MessiahDF Posted June 14 Posted June 14 (edited) I don't think the harem events work correctly. I captured Arwa, made her a slave and for some reason events to send her to harem still pop up (I did it before, sent her to harem, put her in shackles, and got notifications at bottom left corner that "Arwa is now a slave". A few events later I get the same notification to send her to harem and same options. Also I have no idea how to get my own affection with her, so I can use the other options like breed her now etc, as it says your claim is too low/ your affection is too low, but the only stat that I can increase is Arwa's affection to me. Also I keep getting the KLB shackles and Arwa's gear after each event. I also have no idea how to make her a concubine (like when you can be one when playing female character), the only similar event is to blackmail her for 2k gold and she just pops up into my family without any flair text, and I can't interact with her as a concubine at all. EDIT: The events that you can choose after prisoner escapes (hunt her down, hire a bounty hunter etc.) seem to be bugged, as I get an error saying TB_something something does not exist. Edited June 15 by MessiahDF
Erudain Posted June 16 Posted June 16 On 3/24/2026 at 9:38 AM, DadDbdDcdDdDdDd said: I've gone through and fixed the BC Captor events to work with the current version of captivity events (1.3.13). I can't swear everything's working, since I'm not that familiar with what it did previously, but CE does load all the events. LocationLand was added to most of the events since the location types changed, so you may find events going off in places other than where you'd expect them. If you're interested in the 'how', I made a small xsl transform to apply to all of the xml files to remove breaking tags, and fixup the skill and trait levelling changes. I'll attach it here as well, but you don't need it. BCCaptorEventsFixed.rar 364.94 kB · 71 downloads CEEventFixup.rar 1.43 kB · 67 downloads Is this still needed after Jun 5th update?.....I'm still not getting any broken, slave, harem, etc events when I send a captured NPC to the harem or a companion gets kidnapped
rottingMan Posted June 19 Posted June 19 Hey, crazy question, is there any way I can see a table for all BC Captive values, is this anywhere in the UI. Looking at my mod setup to see if I missed something but I cant really figure this mod out too much. Any help is appreciated!
rottingMan Posted June 20 Posted June 20 21 hours ago, rottingMan said: Hey, crazy question, is there any way I can see a table for all BC Captive values, is this anywhere in the UI. Looking at my mod setup to see if I missed something but I cant really figure this mod out too much. Any help is appreciated! Just wanted to elaborate for anyone who cared to assist, I cannot get the event choices such as making a woman a slave or assigning her to the army to stick. The events fire, statuses are applied, but no changes are found in the menu. I also can't debug if anything is working as intended as, based on my reading, the stats are hidden to prevent gaming out the systems. Any advice or help is appreciated.
туе Posted June 21 Posted June 21 I was localizing for myself, and some of the events didn't translate at all. What's going on?
DadDbdDcdDdDdDd Posted June 23 Posted June 23 On 6/9/2026 at 9:02 AM, xyzxyz said: I only get this event as a male party leader This is one of the 'ingoreallother' events where you pick whether or not you're going to 'romance' this companion, and it sets a skill on the companion to indicate it has been answered... with the companion skill filtering not working, it will always come up.
Erudain Posted June 25 Posted June 25 (edited) So yeah, after testing this with Bannerlord v1.4.6 and only the bare minimum mods active is safe to say that anything involving other NPCs is not working, either companions or when holding someone captive Companions - Only get the "you and -companion- have been spending a lot of time together...." event, accepting the companion proposal triggers the affection gain in the UI but you never get the old "Devoted" event after reaching max affection. - You can get the "A friend of -companion- has been kidnapped and request leave to go solve it" event, but when you get the notice that your companion has been now kidnapped: * Paying the ransom restores your companion * Dueling their leader still triggers combat scene * Tracking them with your scouts: does nothing * Leaving your companion to handle it: triggers the "broken" status automatically in the UI notification, but none of the events flagged as broken trigger after that. Captive NPCs Talking to your captives and choosing "time to have some fun": - Choosing the option to get to know/spend some time with your captive will always get the response that "-captive- is tired and ask you let her rest so she can serve you later".......no matter how long you spend idle, you'll get the same answer. Wait one week at a town? still tired. If you choose the option to make her obey you, some of the evens work (food and take a walk) and other don't (force kiss) - Choosing the option to send captive to harem: * Reserving her womb for your own: you get the UI notificacion but no related event will trigger afterwards * Turning her into the army prostitute: seems to be the only events that are working * Strapping a slave collar: you get the UI notificacion saying "-captive- is a slave now" but no further event will trigger afterwards - Sending her to the barracks for discipline: sometime works, most of the time doesnt Edited June 26 by Erudain
rottingMan Posted June 26 Posted June 26 (edited) 8 hours ago, Erudain said: So yeah, after testing this with Bannerlord v1.4.6 and only the bare minimum mods active is safe to say that anything involving other NPCs is not working, either companions or when holding someone captive Companions - Only get the "you and -companion- have been spending a lot of time together...." even, accepting the companion proposal triggers the affection gain in the UI but you never get the old "Devoted" event after reaching max affection. - You can get the "A friend of -companion- has been kidnapped and request leave to go solve it" event, but when you get the notice that your companion has been now kidnapped: * Paying the ransom restores your companion * Dueling their leader still triggers combat scene * Tracking them with your scouts: does nothing * Leaving your companion to handle it: triggers the "broken" status automatically in the UI notification, but none of the events flagged as broken trigger after that. Captive NPCs Talking to your captives and choosing "time to have some fun": - Choosing the option to get to know/spend some time with your captive will always get the response that "-captive- is tired and ask you let her rest so she can serve you later".......no matter how long you spend idle, you'll get the same answer. Wait one week at a town? still tired. If you choose the option to make her obey you, some of the evens work (food and take a walk) and other don't (force kiss) - Choosing the option to send captive to harem: * Reserving her womb for your own: you get the UI notificacion but no event will trigger afterwards * Turning her into the army prostitute: seems to be the only events that are working * Strapping a slave collar: you get the UI notificacion but no event will trigger afterwards - Sending her to the barracks for discipline: sometime works, most of the time doesnt So aside from it being a cardinal sin, I have been plugging this into an AI (dont try it yourself it hates this mod). So far, the mod is laden with issues. Trying to work it out now, may post a fixed-ish version with debug tools once i get it working. Just would wait for permission from the mod author. Captive events (standard) looks like it is working fine. Though keep doing testing where you can, the longest part of the process is trying to find issues. I need help finding glitches mostly with the non-menu events, so those that fire outside of the menu directly. Also trying to get comprehensive documentation regarding how the mod allows these events to fire and commands to force said events to fire. Edited June 26 by rottingMan Added to the post, asking for more testing help
LLBD2025 Posted June 29 Posted June 29 On 6/25/2026 at 4:12 PM, Erudain said: So yeah, after testing this with Bannerlord v1.4.6 and only the bare minimum mods active is safe to say that anything involving other NPCs is not working, either companions or when holding someone captive Companions - Only get the "you and -companion- have been spending a lot of time together...." event, accepting the companion proposal triggers the affection gain in the UI but you never get the old "Devoted" event after reaching max affection. - You can get the "A friend of -companion- has been kidnapped and request leave to go solve it" event, but when you get the notice that your companion has been now kidnapped: * Paying the ransom restores your companion * Dueling their leader still triggers combat scene * Tracking them with your scouts: does nothing * Leaving your companion to handle it: triggers the "broken" status automatically in the UI notification, but none of the events flagged as broken trigger after that. Captive NPCs Talking to your captives and choosing "time to have some fun": - Choosing the option to get to know/spend some time with your captive will always get the response that "-captive- is tired and ask you let her rest so she can serve you later".......no matter how long you spend idle, you'll get the same answer. Wait one week at a town? still tired. If you choose the option to make her obey you, some of the evens work (food and take a walk) and other don't (force kiss) - Choosing the option to send captive to harem: * Reserving her womb for your own: you get the UI notificacion but no related event will trigger afterwards * Turning her into the army prostitute: seems to be the only events that are working * Strapping a slave collar: you get the UI notificacion saying "-captive- is a slave now" but no further event will trigger afterwards - Sending her to the barracks for discipline: sometime works, most of the time doesnt I have found the same thing. "Reserving her" action needs to be fixed as it opens up a lot of events. Seems to just be the same few triggering that don't lead anywhere and even interacting with npcs in the "courting" options seems to always go nowhere. @SkipWestcott @Erudain
Erudain Posted July 2 Posted July 2 (edited) After some more testing to confirm no "affection" is being actually gained by NPC/captives despite the UI saying so, also breaks all the events around recruting a captive to your clan or rescues. The only way to recruit a captive is to wait for the blackmail event to trigger and pay the 2k gold for the chance the captive decides to join your clan. There are no more events of them asking to join because of max affection or broken status, nor the events where someone came to rescue the captive and you could duel them, have your guards kill him, or show them that "captive" was now loyal/broken Edited July 2 by Erudain
rottingMan Posted Tuesday at 12:59 AM Posted Tuesday at 12:59 AM (edited) Hey @Erudain, @LLBD2025, and @SkipWestcott. Finally got a (mostly) functioning version of the mod using AI to help smooth the details, given I know nothing about modding. Posting the current version, had to make a couple of changes. For starters, I could not find the Bestiality tag in the original CE files, and it seemed to be breaking most of the events. So far, simply removing the <RestrictedListOfFlags>Bestiality</RestrictedListOfFlags> lines cleaned most of the events and allowed for the vast majority to fire. The mod was recompiled by the AI without touching localization, so the code may be new or different. I had the AI generate a quick list of updates and changes, listed below, because honestly it will be able to explain things better. -------- Schema-compliance fixes (the load-failure chain) Removed 96 <RestrictedListOfFlags>Bestiality</RestrictedListOfFlags> lines across 9 files. This was the root cause of the recurring {-CEEVENTS1003} load failures — Bestiality isn't in the compiled CE enum, so the deserializer rejected any file containing it, silently dropping every event in that file. (Done by you manually, per the content boundary; verified 0 remaining.) Removed the xsi:noNamespaceSchemaLocation scaffolding attribute from all 74 files. This was validator-only convenience left on the root tag; a broken path variant in one file (a_BCCaptorConditions.xml) caused an in-game load failure. Stripped corpus-wide to prevent recurrence. Removed schema-invalid tokens from 7 files (all confirmed lossless — none had a bound property in the engine, so the values were discarded at load regardless): Lesbian flag ×2, ChangeSkill consequence ×1, TraitTotal ×2, bare TraitToLevel ×2, ReqHeroTraitLevelAbove ×2, ReqCaptorTraitLevelAbove ×3, ReqHeroSkill/ReqHeroSkillLevelAbove in the Bitch_Noncon file. End state: 74/74 files pass CE schema validation and the compiled deserializer. Diagnostic & testing tooling built (separate from the mod) BCConsoleLog mod — a compiled Harmony DLL that mirrors all developer-console input/output, runtime debug messages, and first-chance exceptions to a timestamped log file, plus bcdebug.* helper commands. AutoHotkey test suite (BC_HBG_TestLib + FireAll/CanIRunAll/Verify37 runners) — unattended console-firing across the event corpus, with a mutex guard, stay-open console, and log-polling for pass/fail capture. Went through several bug-fix iterations (garbled-command concatenation, console focus timing). Known remaining items (not blockers, documented for playtesters) 2 genuinely-missing referenced events: BC_event_male_sex_ttr_2, BC_event_scene_castle0513 2 duplicate names in BCOverrideRandomEvents.xml (CE uses last-wins) The "37 broken events" investigation concluded they were not bugs — 8 author-commented-out, 4 CanOnlyBeTriggeredByOtherEvent children, 25 female-only events that a male test character couldn't trigger -------- When updating the mod, I also found a number of events for MF that didnt translate to MM, FM, and FF. I am aware this is likely by design, but still I had the AI generate a list of all events that lack this mirror. -------- Full corpus: 1,465 live events — 439 female-only, 85 male-only, 941 gender-neutral. The asymmetry is large: 378 female-only events lack a male mirror, vs. 25 male-only lacking a female mirror. For a playtest callout, the 25 male-only gaps are the tighter, more actionable list (the 378 is more "this mod is female-focused by design" than "holes to fill"). Here are the 25 male-only events with no detected female counterpart: BCCaptorTFF.xml / BCCaptorTTF.xml (these filenames look swapped vs. content — worth a look): BC_event_female_sex_lgf_anal, BC_event_female_sex_ttf_m, BC_event_female_sex_ttf_side, BC_event_female_sex_ttr_cocks_1, BC_event_female_sex_ttr_cocks_2, BC_event_female_sex_ttr_fucking, BC_event_male_sex_attr_m, BC_event_male_sex_ttf_m, BC_event_male_sex_ttr_m, BC_event_sex_mm_fucking, BC_event_sex_mm_sucking BCMaleCaptiveStubs.xml (the filename "Stubs" suggests these are intentionally incomplete WIP): BC_event_male_barracks_wife_m, BC_event_male_harem_menu_m, BC_event_male_harem_wife_m, TB_captor_dating_menu_m Other files: TB_captor_captive_m_slavery_oral_service, TB_captor_devoted_wake_m, BC_event_wanderer_washer_sex_act_f, BC_event_wanderer_washer_sex_act_m, SS_Captor_FM_Start, SS_Captor_MM_Start, SS_Captor_SM_Start, TB_tds_help_deserters_win_m, TB_companion_devoted_want_baby, TB_m_thief_chase Two caveats on this list: It's a name-heuristic match (stripping _m/_f/male/female markers and looking for a counterpart). Some of these may have a mirror that's named differently enough that the heuristic missed it, and a few (like SS_* same-sex-pairing events, or mm_/FM/MM combinations) are inherently gender-specific and shouldn't have a straight mirror. Treat it as a review list, not a definitive to-do. The 378 female-only-without-mirror list exists too if you want it, but it's long and largely reflects the mod's intentional female-captive focus rather than genuine gaps. -------- With this in mind, I simply wanted to ensure that I passed on what I have been working on for the past weeks. All events have been able to be force fired with the correct conditions, and I am moving on to more conditional testing now (using commands to see whether events can be fired under correct conditions to ensure that conditions are being met properly, and playtesting to ensure the mod is working well.) As one final note, I extended the Debug mode to allow direct manipulation of different values, this was done to force test different conditions and will likely break whatever individual you wish to speak with. I am posting these files now to ask for help with playtesting what I have, given I have to work and cannot spend significant time with a mod that I joined in a broken state. Given I have no idea how it is supposed to run, I am hoping those of you with experience can let me know where the issues lie. As with all files on the internet, double check for viruses when downloading, and I wish you all the best. EDIT: Almost forgot, if asked to remove the files by the author I will do so as soon as I see the message. Thought that was a given, but just wanted to state it in case. zCEzBCCaptorGear.zip Edited Tuesday at 01:21 AM by rottingMan 1
Erudain Posted Tuesday at 10:55 PM Posted Tuesday at 10:55 PM 21 hours ago, rottingMan said: Hey @Erudain, @LLBD2025, and @SkipWestcott. Finally got a (mostly) functioning version of the mod using AI to help smooth the details, given I know nothing about modding. Posting the current version, had to make a couple of changes. For starters, I could not find the Bestiality tag in the original CE files, and it seemed to be breaking most of the events. So far, simply removing the <RestrictedListOfFlags>Bestiality</RestrictedListOfFlags> lines cleaned most of the events and allowed for the vast majority to fire. The mod was recompiled by the AI without touching localization, so the code may be new or different. I had the AI generate a quick list of updates and changes, listed below, because honestly it will be able to explain things better. -------- Schema-compliance fixes (the load-failure chain) Removed 96 <RestrictedListOfFlags>Bestiality</RestrictedListOfFlags> lines across 9 files. This was the root cause of the recurring {-CEEVENTS1003} load failures — Bestiality isn't in the compiled CE enum, so the deserializer rejected any file containing it, silently dropping every event in that file. (Done by you manually, per the content boundary; verified 0 remaining.) Removed the xsi:noNamespaceSchemaLocation scaffolding attribute from all 74 files. This was validator-only convenience left on the root tag; a broken path variant in one file (a_BCCaptorConditions.xml) caused an in-game load failure. Stripped corpus-wide to prevent recurrence. Removed schema-invalid tokens from 7 files (all confirmed lossless — none had a bound property in the engine, so the values were discarded at load regardless): Lesbian flag ×2, ChangeSkill consequence ×1, TraitTotal ×2, bare TraitToLevel ×2, ReqHeroTraitLevelAbove ×2, ReqCaptorTraitLevelAbove ×3, ReqHeroSkill/ReqHeroSkillLevelAbove in the Bitch_Noncon file. End state: 74/74 files pass CE schema validation and the compiled deserializer. Diagnostic & testing tooling built (separate from the mod) BCConsoleLog mod — a compiled Harmony DLL that mirrors all developer-console input/output, runtime debug messages, and first-chance exceptions to a timestamped log file, plus bcdebug.* helper commands. AutoHotkey test suite (BC_HBG_TestLib + FireAll/CanIRunAll/Verify37 runners) — unattended console-firing across the event corpus, with a mutex guard, stay-open console, and log-polling for pass/fail capture. Went through several bug-fix iterations (garbled-command concatenation, console focus timing). Known remaining items (not blockers, documented for playtesters) 2 genuinely-missing referenced events: BC_event_male_sex_ttr_2, BC_event_scene_castle0513 2 duplicate names in BCOverrideRandomEvents.xml (CE uses last-wins) The "37 broken events" investigation concluded they were not bugs — 8 author-commented-out, 4 CanOnlyBeTriggeredByOtherEvent children, 25 female-only events that a male test character couldn't trigger -------- When updating the mod, I also found a number of events for MF that didnt translate to MM, FM, and FF. I am aware this is likely by design, but still I had the AI generate a list of all events that lack this mirror. -------- Full corpus: 1,465 live events — 439 female-only, 85 male-only, 941 gender-neutral. The asymmetry is large: 378 female-only events lack a male mirror, vs. 25 male-only lacking a female mirror. For a playtest callout, the 25 male-only gaps are the tighter, more actionable list (the 378 is more "this mod is female-focused by design" than "holes to fill"). Here are the 25 male-only events with no detected female counterpart: BCCaptorTFF.xml / BCCaptorTTF.xml (these filenames look swapped vs. content — worth a look): BC_event_female_sex_lgf_anal, BC_event_female_sex_ttf_m, BC_event_female_sex_ttf_side, BC_event_female_sex_ttr_cocks_1, BC_event_female_sex_ttr_cocks_2, BC_event_female_sex_ttr_fucking, BC_event_male_sex_attr_m, BC_event_male_sex_ttf_m, BC_event_male_sex_ttr_m, BC_event_sex_mm_fucking, BC_event_sex_mm_sucking BCMaleCaptiveStubs.xml (the filename "Stubs" suggests these are intentionally incomplete WIP): BC_event_male_barracks_wife_m, BC_event_male_harem_menu_m, BC_event_male_harem_wife_m, TB_captor_dating_menu_m Other files: TB_captor_captive_m_slavery_oral_service, TB_captor_devoted_wake_m, BC_event_wanderer_washer_sex_act_f, BC_event_wanderer_washer_sex_act_m, SS_Captor_FM_Start, SS_Captor_MM_Start, SS_Captor_SM_Start, TB_tds_help_deserters_win_m, TB_companion_devoted_want_baby, TB_m_thief_chase Two caveats on this list: It's a name-heuristic match (stripping _m/_f/male/female markers and looking for a counterpart). Some of these may have a mirror that's named differently enough that the heuristic missed it, and a few (like SS_* same-sex-pairing events, or mm_/FM/MM combinations) are inherently gender-specific and shouldn't have a straight mirror. Treat it as a review list, not a definitive to-do. The 378 female-only-without-mirror list exists too if you want it, but it's long and largely reflects the mod's intentional female-captive focus rather than genuine gaps. -------- With this in mind, I simply wanted to ensure that I passed on what I have been working on for the past weeks. All events have been able to be force fired with the correct conditions, and I am moving on to more conditional testing now (using commands to see whether events can be fired under correct conditions to ensure that conditions are being met properly, and playtesting to ensure the mod is working well.) As one final note, I extended the Debug mode to allow direct manipulation of different values, this was done to force test different conditions and will likely break whatever individual you wish to speak with. I am posting these files now to ask for help with playtesting what I have, given I have to work and cannot spend significant time with a mod that I joined in a broken state. Given I have no idea how it is supposed to run, I am hoping those of you with experience can let me know where the issues lie. As with all files on the internet, double check for viruses when downloading, and I wish you all the best. EDIT: Almost forgot, if asked to remove the files by the author I will do so as soon as I see the message. Thought that was a given, but just wanted to state it in case. zCEzBCCaptorGear.zip 1.35 MB · 1 download Kudos for the hard work, will check it once I get back home 1
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now