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Posted
1 hour ago, 5HOCH1 said:

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


That's a lot of mods.
 

The blue square means another mod is replacing CE's notification icon list. Whichever mod loads last wins, so you can't tell easily from the mod names. What you can do is try to find which mods actually affect it.

Try opening your Modules folder, then inside console or powershell this:

Get-ChildItem -Recurse -Filter *.xml | Where-Object { $_.FullName -match '\\GUI\\Brushes\\' } | Select-String -SimpleMatch -List 'Map.Notification.Type.Circle.Image' | ForEach-Object Path



You should see two lines, one for SandBox and one for zCaptivityEvents. A third line is the mod causing it. Move that mod above Captivity Events in the launcher and the CE icons come back (if that mod has notifications of its own, those might turn into the blue square instead). Or turn off Custom Texture Notifications in CE's settings: CE then uses the game's own icons and the conflict doesn't matter.

If not it then I'm actually not sure.

Posted (edited)
35 minutes ago, UDWR said:


That's a lot of mods.
 

The blue square means another mod is replacing CE's notification icon list. Whichever mod loads last wins, so you can't tell easily from the mod names. What you can do is try to find which mods actually affect it.

Try opening your Modules folder, then inside console or powershell this:

Get-ChildItem -Recurse -Filter *.xml | Where-Object { $_.FullName -match '\\GUI\\Brushes\\' } | Select-String -SimpleMatch -List 'Map.Notification.Type.Circle.Image' | ForEach-Object Path



You should see two lines, one for SandBox and one for zCaptivityEvents. A third line is the mod causing it. Move that mod above Captivity Events in the launcher and the CE icons come back (if that mod has notifications of its own, those might turn into the blue square instead). Or turn off Custom Texture Notifications in CE's settings: CE then uses the game's own icons and the conflict doesn't matter.

If not it then I'm actually not sure.

okay so, i found a third line in the powershell results ( specifically sacred goddesses core), which was hopeful.

however moving it above captivity events in the launcher didn't solve the issue and the blue boxes persists. though it did change the loading screens (i am assuming because of the different load order of mods).

thanks for the past two days of help btw!

Edited by 5HOCH1
Posted
43 minutes ago, 5HOCH1 said:

okay so, i found a third line in the powershell results ( specifically sacred goddesses core), which was hopeful.

however moving it above captivity events in the launcher didn't solve the issue and the blue boxes persists. though it did change the loading screens (i am assuming because of the different load order of mods).

thanks for the past two days of help btw!


I see. so the replace order only works for CE-related mods, good to know (hence why CE mod order is important).

What you can try to do is just add CE's notifications into Goddesses core. 

Open the file from that third line in Notepad, search for Map.Notification.Type.Circle.Image, and in that brush:

Inside its <Layers> section, add:

<BrushLayer Name="cecaptor" Sprite="CEEventNotification\notification_captor" IsHidden="true" />
<BrushLayer Name="ceevent" Sprite="CEEventNotification\notification_event" IsHidden="true" />

Inside its <Styles> section, add:

<Style Name="cecaptor"><BrushLayer Name="cecaptor" IsHidden="false" /></Style>
<Style Name="ceevent"><BrushLayer Name="ceevent" IsHidden="false" /></Style>


Note: this is assuming your third line ends in something other than MapNotification.xml.

Posted
On 9/8/2026 at 8:29 PM, ReMeDy said:

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.

 


Thanks! This is very helpful since I just started modding the game so I didn't know the history of this mod.
I assume you just place the content files into the Modules folder?
Where did you place the images?

Posted
4 hours ago, UDWR said:


I see. so the replace order only works for CE-related mods, good to know (hence why CE mod order is important).

What you can try to do is just add CE's notifications into Goddesses core. 

Open the file from that third line in Notepad, search for Map.Notification.Type.Circle.Image, and in that brush:

Inside its <Layers> section, add:

<BrushLayer Name="cecaptor" Sprite="CEEventNotification\notification_captor" IsHidden="true" />
<BrushLayer Name="ceevent" Sprite="CEEventNotification\notification_event" IsHidden="true" />

Inside its <Styles> section, add:

<Style Name="cecaptor"><BrushLayer Name="cecaptor" IsHidden="false" /></Style>
<Style Name="ceevent"><BrushLayer Name="ceevent" IsHidden="false" /></Style>


Note: this is assuming your third line ends in something other than MapNotification.xml.

okay so, the third file ends in DD_CustomMapNotification.xml so technically different sort of? (apologies for not mentioning) but i added the 4 lines as you suggested.

good news, it fixed it. not sure if its using the right ones, some of the icons didn't exist back in the 1.2.8 version, but hey it works.

not so good news, I've only tested by literally finding the closest group of looters, capturing them and waiting for the first CE event, cant say for sure if the original DD events will be affected or not, or if it only fixed one part of it and some other notification is still blue.

but hey, progress is progress, and you sir, are a wizard. will get back and edit this post after extensive testing.

Posted (edited)
2 hours ago, Wildflowe said:


Thanks! This is very helpful since I just started modding the game so I didn't know the history of this mod.
I assume you just place the content files into the Modules folder?
Where did you place the images?

okay so place the folders for both framework and contents (event and the images for the events) from the downloaded zips so that they appear as follows inside the modules folder:
image.png.b431d1fd9413f0c9ca47e60f2887edb3.png
do keep in mind the version of the base mod (that being captivity events) must be as close to your bannerlord version as possible. (i.e. version bannerlord version 1.4.7 should use the 1.4.5).
good rule of thumb is the game version must be the newer of the two if you cant get exactly the same version number for both.
however, if the version number's middle digit is completely different, you run the risk of crashes or buggy gameplay. (i.e. running Captivity events version 1.3.x with a bannerlord 1.4.x, im just randomly tossing out a number as an example)

the images, also known as content packs to some (being CEDefaultEvents and other packs) usually aren't as strict, unless stated otherwise that a certain version of content is for a certain version of framework. (if the modder decides change how it works to streamline newer frameworks, so older versions don't work as cleanly or get implemented properly).

you don't NEED the older images i think, those are just older images used on the event windows as far as i understand, the newer content packs already come with their own versions of the background images. i am assuming those are just for posterity and for those that have a preference for the older images instead of new ones.

TL:DR be careful of version numbers, follow image for format in module folder and individual images are optional.

Edited by 5HOCH1
additional clarification
Posted (edited)
4 hours ago, Wildflowe said:


Thanks! This is very helpful since I just started modding the game so I didn't know the history of this mod.
I assume you just place the content files into the Modules folder?
Where did you place the images?



Had it written but had forgotten to paste it over in Hot Buttered Girls where most of the bugfixing was done, might as well paste it here instead.

Everything's in one place now: how to install CE on 1.4 is below, and every repair zip is attached, rebuilt under the same date so there's no mixing in older ones. A small add-on, CE Repair Fixes, makes heroes you recruit through CE events actually join your clan and stay, instead of wandering home after a few days, and it stops captor events from showing the wrong name (sometimes your own). And CE-Check, a little checker that looks at your Modules folder and launcher order and tells you what's missing or in the wrong place, including the blue square notification icon some of you get. Plus a couple of smaller fixes, all in CHANGES.md.

Already have CE running? Just do step 9.

How to install CE on 1.4:

1.) Get Harmony, ButterLib, UIExtenderEx and MCM from Nexus if you don't have them yet.

2.) Get Captivity Events itself from Nexus: https://www.nexusmods.com/mountandblade2bannerlord/mods/1226. It's only the framework, no events yet.

3.) Most events are in Arkianesin's post:


You need zCEDefaults. Arena Fighter is optional. Skip Original Images, zCEDefaults already has them.

4.)  More packs if you want them:
- Boukensha's Binder: https://www.loverslab.com/topic/146150-mod-boukenshas-binder-stories-of-captivity/
- SadSun's: https://www.loverslab.com/topic/144148-sadsuns-events-for-badlisteners-captivity-events/ or the repaired "Ciri" build: https://www.loverslab.com/topic/203769-modsadciri-brothel-events-for-captivity-events-for-bannerlord/ (one of the two, not both)
- Advanced Slavery: https://www.loverslab.com/topic/265609-modadvanced-slavery-events/
- BHOP: https://www.loverslab.com/topic/227303-mod-bicobus-heap-of-perversions/
- Bandit Expansion Improved: https://www.loverslab.com/topic/265955-modcaptivity-events-bandit-expansion-improved/
- BC Captor: https://www.loverslab.com/topic/203344-modbc-captor-hot-buttered-girls/ Take the_big_weeb's fixed build from the community patches there, it's the one the repair zip is made for. The thread also links all six IMAGES zips.
- KLBShackles, which BC Captor needs: https://www.loverslab.com/files/file/15481-bannerlord-slave-gear/

5.) Before extracting anything: right-click the zip > Properties > tick Unblock. Otherwise the game won't load the dlls.

6.) Each mod has to end up as its own folder directly in Modules, with SubModule.xml right inside it, like Modules\zCaptivityEvents\SubModule.xml. CE's zip hides that folder a few levels down, at CaptivityEventsV1.4.5.1400\Modules\zCaptivityEvents, so open the zip, click down to zCaptivityEvents and drag just that folder into Modules. Boukensha's events zip is the opposite, it has no folder at all: make a folder Modules\zBoukenshasBinder yourself and extract into it.

7.) Pictures: BC Captor's six IMAGES zips all go straight into Modules. Boukensha's Images1 and Images2 go into Modules\zBoukenshasBinder\Images.

8.) In the launcher: Captivity Events first, then zCEDefaults, then the packs.

9.) Then the files attached here:

- Extract the repair zips for the packs you have into Modules. They overwrite the broken files. SadSuns is for the original zSadSunsEvents.zip, SadSunsCiri for the repaired "Ciri" build, so take one of those, not both. BanditExpansionImproved is only for Bandit Expansion Improved.

- Extract the AddOn zip into Modules and tick CE Repair Fixes in the launcher.

- Extract CE-Check anywhere and run CE-Check.bat. It tells you if anything is missing or in the wrong place.


If something still acts weird, run CE-Check and paste its report, plus Modules\zCaptivityEvents\ModuleLogs\LogFileRT.txt copied right after it happens. Playtesting thousands of random events by hand takes forever, so a report like that is the fastest way for us to find and fix it.
 

CE-Check-20261002.zip CE-Repair-AdvancedSlavery-20261002.zip CE-Repair-ArenaFighter-20261002.zip CE-Repair-BanditExpansionImproved-20261002.zip CE-Repair-BCCaptorGear-20261002.zip CE-Repair-Boukenshas-20261002.zip CE-Repair-CaptivityEvents-20261002.zip CE-Repair-CEDefaults-20261002.zip CE-Repair-SadSuns-20261002.zip CE-Repair-SadSunsCiri-20261002.zip AddOn-CE-Repair-Fixes-v1.1.0.zip

Edited by UDWR

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