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[Mod]TBCaptivityEventsExtension


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Posted
16 minutes ago, Celedhring said:

So far, TBCaptivity works on 1.6.1.  

 

i know but it overwrites the new ce functions and ce has nice new features which gets overwritten, if there is a way for them to co-exist....

Posted
18 hours ago, Whizkid said:

can someone please provide a version that comments out those portions that's not working or causing problems, thanks.

 

edit: tried testing this with the mentioned events disabled, encountered this error on load 1.6.2 beta

 

 

  Hide contents

 

 


8/24/2021 9:19:14 PM -- Failed to load CE_taken_prisoner_sexual exception: An item with the same key has already been added. stacktrace:    at System.ThrowHelper.ThrowArgumentException(ExceptionResource resource)
   at System.Collections.Generic.Dictionary`2.Insert(TKey key, TValue value, Boolean add)
   at TaleWorlds.CampaignSystem.CampaignGameStarter.AddGameMenu(String menuId, String menuText, OnInitDelegate initDelegate, MenuOverlayType overlay, MenuFlags menuFlags, Object relatedObject)
   at CaptivityEvents.Events.CEEventLoader.CELoadCaptiveEvent(CampaignGameStarter gameStarter, CEEvent listedEvent, List`1 eventList)
   at CaptivityEvents.CESubModule.AddEvent(CampaignGameStarter gameStarter, CEEvent _listedEvent, List`1 eventList)
8/24/2021 9:19:14 PM -- Failed to load CE_advanced_sexual_capture exception: An item with the same key has already been added. stacktrace:    at System.ThrowHelper.ThrowArgumentException(ExceptionResource resource)
   at System.Collections.Generic.Dictionary`2.Insert(TKey key, TValue value, Boolean add)
   at TaleWorlds.CampaignSystem.CampaignGameStarter.AddGameMenu(String menuId, String menuText, OnInitDelegate initDelegate, MenuOverlayType overlay, MenuFlags menuFlags, Object relatedObject)
   at CaptivityEvents.Events.CEEventLoader.CELoadCaptiveEvent(CampaignGameStarter gameStarter, CEEvent listedEvent, List`1 eventList)
   at CaptivityEvents.CESubModule.AddEvent(CampaignGameStarter gameStarter, CEEvent _listedEvent, List`1 eventList)

 

 

 

anyone having this problem and whats the difference between tb and ce, am i missing something if i ignore this and accept tb's version.

 

 

AFAIK the default CE events are written with a flag that allows them to be overwritten, so if you only have CE and TBCE you shouldn't be seeing this sort of error. 

 

The difference is in the options set for being taken prisoner. For example, in TBCE if you have a high slavery score you can (and sometimes are forced to) submit to immediately become your captor's slave instead of just being taken prisoner. The intent (as with most of the values / skills in TBCE) was to simulate the effects of submissiveness training on the player (and incentivize you to recover from your training if you want to stop getting enslaved) 

Posted
1 hour ago, transfer said:

 

AFAIK the default CE events are written with a flag that allows them to be overwritten, so if you only have CE and TBCE you shouldn't be seeing this sort of error. 

 

The difference is in the options set for being taken prisoner. For example, in TBCE if you have a high slavery score you can (and sometimes are forced to) submit to immediately become your captor's slave instead of just being taken prisoner. The intent (as with most of the values / skills in TBCE) was to simulate the effects of submissiveness training on the player (and incentivize you to recover from your training if you want to stop getting enslaved) 

I really like that part...if your slavery level is too high, you get enslaved again instead of being just an captive.  It's pretty good motivation to keep the slavery score low. 

Posted
5 hours ago, transfer said:

 

AFAIK the default CE events are written with a flag that allows them to be overwritten, so if you only have CE and TBCE you shouldn't be seeing this sort of error. 

 

The difference is in the options set for being taken prisoner. For example, in TBCE if you have a high slavery score you can (and sometimes are forced to) submit to immediately become your captor's slave instead of just being taken prisoner. The intent (as with most of the values / skills in TBCE) was to simulate the effects of submissiveness training on the player (and incentivize you to recover from your training if you want to stop getting enslaved) 

Fixed an issue had two events with an overwrite flag in default events in the latest 1.6.2

Posted
2 hours ago, BadListener said:

Fixed an issue had two events with an overwrite flag in default events in the latest 1.6.2

can events be enforced immediately rather than getting queued at the right icon notification icon? troops desertion is immediate, prisoners overload is queued, also stripping lords and ladies sometimes makes them bugged i.e. after release them appear wearing the prisoners clothes or rags, same problem when uput ladies into brothel, an option to allow ladies to be ransomed or escape from brothels, as cuurently once they are placed into brothels they stay inside brothels even if the town is captured. 

Posted
37 minutes ago, Whizkid said:

can events be enforced immediately rather than getting queued at the right icon notification icon? troops desertion is immediate, prisoners overload is queued, also stripping lords and ladies sometimes makes them bugged i.e. after release them appear wearing the prisoners clothes or rags, same problem when uput ladies into brothel, an option to allow ladies to be ransomed or escape from brothels, as cuurently once they are placed into brothels they stay inside brothels even if the town is captured. 

 

There's an option to disable the right notification option in the main CE mod, or at least there was the last time I checked. I believe it's selected as part of the game start process, though iirc it can be modified afterwards.

Posted
2 hours ago, transfer said:

 

There's an option to disable the right notification option in the main CE mod, or at least there was the last time I checked. I believe it's selected as part of the game start process, though iirc it can be modified afterwards.

thats been removed for couple of patches esp 1.6.x onwards there is no option to enable or disable it.

Posted
10 hours ago, BadListener said:

Fixed an issue had two events with an overwrite flag in default events in the latest 1.6.2

did u update this latest fixed yet?

Posted
10 hours ago, Whizkid said:

thats been removed for couple of patches esp 1.6.x onwards there is no option to enable or disable it.

Weird, it shows up for me in 1.6.2

 

 

ce_menu.png

Posted (edited)
6 hours ago, transfer said:

Weird, it shows up for me in 1.6.2

 

 

ce_menu.png

edit: omg you are correct, just checked again its available with or without mcm mod loaded, i am blind and dumb.... the notifications is there.

Edited by Whizkid
Posted (edited)

playing 1.6.2 beta, using this mod with recommended disables, getting this error Error: resetting the CE pregnancy list, any idea how to fix this?

 

edit: looks like adding new skills to serve as flags might be causing game to CTD, is there another method besides add new skills to store these flags? or even when trying to upgrade these skills e.g. leadership is somehow causing a CTD.

 

 

Edited by Whizkid
Posted
On 8/27/2021 at 2:59 AM, Whizkid said:

playing 1.6.2 beta, using this mod with recommended disables, getting this error Error: resetting the CE pregnancy list, any idea how to fix this?

 

edit: looks like adding new skills to serve as flags might be causing game to CTD, is there another method besides add new skills to store these flags? or even when trying to upgrade these skills e.g. leadership is somehow causing a CTD.

 

 

 

AFAIK BL is fixing these issues in the next release - apparently TW did something in their last patch that causes custom skills not to initiate, along with a number of other strange behaviors on initial game load. In my tests, these are mostly resolved when quitting the game completely and re-loading the save...

 

I'm actively working on an update to this mod (eta ... as soon as I can get it to let me do a playthrough without obvious misbehavior) to stabilize many of the outstanding bugs; my intent was not to add any new events, but ... Look at that, I've already written twenty or so, so so much for that idea. I would note, however, that it will *definitely* not be compatible with existing saves because of necessary changes to the skill system (and the brittleness of that system wrt saves).

 

In general, going forward I expect new games to be necessary every patch or so unless I can find some way around that brittleness. 

Posted

@transfer, was just looking at the codes, i noticed  that skills are being used as flags to toggle events and is setup as min=0 max=1, question is what happens if in your code if u upgrade the skill to a negative -100, will this cause the game to crash or its just ignored and set to the min value it was first setup.

 

does the game allow negative values for skills? e.g captive obedience, there is an instance where the code set the isthief to a value > 1, when trying to create a thief hero, am sure that is a bug as u setup all in-game skills but decided to add isthief as a skill too.

 

Posted
1 hour ago, Whizkid said:

@transfer, was just looking at the codes, i noticed  that skills are being used as flags to toggle events and is setup as min=0 max=1, question is what happens if in your code if u upgrade the skill to a negative -100, will this cause the game to crash or its just ignored and set to the min value it was first setup.

 

does the game allow negative values for skills? e.g captive obedience, there is an instance where the code set the isthief to a value > 1, when trying to create a thief hero, am sure that is a bug as u setup all in-game skills but decided to add isthief as a skill too.

 

 

These behaviors are subject to random change due to modifications to the underlying systems, but their behavior last I checked was:

1. increasing or decreasing a skill past its maximum or minimum causes it to be set to its maximum or minimum. It has not created crashes in any version I've tested so far.

2. The game does allow negative values for skills, but they do not behave reliably at those values, so I tend not to use them.

 

Looking at my config, there is only one case in which isThief is set (TB_thief_capture), and it is set to 1, so I'm not sure what you're referring to there.

 

I use -100 values as a catchall for 'reduce this to zero' to reset certain skills in the case that they end up greater than they should be. I don't tend to use it as much anymore because max works more reliably, but at one point it didn't so I set up -100 to handle edge cases for essentially all skills.

Posted (edited)
47 minutes ago, transfer said:

 

These behaviors are subject to random change due to modifications to the underlying systems, but their behavior last I checked was:

1. increasing or decreasing a skill past its maximum or minimum causes it to be set to its maximum or minimum. It has not created crashes in any version I've tested so far.

2. The game does allow negative values for skills, but they do not behave reliably at those values, so I tend not to use them.

 

Looking at my config, there is only one case in which isThief is set (TB_thief_capture), and it is set to 1, so I'm not sure what you're referring to there.

 

I use -100 values as a catchall for 'reduce this to zero' to reset certain skills in the case that they end up greater than they should be. I don't tend to use it as much anymore because max works more reliably, but at one point it didn't so I set up -100 to handle edge cases for essentially all skills.

@transfer, just trying to figure out the ctd crashes, appreciate all your hard work as your mod makes playing bannerlord so much fun, its a pity that u have cease updating this mod.

 

file TBRandomEventsFemale_Noncon.xml

before and after my changes just guessing that it was an oversight.

 



        <Name>TB_thief_capture</Name>
        <Text>You take the thief captive, watching carefully as she is stripped of her clothes and possessions. At first she says nothing, defeat and resignation in her eyes, but as an iron collar is snapped around her neck she falls to her knees, gently weeping.</Text>
        <BackgroundName>TB_thief_kneeling_nude</BackgroundName>
        <NotificationName>TB_sexual_notification</NotificationName>
        <MultipleRestrictedListOfFlags>
            <RestrictedListOfFlags>Random</RestrictedListOfFlags>
            <RestrictedListOfFlags>CanOnlyBeTriggeredByOtherEvent</RestrictedListOfFlags>
        </MultipleRestrictedListOfFlags>
        <Options>
            <Option>
                <Order>0</Order>
                <MultipleRestrictedListOfConsequences>
                    <RestrictedListOfConsequences>Continue</RestrictedListOfConsequences>
                </MultipleRestrictedListOfConsequences>
                <OptionText>You'll deal with her later...</OptionText>
                <SpawnHeroes>
                    <SpawnHero Ref="Prisoner" Gender="Female" Culture="Vlandia" Clan="looters" >
                        <SkillsToLevel>
                            <Skill Id="OneHanded" ByXP="R 1000 10000" HideNotification="true"/>
                            <Skill Id="Scouting" ByXP="R 1000 10000" HideNotification="true"/>
                            <Skill Id="Riding" ByXP="R 1000 10000" HideNotification="true"/>
                            <Skill Id="Trade" ByXP="R 1000 10000" HideNotification="true"/>
                            <Skill Id="Leadership" ByXP="R 1000 10000" HideNotification="true"/>
                            <Skill Id="Charm" ByXP="R 1000 10000" HideNotification="true"/>
                            <Skill Id="Engineering" ByXP="R 1000 10000" HideNotification="true"/>
                            <Skill Id="Medicine" ByXP="R 1000 10000" HideNotification="true"/>
                            <Skill Id="Steward" ByXP="R 1000 10000" HideNotification="true"/>
                            <Skill Id="Bow" ByXP="R 1000 10000" HideNotification="true"/>
                            <Skill Id="IsThief" ByLevel="R 10 15"/>                                     <========= I changed this line since IsThief is boolean
                        </SkillsToLevel>

                    </SpawnHero>
                </SpawnHeroes>

 

    <CEEvent>
        <Name>TB_thief_capture</Name>
        <Text>You take the thief captive, watching carefully as she is stripped of her clothes and possessions. At first she says nothing, defeat and resignation in her eyes, but as an iron collar is snapped around her neck she falls to her knees, gently weeping.</Text>
        <BackgroundName>TB_thief_kneeling_nude</BackgroundName>
        <NotificationName>TB_sexual_notification</NotificationName>
        <MultipleRestrictedListOfFlags>
            <RestrictedListOfFlags>Random</RestrictedListOfFlags>
            <RestrictedListOfFlags>CanOnlyBeTriggeredByOtherEvent</RestrictedListOfFlags>
        </MultipleRestrictedListOfFlags>
        <Options>
            <Option>
                <Order>0</Order>
                <MultipleRestrictedListOfConsequences>
                    <RestrictedListOfConsequences>Continue</RestrictedListOfConsequences>
                </MultipleRestrictedListOfConsequences>
                <OptionText>You'll deal with her later...</OptionText>
                <SpawnHeroes>
                    <SpawnHero Ref="Prisoner" Gender="Female" Culture="Vlandia" Clan="looters" >
                        <SkillsToLevel>
                            <Skill Id="OneHanded" ByXP="R 1000 10000" HideNotification="true"/>
                            <Skill Id="Scouting" ByXP="R 1000 10000" HideNotification="true"/>
                            <Skill Id="Riding" ByXP="R 1000 10000" HideNotification="true"/>
                            <Skill Id="Trade" ByXP="R 1000 10000" HideNotification="true"/>
                            <Skill Id="Leadership" ByXP="R 1000 10000" HideNotification="true"/>
                            <Skill Id="Charm" ByXP="R 1000 10000" HideNotification="true"/>
                            <Skill Id="Engineering" ByXP="R 1000 10000" HideNotification="true"/>
                            <Skill Id="Medicine" ByXP="R 1000 10000" HideNotification="true"/>
                            <Skill Id="Steward" ByXP="R 1000 10000" HideNotification="true"/>
                            <Skill Id="Bow" ByXP="R 1000 10000" HideNotification="true"/>
                        </SkillsToLevel>
                        </SkillsToLevel>                                                          <========= changes I made hopefully its correct
                            <Skill Id="IsThief" ByLevel="1" Ref="Hero" Color="Cyan"/>  <========= changes I made hopefully its correct
                        </SkillsToLevel>                                     <========= changes I made hopefully its correct

                    </SpawnHero>
                </SpawnHeroes>

 

i did try to check file CEModuleCustom.xml for other problems especially, and i tried to make all skills declaration as MinLevel="-1000" MaxLevel="1000", doing so i hope that the game will not ctd, as i tried to locate all instances in the xlm files but there are too many and in some cases its beyond me to try and fix.

 

hopefully that might be the problem, as your mod are just xml files and its pretty weird there are crashes, it's either this or ce has interpretation issues with how it handles the xml codes causing the game to ctd if values are out of bounds, from my limited understand of harmony it tries to intercept or overwrite the main game functions, not sure if this is correct.

 

hopefully i can motivate u to get back and update this mod again.

Edited by Whizkid
Posted
8 hours ago, Whizkid said:

@transfer, just trying to figure out the ctd crashes, appreciate all your hard work as your mod makes playing bannerlord so much fun, its a pity that u have cease updating this mod.

 

file TBRandomEventsFemale_Noncon.xml

before and after my changes just guessing that it was an oversight.

 

  Hide contents

 

 


        <Name>TB_thief_capture</Name>
        <Text>You take the thief captive, watching carefully as she is stripped of her clothes and possessions. At first she says nothing, defeat and resignation in her eyes, but as an iron collar is snapped around her neck she falls to her knees, gently weeping.</Text>
        <BackgroundName>TB_thief_kneeling_nude</BackgroundName>
        <NotificationName>TB_sexual_notification</NotificationName>
        <MultipleRestrictedListOfFlags>
            <RestrictedListOfFlags>Random</RestrictedListOfFlags>
            <RestrictedListOfFlags>CanOnlyBeTriggeredByOtherEvent</RestrictedListOfFlags>
        </MultipleRestrictedListOfFlags>
        <Options>
            <Option>
                <Order>0</Order>
                <MultipleRestrictedListOfConsequences>
                    <RestrictedListOfConsequences>Continue</RestrictedListOfConsequences>
                </MultipleRestrictedListOfConsequences>
                <OptionText>You'll deal with her later...</OptionText>
                <SpawnHeroes>
                    <SpawnHero Ref="Prisoner" Gender="Female" Culture="Vlandia" Clan="looters" >
                        <SkillsToLevel>
                            <Skill Id="OneHanded" ByXP="R 1000 10000" HideNotification="true"/>
                            <Skill Id="Scouting" ByXP="R 1000 10000" HideNotification="true"/>
                            <Skill Id="Riding" ByXP="R 1000 10000" HideNotification="true"/>
                            <Skill Id="Trade" ByXP="R 1000 10000" HideNotification="true"/>
                            <Skill Id="Leadership" ByXP="R 1000 10000" HideNotification="true"/>
                            <Skill Id="Charm" ByXP="R 1000 10000" HideNotification="true"/>
                            <Skill Id="Engineering" ByXP="R 1000 10000" HideNotification="true"/>
                            <Skill Id="Medicine" ByXP="R 1000 10000" HideNotification="true"/>
                            <Skill Id="Steward" ByXP="R 1000 10000" HideNotification="true"/>
                            <Skill Id="Bow" ByXP="R 1000 10000" HideNotification="true"/>
                            <Skill Id="IsThief" ByLevel="R 10 15"/>                                     <========= I changed this line since IsThief is boolean
                        </SkillsToLevel>

                    </SpawnHero>
                </SpawnHeroes>

 

    <CEEvent>
        <Name>TB_thief_capture</Name>
        <Text>You take the thief captive, watching carefully as she is stripped of her clothes and possessions. At first she says nothing, defeat and resignation in her eyes, but as an iron collar is snapped around her neck she falls to her knees, gently weeping.</Text>
        <BackgroundName>TB_thief_kneeling_nude</BackgroundName>
        <NotificationName>TB_sexual_notification</NotificationName>
        <MultipleRestrictedListOfFlags>
            <RestrictedListOfFlags>Random</RestrictedListOfFlags>
            <RestrictedListOfFlags>CanOnlyBeTriggeredByOtherEvent</RestrictedListOfFlags>
        </MultipleRestrictedListOfFlags>
        <Options>
            <Option>
                <Order>0</Order>
                <MultipleRestrictedListOfConsequences>
                    <RestrictedListOfConsequences>Continue</RestrictedListOfConsequences>
                </MultipleRestrictedListOfConsequences>
                <OptionText>You'll deal with her later...</OptionText>
                <SpawnHeroes>
                    <SpawnHero Ref="Prisoner" Gender="Female" Culture="Vlandia" Clan="looters" >
                        <SkillsToLevel>
                            <Skill Id="OneHanded" ByXP="R 1000 10000" HideNotification="true"/>
                            <Skill Id="Scouting" ByXP="R 1000 10000" HideNotification="true"/>
                            <Skill Id="Riding" ByXP="R 1000 10000" HideNotification="true"/>
                            <Skill Id="Trade" ByXP="R 1000 10000" HideNotification="true"/>
                            <Skill Id="Leadership" ByXP="R 1000 10000" HideNotification="true"/>
                            <Skill Id="Charm" ByXP="R 1000 10000" HideNotification="true"/>
                            <Skill Id="Engineering" ByXP="R 1000 10000" HideNotification="true"/>
                            <Skill Id="Medicine" ByXP="R 1000 10000" HideNotification="true"/>
                            <Skill Id="Steward" ByXP="R 1000 10000" HideNotification="true"/>
                            <Skill Id="Bow" ByXP="R 1000 10000" HideNotification="true"/>
                        </SkillsToLevel>
                        </SkillsToLevel>                                                          <========= changes I made hopefully its correct
                            <Skill Id="IsThief" ByLevel="1" Ref="Hero" Color="Cyan"/>  <========= changes I made hopefully its correct
                        </SkillsToLevel>                                     <========= changes I made hopefully its correct

                    </SpawnHero>
                </SpawnHeroes>
 

 

 

 

i did try to check file CEModuleCustom.xml for other problems especially, and i tried to make all skills declaration as MinLevel="-1000" MaxLevel="1000", doing so i hope that the game will not ctd, as i tried to locate all instances in the xlm files but there are too many and in some cases its beyond me to try and fix.

 

hopefully that might be the problem, as your mod are just xml files and its pretty weird there are crashes, it's either this or ce has interpretation issues with how it handles the xml codes causing the game to ctd if values are out of bounds, from my limited understand of harmony it tries to intercept or overwrite the main game functions, not sure if this is correct.

 

hopefully i can motivate u to get back and update this mod again.

 

Weird. My copy of it doesn't have that. Either way, there's a net zero effect on gameplay as isThief isn't ever un-set and only ever checks for < 1 or > 0. 

 

I am highly skeptical that changing the skills' minLevel or maxLevel will make the game not *ctd*, but I *can* tell you that in my experience on the current public version of CaptivityEvents changing skill behaviors mid-game may break your save (example symptoms: some of your female captives are suddenly counted as male randomly, skills stop being tested or added, and sometimes weirder behaviors).  BL should be patching this in the next update to the main mod. 

 

I am already currently updating this mod to be compatible again, but unfortunately the problems that you are running into are precisely the reason I stopped updating it - TaleWorlds' game is just too unstable (at least in early access - I'm hoping it gets better upon release) for me to continue building new events when there's a high chance they randomly cause crashes or stop working in the future when they were previously working appropriately. 

 

Thanks,

Posted
51 minutes ago, transfer said:

 

Weird. My copy of it doesn't have that. Either way, there's a net zero effect on gameplay as isThief isn't ever un-set and only ever checks for < 1 or > 0. 

 

I am highly skeptical that changing the skills' minLevel or maxLevel will make the game not *ctd*, but I *can* tell you that in my experience on the current public version of CaptivityEvents changing skill behaviors mid-game may break your save (example symptoms: some of your female captives are suddenly counted as male randomly, skills stop being tested or added, and sometimes weirder behaviors).  BL should be patching this in the next update to the main mod. 

 

I am already currently updating this mod to be compatible again, but unfortunately the problems that you are running into are precisely the reason I stopped updating it - TaleWorlds' game is just too unstable (at least in early access - I'm hoping it gets better upon release) for me to continue building new events when there's a high chance they randomly cause crashes or stop working in the future when they were previously working appropriately. 

 

Thanks,

that would be great if u can find the motivation to work on this mod again, sadly I do not think TW will be able to release this game as a finished product, looking at the number of versions they keep releasing and to top that each version beta is always filled with bugs and the next version is the same, idk if that is how their development cycle functions as its completely alien as most companies doesnt work this way...... and its been more than a year after early early access and there are still so many placeholders still not filled...

 

looking forward to your updates.

Posted (edited)

if anyone is interested, i tracked and modified the skill flags and changed most of them to boolean and enabled most of the tb events except the companion hero recruit event as i think there might be some issues with trying to generate our own companion hero to join our clan, not sure if this will cause problems down the road, currently play testing hopefully i dont get a ctd, posting here if anyone wants to give this a run till our saviour transfer provides his updated version.

 

edit: Updated version, seems I missed some stuff with BroodWhore not set to boolean, fix it and if anyone is interested I did tweaked most skills upgrade and skills requirements to be more random rather than some being fix values to make stuff more random in nature.

 

so far all i have done is to check the skills required and skills upgrade, as i am more concern with ctd and i assume besides these syntax problems the logic is intact as i dont think its within my limited knowledge.

 

edit1: TBRandomEventsFemale_Sexual.xml has missing image TB_handjob_dirty, gonna replace it to TB_bard_handjob, will provide an update if there are no other issues.

 

edit2: found another syntax error fixed it, pls download again, will continue to fix syntax errors.

 

edit3: Had to get rid of the color param not sure why it's not showing up in game, also did some renaming to better detect if its a flag or actual skill to be able to level, just a heads up seems like any other mod that tries to modify skills stats might create some problems later on e.g. i used this mod https://www.nexusmods.com/mountandblade2bannerlord/mods/2438 to reset stuff heros and companions some weird stuff happen when a companion just disappeared when i quit game after a reset and game ctd from then on whenever i tried to recruit another companion, when using this mod seems the skills were being rearranged too, just not sure what causes this but i would suspect bannerlord is pretty sensitive to skills/traits being modified by mods.

 

playing on 1.6.2 beta, also there seems to be a bug when there are too many prisoners in dungeon when trying to place more prisoners into dungeon game will ctd, solution is just move around and place the prisoners into an empty dungeon, at least its not permanent ctd, but likely game is sensitive to hp loses as i realised when dungeon is full of prisoners with hp losses this tend to happen.

 

edit4: this version seems pretty stable, did not ctd for now, change some flags not sure how the Current Actor (i changed it to IsActor) functions esp when it's set to -1, which I am pretty sure will cause a ctd, as a result i changed all -1 to 1 and some conditions seems to trigger, seems like if using skills as flags the values cannot be negative or game will crash this is from observation.

 

edit5: Slight update, just try to consolidate some events as it could function for either male or female companions to try and shorten number of events since the logic for either male or female is basically the same, i would advise whoever wants to try this mod to save the game before being captured, as there is some weird stuff happening after being enslaved as the game will be fine, but after saving the game from that point onwards, somehow the game will immediately ctd on reload, i suspect it might be due to skills problem as this mod is the only one that creates skill as flag or actual skills and i suspect that somehow the game doesnt like that, when i use https://www.nexusmods.com/mountandblade2bannerlord/mods/2134 mod i am able to see the skills added but its values doesnt show up so i am not sure what is going on there.

 

 

zTBCaptivityEvents.7z

Edited by Whizkid
Posted (edited)
On 8/31/2021 at 4:37 AM, Whizkid said:

if anyone is interested, i tracked and modified the skill flags and changed most of them to boolean and enabled most of the tb events except the companion hero recruit event as i think there might be some issues with trying to generate our own companion hero to join our clan, not sure if this will cause problems down the road, currently play testing hopefully i dont get a ctd, posting here if anyone wants to give this a run till our saviour transfer provides his updated version.

 

edit: Updated version, seems I missed some stuff with BroodWhore not set to boolean, fix it and if anyone is interested I did tweaked most skills upgrade and skills requirements to be more random rather than some being fix values to make stuff more random in nature.

 

so far all i have done is to check the skills required and skills upgrade, as i am more concern with ctd and i assume besides these syntax problems the logic is intact as i dont think its within my limited knowledge.

 

edit1: TBRandomEventsFemale_Sexual.xml has missing image TB_handjob_dirty, gonna replace it to TB_bard_handjob, will provide an update if there are no other issues.

 

edit2: found another syntax error fixed it, pls download again, will continue to fix syntax errors.

 

edit3: Had to get rid of the color param not sure why it's not showing up in game, also did some renaming to better detect if its a flag or actual skill to be able to level, just a heads up seems like any other mod that tries to modify skills stats might create some problems later on e.g. i used this mod https://www.nexusmods.com/mountandblade2bannerlord/mods/2438 to reset stuff heros and companions some weird stuff happen when a companion just disappeared when i quit game after a reset and game ctd from then on whenever i tried to recruit another companion, when using this mod seems the skills were being rearranged too, just not sure what causes this but i would suspect bannerlord is pretty sensitive to skills/traits being modified by mods.

 

playing on 1.6.2 beta, also there seems to be a bug when there are too many prisoners in dungeon when trying to place more prisoners into dungeon game will ctd, solution is just move around and place the prisoners into an empty dungeon, at least its not permanent ctd, but likely game is sensitive to hp loses as i realised when dungeon is full of prisoners with hp losses this tend to happen.

 

edit4: this version seems pretty stable, did not ctd for now, change some flags not sure how the Current Actor (i changed it to IsActor) functions esp when it's set to -1, which I am pretty sure will cause a ctd, as a result i changed all -1 to 1 and some conditions seems to trigger, seems like if using skills as flags the values cannot be negative or game will crash this is from observation.

 

edit5: Slight update, just try to consolidate some events as it could function for either male or female companions to try and shorten number of events since the logic for either male or female is basically the same, i would advise whoever wants to try this mod to save the game before being captured, as there is some weird stuff happening after being enslaved as the game will be fine, but after saving the game from that point onwards, somehow the game will immediately ctd on reload, i suspect it might be due to skills problem as this mod is the only one that creates skill as flag or actual skills and i suspect that somehow the game doesnt like that, when i use https://www.nexusmods.com/mountandblade2bannerlord/mods/2134 mod i am able to see the skills added but its values doesnt show up so i am not sure what is going on there.

 

 

zTBCaptivityEvents.7z 192.58 MB · 2 downloads

 

Please note that I have literally never experienced a crash due to negative booleans using this mod. This is because Boolean skills are limited to 0 and 1; no matter how much you subtract from them they will always stop at zero, and likewise no matter how much you add they will stop at one. You can test this experimentally with a custom skill (for example CurrentActor) by building an event that adds 1000 to it and another that removes 1000 from it.

 

I'll find a replacement for TB_handjob_dirty - the bard character is not the same as the PC, I'm afraid. Thank you for flagging the missing image. For now I'd recommend TB_scion_sexual_cleaning (which is new for the version of TBCE that just updated today), as it's thematically appropriate and the scion with her hair unbraided looks distressingly similar to the PC.

 

My events rely very heavily on custom skills, so any mod that modifies custom skills or so on, particularly adding or removing them, will absolutely cause these events to go haywire

 

Modding CurrentActor to something else or changing its behavior will also cause these events to stop working reliably, particularly companion events, which rely on this flag to handle object permanence. Changing their -1s to 1s will, at best, cause the current actor to never be de-loaded, so your subsequent companion events will just select a random companion for every stage of the event. Changing the variable name will cause CurrentActor to not be set, which will likely cause subsequent events to fail entirely or display blank target names.

Edited by transfer
Posted

Updated for 1.6.2 / 1030

  • Various bugfixes to previous instability
  • Marriage feature / events has been replaced with concubine events
  • Many Thief events have gotten new images
  • Deflowering events can now trigger if your captive is female, young, unwed, not pregnant, and has no children.
  • Several teleport events have been added to the captive player events to improve event flow and prevent players from getting stuck as captives to bandits or merchants.

Please note: I recommend starting a new game for this version, as there were several revisions to custom skill definitions. I will probably recommend creating new games for non-minor revisions in the future as well, at least until I see any evidence that the game handles modifying custom skills mid-game nicely.

Posted
10 minutes ago, Celedhring said:

Just for clarification,  trying the latest update with 1.6.1 CE version 1030 is "at your own risk" right? 

 

Aye - I haven't tested it in that version. I'd say it's relatively low risk, but it depends primarily on whether there are differences in the way 1030's functions behave in 1.6.1

Posted
3 hours ago, transfer said:

 

Please note that I have literally never experienced a crash due to negative booleans using this mod. This is because Boolean skills are limited to 0 and 1; no matter how much you subtract from them they will always stop at zero, and likewise no matter how much you add they will stop at one. You can test this experimentally with a custom skill (for example CurrentActor) by building an event that adds 1000 to it and another that removes 1000 from it.

 

I'll find a replacement for TB_handjob_dirty - the bard character is not the same as the PC, I'm afraid. Thank you for flagging the missing image. For now I'd recommend TB_scion_sexual_cleaning (which is new for the version of TBCE that just updated today), as it's thematically appropriate and the scion with her hair unbraided looks distressingly similar to the PC.

 

My events rely very heavily on custom skills, so any mod that modifies custom skills or so on, particularly adding or removing them, will absolutely cause these events to go haywire

 

Modding CurrentActor to something else or changing its behavior will also cause these events to stop working reliably, particularly companion events, which rely on this flag to handle object permanence. Changing their -1s to 1s will, at best, cause the current actor to never be de-loaded, so your subsequent companion events will just select a random companion for every stage of the event. Changing the variable name will cause CurrentActor to not be set, which will likely cause subsequent events to fail entirely or display blank target names.

no worries, you are the expert, thank you very much for the update.

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