bicobus Posted December 30, 2023 Posted December 30, 2023 8 hours ago, B0ukensha said: nice that people like yourself are assisting the community, thank you. Though i am near releasing the next version, just trying to deal with this issue where you get put into prison randomly and can't find the event i added which causes it XD So it may be a few more days or perhaps weeks, idk. I've developed a little tool that might help. Don't be fooled by the name, can't edit anything right now. However it load and validate the XMLs, then provides an interface allowing you to search events based on name, text or skill required (more filter options could be added). I still have not done a proper release, but it should be usable. There's also a preview window to follow an event chain to its completion. There's an existing "debug build" in the release page. It was made to debug the build workflow, not so much the software itself. You may wanna try it, though there are caveat from an unrefined release. The first run will bring a settings window, you'll need the base CE module and your module set up as if they were installed in the game (mostly for the images, haven't tested a different layout). You'll need to point a path to the xsd I mentioned earlier (zCaptivityEvents/ModuleLoader/CaptivityRequired/Events/CEEventsModal.xsd). There's no log file, it outputs errors and warnings to cli. If you are interested, I can spend a few hours trying to refine whatever aspect you find obtuse. 1
Celedhring Posted January 28, 2024 Posted January 28, 2024 Yeeeaaah...finally updated after so long! *eagerly downloads*
B0ukensha Posted January 28, 2024 Author Posted January 28, 2024 20 hours ago, Celedhring said: Yeeeaaah...finally updated after so long! *eagerly downloads* whut :S You mean the little fix that's posted in the thread here? Not really an update though XD But i guess i should update it since it's fixed on my end, even though there are some half-finished events.
Celedhring Posted January 30, 2024 Posted January 30, 2024 On 1/28/2024 at 3:20 PM, B0ukensha said: whut :S You mean the little fix that's posted in the thread here? Not really an update though XD But i guess i should update it since it's fixed on my end, even though there are some half-finished events. No, the 1.1.5-1100 version. I hadn't noticed it until recently as I hadn't used your mod since way, way back till Taleworld's updates broke it.
B0ukensha Posted January 30, 2024 Author Posted January 30, 2024 1 hour ago, Celedhring said: No, the 1.1.5-1100 version. I hadn't noticed it until recently as I hadn't used your mod since way, way back till Taleworld's updates broke it. Well you may want to download again in a day or so, as i think i just solved all my buggy issues (mostly self-inflicted) and this next version is a huge expansion on what was there.
Celedhring Posted January 31, 2024 Posted January 31, 2024 22 hours ago, B0ukensha said: Well you may want to download again in a day or so, as i think i just solved all my buggy issues (mostly self-inflicted) and this next version is a huge expansion on what was there. Great, looking forward to it. I'm still using 1.1.5 1100 of CE as I haven't bothered to update my game to 1.2.8. Largely because mods are slow to update so I'm staying on 1.1.6. I didn't use 1.1.6 1100 of CE Events because no amount of tinkering with it would keep the slave level from resetting to zero upon being free.
B0ukensha Posted February 3, 2024 Author Posted February 3, 2024 For any who may be following this thread, NEW UPDATE, version 1.2.9.1 works with current CE likely also past versions or future versions, don't be afraid to give it a go. There's like maybe 1000 new events or something? idk how many the previous one had. But go have fun, explore!
Celedhring Posted February 6, 2024 Posted February 6, 2024 On 2/2/2024 at 6:28 PM, B0ukensha said: For any who may be following this thread, NEW UPDATE, version 1.2.9.1 works with current CE likely also past versions or future versions, don't be afraid to give it a go. There's like maybe 1000 new events or something? idk how many the previous one had. But go have fun, explore! Works so far with CE 1.1.5 1100 I like the new events but haven't gone too deep into it yet. 1
B0ukensha Posted February 9, 2024 Author Posted February 9, 2024 Hi folks i've been seeing if i can add translations to this mod and i think it should be relatively simple. I recall some people had offered to do translations in the past though i can't recall who or where they said so... So i'm just going to pop these files here and if anyone wants to check if translating stuff like this works let me know! BoukieAnimals.xml <-- original mod events with the translation tags added It should be easy, replace BoukieAnimals.xml with the original and place the Languages folder Languages.zipunder ModuleData. Copy the xml that's in English, make a folder of your language and paste the xml in there. The XMLs are both named the same so don't get them confused. In the new language xml (in a folder called Spanish or whatever) you replace the language with whatever should appear in the MCM, in this case also Spanish 😛 then just translate all the text in your new language .xml save it and hope it works? I don't actually know this is how you do it but if someone would be willing to test it out with me, reach out. And in case i figure out where those translators spoke to me i'll reach out and send you here XD I really only have to add tags to the original document it think but i won't bother with it unless someone wants to translate, making the language xml is literally copy-paste so i'd leave that up to translators. No point me telling you what language to translate in... By the way, you can force_fire events in the console for testing.
Whizkid Posted February 10, 2024 Posted February 10, 2024 bug fix duplicated <Name>BB_TavernClientCardgameTavernJoinGameRound1Win</Name> last one should be <Name>BB_TavernClientCardgameTavernJoinGameRound1WinBig</Name> fyi
B0ukensha Posted February 10, 2024 Author Posted February 10, 2024 9 hours ago, Whizkid said: bug fix duplicated <Name>BB_TavernClientCardgameTavernJoinGameRound1Win</Name> last one should be <Name>BB_TavernClientCardgameTavernJoinGameRound1WinBig</Name> fyi Thanks, here's the fixed xml BoukieVoluntaryLocationProstitute.xml Fixed a few other things while i was in there too. 1
But-Who- Posted February 10, 2024 Posted February 10, 2024 Hello. Does this work with BC Captor: Hot Buttered
B0ukensha Posted February 11, 2024 Author Posted February 11, 2024 16 hours ago, But-Who- said: Hello. Does this work with BC Captor: Hot Buttered Yes As far as i'm aware my mod conflicts with nothing specifically, just the possibility that both of us overwrite the same basic events. Which isn't really a problem at all.
But-Who- Posted February 11, 2024 Posted February 11, 2024 2 hours ago, B0ukensha said: Yes As far as i'm aware my mod conflicts with nothing specifically, just the possibility that both of us overwrite the same basic events. Which isn't really a problem at all. Thats great. Should I load it before or after the BC in the mod menu?
B0ukensha Posted February 11, 2024 Author Posted February 11, 2024 3 hours ago, But-Who- said: Thats great. Should I load it before or after the BC in the mod menu? Well obviously i'd want you to load my mod last, but it's not a requirement, it'll work either way.
bicobus Posted February 11, 2024 Posted February 11, 2024 5 hours ago, B0ukensha said: Yes As far as i'm aware my mod conflicts with nothing specifically, just the possibility that both of us overwrite the same basic events. Which isn't really a problem at all. The only issue would be continuity. Both Hot butter (or default events) and your mod uses their own variable to track progression. For example, slavery level or prostitution levels. The value of those variables would be interpreted differently by each module, if shared. Though, if I remember correctly, each module is fully independent from each other, and that leads one to be a master prostitute in a module and still novice in the other. So, not a conflict. Just some weirdness. Mostly due to a lack of core overarching state from the main captivity event mod. That is you influence your own state irrespective the the state of the other concurrent stories that run alongside yours.
Celedhring Posted February 13, 2024 Posted February 13, 2024 (edited) Pregnancies/offspring caused by this mod if it's not by your spouse can potentially create a crash - at least I think that was the case because I got some messages in "red in characters not being located at start up, resulting in a crash according to Better Exceptions. While the error message didn't specifically mention what mods caused it..it was the result of an evocation of a non existing object. Presumably the parent of the child. I'm generally not a big fan of those kinds of pregnancies by a non-existent NPC...I much prefer that it be by the leader of the party that captured the player character or by a NPC that exists in Bannerlord. Edited February 13, 2024 by Celedhring
dreamboy17 Posted February 15, 2024 Posted February 15, 2024 (edited) hello, I'm new to LL modding. I'm having an issue where I get two same pop ups and not many events overall seem to be initiating(It says it loaded 2k events). It might be an issue with original captivity events or this mod I spent like two hours but didn't manage to figure it out myself. Can anyone help me with installation and all? Edited February 15, 2024 by dreamboy17
B0ukensha Posted February 16, 2024 Author Posted February 16, 2024 18 hours ago, dreamboy17 said: hello, I'm new to LL modding. I'm having an issue where I get two same pop ups and not many events overall seem to be initiating(It says it loaded 2k events). It might be an issue with original captivity events or this mod I spent like two hours but didn't manage to figure it out myself. Can anyone help me with installation and all? Nope it should be working as intended, if it says it loaded them in then it works, the reason you only get two events is likely because you're staying in the same situation pretty constantly. i.e. you're running around with no captives or always with captives. And each of those situations (and many more) have only a handful of events. The 2000 events you see are every individual window of every branch of an event. My mod has several dozen actual events which are composed of dozens, sometimes a hundred of those windows and options and branching points each. Totaling to 2000 "events" (and like 400 or so of those are default events from CE) of course i'm still working on adding more events but i'm especially making big long chain events, for shorter and likely more events try installing more event pack from other modders. Check the bannerlord lovers club for a list of mods for bannerlord here on LL or join the CE discord, you can find it on that mod page's description. 2
bicobus Posted February 27, 2024 Posted February 27, 2024 There are a couple of issues with Boukensha's events that could trigger some form of soft lock. When you are a prostitute in a settlement and get enslaved, you may then get sold to a mercenary. The mercenaries are identified as "Notable" by the game, however Boukie restrict his events to lords. More over, the status of the player character is of a slave/prostitute, which doesn't fit neatly in any wait tree. When that happens, the player becomes stuck in that party until the party gets defeated. No event will fire. To resolve that issue, skipping the notable check is advised by adding the following to the list of restricted flags to events in BoukieLordSlaveProstitute.xml: <RestrictedListOfFlags>HeroOwnedByNotable</RestrictedListOfFlags> <RestrictedListOfFlags>HeroNotOwnedByNotable</RestrictedListOfFlags> Even so, there is no realistic escape possibility when in that situation and will become stuck as a lord whore. You could be sold back to a settlement, but then the same issue arise: you may be too high level for any event to fire, and owned by a notable will prevent some events to happen. Leaving the player waiting in a cell indefinitely. Adding the same skip to events present in BoukieSlaveProstitute.xml would allow for some events to fire. Passing a certain threshold in prostitution/slavery will prevent the player from escaping, locking them into reliving the same group of event until freed forcefully (war). The player character is not eligible to be sold to caravans, as they only trade slave that are not prostitute. The player character is also barred from events that are purely reserved for prostitutes. So they'll be stuck in the same city for a very long time. Suggestions: add a way for the player character to raise their charm/roguery by modifying existing events or adding new ones. Charm roguery could then be used to escape either the slavery or the prostitute flag, allowing the player to enter a different set of events or even gaining freedom. 1
MrSpacePenguin Posted March 6, 2024 Posted March 6, 2024 I know I'll sound stupid but this is how you put the files into image folder right? 1
bicobus Posted March 6, 2024 Posted March 6, 2024 3 hours ago, MrSpacePenguin said: I know I'll sound stupid but this is how you put the files into image folder right? Seems right. 1
sdf11 Posted March 20, 2024 Posted March 20, 2024 Hello. Some strange thing... i can't install mod, because launcher says that i having wrong version as string. Is i made something wrong?
B0ukensha Posted March 20, 2024 Author Posted March 20, 2024 1 hour ago, sdf11 said: Hello. Some strange thing... i can't install mod, because launcher says that i having wrong version as string. Is i made something wrong? That's very strange Can you open the submodule xml and show me what's in it? either copy paste or screenshot is fine
bicobus Posted March 20, 2024 Posted March 20, 2024 5 hours ago, sdf11 said: Hello. Some strange thing... i can't install mod, because launcher says that i having wrong version as string. Is i made something wrong? If it's the warning about mismatching versions, then you can safely ignore it. If you can't tick the module, then there's another issue.
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