SkipWestcott Posted April 1, 2023 Author Posted April 1, 2023 16 hours ago, Evelynith said: Thanks for the reply and advice. Please bare with me as I am really bad at having my intent come across in text format. While I understand that upgrading will overwrite the changes I am making, what I'm trying to mean is replacing the new original files with my individual xml events, so that I have your fixed logic as you mentioned with my changed event values. Here is a better example of what I am wanting to tweak for my own play through. Not sure how big the text will be so I will put it in a spoiler. Hopefully this helps clarify what I am trying to do. Thanks again for the help. Yes, you can absolutely do that. I just wanted to let you know that you will have to keep track of all those changes, back and forth, each time that file gets an update.
bobobooob Posted April 2, 2023 Posted April 2, 2023 I am not an expert on modding how do i download this do i just drop the images and the main mod into vortex or something else?
SkipWestcott Posted April 2, 2023 Author Posted April 2, 2023 19 minutes ago, bobobooob said: I am not an expert on modding how do i download this do i just drop the images and the main mod into vortex or something else? I wouldn't use Vortex. Download the events and all the image packs to one folder, then Extract-All in place. That then drops into /Modules/
Gentlemen07874 Posted April 3, 2023 Posted April 3, 2023 Should enable pregnancy, that would be more fun .
Hablahans Posted April 3, 2023 Posted April 3, 2023 On 3/27/2023 at 4:32 PM, SkipWestcott said: Make sense? Yes I get it now. Thank you very much for your help and time! 1
SkipWestcott Posted April 4, 2023 Author Posted April 4, 2023 22 hours ago, Gentlemen07874 said: Should enable pregnancy, that would be more fun . I actually divided all the pregnancy chances by 10, in most cases. I hate being pregnant all the time, and I get pregnant all the time anyway!!!
Magic Kite Posted April 4, 2023 Posted April 4, 2023 For some reason I'm getting double options. Any idea as to why this might be happening?
xarxyc Posted April 4, 2023 Posted April 4, 2023 Is it possible to keep vanilla CaptiveEvents arts for the vanilla events? I really like the character consistency between them.
Whizkid Posted April 4, 2023 Posted April 4, 2023 (edited) @SkipWestcott not sure what is causing this error in log zCaptivityEvents\ModuleLogs\LogFileFC.txt, from this event "TB_companion_kidnapped_ransom_m". 04/05/2023 03:09:37 -- Incorrect ConsequenceCompanions heroSelected: System.ArgumentNullException: Value cannot be null. Parameter name: source at System.Linq.Enumerable.Contains[TSource](IEnumerable`1 source, TSource value, IEqualityComparer`1 comparer) at CaptivityEvents.Events.CECompanionSystem.ConsequenceForceMarry(Companion companion, Hero hero) at CaptivityEvents.Events.CECompanionSystem.ConsequenceCompanions(CharacterObject hero, PartyBase party)TB_companion_kidnapped_ransom_m edit: events TB_alley_noncon_lobby having events without any name e.g. <TriggerEvent> <EventName> </EventName> <EventWeight>0</EventWeight> </TriggerEvent> Edited April 4, 2023 by Whizkid
SkipWestcott Posted April 5, 2023 Author Posted April 5, 2023 (edited) 19 hours ago, Magic Kite said: For some reason I'm getting double options. Any idea as to why this might be happening? You have TB installed probably. (BC replaces all TB events.) Or, you have it installed twice in two different folders accidentally. @Whizkid ForceMarry is a bug in CE, I haven't looked at it yet. The empty one is just a typo, let me see if there's something missing or not. Edited April 5, 2023 by SkipWestcott
sinph Posted April 5, 2023 Posted April 5, 2023 Getting double events too after doing a force reload_events which seemed to unlock a bunch of old events I haven't seen in ages. There's probably more but in the case of "CE_random_event_lost_gold" it seems to exist in both: zCEzBCCaptorGear\Events\TBOverrideRandomEvents.xml (1 hit) zCEDefaults\Events\DefaultRandomEventsCommon.xml (1 hit) There's probably a bunch of others as well.
maryjanerottencrotch Posted April 5, 2023 Posted April 5, 2023 So I've been trying to get any of this mods events to show up but I'm getting the same two default events from captivity events. Load order is correct based on what I read. Is there a setting or anything that I need to adjust in order to see events from sadsun, tb and this mod?
ZetsuboSeishin Posted April 6, 2023 Posted April 6, 2023 Hello, I am loving your mod but I think there is a bug here, in the TB_Catcall_Duel event. If I win the duel, it always goes to me losing the duel. If I lose the duel, it goes to me losing the duel(TB_catcall_duel_lose).
SkipWestcott Posted April 6, 2023 Author Posted April 6, 2023 2 hours ago, ZetsuboSeishin said: Hello, I am loving your mod but I think there is a bug here, in the TB_Catcall_Duel event. If I win the duel, it always goes to me losing the duel. If I lose the duel, it goes to me losing the duel(TB_catcall_duel_lose). Yeah, that is known bug with the city events, save often. On 4/4/2023 at 8:19 PM, sinph said: Getting double events too after doing a force reload_events which seemed to unlock a bunch of old events I haven't seen in ages. There's probably more but in the case of "CE_random_event_lost_gold" it seems to exist in both: zCEzBCCaptorGear\Events\TBOverrideRandomEvents.xml (1 hit) zCEDefaults\Events\DefaultRandomEventsCommon.xml (1 hit) There's probably a bunch of others as well. Yes, there are, but if you have it installed properly it will Overwrite one and just show the other. Don't have TB, either installed or inside Captivity/ModuleLoader folder. Make sure all CE events are ABOVE BC Captor, as in the image on the download page. 21 hours ago, maryjanerottencrotch said: So I've been trying to get any of this mods events to show up but I'm getting the same two default events from captivity events. Load order is correct based on what I read. Is there a setting or anything that I need to adjust in order to see events from sadsun, tb and this mod? I cannot remember what causes the problem you have, but I have had people repeat this situation. Double check your load order against the image on the download page. If it looks right, (and you do NEED CE_Defaults!) you may want to try starting over; unzipping the files again and installing fresh, as directed.
sinph Posted April 6, 2023 Posted April 6, 2023 Yea I stripped out TB a bit back, will try later but probably load order issue had it reset after starting up bannerlord in offline mode and BC did get placed under CE base just not under all the other ce stuff.
SkipWestcott Posted April 7, 2023 Author Posted April 7, 2023 20 hours ago, sinph said: Yea I stripped out TB a bit back, will try later but probably load order issue had it reset after starting up bannerlord in offline mode and BC did get placed under CE base just not under all the other ce stuff. yeah, put BC below Default & all other events
dddabce Posted April 7, 2023 Posted April 7, 2023 Appreciate your work, played with your mod where game was still in testing. However for some reason i cant even turn on your mod. Cant place a tick in module loader. Could you help with this one?
sinph Posted April 8, 2023 Posted April 8, 2023 (edited) 16 hours ago, SkipWestcott said: yeah, put BC below Default & all other events Well that's a little problematic. So putting BC underneath all of other CE events seem to have prevent the double options, but only because they no longer fire anymore. Just realized all those events that I hadn't seen in ages all had the same double options, and probably only appeared after my load order got fubar'd. Far as I'm aware the only thing that really should be left in moduleloader these days is CaptivityRequired, everything else is in the base modules? So haven't really seen any of those missing events after I placed BC back up above the other events, so sat outside a city and eventually got the prisoner revolt after like 3-5 events (which is one of the double option'd events). Quit, redid the order to place BC at the very bottom of the CE load orders, set event timer down to 1 hour, sat outside through like 10-15 events, nada. Quit redid the order to place BC right after CE but above the other CE events, sat outside, first event was the prisoner revolt. Not sure why I haven't gotten any of the other events since, but at the very least the prisoner revolt only popping up when BC is loaded before the other events and not otherwise does seem to indicate something's probably going on with it. Edited April 8, 2023 by sinph
sinph Posted April 8, 2023 Posted April 8, 2023 6 hours ago, dddabce said: Appreciate your work, played with your mod where game was still in testing. However for some reason i cant even turn on your mod. Cant place a tick in module loader. Could you help with this one? Because you're missing KLBShackles
Slickcharms Posted April 8, 2023 Posted April 8, 2023 Not necessarily the mod authors fault but some of this mods requirements are very hard to find. KLBShackles for example took way to long for me to track down. I highly recommend adding links into the mod description. I nearly gave up on this mod for all the trouble I had finding everything that was needed to make it work.
SkipWestcott Posted April 8, 2023 Author Posted April 8, 2023 15 hours ago, sinph said: Well that's a little problematic. So putting BC underneath all of other CE events seem to have prevent the double options, but only because they no longer fire anymore. Just realized all those events that I hadn't seen in ages all had the same double options, and probably only appeared after my load order got fubar'd. Far as I'm aware the only thing that really should be left in moduleloader these days is CaptivityRequired, everything else is in the base modules? So haven't really seen any of those missing events after I placed BC back up above the other events, so sat outside a city and eventually got the prisoner revolt after like 3-5 events (which is one of the double option'd events). Quit, redid the order to place BC at the very bottom of the CE load orders, set event timer down to 1 hour, sat outside through like 10-15 events, nada. Quit redid the order to place BC right after CE but above the other CE events, sat outside, first event was the prisoner revolt. Not sure why I haven't gotten any of the other events since, but at the very least the prisoner revolt only popping up when BC is loaded before the other events and not otherwise does seem to indicate something's probably going on with it. Hm, so... What if you DON'T have BC, what does it play like then? Putting BC above Default Events will definitely cause behaviors I'm not going for, though. When you say "they no longer fire anymore", let's get more specific. What double-option events are you expecting to see and not getting, when you have BC last but toggle it off?
sinph Posted April 8, 2023 Posted April 8, 2023 (edited) Turned off BC, immediately getting these now which I quite literally haven't seen in probably like 1/2 a year, they just have a single option now. Some I've seen when I was getting the double options with BK above all the other CE events but not when BK was below. CE_random_event_wine CE_random_event_dead (had seen as double before) CE_random_event_found_gold (had seen as double before) CE_captor_captive_rebel (had seen as double before) CE_random_event_lost_gold (had seen as double before) Also random stuff that's always procced CE_random_event_spring CasualSexFemale CE_spouse_event_male_1 (which for some reason the female to male one's overwritten but not male to female) FemalePickOneOut (from Boukenha's) Got stuck in a loop of just those set of events, tried out captivity.reload_events and a few extra showed up CE_random_event_female_E1 (had seen as double before) CE_random_event_companions_female_f (had seen as double before) Didn't noticed any of the old events not firing until one of the update notes said to do captivity.reload_events Quote "Workaround added to when events are not firing because of loading a save that had an event playing. (Input captivity.reload_events in console to fix this issue)" Which was also when I noticed the double event option so I guess the ordering got messed up during some point. With BC on the bottom, none of the overwritten events are firing, do get the ones that aren't and BC's own events. Running captivity.reload_events and settings didn't seem to change anything. Manually doing captivity.fire_event on those missing events still fire up fine, they just don't show up in the rotation. Edited April 9, 2023 by sinph
Prototype909 Posted April 9, 2023 Posted April 9, 2023 I'm enjoying the mod, but the fact that the affection/obedience etc. values reset on re-load breaks the entire experience. The rate at which characters gain the values is so slow (Not to mention the fact that typically so much stuff is happening in the log that you might not even see the changes before they get pushed out) that if you have multiple prisoners anything that results in you having to restart the game might as well be a start from scratch.
sinph Posted April 9, 2023 Posted April 9, 2023 3 hours ago, Prototype909 said: I'm enjoying the mod, but the fact that the affection/obedience etc. values reset on re-load breaks the entire experience. The rate at which characters gain the values is so slow (Not to mention the fact that typically so much stuff is happening in the log that you might not even see the changes before they get pushed out) that if you have multiple prisoners anything that results in you having to restart the game might as well be a start from scratch. Values shouldn't reset on reload anymore since the past few 1039 releases, also a Captivity Events issue, not BC. Update your Captivity Events and it should be fine. 1
ZetsuboSeishin Posted April 9, 2023 Posted April 9, 2023 On 4/7/2023 at 2:36 AM, SkipWestcott said: Yeah, that is known bug with the city events, save often. Alright thanks. Nice job on making this mod, Thank you.
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