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DEPRECATED (bc captor for CaptivityEvents for BannerLord) DEPRECATED


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Posted
On 12/3/2022 at 9:18 PM, humans_are_people said:

after saying ?time to have some fun", I only get three options: Court captive, send to harem, and send to barracks. Is that supposed to happen or am i missing something? I am using both tbc and bcc

yes you can either romance your captive, send them to a harem, or bring them to your troops. 

Posted (edited)

@SkipWestcott, would be nice if you could force some events to auto trigger based on herorequirements e.g.

 

Spoiler

-<CEEvent>

<Name>TB_tired_men</Name>

<Text>Your troops are exhausted after the long march, and you hear grumbling in the ranks. You may need to find something to lift their spirits soon...</Text>

<BackgroundName>TB_landscape_village</BackgroundName>

<NotificationName>TB_random_notification</NotificationName>


-<MultipleRestrictedListOfFlags>

<RestrictedListOfFlags>Random</RestrictedListOfFlags>

<RestrictedListOfFlags>LocationTravellingParty</RestrictedListOfFlags>

<RestrictedListOfFlags>LocationPartyInTown</RestrictedListOfFlags>

<RestrictedListOfFlags>LocationCity</RestrictedListOfFlags>

<RestrictedListOfFlags>LocationPartyInCastle</RestrictedListOfFlags>

<RestrictedListOfFlags>LocationCastle</RestrictedListOfFlags>

<RestrictedListOfFlags>LocationPartyInVillage</RestrictedListOfFlags>

<RestrictedListOfFlags>LocationVillage</RestrictedListOfFlags>

<RestrictedListOfFlags>LocationTavern</RestrictedListOfFlags>

<RestrictedListOfFlags>LocationDungeon</RestrictedListOfFlags>

</MultipleRestrictedListOfFlags>


-<Options>


-<Option>

<Order>0</Order>


-<MultipleRestrictedListOfConsequences>

<RestrictedListOfConsequences>Continue</RestrictedListOfConsequences>

</MultipleRestrictedListOfConsequences>

<OptionText>Continue</OptionText>


-<TriggerEvents>


-<TriggerEvent>

<EventName>TB_tired_men_A</EventName>

<EventWeight>10</EventWeight>

</TriggerEvent>


-<TriggerEvent>

<EventName>TB_tired_men_B</EventName>

<EventWeight>10</EventWeight>

</TriggerEvent>


-<TriggerEvent>

<EventName>TB_tired_men_C</EventName>

<EventWeight>10</EventWeight>

<EventUseConditions>true</EventUseConditions>

</TriggerEvent>


-<TriggerEvent>

<EventName>TB_tired_men_D</EventName>

<EventWeight>10</EventWeight>

<EventUseConditions>true</EventUseConditions>

</TriggerEvent>


-<TriggerEvent>

<EventName>TB_tired_men_E</EventName>

<EventWeight>10</EventWeight>

<EventUseConditions>true</EventUseConditions>

</TriggerEvent>

</TriggerEvents>

</Option>

</Options>

<ReqMoraleBelow>50</ReqMoraleBelow>

<ReqHeroTroopsAbove>2</ReqHeroTroopsAbove>

<WeightedChanceOfOccuring>10</WeightedChanceOfOccuring>

<ReqCustomCode>true</ReqCustomCode>

<SexualContent>false</SexualContent>

<ReqHeroMinAge>18</ReqHeroMinAge>

</CEEvent>

 

Edited by Whizkid
Posted (edited)
17 hours ago, Whizkid said:

@SkipWestcott, would be nice if you could force some events to auto trigger based on herorequirements e.g.

 

  Reveal hidden contents

-<CEEvent>

<Name>TB_tired_men</Name>

<Text>Your troops are exhausted after the long march, and you hear grumbling in the ranks. You may need to find something to lift their spirits soon...</Text>

<BackgroundName>TB_landscape_village</BackgroundName>

<NotificationName>TB_random_notification</NotificationName>


-<MultipleRestrictedListOfFlags>

<RestrictedListOfFlags>Random</RestrictedListOfFlags>

<RestrictedListOfFlags>LocationTravellingParty</RestrictedListOfFlags>

<RestrictedListOfFlags>LocationPartyInTown</RestrictedListOfFlags>

<RestrictedListOfFlags>LocationCity</RestrictedListOfFlags>

<RestrictedListOfFlags>LocationPartyInCastle</RestrictedListOfFlags>

<RestrictedListOfFlags>LocationCastle</RestrictedListOfFlags>

<RestrictedListOfFlags>LocationPartyInVillage</RestrictedListOfFlags>

<RestrictedListOfFlags>LocationVillage</RestrictedListOfFlags>

<RestrictedListOfFlags>LocationTavern</RestrictedListOfFlags>

<RestrictedListOfFlags>LocationDungeon</RestrictedListOfFlags>

</MultipleRestrictedListOfFlags>


-<Options>


-<Option>

<Order>0</Order>


-<MultipleRestrictedListOfConsequences>

<RestrictedListOfConsequences>Continue</RestrictedListOfConsequences>

</MultipleRestrictedListOfConsequences>

<OptionText>Continue</OptionText>


-<TriggerEvents>


-<TriggerEvent>

<EventName>TB_tired_men_A</EventName>

<EventWeight>10</EventWeight>

</TriggerEvent>


-<TriggerEvent>

<EventName>TB_tired_men_B</EventName>

<EventWeight>10</EventWeight>

</TriggerEvent>


-<TriggerEvent>

<EventName>TB_tired_men_C</EventName>

<EventWeight>10</EventWeight>

<EventUseConditions>true</EventUseConditions>

</TriggerEvent>


-<TriggerEvent>

<EventName>TB_tired_men_D</EventName>

<EventWeight>10</EventWeight>

<EventUseConditions>true</EventUseConditions>

</TriggerEvent>


-<TriggerEvent>

<EventName>TB_tired_men_E</EventName>

<EventWeight>10</EventWeight>

<EventUseConditions>true</EventUseConditions>

</TriggerEvent>

</TriggerEvents>

</Option>

</Options>

<ReqMoraleBelow>50</ReqMoraleBelow>

<ReqHeroTroopsAbove>2</ReqHeroTroopsAbove>

<WeightedChanceOfOccuring>10</WeightedChanceOfOccuring>

<ReqCustomCode>true</ReqCustomCode>

<SexualContent>false</SexualContent>

<ReqHeroMinAge>18</ReqHeroMinAge>

</CEEvent>

 

Ah, yknow, I have been tinkering with this as I go, and I am always at high morale!

 

Trust me though, once the "Captor" lines are solid, I'm starting a new campaign and will find this stuff! ?

 

But... did you have something else specific in mind? The 1037 Captivity Events exposed a lot of nice conditions I can use; did you check out Gear & Girls?

Edited by SkipWestcott
Posted (edited)
38 minutes ago, SkipWestcott said:

Ah, yknow, I have been tinkering with this as I go, and I am always at high morale!

 

Trust me though, once the "Captor" lines are solid, I'm starting a new campaign and will find this stuff! ?

 

But... did you have something else specific in mind? The 1037 Captivity Events exposed a lot of nice conditions I can use; did you check out Gear & Girls?

yup, i just wish that the player could not get to select options which is known to give positive outcomes, but based on players perks attributes traits etc.., atm the outcomes are predictable, of course there are events which the players should be allowed to decide, but mostly the captive events even some random events should be randomized and player not allowed to choose, also rather than let the player select the lord/ladies prisoners to interact with, try to activate captive events whenever these prisoners are in the captured player's party, reason is the game unlike warband allow enemy lords/ladies to be captured far to easily and i tend to have around 20-50 lords/ladies captured in my party which is also due to the dumb AI as players can pick when to fight or run whereas dumb AI will just do dumb things....

 

edit: This are some of my changes, just to give you and idea what I am trying to achieve, it will be good if u can have a look and see if it makes sense for you.Modules - events.7z

Modules - events.7z

Edited by Whizkid
Posted
36 minutes ago, Whizkid said:

try to activate captive events whenever these prisoners are in the captured player's party

 

Well, I made BC specifically because I wanted an active role as a Captor. You can always just wait for the events, but BC gives you something to do on the march.

 

I glanced at your Settings file -- ?

 

Posted

For some reason whenever I pick Court or some of the Harem options the event will just close itself with nothing happening. Not sure if this is a bug or a PEBKAC error.

Posted (edited)
7 hours ago, Zulthraze said:

For some reason whenever I pick Court or some of the Harem options the event will just close itself with nothing happening. Not sure if this is a bug or a PEBKAC error.

 

Hmmm. Double check that you don't have TBCaptivity's Settings folder. Then, right after the close happens, take a look at /zCaptivityEvents/ModuleLogs --- there are 3 files, and one should be logging the event-steps; it may help.

 

Oh, also -- some of the events don't have the proper "I'm too wounded" path, but I don't think that's it. Just doublecheck on full-health people. (It's really hard to test this for others, but I have been known to hang out in the Captivity Events Discord.

 

Also make sure you are using /zCE/ModuleLoader/BCCaptor/Settings/CEModuleCustom.xml!!!!!

Edited by SkipWestcott
Posted

@SkipWestcott, can this be included so that we are not allowed to recruit if we have reached the max limit of companions, as the game will then ry to remove any companions over the limit.

 

<RestrictedListOfConsequences>PlayerAllowedCompanion</RestrictedListOfConsequences>

 

or if its intentional for this to happen.

Posted (edited)
16 hours ago, SkipWestcott said:

 

Hmmm. Double check that you don't have TBCaptivity's Settings folder. Then, right after the close happens, take a look at /zCaptivityEvents/ModuleLogs --- there are 3 files, and one should be logging the event-steps; it may help.

 

Oh, also -- some of the events don't have the proper "I'm too wounded" path, but I don't think that's it. Just doublecheck on full-health people. (It's really hard to test this for others, but I have been known to hang out in the Captivity Events Discord.

 

Also make sure you are using /zCE/ModuleLoader/BCCaptor/Settings/CEModuleCustom.xml!!!!!


Double checked those things, still same issue. Tried with 100% HP captive.

Log file portions for after trying "Take her to my chamber" option:

 

12/13/2022 2:57:58 AM -- Skipping event BC_event_conditions_captive_female it does not match the conditions. HeroIsNotPregnant.
12/13/2022 2:57:58 AM -- Skipping event BC_event_conditions_captive_thief_female it does not match the conditions. ReqHeroSkillLevelAbove.
12/13/2022 2:57:58 AM -- Skipping event BC_event_conditions_captive_thief_pregnant it does not match the conditions. ReqHeroSkillLevelAbove.
12/13/2022 2:57:59 AM -- Skipping event BC_event_male_harem_wife it does not match the conditions. ReqHeroSkillLevelBelow.
12/13/2022 2:57:59 AM -- Skipping event BC_event_male_harem_new it does not match the conditions. ReqHeroSkillLevelBelow.
12/13/2022 2:57:59 AM -- Skipping event BC_event_conditions_captive_male it does not match the conditions. HeroGenderIsMale.
12/13/2022 2:58:01 AM -- Skipping event BC_event_male_harem_test it does not match the conditions. ReqHeroSkillLevelAbove.
12/13/2022 2:58:01 AM -- Skipping event BC_event_male_sex_ttf_1 NonSexualContent events disabled.
12/13/2022 2:58:01 AM -- Skipping event BC_event_male_sex_ttf_m NonSexualContent events disabled.
12/13/2022 2:58:01 AM -- Skipping event BC_event_female_sex_ttf_1 NonSexualContent events disabled.
12/13/2022 2:58:01 AM -- Skipping event BC_event_female_sex_ttf_m NonSexualContent events disabled.

 

edit: If relevant, male character female captive.

Edited by Zulthraze
Posted
3 hours ago, Zulthraze said:

12/13/2022 2:58:01 AM -- Skipping event BC_event_male_sex_ttf_1 NonSexualContent events disabled.
12/13/2022 2:58:01 AM -- Skipping event BC_event_male_sex_ttf_m NonSexualContent events disabled.
12/13/2022 2:58:01 AM -- Skipping event BC_event_female_sex_ttf_1 NonSexualContent events disabled.
12/13/2022 2:58:01 AM -- Skipping event BC_event_female_sex_ttf_m NonSexualContent events disabled.

 

edit: If relevant, male character female captive.

Perfect information!

 

This is my fault, it looks like -- I don't have the SexualContent flag set on the menus.

 

@Whizkid -- I did remove it on purpose, because I didn't want to have the full KaosesTweaks for just Companions.  Now that UnlimitedCAP is stable, though, let me think about it.

 

And on the missing event, yes, the Companion Dating ended up taking a whooole bunch of work & events, so there is more to be done there. What's working, though is the concept of freakier-events for freakier-companions. I do need to write the text for the events, too.

Posted
1 hour ago, Darmintak said:

How do I remove the "rutting beast" setting which is preventing me from certain event choices?

The only way to remove it is to "Take What Is Yours", and to then take it through one of the events there.  It 'should' only keep you stuck if you  "Take" then immediately "Throw her out".

Posted

Can anyone help me with the problem with saves? I noticed that captive skills will reset to 0 after i close my game or reload my save, like Prostitution skill etc. This also happens with the claimed womb / army whore option. After I close my games, it just reverts back to as if I had never picked those options before.

Posted (edited)
7 hours ago, kaezzie said:

Can anyone help me with the problem with saves? I noticed that captive skills will reset to 0 after i close my game or reload my save, like Prostitution skill etc. This also happens with the claimed womb / army whore option. After I close my games, it just reverts back to as if I had never picked those options before.

This is a problem with the way Bannerlord has a difference between Launching into a save game and Loading into a save game.  I've talked with the Captivity Events author about this, but there's nothing to be done.

 

What you can do is make backup saves, check your current_status every time you load up, and always close the game before reloading.

Edited by SkipWestcott
Posted
7 hours ago, CrazyCaveman said:

i don't understand whats wrong. both tb captivity and bc captor files wont show up in the launcher.

The 1037 update of Captivity Events puts MOST EVENT PACKS inside Cap Events:

 

They are NOT separate modules, they are loaded within CE. Look at the screenshot - it shows where TB goes and the Settings folder deleted.

 

CE Required + TB + BC should be around 1200 events (and 1100 images now).

Posted
7 hours ago, CrazyCaveman said:

i don't understand whats wrong. both tb captivity and bc captor files wont show up in the launcher.

because the files are missing the SubModule.xml, just open the archive and check, what i did was to extract the "TBCaptivity - Events" archive into zCEzBCCaptorGear folder, then do the same for the BCCaptorEvents.zip archive, this will ensure that tb events are overwritten by tb events in BCCaptorEvents.zip. After that copy the tb image files then the 2 BCCaptorEvents image files.

 

the SubModule.xml is just for bannerlord to know its a mod, CE will take care of loading the events and image...

Posted (edited)
21 minutes ago, Whizkid said:

because the files are missing the SubModule.xml, just open the archive and check, what i did was to extract the "TBCaptivity - Events" archive into zCEzBCCaptorGear folder, then do the same for the BCCaptorEvents.zip archive, this will ensure that tb events are overwritten by tb events in BCCaptorEvents.zip. After that copy the tb image files then the 2 BCCaptorEvents image files.

 

the SubModule.xml is just for bannerlord to know its a mod, CE will take care of loading the events and image...

You shouldn't need to do all that; there's no need for Submodules for just events. This is what my folders look like:

 

 

BC_folders.jpg

 

The "Revived" TB I provided has *all* their events Overwriteable, so load order shouldn't be an issue.

Edited by SkipWestcott
Posted

I'm getting an event that just says 'TEST This space has been intentionally left blank' and the options are "begin preparations', 'BLANK', 'BLANK', and "this seems rather cruel'. Is there any way to disable this event from firing all the time? Seems to only fire when I have prisoners in my party

Posted
3 hours ago, Enyalios said:

I'm getting an event that just says 'TEST This space has been intentionally left blank' and the options are "begin preparations', 'BLANK', 'BLANK', and "this seems rather cruel'. Is there any way to disable this event from firing all the time? Seems to only fire when I have prisoners in my party

 

That is the text for the "Bolton" prisoner hunting events, and should be suppressed.

 

Do you have the original TB, or the TB Revived I have provided? The file "TBOverrideCaptorEvents.xml" should have that text, but in TB Revived, there is the flag <RestrictedListOfFlags>CanOnlyBeTriggeredByOtherEvent</RestrictedListOfFlags> which prevents it from firing.

 

Tl/dr, update maybe?

Posted
On 12/17/2022 at 3:26 AM, SkipWestcott said:

You shouldn't need to do all that; there's no need for Submodules for just events. This is what my folders look like:

 

 

BC_folders.jpg

 

The "Revived" TB I provided has *all* their events Overwriteable, so load order shouldn't be an issue.

i just tried this on my existing game and CE doesnt load these events, check the mcm and tb and bc events are missing, could be your method works on start of a new game i did not test that out, but i then created a submodule for each mods and ce loaded them just an fyi. btw, i am not using any mod manager i am using steam for the core mods and just copy and paste into mod directory for ce and other mods not in steam.

 

upload the submodule if anyone needs it to get CE to load these events, also load order tb on top and bc mods at bottom i think for overwrite issues...

 

SubModule.xml SubModule.xml

Posted (edited)
10 hours ago, SkipWestcott said:

 

That is the text for the "Bolton" prisoner hunting events, and should be suppressed.

 

Do you have the original TB, or the TB Revived I have provided? The file "TBOverrideCaptorEvents.xml" should have that text, but in TB Revived, there is the flag <RestrictedListOfFlags>CanOnlyBeTriggeredByOtherEvent</RestrictedListOfFlags> which prevents it from firing.

 

Tl/dr, update maybe?

I am having this same issue and checking the file showed the flags to be there without issue.

 

Edit: I found that I had accidentally put the files in the module folder. After fixing that it stopped happening.

Edited by tarin
Posted
On 12/15/2022 at 5:22 PM, SkipWestcott said:

This is a problem with the way Bannerlord has a difference between Launching into a save game and Loading into a save game.  I've talked with the Captivity Events author about this, but there's nothing to be done.

 

What you can do is make backup saves, check your current_status every time you load up, and always close the game before reloading.

 

 

so am i suppose to load or launch to avoid this problem? also how am i able to check "current_status?

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