the_big_weeb Posted August 2 Posted August 2 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.
AliRenegade Posted August 2 Posted August 2 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
the_big_weeb Posted August 3 Posted August 3 (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 August 3 by the_big_weeb
LLBD2025 Posted August 8 Posted August 8 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?
the_big_weeb Posted August 8 Posted August 8 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. 1
789747 Posted August 16 Posted August 16 (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 August 16 by 789747
789747 Posted August 16 Posted August 16 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.
infamousdrunk Posted August 18 Posted August 18 (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 August 22 by infamousdrunk
UDWR Posted yesterday at 06:46 PM Posted yesterday at 06:46 PM 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. 3
xyzxyz Posted yesterday at 07:55 PM Posted yesterday at 07:55 PM (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 yesterday at 07:55 PM by xyzxyz
UDWR Posted 14 hours ago Posted 14 hours ago 11 hours ago, xyzxyz said: So what files are the best to use for an up to date Bannerlord? 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 1
the_big_weeb Posted 9 hours ago Posted 9 hours ago 5 hours ago, UDWR said: 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
UDWR Posted 1 hour ago Posted 1 hour ago 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. 🙃
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