Jump to content

Recommended Posts

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

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 account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...