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Napier's Maiden Depravation Animated Events + Sounds For Badlistener's Captivity Events


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Napier's Maiden Depravation Animated Events + Sounds For Badlistener's Captivity Events


Made for Mount and Blade Bannerlord 1.1.5 with Captivity Events

Have you ever wanted to have more immersion when pillaging and raiding village like a true warrior on bannerlord? Now you can.

 

DESCRIPTION:

 

 

This mod add events focused on Male Captor and Female Captive Non Con events for prisoners and raiding villages.

Animated images and Sounds are from medieval movies and tv shows. 

I added some AI Images for events background. 

 

WARNING: FYI THIS MOD HAVE NON CONSENSUAL/RAPE EVENTS, IF YOU FEEL DISTURBED BY THIS, DON'T EVEN CONTINUE.

 

FEATURES: 

6 Unique Events with Animated Images + Sounds*

6 Animated Events + Sounds for Interaction with Female Captives (Overwriting the default events from Captivity Events) + Pregnancy Risk

 

 

*Most events require you to have at least 5 troops and/or some female prisoners

 

HOW TO INSTALL

 

1 - Download the two files (.zip and .z01)

2 - Extract .zip and copy the extracted (overwrite the files) Modules\ folder into C:\Program Files (x86)\Steam\steamapps\common\Mount & Blade II Bannerlord\

3 - Check the mod on the launcher and play:

 

image.png.44a1544d85a96987079f36e8dddd2f0a.png

 

 - You can adjust the occurrence on Event Wait between occurrences while Captor option on the settings

 

REQUIREMENTS:

 

CaptivityEventsV1.1.5.1100.zip

 

 

COMPATIBILITY:

-->>>> TESTED WITH VERSION 1.1.5 (Might work for 1.1.6)

 

CREDITS:

@BadListener 

 

Feel free to distribute, copy or whatever, just credit me.

 


 

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Heya, I'll (probably) ask on Discord, too, but,

 

1. It looked to me like your .z01 file had duplicate content, based on the byte sizes of the XML files as I was overwriting

2. I think you can avoid needing to overwrite the DefaultCaptorRequiredEventsMale.xml file; if you supply the events with the same names, the "Overwritable" flag will take care of the rest.

3. You have Maidens! However, you'll likely see a few problems if you try to run this without BC Captor! Specifically, the Translation tags from BC are inside your maidens.xml, as well as some of the Custom Skills from BC (which don't rrreally work on non-character NPCs but I like them there too lol)

 

Good stuff, though, it looks like! I will be yoinking your mbproj pattern to see if it works for BC!

Link to comment
4 hours ago, SkipWestcott said:

Heya, I'll (probably) ask on Discord, too, but,

 

1. It looked to me like your .z01 file had duplicate content, based on the byte sizes of the XML files as I was overwriting

2. I think you can avoid needing to overwrite the DefaultCaptorRequiredEventsMale.xml file; if you supply the events with the same names, the "Overwritable" flag will take care of the rest.

3. You have Maidens! However, you'll likely see a few problems if you try to run this without BC Captor! Specifically, the Translation tags from BC are inside your maidens.xml, as well as some of the Custom Skills from BC (which don't rrreally work on non-character NPCs but I like them there too lol)

 

Good stuff, though, it looks like! I will be yoinking your mbproj pattern to see if it works for BC!

2) I'll try to fix the next update

3) They're only placeholders for future updates, but 'll remove them since it's not being used. I've been playing without BC Captors and no problems yet. Let me know if any bug pops up.

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  • 3 weeks later...
  • 3 weeks later...
  • 3 months later...

it breaks Captor events  (on 1.2.9 at least) conversation always start from 1st dialogue:
  {=DefaultCaptorRequiredEventsMale1}{CAPTIVE_NAME} kneels bound before you, helpless to resist your whims. What fate do you have in mind for her?
like you just meet her for first time. And each time stats for that NPC resets.

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