Valkiera Posted May 11, 2020 Posted May 11, 2020 10 hours ago, BadListener said: Skills are not saved as I look for a way to save the skills without corrupting save files. Pregnancy is not consistent as Taleworlds messed with the pregnancy model that now impregnation through console will not work. Third one is an fail safe option implemented by Taleworlds for some reason that I think it was implemented was for if player gets stuck so instead of crashing player is released. Strange thing however it will not work if the player doesnt have enough gold. I tested pregnancy further last night and had no issues during uninterrupted gameplay. I changed mod's pregnancy duration in options down to 2 days (to ensure birth before an escape/ransom which seems to reset pregnancy) and multiple noble prisoners gave birth multiple times and all the children were added to Clan, and correctly showed in encyclopedia their parentage with player-hero. I'm using the newest version of the mod and Modlib (did a fresh install of mods for 1.3.1). So lowering duration of pregnancy might be a workaround for now if children from AI-prisoners is something someone wants as part of their gameplay. The escape/ransom issue is pretty frustrating (due to TaleWorlds). I've used the Prevent Escape mod before and they were still escaping or being ransomed somehow as the mod was creating duplicates of lords in the field that were still my prisoners in troop screen. Hopefully someone figures out how to ensure prisoners stay prisoners. I don't think the Prevent Escape mod is being updated anymore, though it was causing duplicates of the captives anyway so it didn't quite work. The CaptivityEvents mod has a lot of promise, thank you for creating it. I like a more grimdark story in games and novels so this mod adds features that will make some playthroughs more interesting. Bugs?: When prisoners were transferred to a dungeon, they can't be talked to through the campaign screen (no options when clicking on portrait) and when visited in person they just say something like "I'm not allowed to talk to you" with no further options. I've never visited prisoners before in Bannerlord so I'm not sure if this is unusual but thought I'd mention it. Ideas: If possible maybe a "Harem" could be created in the Clan menu (and/or Troop menu?) that prisoners can be sent to permanently as something similar to family members or companions? Then they can be visited on a Harem option under the Keep menu similar to the Dungeon? Maybe just use a duplicate of the throne room as the Harem room? Maybe some negative relations with captive's family and some related trait points added due to action of enslavement of someone into your harem. If it worked it might be a permanent source of prisoners that work like members of the "Family" in Clan but are listed separately, so they're not prisoners as far as the game is concerned and bypass the escape/ransom issues? Options to officially make them family as spouses would be good, from Harem to Family. I know the mod "Policy Addition and Tweaks" has a Polygamy state policy that seems to work on allowing multiple spouses. I know it works for having multiple spouses, but I haven't tested if they all work for having children or if only one spouse can. CaptivityEvents seems to be working on having children with multiple AI-hero characters. Maybe an option in mod menu could be added to allow polygamy, which could be turned off if it conflicts with another mod that also enables it (I assume that would cause a mod conflict if they both tried changing marriage code?). Options to break and enslave prisoner troops to serve more uses? Converting troop prisoners into "Slaves" items which are similar to Mules, Camels etc and increase inventory capacity, and can be sold as a commodity. Might be fun to have options to kidnap people that you don't normally see in battle, such as some that just stay in the keep, city or village? It would be a roundabout way to assassinate some noble characters as well, by kidnapping then executing them.
BadListener Posted May 11, 2020 Author Posted May 11, 2020 5 minutes ago, Valkiera said: When prisoners were transferred to a dungeon, they can't be talked to through the campaign screen (no options when clicking on portrait) and when visited in person they just say something like "I'm not allowed to talk to you" with no further options. I've never visited prisoners before in Bannerlord so I'm not sure if this is unusual but thought I'd mention it. Default game behaviour they reply with, I am waiting for dev's to fix prisoner dialogue in prison. They should be adding escape missions and aiding stealth missions into the game. 1
Wien1938 Posted May 11, 2020 Posted May 11, 2020 45 minutes ago, Darkwolf101 said: Alright whenever my character gives birth it crashed without fail, forgive me if i'm doing this entirely wrong i don;t normally do screenshots like this. but this is the report i get everytime. If you're using Windows 10, you can use the snipping tool to grab partial screenshots. Very helpful both here and for developers.
BadListener Posted May 11, 2020 Author Posted May 11, 2020 12 minutes ago, Valkiera said: s (to ensure birth before an escape/ransom which seems to reset Holy shit that just might have solved two bugs that people are reporting, it seems like Taleworld's makes a new character hero and attempts to delete the old one each time a hero escapes. However the ones that are stored vs the ones in game are completely different. Someone in Taleworlds messed up hard copy vs move. 2
NekroShapiroPhiladelphia Posted May 11, 2020 Posted May 11, 2020 12 minutes ago, BadListener said: Holy shit that just might have solved two bugs that people are reporting, it seems like Taleworld's makes a new character hero and attempts to delete the old one each time a hero escapes. However the ones that are stored vs the ones in game are completely different. Someone in Taleworlds messed up hard copy vs move. SOMEONE GET THIS MAN A JOB! 1
Darkwolf101 Posted May 12, 2020 Posted May 12, 2020 1 hour ago, BadListener said: Crash shouldn't happen instead it should do a loop are you using any other pregnancy modifiers like bannerlord tweaks. I'm not using bannerlord tweak no. I do have DCC tho (which works as intended) would that have anything to do with it somehow?
BadListener Posted May 12, 2020 Author Posted May 12, 2020 1 hour ago, Darkwolf101 said: DCC What is DCC? Detailed Character Creation? 1
NekroShapiroPhiladelphia Posted May 12, 2020 Posted May 12, 2020 i have Bannerlord Tweaks, does it conflict? i never noticed
BadListener Posted May 12, 2020 Author Posted May 12, 2020 17 minutes ago, s520864 said: i have Bannerlord Tweaks, does it conflict? i never noticed Still checking.
NekroShapiroPhiladelphia Posted May 12, 2020 Posted May 12, 2020 3 minutes ago, BadListener said: Still checking. you better check this too: https://www.nexusmods.com/mountandblade2bannerlord/mods/186
BadListener Posted May 12, 2020 Author Posted May 12, 2020 Found the issue with the modlib settings, it seems Detailed Character Creation, it hasn't been updated since April 19th. And overwrites modlib, causing all other mods using modlib to lose their settings.
NekroShapiroPhiladelphia Posted May 12, 2020 Posted May 12, 2020 yikes, that's going into the YEET Bin
NekroShapiroPhiladelphia Posted May 12, 2020 Posted May 12, 2020 But the whole "Missing Settings" in ModLib is a new thing, it is a ModLib issue, i fixed it with MCM https://www.nexusmods.com/mountandblade2bannerlord/mods/612
nothindoin Posted May 12, 2020 Posted May 12, 2020 Where does the default prisoner pic reside if I want to change it?
NekroShapiroPhiladelphia Posted May 12, 2020 Posted May 12, 2020 9 minutes ago, nothindoin said: Where does the default prisoner pic reside if I want to change it? C:\Program Files (x86)\Steam\steamapps\common\Mount & Blade II Bannerlord\Modules\zCaptivityEvents\Sprites\SpriteSheets\captivity_backgrounds
BadListener Posted May 12, 2020 Author Posted May 12, 2020 WORK IN PROGRESS UPDATE New Waiting Menus, (Will be adding character level and position reached on there for the players) Further expansion of Duels in captivity and Trading in Noble Ladies is coming, as well as a brothel location in game, Adding a few more XML options, and clothing XML for different escapes and different events, writers will choose the clothing and on what event the player/AI will receive the equipment. 5
BadListener Posted May 12, 2020 Author Posted May 12, 2020 1 hour ago, s520864 said: But the whole "Missing Settings" in ModLib is a new thing, it is a ModLib issue, i fixed it with MCM https://www.nexusmods.com/mountandblade2bannerlord/mods/612 Interesting, DCC was causing the issue for me, seems like it doesn't support the new ModLib yet.
nothindoin Posted May 12, 2020 Posted May 12, 2020 1 hour ago, s520864 said: C:\Program Files (x86)\Steam\steamapps\common\Mount & Blade II Bannerlord\Modules\zCaptivityEvents\Sprites\SpriteSheets\captivity_backgrounds thanks lol. but I meant the xml that it lives under.
Celedhring Posted May 12, 2020 Posted May 12, 2020 3 hours ago, BadListener said: Interesting, DCC was causing the issue for me, seems like it doesn't support the new ModLib yet. DCC works for me now. I used the xml download about three or four posts down for the Nexus DCC mod so I have all the sliders now.
stronggater Posted May 12, 2020 Posted May 12, 2020 Got it working out of the box with the newest update, thanks for all the hard work! Would you happen to know if it would be possible to use the console mod to force fire events?
Darkwolf101 Posted May 12, 2020 Posted May 12, 2020 7 hours ago, BadListener said: What is DCC? Detailed Character Creation? Yea that's it. so what i'm gathering is DCC is the issue causing birthing to crash? or is it modlib? because i though this mod was updated to make modlib a soft dependency
nothindoin Posted May 12, 2020 Posted May 12, 2020 DCC should not have anything to do with the preggo mechanism. Far as I can tell.
MadCat256 Posted May 12, 2020 Posted May 12, 2020 4 hours ago, Darkwolf101 said: Yea that's it. so what i'm gathering is DCC is the issue causing birthing to crash? or is it modlib? because i though this mod was updated to make modlib a soft dependency DCC is bundled with an outdated version of Modlib. This breaks the Modlib UI of other more current mods, but doesn't do any real harm other than that. Neither DCC nor Modlib should have any effect on birthing.
YoungSailorGlitter Posted May 12, 2020 Posted May 12, 2020 Struggled with 1.04 beta for hours. Finally got something working, of course my old saves makes the game explode. 5/12/2020 6:15:44 PM -- Loading Images 77. 5/12/2020 6:15:46 PM -- Finding 435 number of valid events 5/12/2020 6:15:57 PM -- My version: 2.0.0.9 Thank you for working on this @BadListener 1
nothindoin Posted May 12, 2020 Posted May 12, 2020 Doing some thinking about the feasibility of multiple random starts to slavery. Like when you are purchased you have a random chance that your owner will be a kind master. One you may grow to eventually care for and he for you. A cruel master that enjoys the pain of others. More likely to subject you to tortuous events. A depraved master more likely to subject you to various kinks. A profit minded owner, inclined to prostitute you out and sell you off to passing caravans if it means a gain in gold. Even a vain master that enjoys parading you around on his arm at events or hosting entertainment. every time you get sold you reroll the dice essentially. can this be accomplished with what is available?
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