Jump to content

[Mod]TBCaptivityEventsExtension


Recommended Posts

Posted
4 minutes ago, AndarielHalo said:

 

 

 

I've gotten the same crash.  I think it is due to the overrides in this mod's "DefaultCaptiveRequiredEvents.xml" not working properly.  This mod's version removes the Female captive required events and moves them to a different XML, but for whatever reason the base CE mod isn't registering this properly and so it essentially sees them as missing, and crashes.

See above post for the fix

Posted
50 minutes ago, genericlogin said:

I had a crash on capture too. I have no idea where to find that log, so I took a screenshot of the crash dialog.

1415465039_CaptureCrash.png.5954bc622bf8a09c2d4978c34f0c6d9a.png

See above post for the fix

Posted

 That's really weird. I'd run the game for an extended period without running into that crash... Just goes to show, I suppose. I'll have to remember to make sure to actually *get* captured during a test in the future.

 

I incorporated @Plaguetard's change (thanks - credit in the changelog) to prevent the crash, and did a few other minor updates. Tested getting captured / freed a few times and a random subset of events at multiple slavery levels without a crash so far. 

Posted
14 hours ago, transfer said:

 That's really weird. I'd run the game for an extended period without running into that crash... Just goes to show, I suppose. I'll have to remember to make sure to actually *get* captured during a test in the future.

 

I incorporated @Plaguetard's change (thanks - credit in the changelog) to prevent the crash, and did a few other minor updates. Tested getting captured / freed a few times and a random subset of events at multiple slavery levels without a crash so far. 

Thanks. I don't need any credit though. Was a minor slip up. The awesome work has been done by you thus far. I used to write when I was a kid, so I look forward to making a few of my own. I've read the coding you've done pretty extensively to understand how the xml's work. That's the only reason I was able to know why it wasn't working.

Posted
On 5/24/2020 at 8:21 PM, transfer said:

That's interesting. It definitely did not do that previously. I'll get to it when I have time at some point, but considering most single health reductions are relatively low I don't consider it a high priority.

Ok I tested. Debuff mechanism is working as intended. I was confused because in previous version I receive pillory event and taking punishment  increase my hp.

 

I tested this version. I noted a few things. The event fires many times per game day. I am not sure if this is intended. You can always reset slavery event where you introduce yourself using all your names, additionally it is being reset after you escape. I am not sure how this mechanism suppose to work from the game perspective

Posted

So I keep crashing on the events with slavery in a town, can I get some help? I'm running your TB events 1.1.7, captivity events 1.4.1.5, and Bannerlord beta branch 1.4.1, and Modlib, and thats it for mods. I can get CE to run pretty OK w/o your TB extensions, but this crash is killing me trying to figure it out. 

asd.png

Posted
2 hours ago, chrisfalsum said:

So I keep crashing on the events with slavery in a town, can I get some help? I'm running your TB events 1.1.7, captivity events 1.4.1.5, and Bannerlord beta branch 1.4.1, and Modlib, and thats it for mods. I can get CE to run pretty OK w/o your TB extensions, but this crash is killing me trying to figure it out. 

asd.png

I suggest using stable branch. It has one major advantage. It does not crash.

Posted
5 hours ago, Zdun said:

Ok I tested. Debuff mechanism is working as intended. I was confused because in previous version I receive pillory event and taking punishment  increase my hp.

 

I tested this version. I noted a few things. The event fires many times per game day. I am not sure if this is intended. You can always reset slavery event where you introduce yourself using all your names, additionally it is being reset after you escape. I am not sure how this mechanism suppose to work from the game perspective

I can't to my knowledge control how often events fire, but you should be able to do so using the sliders in the main mod's settings (from mod options in the main menu). I can change how often my events happen vs others, but I'm not sure that's useful to your current predicament.

 

As for slavery reset, I agree - it's currently too easy to escape until it isn't. I'm testing a rebalance pass on the slavery mechanic which eliminates a good deal of the get-out-of-slavery-free cards like that, and makes freeing yourself a more gradual process of regaining your sanity. The exception is for eager slaves (250+), who at that point are so mind-broken the only way out is for you to be reminded of your past self by either being randomly freed (there are ~3-4 encounters which do so, all fairly low chance) or during an event in which you humiliate yourself in front of your former clan members for your master's pleasure (and that has a chance of failure).

 

Also considering what is essentially a robin hood (e.g. handsome but not entirely selfless or good hero) recurring event which can end in your freedom, but need to find a way to have the character be persistent

 

In general the idea is:

 

1-100: you are able to resist, which will lower your slavery, but if you don't have enough health to withstand the training/punishment resistance brings it'll push you back up again

1-250: you are able to attempt to kill your captor / escape, which will heavily lower your slavery, but if it fails will cause severe retaliation to your health and push you back into training

1-250: you occasionally dream of freedom, which lets you regain health fairly quickly, but also increases your slavery moderately

250+: you don't really want to be free, do you?

 

the keyword 'rest' should in all cases heal the player 

drinking / swallowing cum should in most cases (except when you're literally gorging yourself to the point of damage) heal the player

Posted
On 5/27/2020 at 5:28 AM, chrisfalsum said:

So I keep crashing on the events with slavery in a town, can I get some help? I'm running your TB events 1.1.7, captivity events 1.4.1.5, and Bannerlord beta branch 1.4.1, and Modlib, and thats it for mods. I can get CE to run pretty OK w/o your TB extensions, but this crash is killing me trying to figure it out. 

asd.png

Can you screenshot your modlist? I'll try to help figure out what it is and see if I can replicate it.

 

**Edit - And if you can, snag the end of your log before the crash and post it into the spoiler tag /Edit**

Posted
On 5/27/2020 at 5:28 AM, chrisfalsum said:

So I keep crashing on the events with slavery in a town, can I get some help? I'm running your TB events 1.1.7, captivity events 1.4.1.5, and Bannerlord beta branch 1.4.1, and Modlib, and thats it for mods. I can get CE to run pretty OK w/o your TB extensions, but this crash is killing me trying to figure it out. 

asd.png

Are you sure no other events are crashing? You might have a bad installation.

Posted

TBH I'm also getting that crash, and am currently stumped on determining why or how. What's really weird is it's triggering after an event that isn't actually one of mine, but doesn't seem to occur without my events installed.

 

Currently troubleshooting my installation; once I get it working I'll update with new features and (hopefully) those issues fixed:

  • Arena event: your captor or master sells you to an arena master for a day of 'entertainment'
  • Morale event: When your party's at really low morale, they may ask you to take action to raise it...
  • Bonus event for players who've managed to get to extremely high slavery and relation with their master
  • Updated and randomized values for essentially everything, so that you gain/lose renown and relation as things happen
  • More randomized slavery and noncon event outcomes
Posted
47 minutes ago, transfer said:

TBH I'm also getting that crash, and am currently stumped on determining why or how. What's really weird is it's triggering after an event that isn't actually one of mine, but doesn't seem to occur without my events installed.

 

Currently troubleshooting my installation; once I get it working I'll update with new features and (hopefully) those issues fixed:

  • Arena event: your captor or master sells you to an arena master for a day of 'entertainment'
  • Morale event: When your party's at really low morale, they may ask you to take action to raise it...
  • Bonus event for players who've managed to get to extremely high slavery and relation with their master
  • Updated and randomized values for essentially everything, so that you gain/lose renown and relation as things happen
  • More randomized slavery and noncon event outcomes

What event? I'll help ya trouble shoot before I head to bed. I must not have hit this trigger yet for some reason.

 

*Edit - Did you update yesterday morning? /Edit*

Posted

How up-to-date is this mod?

 

I was looking at the install instructions contained in the zip, and it refers to TBGenericReplacers.xml which does not exist in the current version.

 

So I looked closer and saw that this mod installs overtop of the base zCaptivityEvents and overrides some files. And, in couple cases, replaces the defaults with smaller xml files. (It also uses different sprite sheets,)

 

(The sloppy modularity boundaries worry me... so I thought I should ask before trying to test this thing.)

Posted
8 hours ago, sen4mi said:

(The sloppy modularity boundaries worry me... so I thought I should ask before trying to test this thing.)

This annoys me too, but AFAIK I literally don't have any other way to write it. As soon as there exists some way to reskin/theme the original events without straight up overwriting the files they're in, I'll try to implement it.

 

This was updated about a week ago, but the install instructions in the file were incorrect. I'll modify it in the next update to tell users to refer to the file page on this site.

 

I'm currently testing the behavior of this mod to try to avoid any obvious crashes, and make sure that I've at least tested every new event I'm adding. I'll upload a new version as soon as I have some reasonable certainty that it won't just crash immediately upon capture or event calls.

Posted
18 hours ago, transfer said:

TBH I'm also getting that crash, and am currently stumped on determining why or how. What's really weird is it's triggering after an event that isn't actually one of mine, but doesn't seem to occur without my events installed.

 

Currently troubleshooting my installation; once I get it working I'll update with new features and (hopefully) those issues fixed:

  • Arena event: your captor or master sells you to an arena master for a day of 'entertainment'
  • Morale event: When your party's at really low morale, they may ask you to take action to raise it...
  • Bonus event for players who've managed to get to extremely high slavery and relation with their master
  • Updated and randomized values for essentially everything, so that you gain/lose renown and relation as things happen
  • More randomized slavery and noncon event outcomes

I figured out what that crash was, in case you haven't yet.

In TBOverriddenWaitingMenus_Slavery.xml you have for CE_slavery_waiting_menu the background as TB_dungeon_lying. However, there is no Sprite named TB_dungeon_lying. I took default_prison.png and made a copy of it, naming it  TB_dungeon_lying.png, and it worked.

 

*Disregard. That apparently was causing a crash if you were caught sneaking into town though, just FYI. It seems the caravan sold bug described above is something else.

Posted
24 minutes ago, Plaguetard said:

I figured out what that crash was, in case you haven't yet.

In TBOverriddenWaitingMenus_Slavery.xml you have for CE_slavery_waiting_menu the background as TB_dungeon_lying. However, there is no Sprite named TB_dungeon_lying. I took default_prison.png and made a copy of it, naming it  TB_dungeon_lying.png, and it worked.

 

*Disregard. That apparently was causing a crash if you were caught sneaking into town though, just FYI. It seems the caravan sold bug described above is something else.

Yeah, I found that and fixed it, good sleuthing! The other issue is extremely similar, and seems to be related to the way the mod handles overrides - if I use the exact same code in my override as in the defaultmenus.xml file it behaves differently.

 

For now, I'm going to be just replacing the defaultmenus file. Hopefully will have a release up shortly, this has taken way more time than I'd imagined.

Posted

Release is up. Changed the patch notes to be a complete running list, so you should be able to see what's going on there.

 

I highly recommend reviewing the Installation section of the file description (on this site, not in the README), as I've clarified some common issues people were having and included a couple of manual steps you can take to improve behavior.

 

For reference, I currently play with both of the listed files deleted for the stated reasons.

 

Going to take a break for a bit, been at this too long. Hope you all have fun!

 

Posted
3 hours ago, transfer said:

Yeah, I found that and fixed it, good sleuthing! The other issue is extremely similar, and seems to be related to the way the mod handles overrides - if I use the exact same code in my override as in the defaultmenus.xml file it behaves differently.

 

For now, I'm going to be just replacing the defaultmenus file. Hopefully will have a release up shortly, this has taken way more time than I'd imagined.

Awesome. I have a save where I can run off in three directions and trigger the mod in every way. I wish I could help more but I'm clearly not understanding how the Events link to which menus. I see that some events have a trigger to go to other events, but in one like CE_slavery_sold_caravan_slave, I don't understand at this point based on reviewing you and BL's code to quite get how the code is sending the event from the traveling caravan waiting menu to the town slave menu. I keep dabbling at it so that I could help out and write some events. I'll get there eventually.

 

Anyways, let me install it and I'll let ya know if I get anything!

Posted
7 minutes ago, Plaguetard said:

Awesome. I have a save where I can run off in three directions and trigger the mod in every way. I wish I could help more but I'm clearly not understanding how the Events link to which menus. I see that some events have a trigger to go to other events, but in one like CE_slavery_sold_caravan_slave, I don't understand at this point based on reviewing you and BL's code to quite get how the code is sending the event from the traveling caravan waiting menu to the town slave menu. I keep dabbling at it so that I could help out and write some events. I'll get there eventually.

 

Anyways, let me install it and I'll let ya know if I get anything!

TBH I don't understand that either, as I haven't figured out how to decompile the .dlls yet. The mechanism in the XML is fairly straightforward, however:

 

CE_slavery_sold_caravan_slave has a RestrictedListOfConsequences attribute of SoldToCaravan - this calls a function I presume exists in BadListener's code (in the DLL, so you won't find this in any of my xml) which performs the switch from a town status to a caravan status. The base menu is probably then just displayed via configuration switch (e.g. "if caravan status is true, display this"), as the menus themselves don't otherwise behave like events (in that it's possible to default to them and they don't freeze time).

 

If there isn't a caravan, it mostly just crashes the game, which is why that event outcome should always be coupled with the RestrictedListOfFlags "VisitedByCaravan". Same thing in any similar case (SoldToNotable without a noble, etc).

 

For what it's worth, I've found one bug so far I need to fix: the pillory event doesn't properly send to its subsequent event in all cases. Probably just a typo.

Posted
5 hours ago, Plaguetard said:

I figured out what that crash was, in case you haven't yet.

In TBOverriddenWaitingMenus_Slavery.xml you have for CE_slavery_waiting_menu the background as TB_dungeon_lying. However, there is no Sprite named TB_dungeon_lying. I took default_prison.png and made a copy of it, naming it  TB_dungeon_lying.png, and it worked.

 

*Disregard. That apparently was causing a crash if you were caught sneaking into town though, just FYI. It seems the caravan sold bug described above is something else.

 

Hmm... if I scan through the BackgroundName entries, looking for pngs, I do not find these in zCaptivityEvents:

 

default (eventscommon)
default_submit_kneel (requiredevents)
TB_character_mercenary (events_sexual)
TB_character_noble (sexual_sold)
TB_multiple_captives (sexual_noncon)
TB_prison_facial_dirty (bestiality)
TB_prison_group (bestiality)
 

There's a bunch of pngs that start with default, though, and maybe the game has special support for default? (I don't know enough about how the game works. But maybe some of these are things that should be fixed?)

 

 

Posted
11 minutes ago, sen4mi said:

 

Hmm... if I scan through the BackgroundName entries, looking for pngs, I do not find these in zCaptivityEvents:

 

default (eventscommon)
default_submit_kneel (requiredevents)
TB_character_mercenary (events_sexual)
TB_character_noble (sexual_sold)
TB_multiple_captives (sexual_noncon)
TB_prison_facial_dirty (bestiality)
TB_prison_group (bestiality)
 

There's a bunch of pngs that start with default, though, and maybe the game has special support for default? (I don't know enough about how the game works. But maybe some of these are things that should be fixed?)

 

 

Fascinating. Nice catch. Testing a fix. Most of this is legacy from the overall history of changes to the file structure and image nomenclature, and then some of it is just me being scatterbrained.

Posted
1 hour ago, sen4mi said:

 

Hmm... if I scan through the BackgroundName entries, looking for pngs, I do not find these in zCaptivityEvents:

 

default (eventscommon)
default_submit_kneel (requiredevents)
TB_character_mercenary (events_sexual)
TB_character_noble (sexual_sold)
TB_multiple_captives (sexual_noncon)
TB_prison_facial_dirty (bestiality)
TB_prison_group (bestiality)
 

There's a bunch of pngs that start with default, though, and maybe the game has special support for default? (I don't know enough about how the game works. But maybe some of these are things that should be fixed?)

 

 

No, I don't think so. Not based on what I've seen. You're correct in that those should be png files. In the past when I've found one that didn't exist, the game crashed when that event triggered. I'm guessing they are typos. I'm certainly not trying to speak for Transfer, but I'd suggest replacing them with the following;

 

default -> TB_common_men_talking

default_submit_kneel -> TB_submit_kneel

TB_character_mercenary -> TB_con_lord_explain (I could see a few of the images working here)

TB_character_noble -> TB_character_lord

TB_multiple_captives -> TB_group_grope_hand

TB_prison_facial_dirty -> TB_arena_facial_dirty

TB_prison_group -> TB_arena_group

 

I mean, you can change them to whatever you want, just fyi. The way it works based on how I can tell, is whatever is in the background, searches for the sprite with the same name within the sprite subfolders. 

 

*Edit - I may be wrong, that if no sprite is found, sometimes it will bring up "default" as the image and keep going. I have also though certainly found if the png doesn't exist, that I'll be able to replicate and get crashes. So... I'm not exactly sure when each would apply, but I would definitely try to resolve the issue /Edit*

Posted
1 hour ago, transfer said:

TBH I don't understand that either, as I haven't figured out how to decompile the .dlls yet. The mechanism in the XML is fairly straightforward, however:

 

CE_slavery_sold_caravan_slave has a RestrictedListOfConsequences attribute of SoldToCaravan - this calls a function I presume exists in BadListener's code (in the DLL, so you won't find this in any of my xml) which performs the switch from a town status to a caravan status. The base menu is probably then just displayed via configuration switch (e.g. "if caravan status is true, display this"), as the menus themselves don't otherwise behave like events (in that it's possible to default to them and they don't freeze time).

 

If there isn't a caravan, it mostly just crashes the game, which is why that event outcome should always be coupled with the RestrictedListOfFlags "VisitedByCaravan". Same thing in any similar case (SoldToNotable without a noble, etc).

 

For what it's worth, I've found one bug so far I need to fix: the pillory event doesn't properly send to its subsequent event in all cases. Probably just a typo.

So in testing, I spent 10 days with looters, 10 days in a village, 10 days in a caravan, and 2 days in a city before I was sold to a caravan. The caravan never sold me so I couldn't test that, but, when I decided to get myself recaptured at a city to test that out, I did get a crash. I know PC had a high slavery rating from the caravan (not sure if that carries over after being freed, didn't get to get recaptured). When I clicked on the "What will happen to you now?" it froze. I checked the TBOverrideRequiredEvents.xml with that line, and I'm not sure which of the 4 capture strip events it triggered that I froze off of, because all 4 events there have the same wording. what I will do, is go through and put 1, 2, 3, 4 on the end of each, try to get it to do it again, and then see if I can find where the bug is.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...