted
3 hours ago, UDWR said:

 

 

what is this blue box notification bug?

you know whenever something happens or when any of the events fire off, theres this round ring with an image in the middle on the right side of the screen? like when you gain/lose traits, get ransom notifications, marriage requests, etc?

yeah, mine shows up as blue. (like the image attached)

it only happens for the captivity events notifications tho, base game notifications have the correct thumbnail images show up.

Screenshot 2026-09-30 175757.png

Posted
3 hours ago, 5HOCH1 said:

you know whenever something happens or when any of the events fire off, theres this round ring with an image in the middle on the right side of the screen? like when you gain/lose traits, get ransom notifications, marriage requests, etc?

yeah, mine shows up as blue. (like the image attached)

it only happens for the captivity events notifications tho, base game notifications have the correct thumbnail images show up.

Screenshot 2026-09-30 175757.png



The blue square is Bannerlord's fallback icon for a notification type it has no picture for.
CE core already ships its own copy of the notification icon list with its event icons added, so the blue usually means either another mod is replacing the same list and wins, or CE's GUI folder didn't install (check that Modules\zCaptivityEvents\GUI\Brushes\MapNotification.xml exists).

Hope it helps!

Posted (edited)
6 hours ago, UDWR said:



The blue square is Bannerlord's fallback icon for a notification type it has no picture for.
CE core already ships its own copy of the notification icon list with its event icons added, so the blue usually means either another mod is replacing the same list and wins, or CE's GUI folder didn't install (check that Modules\zCaptivityEvents\GUI\Brushes\MapNotification.xml exists).

Hope it helps!

Thats the thing though, both the xml and the icon lists exist (including the ones that should have appeared, i know because i did play an older version and it was fine back then), it just doesn't register for some reason, will check on the "another mod is replacing same lists" bit, though i don't have anything else that does any kind of notifications.
Also, im noticing something odd. the event (CE_captor_female_recruitment) fires, but it doesn't persist, as in the unique character would join my party for a short while, and then disappears to rejoin her own faction afterwards. when i open my clan page they aren't there either. again, this was never an issue in the previous version that i ran ages ago. (previous version was for 1.2.8 i think and right now i am on 1.4.7).

Edit: tried going back to 1.4.5, it did not fix anything. the captor recruitment events are still only temporary and i cant interact with them like someone from my own clan/hired npc (essentially they act as if they are not "recruited" yet, having all the dialogue options from before capture) and the blue notification icon thing is still there. i can deal with the blue notification bug since its just  a visual thing, but the recruitment issue is an entirely different problem. am pretty sure i did something wrong somewhere, but i genuinely don't know where to look to try and fix.

Edited by 5HOCH1
Posted
6 hours ago, 5HOCH1 said:

Thats the thing though, both the xml and the icon lists exist (including the ones that should have appeared, i know because i did play an older version and it was fine back then), it just doesn't register for some reason, will check on the "another mod is replacing same lists" bit, though i don't have anything else that does any kind of notifications.
Also, im noticing something odd. the event (CE_captor_female_recruitment) fires, but it doesn't persist, as in the unique character would join my party for a short while, and then disappears to rejoin her own faction afterwards. when i open my clan page they aren't there either. again, this was never an issue in the previous version that i ran ages ago. (previous version was for 1.2.8 i think and right now i am on 1.4.7).

Edit: tried going back to 1.4.5, it did not fix anything. the captor recruitment events are still only temporary and i cant interact with them like someone from my own clan/hired npc (essentially they act as if they are not "recruited" yet, having all the dialogue options from before capture) and the blue notification icon thing is still there. i can deal with the blue notification bug since its just  a visual thing, but the recruitment issue is an entirely different problem. am pretty sure i did something wrong somewhere, but i genuinely don't know where to look to try and fix.

 

You kinda just solved your own problem. It's not your install. According to git, CE's recruitment has worked the same way since at least CE 1.1: it releases the captive and adds her to your party, but never makes her part of your clan, and the release leaves her flagged as "released". Current Bannerlord (1.4.x) sends released heroes back to a settlement (roughly a 30% chance each day), so she stays a few days and goes home. Older game versions apparently let her stay. Did a check and it even affects the community patches for CE, and my patches for 1.4.8.
 

There's no XML-only fix, and changing .dll can easily cause a cascade of errors, so leave that to the mod creators to do it.
Made a small add-on instead: CE Repair Fixes (attached). It doesn't change any CE file. It hooks into CE's recruitment so whoever you recruit (CE's "Accept their fealty.", and BC Captor's recruitments go through the same spot) joins your clan properly and stays in your party. Tested it over a week of game time: three recruits with the fix stayed and showed up on the clan page, while the ones recruited without it wandered off.
image.png.510ddfc77e9e65868028922cf70db807.pngimage.png.83fda9207d289a23badebe817497aa37.png
 

Install: put the CERepairFixes folder in Modules and tick it in the launcher, below Captivity Events. If Windows blocked the download, right-click bin\Win64_Shipping_Client\CERepairFixes.dll, Properties, Unblock.

You'll get a green message whenever someone joins. Anyone you recruited before installing it can still leave, so recruit someone new to check.

image.png.65b4f693203ba117ed0e2faad2dc67ce.png

If something acts up, it keeps a log at Modules\CERepairFixes\bin\Win64_Shipping_Client\CERepairFixes.log.

Bonus fix while I was in there: the first screen of a captor event could name the wrong prisoner, or even you ("you happen across <your name>..."). The 1.4 version of CE stopped setting the names when a captor event opens, and the add-on puts that back. It was only ever the text; the event always used the right prisoner.

Let me know if it fixes your running away prisoners! 

For the notifications that's not something I can figure out a fix without checking all the install and everything unfortunately. 






 

CE-Repair-Fixes-v1.1.0.zip

Posted (edited)
2 hours ago, UDWR said:

 

You kinda just solved your own problem. It's not your install. According to git, CE's recruitment has worked the same way since at least CE 1.1: it releases the captive and adds her to your party, but never makes her part of your clan, and the release leaves her flagged as "released". Current Bannerlord (1.4.x) sends released heroes back to a settlement (roughly a 30% chance each day), so she stays a few days and goes home. Older game versions apparently let her stay. Did a check and it even affects the community patches for CE, and my patches for 1.4.8.
 

There's no XML-only fix, and changing .dll can easily cause a cascade of errors, so leave that to the mod creators to do it.
Made a small add-on instead: CE Repair Fixes (attached). It doesn't change any CE file. It hooks into CE's recruitment so whoever you recruit (CE's "Accept their fealty.", and BC Captor's recruitments go through the same spot) joins your clan properly and stays in your party. Tested it over a week of game time: three recruits with the fix stayed and showed up on the clan page, while the ones recruited without it wandered off.
image.png.510ddfc77e9e65868028922cf70db807.pngimage.png.83fda9207d289a23badebe817497aa37.png
 

Install: put the CERepairFixes folder in Modules and tick it in the launcher, below Captivity Events. If Windows blocked the download, right-click bin\Win64_Shipping_Client\CERepairFixes.dll, Properties, Unblock.

You'll get a green message whenever someone joins. Anyone you recruited before installing it can still leave, so recruit someone new to check.

image.png.65b4f693203ba117ed0e2faad2dc67ce.png

If something acts up, it keeps a log at Modules\CERepairFixes\bin\Win64_Shipping_Client\CERepairFixes.log.

Bonus fix while I was in there: the first screen of a captor event could name the wrong prisoner, or even you ("you happen across <your name>..."). The 1.4 version of CE stopped setting the names when a captor event opens, and the add-on puts that back. It was only ever the text; the event always used the right prisoner.

Let me know if it fixes your running away prisoners! 

For the notifications that's not something I can figure out a fix without checking all the install and everything unfortunately. 






 

CE-Repair-Fixes-v1.1.0.zip 5.95 kB · 0 downloads

Good sir, you absolute beautiful bastard, I will test this later when i have the time and report back.

speaking of which, you speak of "checking all the install and everything", i would love to help out or try and do it myself since you already went out of your way to make a fix for the recruitment already. do you have a specific thing or mod type that you think i should check later? or do you prefer the modlist in the launcher?

Edit: so far it works as intended, recruited npcs start getting targeted by CE for the companion romance as well. still stumbling around trying to figure out if its another mod is causing the blue notification bug or something from the base game is screwing with it tho.

Edited by 5HOCH1
Posted
1 hour ago, 5HOCH1 said:

Good sir, you absolute beautiful bastard, I will test this later when i have the time and report back.

speaking of which, you speak of "checking all the install and everything", i would love to help out or try and do it myself since you already went out of your way to make a fix for the recruitment already. do you have a specific thing or mod type that you think i should check later? or do you prefer the modlist in the launcher?

Edit: so far it works as intended, recruited npcs start getting targeted by CE for the companion romance as well. still stumbling around trying to figure out if its another mod is causing the blue notification bug or something from the base game is screwing with it tho.



Going out on a limb, If you reinstalled bannerlord, or reapplied mods, my assumption would be some leftovers that didn't carry over well. I've heard people who use vortex sometimes have issues with CE because it doesn't understand how to instsall, but I don't use it so no clue. what is your current modlist? 

 

Posted (edited)
4 hours ago, UDWR said:



Going out on a limb, If you reinstalled bannerlord, or reapplied mods, my assumption would be some leftovers that didn't carry over well. I've heard people who use vortex sometimes have issues with CE because it doesn't understand how to instsall, but I don't use it so no clue. what is your current modlist? 

 

i thought so as well, but i did the original 1.4.7 on a fresh install with fresh mods (subsequently the 1.4.5 attempt as well), so i doubt that its the source of the issue. also i didn't use vortex, manually installed it myself, except for ATC, MCM, Butterlib, UiextenderEx and harmony. everything else is through pasting the mod files in the modules folder.

i have attached the modlist as it is on the launcher, and i also have suspicion that it might be a load order issue, although idk exactly where. (I am SPOILED by loot for the bethesda games lmao)

1.png

2.png

3.png

4.png

5.png

6.png

Edited by 5HOCH1

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