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Posted

Another event is when your slavery is too high, you may trigger a event and choose 'swear to be your his, forever', then you join your captor's clan and be ransomed! Seems reasonable, but even you're completely tamed and become a member of your captor's, he still think you as enemy, run after you and attempt to attack.

Since you are on his side, he can't attack and then make a conversation to you. When you end the talk, he catch you and begin to talk again...

I remember that this Bug can be fixed by loading save from main menu, perhaps?

Posted
1 hour ago, 煤球猫 said:

Another event is when your slavery is too high, you may trigger a event and choose 'swear to be your his, forever', then you join your captor's clan and be ransomed! Seems reasonable, but even you're completely tamed and become a member of your captor's, he still think you as enemy, run after you and attempt to attack.

Since you are on his side, he can't attack and then make a conversation to you. When you end the talk, he catch you and begin to talk again...

I remember that this Bug can be fixed by loading save from main menu, perhaps?

Game doesn't like it. You're not supposed to be part of another clan, but the leader of your own. Which is also why you don't marry into a house, as a female, but the man marry into yours. But any female clan member will marry into the foreign clan.

 

Reason is that the game's designed in a way that you are supposed to received fiefs or own things. Which you cannot while being in a non-leader position.

Posted
On 3/12/2023 at 1:31 PM, sinph said:

On a side note is that and this seperate mods or are they suppose to be used in conjunction with this since they seem to go into the same folder.

Do you mean BC and TB? I have taken all the TB events and put them into BC already; until TB updates on his own, I have the latest.

Posted
7 minutes ago, SkipWestcott said:

Do you mean BC and TB? I have taken all the TB events and put them into BC already; until TB updates on his own, I have the latest.

Isn't marked as deprecated like that other thing, guess it is TB events, and now that I'm actually looking at the events folder, bc captor probably overwrites everything in bccaptorgear. Thought the event files were different but guess I was wrong. So definitely shouldn't be using them together, though probably doesn't matter if this overwrites all the files anyways.

Posted (edited)

To add to this: even wanderer slaves are released when there is peace declared or when a mercenary contract ends (I think any mercenary contract does it). I assume this is not intended behavior either. Keeping those in a brothel you own prevents them from being released, but if they're in your party they will disappear eventually - often rather fast.

 

Moreover, if you do keep them in brothels, eventually this mod or CE itself induces a known savegame corruption - an IndexOutOfRangeException at TaleWorlds.CampaignSystem.Roster.TroopRoster.AddToCountsAtIndex. Adding a try catch block with dnspy fixes that (see here). Several people have reported the same in the main CE thread, also reporting a link with keeping "hero" (wanderer or not) prisoners in brothels. I have noticed when the corruption happens, I have at least one hero NPC in a brothel that is not considered a captive anymore - if you talk to them, they'll act as if they're a wanderer ready to be recruited in a tavern ("I could use someone like you in my party" and so on), despite being in your "prisoners" roster in your party. All of this is possibly a bug in CE itself / in BL, or a combination of both.

 

Another issue I had: for me, the BC_companion_debut_f_player_f event was the only one that triggered, the only one. I had to disable it because of it. I also play a male character, and given the name I'm not 100% sure it should even have triggered.

Edited by ulanbator
Posted

Hi

 

I think there is an issue witth TB_catcall_duel_win , since when I kill the man in combat, it seems to trigger TB_catcall_duel_lose instead of the win counterpart (even when the xml states:

 

   <BattleSettings Ref="City" EnemyName="Catcaller" Victory="TB_catcall_duel_win" Defeat="TB_catcall_duel_lose" PlayerTroops="0">
                    <SpawnTroops>
                        <SpawnTroop Ref="Enemy" Id="gangleader_bodyguard_empire" Number="1" />
                    </SpawnTroops>
                </BattleSettings>

 

Is this ok?

Posted
17 hours ago, ulanbator said:

To add to this: even wanderer slaves are released when there is peace declared

As I said, known bug, but,

 

There is a pull request to fix this in the next update of CE! Rejoice!

 

13 hours ago, chuabechito said:

there is an issue witth TB_catcall_duel_win

Yes, I have mentioned this bug to the author of CE, still being investigated.  Am I correct that you were in the city, and were given the outside combat event, and lost all your troops? (I've been able to fight and win outside-to-outside).

Posted
1 hour ago, SkipWestcott said:

As I said, known bug, but,

 

There is a pull request to fix this in the next update of CE! Rejoice!

 

Yes, I have mentioned this bug to the author of CE, still being investigated.  Am I correct that you were in the city, and were given the outside combat event, and lost all your troops? (I've been able to fight and win outside-to-outside).

Now that I think of it yeah, it was a battlefield outside with military gear, not inside the city with civilian. And the troops thing I think it didn't happen EVERY time, but 9/10 (this is a bit hazy though)

Posted
2 hours ago, SkipWestcott said:

As I said, known bug, but,

 

There is a pull request to fix this in the next update of CE! Rejoice!

 

Yes, I have mentioned this bug to the author of CE, still being investigated.  Am I correct that you were in the city, and were given the outside combat event, and lost all your troops? (I've been able to fight and win outside-to-outside).

Something similar just happened with a Male character btw. Had a fem slave, training in the arena, nameless swordsman challenges me (the flavor of the text was that from the city, not from a camp outside, so far so good). I accept, we go outside the city, I win but still he manages to "knock me down" and take the slave from me.

Posted (edited)
2 hours ago, SkipWestcott said:

There is a pull request to fix this in the next update of CE! Rejoice!

 

I just took a look at your commits over there, thanks a bunch !

 

I might just go ahead and build it from current git + your PR in the meantime (or inject your changes), won't even have to wait. I'll let you know if I witness weird stuff.

 

I suspect I'll still have the BC_companion_debut_f_player_f bug I mentioned above, mind you (it fires constantly, and only it - overriding any other CE or BC Captor event). I suspect it might be intended but it should save something afterwards to not trigger again, and that might be the bug ? CE's LogFileLT looks like this when the event fires:

 

DD/MM/YYYY HH:MM:SS -- Incorrect ConsequenceCompanions heroSelected: System.ArgumentNullException: Value cannot be null.
Parameter name: source
  at System.Linq.Enumerable.Contains[TSource] (System.Collections.Generic.IEnumerable`1[T] source, TSource value, System.Collections.Generic.IEqualityComparer`1[T] comparer) [0x0000d] in <5c5fa49bfcb245569447e7edd431f418>:0 
  at System.Linq.Enumerable.Contains[TSource] (System.Collections.Generic.IEnumerable`1[T] source, TSource value) [0x0000a] in <5c5fa49bfcb245569447e7edd431f418>:0 
  at CaptivityEvents.Events.CECompanionSystem.ConsequenceForceMarry (CaptivityEvents.Custom.Companion companion, TaleWorlds.CampaignSystem.Hero hero) [0x00006] in <123a696da3414162af5e9421b911892e>:0 
  at CaptivityEvents.Events.CECompanionSystem.ConsequenceCompanions (TaleWorlds.CampaignSystem.CharacterObject hero, TaleWorlds.CampaignSystem.Party.PartyBase party) [0x004c3] in <123a696da3414162af5e9421b911892e>:0 BC_companion_debut_f_player_f

 

Again, this is with a male main character. Disabling this specific event is my current workaround.

Edited by ulanbator
Posted
45 minutes ago, ulanbator said:

CE's LogFileLT looks like this when the event fires:

Ouch that's new to me, I'll see if I can figure it out.

45 minutes ago, ulanbator said:

I might just go ahead and build it from current git + your PR in the meantime (or inject your changes), won't even have to wait. I'll let you know if I witness weird stuff.

Perfect, please do. I have more fixes/enhancements in the pipeline, and my Forked /development is available too.

Posted
52 minutes ago, chuabechito said:

Something similar just happened with a Male character btw. Had a fem slave, training in the arena, nameless swordsman challenges me (the flavor of the text was that from the city, not from a camp outside, so far so good). I accept, we go outside the city, I win but still he manages to "knock me down" and take the slave from me.

Yep, same issue. I think maybe it's not triggering in-city battles the BL release way...

Posted (edited)
1 hour ago, ulanbator said:

the BC_companion_debut_f_player_f bug I mentioned above, mind you (it fires constantly, and only it - overriding any other CE or BC Captor event). I suspect it might be intended but it should save something afterwards to not trigger again

If you can bother, the next time it fires on a companion, before you click, check their status for 

NotNewCaptive

flag. Then check after. It is supposed to set and prevent.

 

Ok, took a look the error is simply a missed Null check, but the Companion should be there... This is in the CECompanionSystem.cs, and if you're inclined to put a breakpoint,

if (heroes.Count == 0) continue;

This is where the trouble is about...

Edited by SkipWestcott
Posted (edited)
4 hours ago, SkipWestcott said:

If you can bother, the next time it fires on a companion, before you click, check their status for NotNewCaptive flag. Then check after. It is supposed to set and prevent.

 

You are correct, NotNewCaptive is initially false and stays false even after clicking.

 

Quote

if you're inclined to put a breakpoint

 

My setup doesn't easily allow me to add breakpoints but I have added several checks and logs; it turns out that:

 

  • The for loop that goes through _option.Companions only loops once (_option.Companions.Length==1)
  • Before the try catch block with ConsequenceForceMarry, ConsequenceLeaveSpouse, etc., heroSelected is not null and neither is companion
  • However, companion.MultipleRestrictedListOfConsequences is null, and that's the cause of the exception (in ConsequenceForceMarry, simply because it's the first one called)
  • Also null are: companion.Ref and companion.Type; but companion.Id is not (its value is 1).

 

I have added a block:

 

if(companion.MultipleRestrictedListOfConsequences==null)
  continue;

 

... near the beginning of the loop, and obviously it stops the exception, but it also doesn't help resolve the issue (since it immediately exits the for loop, having only the single companion in _option).

 

Unrelated, but I'm also now playing with your wanderer-prisoner-bugfix; thanks again, will let you know if I notice an issue.

 

Edit: looking at the XML of the event, I see that the second option ("...it's not like that, though.") has no <MultipleRestrictedListOfConsequences> tag inside its Option > Companions tags; that might be the cause ? the first option does have such a block (simply containing <RestrictedListOfConsequences>Continue</RestrictedListOfConsequences>), and at first glance other events seem to have such a tag as well.

Edited by ulanbator
Posted (edited)

Yes, I can confirm that this appears to fix the issue and that MultipleRestrictedListOfConsequences is no longer null; and NotNewCaptive is now being updated.

 

Diff of the change (file BCCompanionDating.xml):

 

--- a/zCEzBCCaptorGear/Events/BCCompanionDating.xml
+++ b/zCEzBCCaptorGear/Events/BCCompanionDating.xml
@@ -73,6 +73,9 @@
                 </SkillsToLevel>
                 <Companions>
                     <Companion Id="1">
+                        <MultipleRestrictedListOfConsequences>
+                            <RestrictedListOfConsequences>Continue</RestrictedListOfConsequences>
+                        </MultipleRestrictedListOfConsequences>
                         <SkillsToLevel>
                             <Skill Id="CaptiveObedience" ByLevel="R -10 -20" Ref="Hero" Color="Cyan" />
                             <Skill Id="CurrentActor" ByLevel="-100" Ref="Hero" HideNotification="true"/>

 

Edited by ulanbator
Posted (edited)

So, after trying out PR#85 - the wanderers freed bugfix - I encountered a null pointer on the line following this one:

 

Clan tClan = Clan.BanditFactions.Where(x => x.StringId.ToLower() == heroVariables.Clan.ToLower()).FirstOrDefault(); 

 

... it makes sense, because the TB / BC events in the XML specify a clan of "neutral" for the spawns, and there are no bandit factions with such a string ID (it's either looters, sea_raiders, mountain_bandits, forest_bandits, desert_bandits, or steppe_bandits). Assuming the idea was indeed to spawn a hero in a bandit faction, I've done this instead:

 

Clan tClan=null;
if(heroVariables.Clan.ToLower()=="neutral")
  tClan = Clan.BanditFactions.GetRandomElementInefficiently();
else
  tClan = Clan.BanditFactions.Where(x => x.StringId.ToLower() == heroVariables.Clan.ToLower()).FirstOrDefault(); 

 

... which works, kinda. Prisoners do not appear to get freed from the party, but they're absent from the encyclopedia (which might be a good thing ?), they're suffixed by "of the Looters" or whatever in the global log, and perhaps there might be unintended consequences of spawning heros from actual bandit factions ?

 

If this has no unintended consequences and it works, an even neater idea would be to select a "correct" bandit faction according to the spawned NPC's culture (like no sea raider if culture is Aserai, etc.).

 

I also came across this exchange; I imagine you previously attempted what they suggested and it didn't help ?

 

Edit: after a few hours gameplay, using bandit factions with the change above seems to work. I have seen no side effects thus far (if anything I have seen problematic side effects with the original NPCs created with CampaignData.NeutralFaction I still had, and not with the new ones), no crashes or anything, and no matter what happens such prisoners in your party do not get released. There might be side effects on some events I haven't encountered yet though (like convincing such a NPC to join your clan, I think there's an event for that, and I do not know if the change would have a side effect on this).

Edited by ulanbator
Posted (edited)
On 1/14/2023 at 10:50 PM, SkipWestcott said:

Bannerlord needs you to Quit and Reload instead of quit to menu and Load, or it can and will reset your stats.

How do you make sure your stats are loaded, when all the skills are filling up the character menu (from Banner Kings)? Loading in after exiting the game entirely fills up the character screen, and the only way to fix it is to exit to menu and load back in. I've been trying to figure this out... if someone could provide exact steps, preferably with screenshots, I'd really appreciate it.

 

Right now I'm at...

 

Start game.

Continue Campaign.

Skill screen is filled.

Exit to main menu.

Continue Campaign.

Skill screen is fixed.

Stats are reset.

 

Edited by Nehrak
Posted (edited)
3 hours ago, ulanbator said:

... it makes sense, because the TB / BC events in the XML specify a clan of "neutral" for the spawns

Yeah, I have my local XML spawning with the correct bandit factions...... sorry I forgot to mention that part!!!  Re: Neutral. Not a bad idea, let me consider approaches.

5 hours ago, ulanbator said:

Diff of the change (file BCCompanionDating.xml):

....yknow, I don't think I've tested the "not like that" condition for a long, long time!!! Good find. Updated local. I guess it's time to Github it.

49 minutes ago, Nehrak said:

Banner Kings

They tell me that they exit to desktop "2-4 times and it fixes"...

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

Yeah, I have my local XML spawning with the correct bandit factions...... sorry I forgot to mention that part!!! Re: Neutral. Not a bad idea, let me consider approaches.

 

I figured as much, no problem !

 

As for the neutral thing, I suspect a good idea would be something like "bandit_random" or "bandit_looters"/"bandit_sea_raiders"/etc. in the XML; leaves the events author the liberty to choose either any random bandit faction or a specific one depending on the event.

 

Quote

yknow, I don't think I've tested the "not like that" condition for a long, long time!!!

 

Now that I think about it, I realized I picked this option for all my companions except like two, and that's why I thought the event occurred persistently - it did, but only for almost all my companions - those I had refused to engage in the event. It did not repeat for those I had accepted the event with. Should've realized before, apologies.

 

And more generally: thanks for all your work on the mod !

Edited by ulanbator
Posted (edited)
9 hours ago, ulanbator said:

As for the neutral thing, I suspect a good idea would be something like "bandit_random" or "bandit_looters"/"bandit_sea_raiders"/etc. in the XML; leaves the events author the liberty to choose either any random bandit faction or a specific one depending on the event.

As I recall, I was trying to figure out if the XML could address the problem, and the last "doesn't work" just happened to be Neutral instead of the bandit clans.

 

I'll update today, and hopefully also push BC Captor to Git!

Edited by SkipWestcott
Posted

Hi! First of all Excellent Mod! @SkipWestcott  so thank you for the excellent work.

 

I've encountered a strange bug where I'll capture a prisoner wanderer (thief event) I'll be able to proceed with the various "Time to have fun" events with them a couple of times but eventually and without fail I can no longer move past the first menu. Whatever option I select it just returns me to the map. If I then get another captive I can do the same a couple of times before the same problem occurs with them too (i.e. selecting from the first three menu option returns me to the map). 

 

I tried playing with this mod disabled and the CE Events work fine with these captives. 

 

Any insight you can give would be awesome. I tried playing with only CE and it's boring without your mod!

 

image.png.141dcac27c1735f94e6c804380ec8c14.png

Posted
1 hour ago, rj_ze_great said:

Hi! First of all Excellent Mod! @SkipWestcott  so thank you for the excellent work.

 

I've encountered a strange bug where I'll capture a prisoner wanderer (thief event) I'll be able to proceed with the various "Time to have fun" events with them a couple of times but eventually and without fail I can no longer move past the first menu. Whatever option I select it just returns me to the map. If I then get another captive I can do the same a couple of times before the same problem occurs with them too (i.e. selecting from the first three menu option returns me to the map). 

 

I tried playing with this mod disabled and the CE Events work fine with these captives. 

 

Any insight you can give would be awesome. I tried playing with only CE and it's boring without your mod!

 

 

Thanks!

 

As far as your issue, try to remove SG events ? I think they have some incompatibilities...

Posted (edited)
3 hours ago, SkipWestcott said:

Thanks!

 

As far as your issue, try to remove SG events ? I think they have some incompatibilities...

 

Thanks for the prompt response!

 

I wasn't sure which one SG was but I'm guessing it's SadSuns events. In any case I disabled all other addons to CE (except default and the base mod) That doesn't seem to fix it. I did however notice one other thing on trying it out with different captives. The background changes whenever one of the captives becomes unresponsive and I'm guessing this isn't one of the BC backgrounds.

 

image.png.b8c1dc183e122549247248ec90d631a1.png

 

One other thing. When I select the Strip and shackle option it takes me to the character inventory screen but only my characters show up there and no change is made to the captive. Don't know if this is part of the same problem but maybe it is? Any help would be awesome and once again thanks!

 

 

 

Ok so I did some further mucking about and it appears that for the girls that BC stops working for it happens after 24 hours at which point no event will trigger for these girls and I can't execute them either I get this error when I do. So there is something that goes wrong with these girls 24 hours after capture I just can't figure out what.

 

image.png.1d9929c7cc2aee8a070c1e1ea9280d2c.png

Edited by rj_ze_great
adding details 2

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