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Posted

I guess currently people will have issues using this mod due to the fact that ModLib (the dependency of this mod) is outdated. Correct me if its not true?

 

Hope ModLib will get updated soon so that I could use this MOD, anyway, good job!

Posted

Say, any chance that upon capture the group that caught you could get your gear added to their inventory? I was a bit disappointed to see that everything I had was deleted rather than simply stolen. (Not sure if that's doable, but thought I'd ask)

 

Everything's working for me in the mod though I did have issues getting it rolling. In my case, I was having problems crashing on the campaign new game button on the main menu. Turns out the problem wasn't related to this mod, but instead because I had some old, outdated (but disabled) mods in the folder. Just a tip for anyone else having issues, delete those old mods out of the game files because they can screw with your game even if they're not activated!

Posted
1 hour ago, Schmee said:

Say, any chance that upon capture the group that caught you could get your gear added to their inventory? I was a bit disappointed to see that everything I had was deleted rather than simply stolen. (Not sure if that's doable, but thought I'd ask)

 

Everything's working for me in the mod though I did have issues getting it rolling. In my case, I was having problems crashing on the campaign new game button on the main menu. Turns out the problem wasn't related to this mod, but instead because I had some old, outdated (but disabled) mods in the folder. Just a tip for anyone else having issues, delete those old mods out of the game files because they can screw with your game even if they're not activated!

I was actually thinking of making a quest in regards to gear retrieval or rolling an random event while roaming the world that would add gear to your inventory.  However that will not be ready anytime soon, stay tuned for the custom event update that will be released in the next 20 hours hopefully.

Posted

Sorry English is not my first language. Pregnancy system may have some issue.

If female get capture, She will keep be pregnant but never give a birth.

 

   

未标题-1 拷贝.jpg

Posted


@aerosmei1

Yes I believe I fixed it already update will be coming soon, Taleworld's updated their pregnancy system where it deletes unauthorized pregnancies from the listener, similar to doing conceive child event through the bannerlord console, I made a temporary workaround while waiting for Taleworld's to patch things up.

 

Update should be available in 20 hours.

Posted
4 minutes ago, BadListener said:


@aerosmei1

Yes I believe I fixed it already update will be coming soon, Taleworld's updated their pregnancy system where it deletes unauthorized pregnancies from the listener, similar to doing conceive child event through the bannerlord console, I made a temporary workaround while waiting for Taleworld's to patch things up.

 

Update should be available in 20 hours.

thx :)

Posted
1 hour ago, Yami_Bakura said:

OK, so for people who is having same ModLib outdated issue like me, download ModLib from https://github.com/wfswanepoel/ModLib/releases, its a newer version which support 1.3.0 beta composed by another community author, which inherit the original modder's work. Let me know if this post is inproper and I'll remove it.

If it works, it works. But he didn't add any code to it other then change the compiler to x64 and move the location of write and read. In theory, ModLib shouldn't have any conflict with 1.3.0 beta, as it isn't using any object managers.

Posted
2 hours ago, aerosmei1 said:

allo me again

The new update seems cant save your ingame mod setting

New update will be issued within 24 hours. I was actually looking to figure out how to detect modlib and change the way it loads if it isn't there.

Posted

I was asked by @SadSun to say what a really simple event would look like, and something like this. EDIT: Basically the same

 

<?xml version="1.0" encoding="UTF-8"?>
<CEEvents xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="file://XSEFS.xsd">
	<CEEvent>
		<Name>Test_Really_Simple</Name>
		<Text>Despite being a prisoner, your captor intends to pay for your sexual services. He wants a willing whore it seems.</Text>

		<MultipleRestrictedListOfFlags>
			<RestrictedListOfFlags>Prostitution</RestrictedListOfFlags>
			<RestrictedListOfFlags>CaptorGenderIsMale</RestrictedListOfFlags>
		</MultipleRestrictedListOfFlags>

		<Options>
			<Option>
				<Order>0</Order>
				<MultipleRestrictedListOfConsequences>
					<RestrictedListOfConsequences>DecreaseRelation</RestrictedListOfConsequences>
				</MultipleRestrictedListOfConsequences>
				<OptionText>You try to say no without angering your captor, but its clear he is not happy...</OptionText>
			</Option>
			<Option>
				<Order>1</Order>
				<MultipleRestrictedListOfConsequences>
					<RestrictedListOfConsequences>IncreaseRelation</RestrictedListOfConsequences>
					<RestrictedListOfConsequences>ImpregnationRisk</RestrictedListOfConsequences>
				</MultipleRestrictedListOfConsequences>
				<OptionText>You agrees. Dying a little inside when you slowly remove your clothes.</OptionText>
			</Option>
		</Options>
		
		<ReqCustomCode>true</ReqCustomCode>
		<SexualContent>true</SexualContent>
		<ReqHeroMinAge>18</ReqHeroMinAge>
	</CEEvent>
</CEEvents >


Note that a file can have unlimited amount of Events within the Events tag.
 

<CEEvents>
  
  <CEEvent>
  </CEEvent>
  
  <CEEvent>
  </CEEvent>
  
  <CEEvent>
</CEEvent>
  
</CEEvents>


And you can use as many xml files in the xml folder you want with various events..


 

Posted

Hmm.. Nothing I've tried has been able to get the new version to work. Even went and removed all the rest of my mods until I had nothing but FixedLauncher, ModLib, and Captivity Events. Load order with base game modules above ModLib above Captivity.

 

I can't make sense of anything in the crash log, it's all gibberish to me. Does this mean anything?

Spoiler

#kernelbase.pdb@{C085E229912EC39DCE1E8D357FC021F7} (1): 0:81928
#clr.pdb@{73DC38BBEE8A47D08506AF479A8569B7} (2): 0:825866
#clr.pdb@{73DC38BBEE8A47D08506AF479A8569B7} (2): 0:1897707
#clr.pdb@{73DC38BBEE8A47D08506AF479A8569B7} (2): 0:1897796
#clr.pdb@{73DC38BBEE8A47D08506AF479A8569B7} (2): 0:6035801
#clr.pdb@{73DC38BBEE8A47D08506AF479A8569B7} (2): 0:3841858
#mscorlib.pdb@{0778F665C44E463CA31B83A27FF1E6AF} (2): 0:5740193
@unknown_module@unknown_source (unknown_line): unknown_function
@unknown_module@unknown_source (unknown_line): unknown_function
@unknown_module@unknown_source (unknown_line): unknown_function
@unknown_module@unknown_source (unknown_line): unknown_function
#clr.pdb@{73DC38BBEE8A47D08506AF479A8569B7} (2): 0:8734
#Game.pdb@{0A5A183427394A578684914C00E80E8E} (1): 0:1266998
#FairyTale.DotNet.pdb@{373F2B317A6448CC9269D81163412141} (1): 0:21408
#Rgl.pdb@{8F4B804D6EB44B69B2FE4A0EF0D36424} (1): 0:4554893
#Rgl.pdb@{8F4B804D6EB44B69B2FE4A0EF0D36424} (1): 0:4538609
#Rgl.pdb@{8F4B804D6EB44B69B2FE4A0EF0D36424} (1): 0:4303892
#Rgl.pdb@{8F4B804D6EB44B69B2FE4A0EF0D36424} (1): 0:4303624
#Rgl.pdb@{8F4B804D6EB44B69B2FE4A0EF0D36424} (1): 0:4306967
#ucrtbase.pdb@{8C72B97E7A18BC4D8F649E89DAD85BC3} (1): 0:121861
#kernel32.pdb@{A6821F9E3C02151129EF499B31E6B430} (1): 0:73700
#ntdll.pdb@{D685D693F9BF63E284DAA9D67B68740D} (1): 0:454753
-----------------------------------------------
No managed frames available.

 

Posted
1 hour ago, Schmee said:

Hmm.. Nothing I've tried has been able to get the new version to work. Even went and removed all the rest of my mods until I had nothing but FixedLauncher, ModLib, and Captivity Events. Load order with base game modules above ModLib above Captivity.

 

I can't make sense of anything in the crash log, it's all gibberish to me. Does this mean anything?

  Reveal hidden contents

#kernelbase.pdb@{C085E229912EC39DCE1E8D357FC021F7} (1): 0:81928
#clr.pdb@{73DC38BBEE8A47D08506AF479A8569B7} (2): 0:825866
#clr.pdb@{73DC38BBEE8A47D08506AF479A8569B7} (2): 0:1897707
#clr.pdb@{73DC38BBEE8A47D08506AF479A8569B7} (2): 0:1897796
#clr.pdb@{73DC38BBEE8A47D08506AF479A8569B7} (2): 0:6035801
#clr.pdb@{73DC38BBEE8A47D08506AF479A8569B7} (2): 0:3841858
#mscorlib.pdb@{0778F665C44E463CA31B83A27FF1E6AF} (2): 0:5740193
@unknown_module@unknown_source (unknown_line): unknown_function
@unknown_module@unknown_source (unknown_line): unknown_function
@unknown_module@unknown_source (unknown_line): unknown_function
@unknown_module@unknown_source (unknown_line): unknown_function
#clr.pdb@{73DC38BBEE8A47D08506AF479A8569B7} (2): 0:8734
#Game.pdb@{0A5A183427394A578684914C00E80E8E} (1): 0:1266998
#FairyTale.DotNet.pdb@{373F2B317A6448CC9269D81163412141} (1): 0:21408
#Rgl.pdb@{8F4B804D6EB44B69B2FE4A0EF0D36424} (1): 0:4554893
#Rgl.pdb@{8F4B804D6EB44B69B2FE4A0EF0D36424} (1): 0:4538609
#Rgl.pdb@{8F4B804D6EB44B69B2FE4A0EF0D36424} (1): 0:4303892
#Rgl.pdb@{8F4B804D6EB44B69B2FE4A0EF0D36424} (1): 0:4303624
#Rgl.pdb@{8F4B804D6EB44B69B2FE4A0EF0D36424} (1): 0:4306967
#ucrtbase.pdb@{8C72B97E7A18BC4D8F649E89DAD85BC3} (1): 0:121861
#kernel32.pdb@{A6821F9E3C02151129EF499B31E6B430} (1): 0:73700
#ntdll.pdb@{D685D693F9BF63E284DAA9D67B68740D} (1): 0:454753
-----------------------------------------------
No managed frames available.

 

Some deleted mod wasn't uninstalled properly, its trying to reference itself from inside bannerlord data itself

 

Can you check your crashdumps in users/{youruser}/appdata/local/crashdumps/

Posted
21 minutes ago, BadListener said:

Can you check your crashdumps in users/{youruser}/appdata/local/crashdumps/

TaleWorlds.MountAndBlade.Launcher.exe.82400.dmp

 

EDIT: Your comment gave me the idea to run a check. Pushed a validation check through steam, failed to validate 42 files and it's redownloading. I'm hoping that was the culprit. Will edit again in a sec.

 

EDIT 2: No dice. Finished the download and re-tried, but still crashes on startup. At least I fixed one thing, and might save myself some trouble in the future elsewhere.

Posted
17 minutes ago, Schmee said:

TaleWorlds.MountAndBlade.Launcher.exe.82400.dmp 53.77 MB · 0 downloads

 

EDIT: Your comment gave me the idea to run a check. Pushed a validation check through steam, failed to validate 42 files and it's redownloading. I'm hoping that was the culprit. Will edit again in a sec.

 

EDIT 2: No dice. Finished the download and re-tried, but still crashes on startup. At least I fixed one thing, and might save myself some trouble in the future elsewhere.

isnt it easier to do a refresh install... if u cant figure out whats the problem..

Posted
7 minutes ago, Whizkid said:

isnt it easier to do a refresh install... if u cant figure out whats the problem..

If I was under the impression that it was anything but the mod, yes. In this case, not only does it only crash when using this mod, but I can uninstall the latest version and reinstall the version posted yesterday and it runs fine. Only the new "zCaptivityEvents" one is broken on my end. Running 6 mods in tandem with yesterday's pack but I can't get the new one to run even by itself. Something else is going on here.

Posted

@BadListener

This mod is great: thanks for all your hard work so far; very much looking forward to how it progresses.

On that note - are you still looking at doing a release today/soon or have you gotten into adding stuff/working arounds that will delay? I am just curious as I was thinking of wiping my mods and having a view around on how to make Bannerlord as 'naughty' as possible

Posted
6 hours ago, Schmee said:

If I was under the impression that it was anything but the mod, yes. In this case, not only does it only crash when using this mod, but I can uninstall the latest version and reinstall the version posted yesterday and it runs fine. Only the new "zCaptivityEvents" one is broken on my end. Running 6 mods in tandem with yesterday's pack but I can't get the new one to run even by itself. Something else is going on here.

I figured out how to emulate your issue.

 

Navigate to \zCaptivityEvents\bin\Win64_Shipping_Client\ and unblock the file.

I added logging so it needs permission to write and overwrite its folder.

image.png.a924643dff048acf7ffef3ff889ba260.png

 

49 minutes ago, spore123 said:

@BadListener

This mod is great: thanks for all your hard work so far; very much looking forward to how it progresses.

On that note - are you still looking at doing a release today/soon or have you gotten into adding stuff/working arounds that will delay? I am just curious as I was thinking of wiping my mods and having a view around on how to make Bannerlord as 'naughty' as possible

 

You can download it now

 

 

Posted
40 minutes ago, Celedhring said:

Updated to 1.03 beta, using 1.03 of your mod. This is the error message I recieved after a defeat. 

 

 

103error.jpg

Does your image.png.c8b618d6e99c7b82624afab6708f3a53.png that is saying the TaleWorlds.ObjectSystem cannot be found, this assembly was added in the beta version of e1.3.0 only. Which means you are not at e1.3.0 please double check.

 

Push a validation check through steam, as well.

Not sure if you mistyped but you typed in 1.0.3 and not 1.3.0

Posted

i poked around the CE events xml to see what it would take to create a new event and it's actually a lot easier than i thought it would be. that said, i'm using that opportunity to expand on the existing events to give them a bit of flavor and different choices based on your perversion persuasion. so far i've just modified the drunk/flirt event to include a more accepting, promiscuous option - in addition to just ignoring their babbling - and it works quite well.

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