UDWR Posted September 19 Posted September 19 7 hours ago, timmytiny said: 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? Both of those are just log noise. "Missing WeightedChanceOfOccurring" means that menu has no weight set, so CE gives it the default of 10 and moves on. If the lock-up is in a bandit hideout while pregnant, that's a known one. A failed escape can get you pregnant, and once you're pregnant, the escape in Bandit Expansion Improved only worked 1 time in 351, so you'd basically never get out. The 20260914 Bandit Expansion Improved zip puts it back to the official 1 in 3. Adding weights to the waiting menus won't change it, because the bandit waiting menus are flagged to fire ahead of everything and CE never even reads their weight. The "Missing WeightedChanceOfOccurring" lines just mean a menu has no weight set, so CE uses 10. And the SceneObj atmosphere.xml errors are CE trying to read the game's own scene files as events. My install logs the same lines and nothing breaks. One more thing: Your path says Modules\BCCaptorGear, which is SkipWestcott's original build. My BC zip is made on top of the_big_weeb's fix, which installs as Modules\zCEzBCCaptorGear (its SubModule.xml says v1.0.12). If you're on the original, install the_big_weeb's fix instead (don't keep both, they share the same mod Id) and then extract my zip. Extracting it onto the original just makes a second folder the game ignores, so none of the BC fixes are active.
timmytiny Posted September 19 Posted September 19 9 hours ago, UDWR said: Both of those are just log noise. "Missing WeightedChanceOfOccurring" means that menu has no weight set, so CE gives it the default of 10 and moves on. If the lock-up is in a bandit hideout while pregnant, that's a known one. A failed escape can get you pregnant, and once you're pregnant, the escape in Bandit Expansion Improved only worked 1 time in 351, so you'd basically never get out. The 20260914 Bandit Expansion Improved zip puts it back to the official 1 in 3. Adding weights to the waiting menus won't change it, because the bandit waiting menus are flagged to fire ahead of everything and CE never even reads their weight. The "Missing WeightedChanceOfOccurring" lines just mean a menu has no weight set, so CE uses 10. And the SceneObj atmosphere.xml errors are CE trying to read the game's own scene files as events. My install logs the same lines and nothing breaks. One more thing: Your path says Modules\BCCaptorGear, which is SkipWestcott's original build. My BC zip is made on top of the_big_weeb's fix, which installs as Modules\zCEzBCCaptorGear (its SubModule.xml says v1.0.12). If you're on the original, install the_big_weeb's fix instead (don't keep both, they share the same mod Id) and then extract my zip. Extracting it onto the original just makes a second folder the game ignores, so none of the BC fixes are active. I have Skips original and then applied weebs over that manually. So the folder structure is off but the patch files match. I have applied the 1 in 3 fix. 100 rolls result in the same wait_menu_4 screen with continue only as the option. But re-adding WeightedChanceOfOccurring does fix it, I would go retest but to be honest the tag works and has no negative effects. The problem with the menu lock isn't that it locks you with no escape chance, it's locking the events to that one wait menu rerolling over and over. So you can't add additional events to trigger. I think we have gone as far as we can with xml fixes. Most the defects now are with the core .dll. And sadly those are pretty fundamental to all additional events. It looks like escape chance excluding main_hero is totally shot, the chances don't apply to heroes or troops. Which in turn breaks the brothel. The additional markers not saving values breaks a lot of the mod packs including DC Captor. Pregnancy is also broken and can lead to CTD. The code hasn't changed with the core game changes to the encyclopaedia, naming structure and parent father/mother linkages that were added. I can't see anyone who has successfully patched escape chance in the mod community as of yet. Myzombiehasaids created a mod over on Nexus - Bodacious Bastards, that handles pregnancy paths pretty well and it works alongside CEvents. I'm running through some testing to see if it gets all the possible scenarios. I've found the argument that resets slavery but I'm pretty sure that was changed to support event chains in BC Captor. I also wouldn't recommend using events that convert heroes as there is no code to handle encyclopaedia entries, hero type extra. You might be able to manually fix that with character reloaded or some such companion editor. Tbh that feels like a minefield and there is enough other basic problems.
UDWR Posted September 19 Posted September 19 1 hour ago, timmytiny said: I have Skips original and then applied weebs over that manually. So the folder structure is off but the patch files match. I have applied the 1 in 3 fix. 100 rolls result in the same wait_menu_4 screen with continue only as the option. But re-adding WeightedChanceOfOccurring does fix it, I would go retest but to be honest the tag works and has no negative effects. The problem with the menu lock isn't that it locks you with no escape chance, it's locking the events to that one wait menu rerolling over and over. So you can't add additional events to trigger. I think we have gone as far as we can with xml fixes. Most the defects now are with the core .dll. And sadly those are pretty fundamental to all additional events. It looks like escape chance excluding main_hero is totally shot, the chances don't apply to heroes or troops. Which in turn breaks the brothel. The additional markers not saving values breaks a lot of the mod packs including DC Captor. Pregnancy is also broken and can lead to CTD. The code hasn't changed with the core game changes to the encyclopaedia, naming structure and parent father/mother linkages that were added. I can't see anyone who has successfully patched escape chance in the mod community as of yet. Myzombiehasaids created a mod over on Nexus - Bodacious Bastards, that handles pregnancy paths pretty well and it works alongside CEvents. I'm running through some testing to see if it gets all the possible scenarios. I've found the argument that resets slavery but I'm pretty sure that was changed to support event chains in BC Captor. I also wouldn't recommend using events that convert heroes as there is no code to handle encyclopaedia entries, hero type extra. You might be able to manually fix that with character reloaded or some such companion editor. Tbh that feels like a minefield and there is enough other basic problems. Yeah, I mentioned a few posts ago that most of these issues are directly from the dll, i think half the patches I've done are doing hoops and loops to fix issues from way upstream, which would be less 'fixing mod update' and more 'taking over the mod from authors' tbh. Also, i think we're talking about different wait menus? Got a pregnant character, got caught, got the waiting menu, and escaped the first try when above the required Hp like the images show. Haven't really tested much brothel owning at all since most of the issues mentioned in the thread were on the 'get captured' side of events, which are mostly cleaned by now, and the issue vivalavida brought up to fix. Brothels sound like a whole new can of worms to straighten up. With Bannerlord update around the corner, might be prudent to wait for that before fixing the whole thing. pretty sure the escape chance settings do get used, but the hero ones only apply when their on/off toggles (party/settlement/other) are enabled in CE's settings, and the troop ones only apply to prisoners over a party's limit. As for the encyclopaedia thing, have you tried captivity.fire_fix? Supposedly: Takes your party off a raft. It clears the "raft" state that the naval update added for a party left adrift at sea. Without the naval DLC that state never switches on, so for you this part does nothing. Moves all your children into your clan and makes them lords. Every child of your character gets their clan set to yours, and any child who isn't a lord is forced to lord. That targets children born through CE's pregnancies who end up with no clan or the wrong role, which is roughly the encyclopedia and parent problem the poster described. Rebuilds the brothel. It recreates CE's brothel location, marks the brothel system as ready, and prints the names of the brothels you own. That's for a brothel that broke or failed to load.
timmytiny Posted Saturday at 10:20 PM Posted Saturday at 10:20 PM I didn't try captivity.fire_fix. I'll have a look at that in a minute. I'm sure the raft has triggered in default but it's still bugged. Ended up landed on a non accessible area. But using console to teleport you out fixes that. Changing the children to lords doesn't quite fix that. Since they changed the clan structure and added surnames there are now two table values for first name. One is just name and the other is firstname. Lords still use the old name value. So children created by anyone not a lord will be borked regardless. Brothels work. They show cloned in the clan menu and they do kind of work. But because escape chance is broken any prisoners troop or hero you put in there will just vanish in minutes. I've extensively tested escape with just the CEvents core installed on it's own. All the MCM options around escape excluding main_hero do nothing. That's the menu I'll recheck that in a run tonight. 1.5 is going to be painful. They have confirmed a lot of value changes are present so it will likely break every mod currently in existence not being actively maintained.
UDWR Posted Sunday at 02:33 AM Posted Sunday at 02:33 AM 1 hour ago, timmytiny said: I didn't try captivity.fire_fix. I'll have a look at that in a minute. I'm sure the raft has triggered in default but it's still bugged. Ended up landed on a non accessible area. But using console to teleport you out fixes that. Changing the children to lords doesn't quite fix that. Since they changed the clan structure and added surnames there are now two table values for first name. One is just name and the other is firstname. Lords still use the old name value. So children created by anyone not a lord will be borked regardless. Brothels work. They show cloned in the clan menu and they do kind of work. But because escape chance is broken any prisoners troop or hero you put in there will just vanish in minutes. I've extensively tested escape with just the CEvents core installed on it's own. All the MCM options around escape excluding main_hero do nothing. That's the menu I'll recheck that in a run tonight. 1.5 is going to be painful. They have confirmed a lot of value changes are present so it will likely break every mod currently in existence not being actively maintained. Got it, yeah escape for people you've captured is different, I thought it was from your own character escapes which is why I was confused what was going on. The four Regular (non-hero) options are read in one method only, CEApplyExceedChanceToEscape, reached only from the hourly tick — which returns unless the party is over its prisoner limit. That method's first line bails out when "Games Default Exceeded Prisoners System" is off, and off is the default. So at default settings the entire path is dead, and an ordinary troop prisoner inside the limit has no escape code at all: CE's is inert, and CE cleared vanilla's listener at load. Two settings are read nowhere in the DLL: PrisonerNonHeroEscapeSettlement and its chance. Declared, shown in MCM, saved, loaded, never read. The Hero options work, but the toggle is an override switch, not an enable switch. On means "use my %". Off means "fall back to the vanilla formula", so turning it off to stop escapes actually restores them. Defaults are Party/Settlement on with chance 0, which is why hero prisoners never escape from you out of the box. Cosmetic: all three Regular toggles pass the same label string, so Settlement and Other both display as "Prisoner Escape (Party)". The brothel is a separate path with its own two chances, both defaulting to 0. Daily, a hero rolls BrothelHeroEscapeChance; a regular rolls BrothelNonHeroEscapeChance and is deleted from the list with no message and nothing returned to you. At defaults nothing should escape there at all, so all the "vanish in minutes" theoretically should not be the escape roll, but some other bug hidden along the way that is releasing or removing them somehow. I did a quick dig at Brothel, and I have a suspicion that something buggy or misfiring along these lines is what is going on with your vanishing mystery. OnWarDeclared and OnSettlementOwnerChanged both call BrothelInteraction(..., releasePrisoners: true). In that branch a hero captive is handed to the capturer or put back in your prison roster and freed properly. A regular troop is neither returned nor released — the list is just emptied, and they're gone. So any war involving your faction and the town's owner deletes every regular prostitute you had there. It also never checks who owns the brothel. ContainsBrothelData quietly adds an entry for any town you visit, so the list fills with towns you merely walked into and each war prints that message for all of them in the hostile faction. I'll give it a debug test later if I have the time to see if I can pinpoint the issue, never actually playtested this side as hadn't seen anyone complain about stuff here.
sowins Posted Sunday at 09:31 AM Posted Sunday at 09:31 AM On 9/14/2026 at 12:23 PM, 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 · 4 downloads CE-Repair-CEDefaults-20260914.zip 68.5 kB · 6 downloads CE-Repair-Boukenshas-20260914.zip 388.89 kB · 4 downloads CE-Repair-BCCaptorGear-20260914.zip 444.8 kB · 6 downloads CE-Repair-BanditExpansionImproved-20260914.zip 16.48 kB · 4 downloads Readme&CHANGES-19-33.zip 14.66 kB · 5 downloads thanks dude... was wondering why i couldnt make this mods work while i could in the past
Appak123 Posted Monday at 08:06 PM Posted Monday at 08:06 PM I may be a silly goose, but given the image files and many listed in the downloads section, how does one install the mod? Just making sure i did not miss any steps
timmytiny Posted Tuesday at 12:28 AM Posted Tuesday at 12:28 AM 4 hours ago, Appak123 said: I may be a silly goose, but given the image files and many listed in the downloads section, how does one install the mod? Just making sure i did not miss any steps I followed the path of downloading them from the download section then manually copied each new community fix over the top. I believe that wasn't quite correct thanks to UDWR's help in the last few posts. I used DC Captive 1312 and the 6 image packs to start off with. Weebs fix, then UDWR. I think you can just use Weebs then UDWR with the 6 image packs.
UDWR Posted Tuesday at 07:59 PM Posted Tuesday at 07:59 PM Should put all the files I have together into a "drag here to install" or something, since I remember installing all of them is a headache. The only issue is the 500 MB max upload size is a problem. Maybe just put a google drive folder or something. The thing is a lot of the image packs overwrite each other, so it is pick whatever you prefer in many cases.
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