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2 hours ago, Zan1001 said:

Thanks! Just to be clear, it doesn't only happens with that one, there are several others. For example that event that triggers the slave hunt in the world map starts with "TEST This space is left blank" (or something like that) and the second option is "blank".

 

Just to test, I removed all the .xml from BCCaptor that said "Override" in their name and now it kinda works (2400 events instead of 2900), but I was just wondering if it had anything to do with the load order or something like that because I didn't edit any of the XML files, they're being used as is

 

This is my load list if it matters:

  Reveal hidden contents

Bannerlord.Harmony: v2.3.0.174
BetterExceptionWindow: v6.5.0.0
Bannerlord.ButterLib: v2.8.15.0
Bannerlord.UIExtenderEx: v2.8.0.0
Bannerlord.MBOptionScreen: v5.9.1.0
Native: v1.1.6.0
SandBoxCore: v1.1.6.0
BirthAndDeath: v1.1.6.0
CustomBattle: v1.1.6.0
Sandbox: v1.1.6.0
StoryMode: v1.1.6.0
AttributePerLevel: v1.0.6.0
zCaptivityEvents: v1.1.6.1100
KLBShackles: e1.5.6.0
BCCaptorGear: v1.0.0.0
BannerKings: v1.2.7.6
Bannerlord.Diplomacy: v1.2.8.0
BetterTime: v1.3.2.0
DistinguishedService: v5.2.0.0
EquipBestItem: v1.10.0.0
Female_Troops_Reborn: v1.0.1.0
ImprovedGarrisons: v4.1.2.11
KillBanditsRaiseRelations: v2.1.3.0
OpenSourceArmory: v1.17.0.0
RBM: v3.6.1.0
OpenSourceArmoryRBM: v1.17.0.0
OpenSourceSaddlery: v1.6.0.0
OpenSourceSaddleryRBM: v1.6.0.0
OpenSourceWeaponry: v1.7.0.0
OpenSourceWeaponryRBM: v1.7.0.0
PartyScreenEnhancements: v1.6.11.0
TournamentsXPanded: v4.1.13.0
XorberaxLegacy: v1.0.5.7
hotbutter: v2.0.4.0
hotbutterscenes: e1.8.0.0
zBoukenshasBinder: v1.1.5.1100
zCEBandit: v1.1.5.1100
zCEDefaults: v1.1.5.1100
zzCharacterCreation: v1.5.5.151

 

 

idk but usually this mod should be last in load order for it to trigger, the defaults ones are always at the top, since these are only text files etc..

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  • 2 weeks later...

Fixed the XMLs causing some events to not load in 1110. You'll need to use both new BC Captor and CE I attached.

 

`zCaptivityEvents_Fixed_V1.2.8_1110` only has one change in `zCaptivityEvents\ModuleLoader\CaptivityRequired\Events\CEEventsModal.xsd`, line 32 `<xs:element ref="ReqCustomCode" minOccurs="0" />` since I got lazy, comment above that line says it's not used.

zCEzBCCaptorGear_Fixed_v1.2.8_1110.zip zCaptivityEvents_Fixed_V1.2.8_1110.rar

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On 12/29/2023 at 8:06 AM, jgvtmcxihxvtghzpzz said:

Fixed the XMLs causing some events to not load in 1110. You'll need to use both new BC Captor and CE I attached.

 

`zCaptivityEvents_Fixed_V1.2.8_1110` only has one change in `zCaptivityEvents\ModuleLoader\CaptivityRequired\Events\CEEventsModal.xsd`, line 32 `<xs:element ref="ReqCustomCode" minOccurs="0" />` since I got lazy, comment above that line says it's not used.

zCEzBCCaptorGear_Fixed_v1.2.8_1110.zip 1.26 MB · 41 downloads zCaptivityEvents_Fixed_V1.2.8_1110.rar 10.24 MB · 47 downloads


I don't get which mods need to be remplaced by yours.
Or could you explain in details what you modified in each XML so that I could do it manually myself ?
Many thanks

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On 12/29/2023 at 8:06 AM, jgvtmcxihxvtghzpzz said:

Fixed the XMLs causing some events to not load in 1110. You'll need to use both new BC Captor and CE I attached.

 

`zCaptivityEvents_Fixed_V1.2.8_1110` only has one change in `zCaptivityEvents\ModuleLoader\CaptivityRequired\Events\CEEventsModal.xsd`, line 32 `<xs:element ref="ReqCustomCode" minOccurs="0" />` since I got lazy, comment above that line says it's not used.

zCEzBCCaptorGear_Fixed_v1.2.8_1110.zip 1.26 MB · 44 downloads zCaptivityEvents_Fixed_V1.2.8_1110.rar 10.24 MB · 49 downloads

Please don't redistribute wholes mods, that's both not very friendly to the mod authors and undermine their ability to track and resolve issues. Both mods are opensource, you can provide a patch upstream and you'll be welcomed for that.

 

To the other members of the forum: don't just download whatever file you find on this forum unless you trust the source.

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On 1/6/2024 at 9:21 PM, bobobooob said:

how do i install this mod properly? I want to make sure everything works

 

There's a Modules folder. It's used by the base game for its own content, but you can add more modules yourself. A module is comprised of a folder into with a SubModule.xml file exists. The rest, you can deduce.

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I had an error that corrupted my save files with this mod:

"Invalid CharacterObject UpgradeTargets Detected of 1073743541" (two more times with the number increasing by one each time).

Not an immediate crash but then, as soon as my character's troop moved on the map, the game crashed

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