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Posted
4 hours ago, aerosmei1 said:

bug report:

The pregnancy chance option in the version 1.00 has no effect, setting it to 0 will still cause pregnancy

pregnancymodifiers ON

ignores chance OFF

 

That could very well be because you have pregnancy modifiers on.  With that on, if your pregnancy chance is 0 you're setting the BASE chance to zero, but the chance is still subject to increases from modifiers such as "in bloom" and other traits your character could possess.

 

I had it on 4% and was trying to figure out how my character was getting pregnant all the time.  Come to find out the modifiers add up quite a bit :P

Posted
8 hours ago, LawhornLeo said:

 

That could very well be because you have pregnancy modifiers on.  With that on, if your pregnancy chance is 0 you're setting the BASE chance to zero, but the chance is still subject to increases from modifiers such as "in bloom" and other traits your character could possess.

 

I had it on 4% and was trying to figure out how my character was getting pregnant all the time.  Come to find out the modifiers add up quite a bit :P

This is indeed the case before the official version, the perk will increase the chance of pregnancy by 30%

After the official version, even you dont have perk/I use other mods to make the player unable to conceive, it will lead to pregnancy. I suspect that the official version changed the pregnancy script

Posted
27 minutes ago, anonimas12 said:

Is there a way to prevent slavery/prostitution levels from resetting each time I load a save?

  •  

i remember reading somewhere that it's either meant to do that or it's a WIP

pretty sure it's the first. you can use character reload to set it back to whatever level it were before

Posted
5 hours ago, aerosmei1 said:

This is indeed the case before the official version, the perk will increase the chance of pregnancy by 30%

After the official version, even you dont have perk/I use other mods to make the player unable to conceive, it will lead to pregnancy. I suspect that the official version changed the pregnancy script

 

I guess.  I just know I set the chance to 4% and turned off modifiers and I've not had my character get preggers again yet xD

Posted
19 hours ago, bmthrooh said:

i remember reading somewhere that it's either meant to do that or it's a WIP

pretty sure it's the first. you can use character reload to set it back to whatever level it were before

What version of Character Reload allows this? I am not getting any options with it to do something like that. Unless it's not on the "Edit hero" tab?

Posted (edited)

The latest version for CE is 1036.  However other modules are version 1035 or 1034.  Does that mean CaptivityEvents V1.0.0.1036 is standalone and does not use either 1035 modules? 

If it's standalone, does it include Bandit and Concubine Events? 

 

CEDefaultEvents 1035
CEBanditEvents 1035

CaptivityEvents V1.0.0.1036

Edited by Celedhring
Posted
On 11/13/2022 at 12:50 PM, Twist1256 said:

So I keep getting a prompt saying the mod isn't initializing it was working fine yesterday. Also no random encounter pop up

Untitled.png

I have the same problem anyone have a fix?

Posted (edited)

1.0.1 version 1036

 

Bug 1:  If your PC is defending a fort and is captured, your PC is placed in the fort's dungeon and not claimed by any of the enemy lords who took part in the siege.   Problematic since your PC is going to be in there for a long time because parties and caravans don't really visit forts. 

Bug 2:  If your PC is still a captive in a fort that's recaptured by your own side, your PC is NOT freed.  Instead, captivity continues as usual. 

Suggestion:   If a PC is captive for a long time, say..30 days or more, could it be possible to convert him/her into a slave by the lord holding him/her? 

 

Edited by Celedhring
Posted
On 11/16/2022 at 5:29 PM, Celedhring said:

The latest version for CE is 1036.  However other modules are version 1035 or 1034.  Does that mean CaptivityEvents V1.0.0.1036 is standalone and does not use either 1035 modules? 

If it's standalone, does it include Bandit and Concubine Events? 

 

CEDefaultEvents 1035
CEBanditEvents 1035

CaptivityEvents V1.0.0.1036

 

I was curious myself.

 

I see a CEBanditExpansion1036.zip and I guess that that was not ready when you asked.

 

But the ConcubineExpansion does not have a 1036 version (and has not been merged with other content).

Posted
20 hours ago, sen4mi said:

 

I was curious myself.

 

I see a CEBanditExpansion1036.zip and I guess that that was not ready when you asked.

 

But the ConcubineExpansion does not have a 1036 version (and has not been merged with other content).

Yeah I didn't see the CEBanditExpansion 1036 when I made the post. 

Posted

I know this has been asked a few times here already but no answer so far. Using the option "Change what she's wearing" (change clothes) from the party prisoner interaction menu opens the inventory alright but only party members can be selected. Is that currently a bug or am I missing something in relation to changing a non-party member (prisoner) clothes?

Posted
5 hours ago, Celedhring said:

Another potential bug in 1036:

Slavery level is reset to 0 each time the PC escapes slavery.   

its intended just need to disable it in the xlm files either remove any slavery set to zero or  change it to 1.

Posted
1 hour ago, Whizkid said:

its intended just need to disable it in the xlm files either remove any slavery set to zero or  change it to 1.

Is there any guide how to do it?

Posted (edited)
2 hours ago, Whizkid said:

its intended just need to disable it in the xlm files either remove any slavery set to zero or  change it to 1.

Where exactly would I find it to make the change?  Because in the past, if the slavery level was at a certain level, the PC would have the option to surrender as a captive OR as a slave.  If the PC"s slavery level was high enough, he/she would have no option except to surrender as a slave. 

 

 

Edited by Celedhring
Posted
9 hours ago, avengeangel said:

Is there any guide how to do it?

<!-- <SlaveryTotal>0</SlaveryTotal> 0 to reset slavery level --> search for this in xlm files

Posted
9 hours ago, Celedhring said:

Where exactly would I find it to make the change?  Because in the past, if the slavery level was at a certain level, the PC would have the option to surrender as a captive OR as a slave.  If the PC"s slavery level was high enough, he/she would have no option except to surrender as a slave. 

 

 

search for ReqHeroSlaveLevelBelow or ReqHeroSlaveLevelAbove whichever u want in xlm files ofc that event that is relevant too.

Posted (edited)

Okay...started a new game with the 1036 modules on Bannerlord 1.0.0 and TBCaptivityEvents (Transfer's original mod, not the Revived version) 

I tracked the slavery and prostitution levels via console command  "Captivity.current status" (or something like that)  I managed to get up to 166 slavery level and saved game in one gaming session in Bannerlord.   The slavery level stayed with my PC throughout my play session.  But once I saved, then logged out and then logged back in,  her slavery level had reset from 166 to 0.  (I suspect the same thing would happen with Prostitution level)  

It appears those levels do NOT carry over once you log out of the game then back in. 

UPDATE:

I tested some more by having my PC stay a slave and racking up 566 slavery level.  Then I saved while she was a slave to see what would happen if I logged back in as a slave.  I logged out then back in.  The first two event pop ups were for a slave and apparently my PC reverted back to being a captive and NOT a slave so she got the "captive events" from TBCaptivity and CE.  Then I checked her slavery level via console (Captivity.check_current_status or something like that) and I saw my PC had lost her 566 slavery level after relogging. 

 

Edited by Celedhring
Posted

I asked this a while ago but never got an answer. does anyone know if it's safe to update from captivity events v1.0.0 1036, bandit expansion 1035, and ce default events 1035 to the new versions of those files mid game? 

Posted (edited)

I have received many reports that the mod will crash in about 60 days. I thought it was my own mod compatibility problem, but it happened to many people, so I reported it.
This bug exists in 1.00 and 1.01, 1.02, but not every time

Quote

Exception information
Type: System.NullReferenceException
Message: Object reference not set to an instance of an object.
Source: TaleWorlds.CampaignSystem
CallStack:

  1. at TaleWorlds.CampaignSystem.Settlements.Locations.Location.GetLocationCharacter(Hero hero)
  2. at TaleWorlds.CampaignSystem.Settlements.Locations.LocationComplex.GetLocationCharacterOfHero(Hero hero)
  3. at TaleWorlds.CampaignSystem.CampaignBehaviors.HeroAgentSpawnCampaignBehavior.OnGovernorChanged(Town town, Hero oldGovernor, Hero newGovernor)
  4. at TaleWorlds.CampaignSystem.MbEvent`3.InvokeList(EventHandlerRec`3 list, T1 t1, T2 t2, T3 t3)
  5. at TaleWorlds.CampaignSystem.CampaignEvents.OnGovernorChanged(Town fortification, Hero oldGovernor, Hero newGovernor)
  6. at TaleWorlds.CampaignSystem.CampaignEventDispatcher.OnGovernorChanged(Town fortification, Hero oldGovernor, Hero newGovernor)
  7. at TaleWorlds.CampaignSystem.Actions.ChangeGovernorAction.ApplyInternal(Town fortification, Hero governor)
  8. at TaleWorlds.CampaignSystem.CampaignBehaviors.ClanVariablesCampaignBehavior.UpdateGovernorsOfClan(Clan clan)
  9. at TaleWorlds.CampaignSystem.CampaignBehaviors.ClanVariablesCampaignBehavior.DailyTickClan(Clan clan)
  10. at TaleWorlds.CampaignSystem.MbEvent`1.InvokeList(EventHandlerRec`1 list, T t)
  11. at TaleWorlds.CampaignSystem.CampaignEvents.DailyTickClan(Clan clan)
  12. at TaleWorlds.CampaignSystem.CampaignEventDispatcher.DailyTickClan(Clan clan)
  13. at TaleWorlds.CampaignSystem.CampaignPeriodicEventManager.PeriodicTicker`1.PeriodicTickSome(Double timeUnitsElapsed)
  14. at TaleWorlds.CampaignSystem.CampaignPeriodicEventManager.PeriodicDailyTick()
  15. at TaleWorlds.CampaignSystem.CampaignPeriodicEventManager.TickPeriodicEvents()
  16. at TaleWorlds.CampaignSystem.Campaign.Tick()
  17. at TaleWorlds.CampaignSystem.GameState.MapState.OnMapModeTick(Single dt)
  18. at TaleWorlds.CampaignSystem.GameState.MapState.OnTick(Single dt)
  19. at TaleWorlds.Core.GameStateManager.OnTick(Single dt)
  20. at TaleWorlds.Core.Game.OnTick(Single dt)
  21. at TaleWorlds.Core.GameManagerBase.OnTick(Single dt)
  22. at TaleWorlds.MountAndBlade.Module.OnApplicationTick_Patch1(Module this, Single dt)

 

Edited by aerosmei1
Posted (edited)
On 11/21/2022 at 12:51 PM, GuaZi said:

I know this has been asked a few times here already but no answer so far. Using the option "Change what she's wearing" (change clothes) from the party prisoner interaction menu opens the inventory alright but only party members can be selected. Is that currently a bug or am I missing something in relation to changing a non-party member (prisoner) clothes?

 

Yup, wanted to ask this myself.

 

Edit:

happens even with no other mods (apart of the required ones)

Edited by Morandino
Posted
6 hours ago, aerosmei1 said:

I have received many reports that the mod will crash in about 60 days. I thought it was my own mod compatibility problem, but it happened to many people, so I reported it.
This bug exists in 1.00 and 1.01, 1.02, but not every time

 

 

sort of a basegame issue from what i keep seeing, fixed by one of the workaround mods on nexus. specifically the governor change one.

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