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DEPRECATED (bc captor for CaptivityEvents for BannerLord) DEPRECATED


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Posted
7 hours ago, Imaginationstation said:

Maybe I installed wrong, or am just missing it, but is there a way to see the new "skills". I can't seem to find where they are, nor do any of them seem to be leveling.

 captivity.current_status Yourname Willowbark

 

They level through events, but sometimes the output is hidden.

Posted
On 12/23/2022 at 11:34 AM, SkipWestcott said:

Hmm, the file you have is matching what I have; the spawn event is "TB_thief_capture". I wanted to make sure you had Clan="neutral" on it from BC.

I did the clean install, manually installed everything. ran into the same issue Harem and thief prisoners are still being released.

 

I don't think it's possible this is your mods doing, I just don't get why it's not happening to other people.

20221224205230_1log.jpg

Posted (edited)
On 12/24/2022 at 7:06 PM, tevishk said:

I did the clean install, manually installed everything. ran into the same issue Harem and thief prisoners are still being released.

 

I don't think it's possible this is your mods doing, I just don't get why it's not happening to other people.

20221224205230_1log.jpg

 

I'm having the same exact same problem as you are. My slaves get removed from my party as soon as peace is declared. I hope to find a fix soon because this is a very good mod. 

Edited by Coolguy45
Posted (edited)

my game keeps crashing mid siege on my current campaign - does anyone have this issue or a way to resolve it?

 

Is anyone with Captor able to do sieges?

 

It doesnt seem to be the siege since ive left and deleted some saves, and i crash around the same day -  i tested the mod by sittting in Poros for 2 years, but now that ive joined a kingdom as a Mercenary the game has been crashing.

 

Am i just suppose to play ONLY as my own kingdom? Ive left the kingdom but im still crashing, so im wondering

 

 

Decided to make a new campaign and stay in Poros for a few years (again) and for some reason my game crashes after a year, i had done the same test before with Null Hero Fix and OnGovernorChanged Workaround and the only events were yours from CAPTOR and everything was going good - but then i added the default one and now my game is crashing during year 1085 - sooo, im going to retry and new install with just your events and hope it all works fine. - cuz the only test staying at Poros that i didnt try was my latest one with the default CE events and thats the one making my game crash after a year

 

making this mod work has been a SOB, but i thought about it, and playing the game without the brothel makes the game uplayable for me, even with all other mods working, especially since the base mod does so much that i like - prevents escapes everything else is just a huge plus for me. If i can get the mod to work with just your captor events ill be happy. (wish me luck, ty for your hard work here)

Edited by jimmypete
Posted

I've had captives disappear with no warning, particularly if I become a vassal but it's happened just going to a town. I wonder if it might be the handling of ransoms that is sort of 'patched over' with the null hero fix / governor thingy.

 

Really enjoy the mod btw, so many thanks.

 

Are there other console commands? I'd like to cheat back things like obedience when I've accidentally re-loaded a save and wiped the data.

Posted
On 12/28/2022 at 6:06 AM, jimmypete said:

default CE events

 

The Default CE events is one I in fact do not play with, just the Required.  I stopped playing with Default way back in the day because it was too spammy and I didn't care for so many of the events. Then I found TB, and here we are.

 

My setup is BC,Required -- note no TB now (except images!) because I've replaced all events with my own copies and overwritten paths.

 

42 minutes ago, Biomirth said:

I've had captives disappear with no warning, particularly if I become a vassal but it's happened just going to a town. I wonder if it might be the handling of ransoms that is sort of 'patched over' with the null hero fix / governor thingy.

 

Really enjoy the mod btw, so many thanks.

 

Are there other console commands? I'd like to cheat back things like obedience when I've accidentally re-loaded a save and wiped the data.

I still need to try a new play-through with a lot of allegiance changes. I've gotten some issues late in games, with mismatches between my Party count and my actual troop counts which I don't know if they're CE related or not.

 

You're welcome!

 

You can use the native console commands to directly add skills to yourself; in development I had the Procuress menu let me set Virgin/Slut skill levels, but there's no other quick way to do it. What you CAN do is *always save and quit, never reload from the menu* -- Bannerlord does NOT re-initialize non-native Modules for some of the areas, so that is what wipes your skills more often than not.  When you load up, make sure the save you have does have your skills, otherwise, you're starting over.

 

However, if you're starting over, that means the Virginity chances reset, so happy hunting!

Posted

I am probably just being stupid but I cannot get my game to recognise BC Captor. The default captivity events are working fine. I am using vortex and have dragged the files into it as usual. They seem to enable fine but I cannot see BC Captor in the Load order list either. Any suggestions? Thanks

Posted
4 hours ago, Boad said:

I am probably just being stupid but I cannot get my game to recognise BC Captor. The default captivity events are working fine. I am using vortex and have dragged the files into it as usual. They seem to enable fine but I cannot see BC Captor in the Load order list either. Any suggestions? Thanks

It is not a mod, it is just events for CE. It will not show in load order, you just add it to the /CE/ModuleLoader/ path and the events are detected.

Posted

Thanks. I got it working. I am having an issue with the "bribery" event. The one where you bribe them and either ruin their reputation or they join you. I am successfully bribing them but they just stay as a prisoner. Likewise, if I "run their reputation" I dont see any message about their reputation dropping like I used to with TB. I am not using TB at all - just CE and BC.

Posted (edited)
16 hours ago, Boad said:

Thanks. I got it working. I am having an issue with the "bribery" event. The one where you bribe them and either ruin their reputation or they join you. I am successfully bribing them but they just stay as a prisoner. Likewise, if I "run their reputation" I dont see any message about their reputation dropping like I used to with TB. I am not using TB at all - just CE and BC.

 

Ok, firstly, I've stolen all the TB events and overwritten them, so NO ONE needs TB on its own anymore. But on that event, the outcomes are from TB -- the logic is, if they have less than 10 affection for you, they will NOT join you. You either ONLY keep them prisoner or you ALSO ruin their reputation with the allegation you paid for.

Edited by SkipWestcott
Posted
2 hours ago, SkipWestcott said:

 

Ok, firstly, I've stolen all the TB events and overwritten them, so NO ONE needs TB on its own anymore. But on that event, the outcomes are from TB -- the logic is, if they have less than 10 affection for you, they will NOT join you. You either ONLY keep them prisoner or you ALSO ruin their reputation with the allegation you paid for.

so do i still need this "TBCaptivity (Original) for CaptivityEvents for Bannerlord 1.0 0.1.4"?

Posted
14 hours ago, Whizkid said:

so do i still need this "TBCaptivity (Original) for CaptivityEvents for Bannerlord 1.0 0.1.4"?

I have a question around this as well.  Not to mention the image installation for the packs still shows TB Captivity as a subfolder under Captivity Required.  If those events are incorporated into this mod does the folder structure change or no?

Posted

Ok, my intention had always been to seamlessly overwite some of TB events -- he wrote ALL this stuff, I just added way more skills, and adjusted some paths and logic.

 

As of the last patch (0.2.2), no, no one who wants to keep BC Captor as logically consistent as possible needs anything except the Images from TB. (These images can go into any folder under ModuleLoader.)

 

18 hours ago, Whizkid said:

so do i still need this "TBCaptivity (Original) for CaptivityEvents for Bannerlord 1.0 0.1.4"?

 

No.

4 hours ago, cniht said:

I have a question around this as well.  Not to mention the image installation for the packs still shows TB Captivity as a subfolder under Captivity Required.  If those events are incorporated into this mod does the folder structure change or no?

Ok, I am going to update the whole description when I patch events next, and change the image.

 

Sorry for the confusion.

 

The next patch (events only) fixes more stuff. I could push it right now, but I keep finding little glitches, like Gender detection is spotty for some triggers, some of the early stuff I wrote isn't as consistent as the later stuff. I'm fixing all that, and the update notes will be, "TB is folded in completely, and you don't require their events, just grab their images" in effect.

Posted
2 hours ago, SkipWestcott said:

Ok, my intention had always been to seamlessly overwite some of TB events -- he wrote ALL this stuff, I just added way more skills, and adjusted some paths and logic.

 

As of the last patch (0.2.2), no, no one who wants to keep BC Captor as logically consistent as possible needs anything except the Images from TB. (These images can go into any folder under ModuleLoader.)

 

 

No.

Ok, I am going to update the whole description when I patch events next, and change the image.

 

Sorry for the confusion.

 

The next patch (events only) fixes more stuff. I could push it right now, but I keep finding little glitches, like Gender detection is spotty for some triggers, some of the early stuff I wrote isn't as consistent as the later stuff. I'm fixing all that, and the update notes will be, "TB is folded in completely, and you don't require their events, just grab their images" in effect.

would be nice if u would just release a full mod with everything and not pieces here and there to avoid confusion and also depreciate tb to no longer necessary, thank you of all that hardwork.

Posted
11 minutes ago, Whizkid said:

would be nice if u would just release a full mod with everything and not pieces here and there to avoid confusion and also depreciate tb to no longer necessary, thank you of all that hardwork.

Problem is that TB is almost 200MB of images itself, so it has to be in different packs on LL.

Posted
1 hour ago, SkipWestcott said:

Problem is that TB is almost 200MB of images itself, so it has to be in different packs on LL.

i mean making a mod page with all requirements, atm files are in different mod page.

 

Just a heads up BCCaptorEvents without the SubModule.xml does not work as the events does not show up in mcmv5, my solution is easy i just copy drag BCCaptorEvents contents into zCEzBCCaptorGear and problem solved, note there are duplicates png files especially NK_tds_*.png which is also found in tb images, there are also others which can be traced from Mount & Blade II Bannerlord\Modules\zCaptivityEvents\ModuleLogs\LogFileFC.txt.

 

Posted (edited)
On 12/18/2022 at 4:06 PM, SkipWestcott said:

Untitled.jpg

^ this again. Also, my /ModuleLoader/BCCaptorEvents works, whereas yours does not... Not sure.

 

Re: "One Mod" -- the Gear mod is an item mod, and not everyone feels the same about new items. I could, of course, tell people to drop BC main on top of it instead of into /ModuleLoader....

Edited by SkipWestcott
Posted
1 hour ago, SkipWestcott said:

^ this again. Also, my /ModuleLoader/BCCaptorEvents works, whereas yours does not... Not sure.

 

Re: "One Mod" -- the Gear mod is an item mod, and not everyone feels the same about new items. I could, of course, tell people to drop BC main on top of it instead of into /ModuleLoader....

its not a big problem tho, just weird that in my setup ce refuses to load xlm and images, both tb original and bc does not load, just a case of ce acting weirdly.

Posted
1 hour ago, Whizkid said:

TB_dream_dreamer_escape

Does not appear in TB at all as its own event. There have been a few like that which I've had to fix.

 

On your problem, what if you put the Events into the /ModuleLoader/CaptivityRequired/Events ???

Posted
7 hours ago, SkipWestcott said:

Does not appear in TB at all as its own event. There have been a few like that which I've had to fix.

 

On your problem, what if you put the Events into the /ModuleLoader/CaptivityRequired/Events ???

yup it will load if its in any mods, somehow ce just doesnt load mods without any submodule...

Posted (edited)

@SkipWestcott, missing a_TBConditions.xml or u forgot to change TB_random_current_actor_condition_m, TB_random_current_actor_condition_f and TB_random_current_actor_condition to BC_random_current_actor_condition_m, BC_random_current_actor_condition_f and BC_random_current_actor_condition?

 

att first i thought its missing files then i check again and realised had it but somehow forgot to change the names from tb to bc.

 

 

Edited by Whizkid
Posted
5 hours ago, Whizkid said:

@SkipWestcott, missing a_TBConditions.xml or u forgot to change TB_random_current_actor_condition_m, TB_random_current_actor_condition_f and TB_random_current_actor_condition to BC_random_current_actor_condition_m, BC_random_current_actor_condition_f and BC_random_current_actor_condition?

 

att first i thought its missing files then i check again and realised had it but somehow forgot to change the names from tb to bc.

 

 

Yep, found that. I have an update for the events; I just keep finding more issues (mostly like gender detection does NOT work on some loops).

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