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DEPRECATED (bc captor for CaptivityEvents for BannerLord) DEPRECATED


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Posted
2 hours ago, jimmypete said:

 

 

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

In the 'cheat console', captivityevents has a bunch of commands, captivity.current_status Yourcharactername will show some info.

 

16 hours ago, Whizkid said:

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.

 

That is really odd, as I have my events showing fine in MCM.

 

Events are events; if they are detected, they should load no matter where they are.


Thanks for the submodule; I had it in old zips, but I suppose I have to provide it again next version, which will be fairly soon!

Untitled.jpg

Posted
5 hours ago, SkipWestcott said:

In the 'cheat console', captivityevents has a bunch of commands, captivity.current_status Yourcharactername will show some info.

 

That is really odd, as I have my events showing fine in MCM.

 

Events are events; if they are detected, they should load no matter where they are.


Thanks for the submodule; I had it in old zips, but I suppose I have to provide it again next version, which will be fairly soon!

Untitled.jpg

yea its pretty weird but then bannerlord is pretty weird it works for some, thanks for sharing great mod.

Posted

Hi everyone 

 

I hope someone can help me . 

 

I start to use the captivity events mode, looks like it's work well . 

The slaves gain affection and other stats, but anytime i load a save, all stats set back to 0. 

 

thanks in advance ; ) 

Posted
Just now, Billy the Great said:

Hi everyone 

 

I hope someone can help me . 

 

I start to use the captivity events mode, looks like it's work well . 

The slaves gain affection and other stats, but anytime i load a save, all stats set back to 0. 

 

thanks in advance ; ) 

This is a known issue with BannerLord save files -- the only way to avoid it is to always shut down the game and relaunch, do not reload a save.

 

Also, use captivity.current_status Yourname after you load in, to make sure nothing weird happened.

 

(Bannerlord does not re-initialize the captivity events custom skills module on Menu load, so your skills reset!!! ?   )

Posted

@SkipWestcott , duplicate events in bc and tb without <RestrictedListOfFlags>Overwriteable</RestrictedListOfFlags> flag, fyi.

 

<Name>TB_companion_devoted_f</Name>

<Name>TB_companion_devoted_m</Name>

<Name>TB_companion_sex_f</Name>

 

these events are not triggered as its flag as <RestrictedListOfFlags>CanOnlyBeTriggeredByOtherEvent</RestrictedListOfFlags>, this is also in original TB mod fyi.

<Name>TB_companion_horny_devoted_m_player_f</Name>

<Name>TB_companion_horny_devoted_m_player_m</Name>

<Name>TB_companion_horny_f_player_f</Name>

<Name>TB_companion_horny_f_player_m</Name>

<Name>TB_companion_horny_m_player_f</Name>

<Name>TB_companion_horny_m_player_m</Name>

 

also it will greatly help if you were to remove <WeightedChanceOfOccuring>XX</WeightedChanceOfOccuring> from events which is flagged as <RestrictedListOfFlags>CanOnlyBeTriggeredByOtherEvent</RestrictedListOfFlags>, this helps in detecting events which can only be triggered by other events.

 

Posted
15 hours ago, SkipWestcott said:

This is a known issue with BannerLord save files -- the only way to avoid it is to always shut down the game and relaunch, do not reload a save.

 

Also, use captivity.current_status Yourname after you load in, to make sure nothing weird happened.

 

(Bannerlord does not re-initialize the captivity events custom skills module on Menu load, so your skills reset!!! ?   )

Thank you for your help : ) now it's work well. 

 

allow me a new question : ) 

 

After i put one of my prisoner to my brothel and press right click on the prostitute ( when i should see the prostitutes data , the game will crash.  

 

Have you experienced something similiar ? 

Posted
9 hours ago, Billy the Great said:

After i put one of my prisoner to my brothel and press right click on the prostitute ( when i should see the prostitutes data , the game will crash.  

 

Have you experienced something similiar ? 

 

In my experience, Taleworlds "did something" to Heroes in about 1.8 which made putting any Hero prisoners in the brothel a VERY RISKY proposition. I simply do not do it anymore; partly why I made the Gear & Girls mod, to fill up brothels with 'troops'

Posted (edited)
12 hours ago, Whizkid said:

@SkipWestcott , duplicate events in bc and tb without <RestrictedListOfFlags>Overwriteable</RestrictedListOfFlags> flag, fyi.

 

<Name>TB_companion_devoted_f</Name>

<Name>TB_companion_devoted_m</Name>

<Name>TB_companion_sex_f</Name>

 

these events are not triggered as its flag as <RestrictedListOfFlags>CanOnlyBeTriggeredByOtherEvent</RestrictedListOfFlags>, this is also in original TB mod fyi.

<Name>TB_companion_horny_devoted_m_player_f</Name>

<Name>TB_companion_horny_devoted_m_player_m</Name>

<Name>TB_companion_horny_f_player_f</Name>

<Name>TB_companion_horny_f_player_m</Name>

<Name>TB_companion_horny_m_player_f</Name>

<Name>TB_companion_horny_m_player_m</Name>

 

also it will greatly help if you were to remove <WeightedChanceOfOccuring>XX</WeightedChanceOfOccuring> from events which is flagged as <RestrictedListOfFlags>CanOnlyBeTriggeredByOtherEvent</RestrictedListOfFlags>, this helps in detecting events which can only be triggered by other events.

 

Yes, I found these duplicates last night, actually, and I have a fix, alllmost ready.

 

Trigger flags --- Yeah, those are in a section  called <!-- suppress TB date randoms --> to suppress them entirely for my own events.

 

Weighted Chance -- that's how TB had it. I will experiment, because I do see some whiffs on Picture Conditions.

Edited by SkipWestcott
Posted

New to modding this, gave me some confusion, not gonna' lie.

How do i install this?

No matter what i do it doesnt show in the modules loader (mods) and it doesn't show in the ingame mod menu.

Posted (edited)
1 hour ago, humans_are_people said:

A lot of images arent showing up for the events, mainly the TB slavey events. I have both image files as well as the TB images. whats thew issue?

Image Pack 2 had an update from 190MB to 250MB, make sure you have that, it should have the missing pics. If that doesn't work, check the CapEvents/ModuleLogs files for what Missing Texture you have and we can figure it out.

 

23 minutes ago, -Player1- said:

New to modding this, gave me some confusion, not gonna' lie.

How do i install this?

No matter what i do it doesnt show in the modules loader (mods) and it doesn't show in the ingame mod menu.

It has to be unzipped into Modules/zCapEvents/ModuleLoader/*, like the screenshot,

 

and it does not show as a regular mod, as it is just Events for Captivity Events.

Edited by SkipWestcott
Posted
20 minutes ago, SkipWestcott said:

Image Pack 2 had an update from 190MB to 250MB, make sure you have that, it should have the missing pics. If that doesn't work, check the CapEvents/ModuleLogs files for what Missing Texture you have and we can figure it out.

 

It has to be unzipped into Modules/zCapEvents/ModuleLoader/*, like the screenshot,

 

and it does not show as a regular mod, as it is just Events for Captivity Events.

 

Okay so i did it right but i wasn't sure because it didn't show. Thanks

Posted (edited)

Hi there. Does anyone else have the entire Character page full of "skills"? Unfortunately they can't be scrolled so there is too many skills for too little space. I also use the BannerKings mod so maybe they conflict?

 

Skills like "Energy", "Potion", "Favor", "Butt Lust", "Guest in Torture chamber".... and all kinds of skills are now in the Character menu "blocking" out the regular skills. Ideas?

 

I can just about see the Social and Intelligence Attribute Categories on the TOP LEFT wich are supposed to be on the bottom left usually.

 

PS:  I can definately confirm that turning off all CapEvents removes this problem but it could be in conjunction with BannerKings possibly....

Edited by GuaZi
Posted
1 minute ago, GuaZi said:

Hi there. Does anyone else have the entire Character page full of "skills"? Unfortunately they can't be scrolled so there is too many skills for too little space. I also use the BannerKings mod so maybe they conflict? But stuff (skills) like "Energy", "Potion", "Favor", "Butt Lust" and all kinds of skills are not in the Character menu "blocking" out the regular skills. Ideas?

yea banner king has that problem making it hard to use it with ce...

Posted
26 minutes ago, GuaZi said:

Hi there. Does anyone else have the entire Character page full of "skills"? Unfortunately they can't be scrolled so there is too many skills for too little space. I also use the BannerKings mod so maybe they conflict?

 

Skills like "Energy", "Potion", "Favor", "Butt Lust", "Guest in Torture chamber".... and all kinds of skills are now in the Character menu "blocking" out the regular skills. Ideas?

 

I can just about see the Social and Intelligence Attribute Categories on the TOP LEFT wich are supposed to be on the bottom left usually.

 

PS:  I can definately confirm that turning off all CapEvents removes this problem but it could be in conjunction with BannerKings possibly....

People have said that if you save, quit, and reload Banner Kings starts behaving better.

 

I do not know the particulars, though.

Posted

Thanks for the mod man, things are working good right now. I have one issue that I think has been happing since TB original. where my captured thieves, scions and other not-affiliated-to-a-kingdom-hero prisoners get released when any mercenary clan joins my kingdom or when peace is declared. anybody else having this issue, or know if it's a compatibility issue with another mod?

Posted
11 minutes ago, tevishk said:

Thanks for the mod man, things are working good right now. I have one issue that I think has been happing since TB original. where my captured thieves, scions and other not-affiliated-to-a-kingdom-hero prisoners get released when any mercenary clan joins my kingdom or when peace is declared. anybody else having this issue, or know if it's a compatibility issue with another mod?

Hmm, no, I've seen weird stuff, but not that particular problem. Not sure about merc clans, but then I haven't tested too much as King, just a vassal......... more to test!

Posted
48 minutes ago, SkipWestcott said:

Hmm, no, I've seen weird stuff, but not that particular problem. Not sure about merc clans, but then I haven't tested too much as King, just a vassal......... more to test!

huh, this is happening as a vassal, must be a mod that I have doing it. I'll post my mod list for documentation and I'll try to figure out which is doing it.

MyList.bmlist

Posted
11 minutes ago, tevishk said:

huh, this is happening as a vassal, must be a mod that I have doing it. I'll post my mod list for documentation and I'll try to figure out which is doing it.

 

I don't see anything alarming in there. Hopefully you have the latest of all the BC/TB stuff. All i can say is I find new bugs every day, some TW, some CE, some mine heh

Posted
3 hours ago, SkipWestcott said:

I don't see anything alarming in there. Hopefully you have the latest of all the BC/TB stuff. All i can say is I find new bugs every day, some TW, some CE, some mine heh

not sure what's happening then, I have tested it with a bare a minimum mod list. next step is doing a fresh install of everything, but I don't want to so I'll live with it. 

Posted
8 hours ago, tevishk said:

not sure what's happening then, I have tested it with a bare a minimum mod list. next step is doing a fresh install of everything, but I don't want to so I'll live with it. 

Rather than a fresh install,

 

What I always do is save my game BEFORE CaptivityEvents, then right AFTER.

 

So, maybe find an old file and see if the problem persists in that particular SAVE. I've seen lots of things kill a savegame, but they're TW vs CE inconsistencies.

Posted
2 hours ago, SkipWestcott said:

Rather than a fresh install,

 

What I always do is save my game BEFORE CaptivityEvents, then right AFTER.

 

So, maybe find an old file and see if the problem persists in that particular SAVE. I've seen lots of things kill a savegame, but they're TW vs CE inconsistencies.

Let me walk you through what I did to test this, I started a new game used cultured start to start as a male vassal of battania (wasn't on my original mod list so probably not the culprit) changed the thief event weight to 10000  and changed the chance of ambush on that event to zero. once I got my thief I waited, with the thief in my party as a prisoner. once mercs join the kingdom or peace is declared, the thief is still released automatically by the game due to "peace being declared". If I keep the thief in the brothel they stay there but in my party they get released.

 

I use vortex to install most of my mods except captivity events. For these test I left all of my mods enabled in vortex but unclicked them in butterloader. my next step in trouble shooting would be to disable and uninstall all mods in vortex do a clean reinstall of bannerlord including wiping all config data from documents and hunting down any hidden files. then manually reinstalling the listed mods. a bit too much for me right now I may try it later.

 

This issue has been so ever-present throughout all my saves and characters I am shocked it is not a known issue. I appreciate your support by the way. 

most min.bmlist

Posted
5 minutes ago, tevishk said:

once I got my thief I waited, with the thief in my party as a prisoner. once mercs join the kingdom or peace is declared, the thief is still released automatically by the game due to "peace being declared". If I keep the thief in the brothel they stay there but in my party they get released.

 

The only time I had something like that issue was when I was trying to fix CE's clan behaviors and I was spawning the prisoners in my clan, so when peace was declared, they were released.  Never saw Mercs joining as an issue.

 

Show me the Option node you have which spawns the Thief.

Posted (edited)
10 minutes ago, SkipWestcott said:

 

The only time I had something like that issue was when I was trying to fix CE's clan behaviors and I was spawning the prisoners in my clan, so when peace was declared, they were released.  Never saw Mercs joining as an issue.

 

Show me the Option node you have which spawns the Thief.

is this what you need?

 

edit: wrong file

 

 

 

TBRandomEventsMale_Noncon.xml

Edited by tevishk

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