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Posted
5 hours ago, OnlyOnce474 said:

Glad to hear, can't wait to see the results!

 

I edited my original post to include the build, as of now all prisoner interactions are working as intended, and the skill parameters are being properly set during event fires. I'm sure there's a bug or two still in there I wasn't able to see through my testing, but hopefully its stable enough to use as-is for now. 

Posted

It may be a long shot but could you release a patch for Empires of Europe 1700 so that the scenes fit with the time period and NPCs don't show up with a fictional culture

Posted (edited)
18 hours ago, AliRenegade said:

It may be a long shot but could you release a patch for Empires of Europe 1700 so that the scenes fit with the time period and NPCs don't show up with a fictional culture

 

I didn't touch the scenes themselves, just the logic behind it so they actually fire correctly. Altering the scenes themselves to be historically accurate would indeed be a bit of a long shot, considering you'd have to curate each scene and it's accompanied images accordingly, which I just don't feel up to doing, sorry. 

 

NPC culture is explicitly tied to the main CE mod; this mod doesn't do anything special regarding that. I tried messing with this and the only way to do that would be to modify the spawning logic CE uses to generate new NPCs, which I also feel is above my paygrade. I don't want to mess with this and end up bricking a 100+ hour save because of a slapchop patch I made to suit my specific tastes.

Edited by the_big_weeb
Posted
On 8/2/2026 at 1:44 AM, the_big_weeb said:

 

I actually took the file @rottingMan  made and did a few more changes, it looks like the main culprit of the prisoner events not firing is the value write for player skills and the menu check for captors are targeting the wrong characters.

 

In captor events it looks at the following in the prisoner menu options:

 

  • SkillsToLevel Ref="Hero"= selected captive Hero.
  • SkillRequired Ref="Hero" = player character.
  • SkillRequired Ref="Captive" = selected captive.

 

So because of it writing and reading incorrect actor references, something like this would happen:

 

<Skill Id="ClaimedWomb" ByLevel="1" Ref="Hero"/>


Select the "Claim womb" option in the prisoner dialogue, mod writes ClaimedWomb to "1" for the captive Hero.

 

But if you actually wanted to breed them, the mod checks the following parameter:

 

<SkillRequired Id="ClaimedWomb" Min="1" Ref="Hero"/>

 

which is checking the PC for the flagged skill, not the captive. 

The fix to this is something like:

 

<!-- Check the selected prisoner -->

<SkillRequired Id="ClaimedWomb" Min="1" Ref="Captive"/>


<!-- Write to the selected prisoner -->

<Skill Id="ClaimedWomb" ByLevel="1" Ref="Hero"/>

 

This pretty much affects all of the captive event conditions (of which there are hundreds), which is why none of them worked even when setting the values through debug. After fixing this all prisoner menus and captor events fire as expected, and the skill system works too. 

 

I also managed to fully fix the BC_companion_debut_f_player_f event @the_oblitorator mentioned perma-firing all the time, it had an <IgnoreAllOther> flag baked into it if it wasn't resolved (which it never successfully did), which led to it shunting all other event fires. 

 

I also tried tinkering with the "Chase the thief girl" TB_thief_chase event, I wanted to make it so the event generates an actual Wanderer hero with an encyclopedia entry instead of an NPC belonging to mountain bandits. Unfortunately this involves messing with CE's spawn system which is outside the scope of this little patch fix. 

 

Im sure plenty of stuff is still borked, but hopefully this helps those of you who consider this mod a "must-include" for your Ghengis Kahn roleplay.

 

 

zCEzBCCaptorGear_Rotten_Weeb_Fix.rar 1.24 MB · 6 downloads

@the_big_weeb Downloaded your version to test. Now most of the events fire with that generic man in a dungeon with a bowl image. I moved the image packs from the original mod into the images folder in the edited one. I checked and the mod option for uploading images is correct. They are in the folders NSFW and SFW etc like the original. Any idea how to fix it?

Posted
10 hours ago, LLBD2025 said:

@the_big_weeb Downloaded your version to test. Now most of the events fire with that generic man in a dungeon with a bowl image. I moved the image packs from the original mod into the images folder in the edited one. I checked and the mod option for uploading images is correct. They are in the folders NSFW and SFW etc like the original. Any idea how to fix it?

 

I think you should delete and re-add both the CE and BC mods (images too) so the image packs show up as desired, and then overwrite using my hack fix. Since I didn't touch any of the images they should appear as expected. 

Posted (edited)

Tested your version. Found that the BC_companion_debut_f_player_f still repeatedly triggers. Guest it has to do with the skill check as all events that requires checks on the mod's companion stats(e.g. getting 100 affection but still unable to triggers the devotion event) still does not work and the event BC_companion_debut_f_player_f  is supposed to construct the variables and stops firing after it does.

Edited by 789747
Posted
46 minutes ago, 789747 said:

Tested your version. Found that the BC_companion_debut_f_player_f still repeatedly triggers. Guest it has to do with the skill check as all events that requires checks on the mod's companion stats(e.g. getting 100 affection but still unable to triggers the devotion event) still does not work and the event BC_companion_debut_f_player_f  is supposed to construct the variables and stops firing after it does.

I also tried disabling events that repeatedly fires, like the ones of the swordman(tds_help) and ones that result into companions being captured by bandits, then no events fire anymore, so it should be a problem to the overall setting instead of merely events blocking one another.

 

Posted (edited)

@the_big_weeb your fix is awsome the only problem that is still persisting is whenever i try and put lady captives in the brothel OR dungeons they keep teleporting back to me instead of growing there Pros skills.  but also why is it so easy to lose or it resets obedience and affection with one choice or doing nothing with them at all is that a bug or????

Edited by infamousdrunk
  • 2 weeks later...
Posted

So I downloaded most CE files, all the way back to Suns, and tried running the chaos that ensued, even with the_big_weeb's fixes.

I spent the whole evening going through all the files and flags with help of a couple AIs (oh no, the horror!...anyway). fixing all the .xmls I could find:



 

fix list:

  • 436 events that never loaded now do. All 203 SadSuns events (the whole module was inert) plus 233 CE Defaults captive/captor/slavery events. CE throws away an entire file if one token in it is invalid — 11 files were being binned.
  • Captive stat checks now read the captive instead of you. BC Captor writes her Lust/Esteem/etc. to her, then checked them against your character, so gates either never passed or always did. 171 more checks converted on top of weeb's build.
  • Dating/courting actually varies instead of "she's too tired" every time — side effect of the above.
  • Femboy refusal options work. One duplicated event name was silently killing all three.
  • 21 background images now display — references pointed at slightly wrong filenames.
  • Assorted duplicate-name and typo fixes so a few more chains stop dead-ending.

Not fixed — don't expect these

  • Prisoner rebellion still makes captives vanish with no battle. CE core bug, needs a DLL fix.
  • ~13 Boukensha's options still dead-end. Those events were never written.
  • 43 background images still missing. The art genuinely isn't in the packs.


 

Mod Version Result
Captivity Events 1.4.5.1400 required, unmodified
BC Captor Gear and Girls 1.0.12 (the_big_weeb build) 18 files changed
Default Captivity Events 1.2.8.1110 10 files changed
Boukensha's Binder 1.3.11.1311 9 files changed
Sadsun's Captivity Events 0.0.1 4 files changed
Advanced Slavery Events 0.5.0 2 files changed
CE Bandit Expansion 1.2.9.1120 checked, clean
Bicobus's heap of perversions 1.0.1 checked, clean
KLBShackles e1.5.6 checked, no events



@the_big_weeb continued your fix list and added a bunch others, if only I could figure how to upload stuff here in the thread lol.

@xyzxyz   There are still many fixes to be done on this chain. The issue you were having is the event was checking for stats on Main Character, and not on Captive, I think it is mostly done now. One thing that requires a dll fix is Prisoner rebellion losing your captives, couldnt' find a non-convoluted way to fix it from .xmls from what I saw. 


 

Posted (edited)
1 hour ago, UDWR said:

So I downloaded most CE files, all the way back to Suns, and tried running the chaos that ensued, even with the_big_weeb's fixes.

I spent the whole evening going through all the files and flags with help of a couple AIs (oh no, the horror!...anyway). fixing all the .xmls I could find:



 

fix list:

  • 436 events that never loaded now do. All 203 SadSuns events (the whole module was inert) plus 233 CE Defaults captive/captor/slavery events. CE throws away an entire file if one token in it is invalid — 11 files were being binned.
  • Captive stat checks now read the captive instead of you. BC Captor writes her Lust/Esteem/etc. to her, then checked them against your character, so gates either never passed or always did. 171 more checks converted on top of weeb's build.
  • Dating/courting actually varies instead of "she's too tired" every time — side effect of the above.
  • Femboy refusal options work. One duplicated event name was silently killing all three.
  • 21 background images now display — references pointed at slightly wrong filenames.
  • Assorted duplicate-name and typo fixes so a few more chains stop dead-ending.

Not fixed — don't expect these

  • Prisoner rebellion still makes captives vanish with no battle. CE core bug, needs a DLL fix.
  • ~13 Boukensha's options still dead-end. Those events were never written.
  • 43 background images still missing. The art genuinely isn't in the packs.


 

Mod Version Result
Captivity Events 1.4.5.1400 required, unmodified
BC Captor Gear and Girls 1.0.12 (the_big_weeb build) 18 files changed
Default Captivity Events 1.2.8.1110 10 files changed
Boukensha's Binder 1.3.11.1311 9 files changed
Sadsun's Captivity Events 0.0.1 4 files changed
Advanced Slavery Events 0.5.0 2 files changed
CE Bandit Expansion 1.2.9.1120 checked, clean
Bicobus's heap of perversions 1.0.1 checked, clean
KLBShackles e1.5.6 checked, no events



@the_big_weeb continued your fix list and added a bunch others, if only I could figure how to upload stuff here in the thread lol.

@xyzxyz   There are still many fixes to be done on this chain. The issue you were having is the event was checking for stats on Main Character, and not on Captive, I think it is mostly done now. One thing that requires a dll fix is Prisoner rebellion losing your captives, couldnt' find a non-convoluted way to fix it from .xmls from what I saw. 


 

So what files are the best to use for an up to date Bannerlord?

Edited by xyzxyz
Posted
11 hours ago, xyzxyz said:

So what files are the best to use for an up to date Bannerlord?

image.png.6fb9b6494d61dbf293d2a78df48d4f7d.png


These are the ones that have changes, at least the problem you showed should be fixed. Should be able to drag and drop the folders into modules where they belong. changes and analysis txt are just in case people want to continue fixing.

CE-Repair-Patch-20260829.zip CHANGES.txt ANALYSIS.txt

Posted
5 hours ago, UDWR said:

image.png.6fb9b6494d61dbf293d2a78df48d4f7d.png


These are the ones that have changes, at least the problem you showed should be fixed. Should be able to drag and drop the folders into modules where they belong. changes and analysis txt are just in case people want to continue fixing.

CE-Repair-Patch-20260829.zip 566.48 kB · 1 download CHANGES.txt 18.87 kB · 0 downloads ANALYSIS.txt 27.37 kB · 0 downloads


Thanks for taking it over homie! It took me so long to figure out the event flags and why they were borked (targeting the wrong actor) I didn't have much time to check the rest. Im sure the mod would benefit from a total refactor but I only have so much free time on my hands

Posted
4 hours ago, the_big_weeb said:


Thanks for taking it over homie! It took me so long to figure out the event flags and why they were borked (targeting the wrong actor) I didn't have much time to check the rest. Im sure the mod would benefit from a total refactor but I only have so much free time on my hands

 

 

Yeah, it really needs a top to bottom check because also a bunch of the modules are aimed at the same 'scene', and either they get piled together, or alternate between them, which completely breaks or does strange stuff to the continuity or flags. Also never really seen the mod functioning before, so don't know if some are intended or not. 🙃

Posted
On 8/31/2026 at 4:52 AM, UDWR said:

 

 

Yeah, it really needs a top to bottom check because also a bunch of the modules are aimed at the same 'scene', and either they get piled together, or alternate between them, which completely breaks or does strange stuff to the continuity or flags. Also never really seen the mod functioning before, so don't know if some are intended or not. 🙃

Thanks for taking time to fix the mod. Just done a brief test. It seems that events such as the flower girl event line is working properly. However, the companion related events are still broken and the mod still overrides other CE mods.

 

Posted
On 9/4/2026 at 10:38 PM, 789747 said:

Thanks for taking time to fix the mod. Just done a brief test. It seems that events such as the flower girl event line is working properly. However, the companion related events are still broken and the mod still overrides other CE mods.

 



I had actually worked on it a bit more, going to the recent CE github and trying to catch misfires, xml vs source code etc. Can't say I caught everything, as there are way too many events to trigger and check, but at least it is something. Each pack has its own replacement and readme, as I don't know who uses what mods. 

Easiest thing would be if during play you can log errors or events you think are firing that shouldn't, or events that should and are not firing for some reason so I can find them. Doesn't have to be the full event name, with text/topic I should be able to GREP which one it is and what is going on.

Which mod is overwriting which other one?  That is probably a case of 'overwritable' flags not being red correctly, or swapped order of loading.



Eighteen changes across 1,465 edited lines in 96 files. Each change is a class of defect, found either from a report in play or from reading the mod's XML against its published source code. 

 

## Summary

| #  | Change                                                        | Scope             |
|----|---------------------------------------------------------------|-------------------|
| 01 | `Ref="Hero"` → `Ref="Captive"` on captive-state skill checks   | 50 checks, 10 files |
| 02 | Duplicate event names and reference typos                      | 7 fixes, 6 files  |
| 03 | `Overwritable` restored on stray defaults                      | 7 events, 3 files |
| 04 | Missing `Leave.` option restored to brothel menu 3             | 1 option, 1 file  |
| 05 | SadSuns weight element misspelling                             | 203 elements, 4 files |
| 06 | Tokens absent from the CE schema removed                       | 75 lines, 9 files |
| 07 | Background references repointed to existing art                | 26 refs, 7 files  |
| 08 | Self-cancelling notable-ownership pairs resolved                | 3 events, 1 file  |
| 09 | Two SadSuns captor events that could never fire                 | 2 events, 1 file  |
| 10 | Continuation events drawn cold; weight set to 0                 | 1,159 rows, 74 files |
| 11 | Assault events flagged Random fired while the player was free   | 6 events, 1 file  |
| 12 | Morale events with no troop requirement fired solo               | 3 events, 1 file  |
| 13 | Travel events with no location flag fired indoors                | 4 events, 1 file  |
| 14 | "Your master" events never checked that you had one             | 22 events, 9 files |
| 15 | Misspellings in player-visible option text                      | 3 events, 3 files |
| 16 | Prostitution catcher stripped the flag with no other option     | 2 events, 1 file  |
| 17 | Events gated only on a location flag CE never emits              | 2 events, 1 file  |
| 18 | Casual soldier events with no troop requirement fired solo       | 5 events, 2 files |
 


 

CE-Repair-CEDefaults-20260906.zip CE-Repair-BanditExpansion-20260906.zip CE-Repair-Boukenshas-20260906.zip CE-Repair-AdvancedSlavery-20260906.zip CE-Repair-CaptivityEventsCore-20260906.zip CE-Repair-SadSuns-20260906.zip CE-Repair-BCCaptorGear-20260906.zip readme-Testing-Changelog-ledger.7z

Posted

Pretty much every companion stat based effect is currently broken. For example, the event BC_companion_debut and BC_companion_renew events should only fire once(they currently fires multiple times which sometimes effectively overwrites other mods as these two events are designed to have a high priority) to set up the stats while the TB_compantion_devoted events shall trigger to make a companion devoted when the affection stat reaches 100. However, the current events like TB_companion_fighting that shall add affection actually adds to some stat called "broken" instead of affection and maybe this is why all the companion events are broken. I guess this "broken" is not the same stat as the broken for companions or captives as the broken series are do not triggers when it is increased( I was using a localization patch so forgive me if the expression is not very accurate). I shall test your fix on the captives side. From what I know from BigWeeb's fix, only the captives events like TB_thief_use about the thief girl is working. Thank you in advance for your work!

Screenshot_638.png

Screenshot_639.png

Screenshot_640.png

Screenshot_641.png

Posted
23 hours ago, 789747 said:

Pretty much every companion stat based effect is currently broken. For example, the event BC_companion_debut and BC_companion_renew events should only fire once(they currently fires multiple times which sometimes effectively overwrites other mods as these two events are designed to have a high priority) to set up the stats while the TB_compantion_devoted events shall trigger to make a companion devoted when the affection stat reaches 100. However, the current events like TB_companion_fighting that shall add affection actually adds to some stat called "broken" instead of affection and maybe this is why all the companion events are broken. I guess this "broken" is not the same stat as the broken for companions or captives as the broken series are do not triggers when it is increased( I was using a localization patch so forgive me if the expression is not very accurate). I shall test your fix on the captives side. From what I know from BigWeeb's fix, only the captives events like TB_thief_use about the thief girl is working. Thank you in advance for your work!

Screenshot_638.png

Screenshot_639.png

Screenshot_640.png

Screenshot_641.png


Tested on the captive side. It is pretty much the same thing, the devoted/affection series events are broken while the obedience/broken series are working. Seems like some fixes should be done on the affection stat.

 

Screenshot_642.png

Posted
4 hours ago, vivalavida111 said:


Tested on the captive side. It is pretty much the same thing, the devoted/affection series events are broken while the obedience/broken series are working. Seems like some fixes should be done on the affection stat.

 

Screenshot_642.png


This is actually a much simpler fix than expected. Seems to be a typo.  Line 9 was meant to be 00002. So 00002 is undefined and 00004 is declared twice — first as "Broken".

 

line 8: <string id="BCCaptor_Text_00001" text="Blackmailed" />
line 9: <string id="BCCaptor_Text_00004" text="Broken" /> <-- should be 00002
line 10: <string id="BCCaptor_Text_00003" text="Claimed" />
line 11: <string id="BCCaptor_Text_00004" text="Affection" />



Numbers seem to be actually working on CaptiveAffection, it is just mislabeled.

As for the other, I don't see any issue or bug on it yet. What I do see is:

BC_conditions_random_prebroken_fCaptiveObedience >= 95 and CaptiveAffection <= 50
BC_conditions_random_predevoted_fCaptiveAffection >= 90

You get an average of -20 affection based on event occurrence, so likely you never can reach Affection to fire the chain. Have to dig in a bit in-game after modifying the numbers to see if there is some hidden stat or line that is causing them to never fire as well.

A bit of stuff with the TB on Ref='Hero' mixing stats between player char and NPC, but shouldn't be affecting it much, mostly fringe cases.

Posted
On 9/8/2026 at 11:25 PM, UDWR said:


This is actually a much simpler fix than expected. Seems to be a typo.  Line 9 was meant to be 00002. So 00002 is undefined and 00004 is declared twice — first as "Broken".

 

line 8: <string id="BCCaptor_Text_00001" text="Blackmailed" />
line 9: <string id="BCCaptor_Text_00004" text="Broken" /> <-- should be 00002
line 10: <string id="BCCaptor_Text_00003" text="Claimed" />
line 11: <string id="BCCaptor_Text_00004" text="Affection" />



Numbers seem to be actually working on CaptiveAffection, it is just mislabeled.

As for the other, I don't see any issue or bug on it yet. What I do see is:

BC_conditions_random_prebroken_fCaptiveObedience >= 95 and CaptiveAffection <= 50
BC_conditions_random_predevoted_fCaptiveAffection >= 90

You get an average of -20 affection based on event occurrence, so likely you never can reach Affection to fire the chain. Have to dig in a bit in-game after modifying the numbers to see if there is some hidden stat or line that is causing them to never fire as well.

A bit of stuff with the TB on Ref='Hero' mixing stats between player char and NPC, but shouldn't be affecting it much, mostly fringe cases.

I am not familiar with coding stuff. Looking forward to any fixes on the matter!

 

Posted
On 9/6/2026 at 9:59 AM, UDWR said:



I had actually worked on it a bit more, going to the recent CE github and trying to catch misfires, xml vs source code etc. Can't say I caught everything, as there are way too many events to trigger and check, but at least it is something. Each pack has its own replacement and readme, as I don't know who uses what mods. 

Easiest thing would be if during play you can log errors or events you think are firing that shouldn't, or events that should and are not firing for some reason so I can find them. Doesn't have to be the full event name, with text/topic I should be able to GREP which one it is and what is going on.

Which mod is overwriting which other one?  That is probably a case of 'overwritable' flags not being red correctly, or swapped order of loading.



Eighteen changes across 1,465 edited lines in 96 files. Each change is a class of defect, found either from a report in play or from reading the mod's XML against its published source code. 

 

## Summary

| #  | Change                                                        | Scope             |
|----|---------------------------------------------------------------|-------------------|
| 01 | `Ref="Hero"` → `Ref="Captive"` on captive-state skill checks   | 50 checks, 10 files |
| 02 | Duplicate event names and reference typos                      | 7 fixes, 6 files  |
| 03 | `Overwritable` restored on stray defaults                      | 7 events, 3 files |
| 04 | Missing `Leave.` option restored to brothel menu 3             | 1 option, 1 file  |
| 05 | SadSuns weight element misspelling                             | 203 elements, 4 files |
| 06 | Tokens absent from the CE schema removed                       | 75 lines, 9 files |
| 07 | Background references repointed to existing art                | 26 refs, 7 files  |
| 08 | Self-cancelling notable-ownership pairs resolved                | 3 events, 1 file  |
| 09 | Two SadSuns captor events that could never fire                 | 2 events, 1 file  |
| 10 | Continuation events drawn cold; weight set to 0                 | 1,159 rows, 74 files |
| 11 | Assault events flagged Random fired while the player was free   | 6 events, 1 file  |
| 12 | Morale events with no troop requirement fired solo               | 3 events, 1 file  |
| 13 | Travel events with no location flag fired indoors                | 4 events, 1 file  |
| 14 | "Your master" events never checked that you had one             | 22 events, 9 files |
| 15 | Misspellings in player-visible option text                      | 3 events, 3 files |
| 16 | Prostitution catcher stripped the flag with no other option     | 2 events, 1 file  |
| 17 | Events gated only on a location flag CE never emits              | 2 events, 1 file  |
| 18 | Casual soldier events with no troop requirement fired solo       | 5 events, 2 files |
 


 

CE-Repair-CEDefaults-20260906.zip 93.1 kB · 5 downloads CE-Repair-BanditExpansion-20260906.zip 15.9 kB · 6 downloads CE-Repair-Boukenshas-20260906.zip 339.51 kB · 5 downloads CE-Repair-AdvancedSlavery-20260906.zip 14.91 kB · 4 downloads CE-Repair-CaptivityEventsCore-20260906.zip 6.07 kB · 5 downloads CE-Repair-SadSuns-20260906.zip 33.06 kB · 4 downloads CE-Repair-BCCaptorGear-20260906.zip 363.78 kB · 5 downloads readme-Testing-Changelog-ledger.7z 66.41 kB · 4 downloads

That's some impressive debug work and some pretty detailed write up! I'm working on rebuilding a couple of missing events in the Defaults DefaultCaptiveRequiredGeneral.xml that surfaced in Event viewer but I can't find any reference to in source code that still exists. I patched a few other events locally but no where near as obsessive as your work.

Posted
On 9/12/2026 at 1:05 AM, vivalavida111 said:

I am not familiar with coding stuff. Looking forward to any fixes on the matter!

 


Here is the tricky part. I tried for a long time, but found no bugs in the mod, everything is working correctly, it's just that the event procs, requirements, and other things are so ridiculously hard to get, that it  makes it next to impossible to actually get the event chain to work unless you are using debug commands. The thief version works because it basically does a shortcut and ignores all these requirements and drops you there. 

This actually requires changing the mod itself, and not fixes. Can make a fix, although that will be more editing the mod rather than fixing bugs.


Also found an issue with events mentioning the wrong character name, even though the stats are correctly attributed.  (Basically what happens is there is a RNG counter of who is going to get an event, depending on time of day.  

E.g. Event triggers: Character A
By the time you click on the notification, Character B is the one on the list, so the name appears on character B. (even though event and stats belong to Character A.) 
This is mainly just cosmetic only, but .dll issue.

 

Posted

New update to make stuff workable and patching bugs! (Update 20260914).

The big one: BC's Affection was showing up as "Broken" in the messages. That was just a mislabel, and affection was going up fine the whole time. Devotion also almost never fired, because it secretly needed esteem at 25 or lower and nothing in the game shows you esteem, and the ways to lose esteem are really really convoluted. I turned that esteem check off and devotion fires now. That one is my own unofficial tweak, not what the BC authors intended, and the README says how to undo it.

@vivalavida111 As long as you have the requirements ( Affection, non-Virgin, etc.) Devotion path should fire now. 

Also in this one: escaping the bandit hideout while pregnant is back to the official 1 in 3 (Bandit Expansion Improved had it at 1 in 351, which could get you stuck in a loop), "Be rude." is gone from the serving scene, there are zips for zCEDefaults 1.3.13 and Arena Fighter now, and a pile of smaller fixes like less "lost 0 levels" spam. Still XML only, and each new zip replaces the old one for its pack. (Can ignore the bandit hideout fix if you don't have Bandit Expansion Improved).
 

Companion stat stuff is still broken, but at least we know why: Same as usual, the companion checks read your stats instead of your companion's. That's why the debut event keeps repeating and companion devotion never triggers. The fix touches every BC companion chain, since it is a giant change I need to playtest it a bit before shipping.

Also, if something acts weird for you, please grab your log right away (Modules\zCaptivityEvents\ModuleLogs\LogFileRT.txt) and post it with the event name and what generally went wrong. There's way too much RNG to hit every combination by playing to test, but the log shows exactly which check failed, so it makes things way quicker to track down than me trying to hit every single event there is.

Hopefully after the Companion fix everything should be playable without issues!


 

CE-Repair-ArenaFighter-20260914.zipCE-Repair-CEDefaults-20260914.zipCE-Repair-Boukenshas-20260914.zipCE-Repair-BCCaptorGear-20260914.zipCE-Repair-BanditExpansionImproved-20260914.zip

Readme&CHANGES-19-33.zip

Posted
5 hours ago, UDWR said:

新版本更新修復了一些bug,讓遊戲功能更加完善! (更新日期:2026年9月14日)。

其中最主要的修復是:BC的親密度在訊息中顯示為「已損壞」。這只是一個錯誤標籤,親密度實際上一直正常成長。此外,忠誠度幾乎從未觸發,因為它暗地裡需要25點或更低的聲望值才能觸發,而遊戲中沒有任何顯示聲望值的選項,而且降低聲望值的方法也極其複雜。我關閉了聲望值的偵測機制,現在忠誠度可以正常觸發了。這是我個人的非官方修改,並非BC作者的本意,README文件中有說明如何撤銷此修改。

@vivalavida111 只要滿足條件(好感度、非處女等),奉獻之路現在應該就能觸發了。 

此外,本次更新還包括:懷孕期間逃離強盜藏身處的機率恢復到官方的三分之一(之前「強盜擴展改進版」的機率是三百五十一分之一,可能會導致卡在循環中);「無禮」選項已從服務場景中移除;新增了適用於 zCEDefaults 1.3.13 和 Arena Fighter 的壓縮包;以及一系列其他等級的「重複」損失。目前仍僅提供 XML 文件,每個新壓縮包都會取代對應包的舊壓縮包。 (如果您沒有安裝“強盜擴展改進版”,則可以忽略強盜藏身處的修復
 

夥伴屬性相關的問題依然存在,但至少我們現在知道原因了:和以往一樣,夥伴屬性偵測讀取的是你的屬性而不是夥伴的屬性。這就是為什麼首次登場事件會不斷重複,而夥伴忠誠度卻始終無法觸發的原因。這次修復涉及所有BC夥伴鏈,由於改動較大,我需要在正式發布前進行一些測試。

另外,如果你遇到任何異常情況,請立即取得日誌(Modules\zCaptivityEvents\ModuleLogs\LogFileRT.txt),並附上事件名稱和大致錯誤描述。由於隨機性太強,無法透過反覆測試來遍歷所有組合,但日誌會準確地顯示哪個檢測失敗,因此比我嘗試觸發每個事件要快得多。

希望夥伴問題修復後,一切都能正常運作!


 

CE-Repair-ArenaFighter-20260914.zip 15.86 kB · 1 次下載 CE-Repair-CEDefaults-20260914.zip 68.5 kB · 1 次下載 CE-Repair-Boukenshas-20260914.zip 388.89 kB · 1 次下載 CE-Repair-BCCaptorGear-20260914.zip 444.8 kB · 1 次下載 CE-Repair-BanditExpansionImproved-20260914.zip 16.48 kB · 1 次下載

Readme&CHANGES-19-33.zip 14.66 kB · 1 次下載

Will definitely try the fixes! Nice work!

Posted
On 9/14/2026 at 11:23 AM, UDWR said:

New update to make stuff workable and patching bugs! (Update 20260914).

The big one: BC's Affection was showing up as "Broken" in the messages. That was just a mislabel, and affection was going up fine the whole time. Devotion also almost never fired, because it secretly needed esteem at 25 or lower and nothing in the game shows you esteem, and the ways to lose esteem are really really convoluted. I turned that esteem check off and devotion fires now. That one is my own unofficial tweak, not what the BC authors intended, and the README says how to undo it.

@vivalavida111 As long as you have the requirements ( Affection, non-Virgin, etc.) Devotion path should fire now. 

Also in this one: escaping the bandit hideout while pregnant is back to the official 1 in 3 (Bandit Expansion Improved had it at 1 in 351, which could get you stuck in a loop), "Be rude." is gone from the serving scene, there are zips for zCEDefaults 1.3.13 and Arena Fighter now, and a pile of smaller fixes like less "lost 0 levels" spam. Still XML only, and each new zip replaces the old one for its pack. (Can ignore the bandit hideout fix if you don't have Bandit Expansion Improved).
 

Companion stat stuff is still broken, but at least we know why: Same as usual, the companion checks read your stats instead of your companion's. That's why the debut event keeps repeating and companion devotion never triggers. The fix touches every BC companion chain, since it is a giant change I need to playtest it a bit before shipping.

Also, if something acts weird for you, please grab your log right away (Modules\zCaptivityEvents\ModuleLogs\LogFileRT.txt) and post it with the event name and what generally went wrong. There's way too much RNG to hit every combination by playing to test, but the log shows exactly which check failed, so it makes things way quicker to track down than me trying to hit every single event there is.

Hopefully after the Companion fix everything should be playable without issues!


 

CE-Repair-ArenaFighter-20260914.zip 15.86 kB · 3 downloads CE-Repair-CEDefaults-20260914.zip 68.5 kB · 3 downloads CE-Repair-Boukenshas-20260914.zip 388.89 kB · 2 downloads CE-Repair-BCCaptorGear-20260914.zip 444.8 kB · 3 downloads CE-Repair-BanditExpansionImproved-20260914.zip 16.48 kB · 2 downloads

Readme&CHANGES-19-33.zip 14.66 kB · 3 downloads

I'm still convinced there is issues with getting hard locked into captivity events. For example I found waiting_menu_4 in Bandits is still generating logs for missing WeightedChanceOfOccuring triggers. I have bypassed them by adding them in with a 20-50 weight value. Perhaps I missed applying a patch set?

 

Next problem is BC CaptorGear. This one is throwing out a heap of \Modules\BCCaptorGear\SceneObj\scn_bc_bv_01\atmosphere.xml does not comply to CEEventsModal format described in CEEventsModal.xsd : The 'atmosphere' element is not declared. errors for the SceneObj folder. I've checked all three xsd files in Events and the element is not referenced in there and I can't see it ever refenced in past versions so I have no idea where CV is calling it. I don't even know if this functionality exists in the current file. I checked the scene templates on the TaleWorlds modding pages and sadly the documents for atmospheres were never written on the wiki and I can't see how there are being called in similar mods. Only CV Events seems to use xsd files. I suspect the whole system must have changed drastically between versions prior to War sails. Anyone had any luck with scenes in 1400? 

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