Allows the Hero NPCs to execute each other if they have been taken prisoner. They can also execute the player if you are captured. Additionally, the player can sell prisoners to their enemies for execution. Mod was formerly known as EvilNoblemanExecutionerEdit.
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Author notes
Be fair!
File credits
King Harlaus
Donation Points system
This mod is opted-in to receive Donation Points
Changelogs
Version 1.4.1
Fixed a crash if victim's clan was null.
Handled executing member of the neutral clan. (Clan used internally for certain heroes)
Version 1.4.0
Someone said the mod didn't work on 1.1.4
Version 1.3.1
Fixed game over screen when you get executed and have no heirs.
Version 1.2.5
Now you can select which prisoner(s) to sell and sell multiple at the same time. Can only sell to one lord at a time in case you are speaking with lords in an army.
Version 1.2.4
Fixed heroes with executed spouses being considered married still. I also have it fix heroes who have a dead spouse when the campaign time first starts running.
Version 1.2.3
Fixed a crash when talking to heroes in quests (Convincing runaway daughter to return home quest was tested and works now)
Version 1.2.2
Heir spawn location fixed if they escaped the battle you were captured in and after executed.
Fixed crash when speaking to heroes not belonging to a clan of kingdom.
Version 1.2.1
Fixed heir spawn location, if they were present at the battle you died in. If you select them, they will spawn at the same location as the battle.
Fixed player probability setting being applied to NPCs and the player. NOW you can set probability for NPCs separate from the player and it will work. Long time bug that I never noticed. :/
Version 1.1.0
Compiled for Bannerlord 1.0
Version 1.0.5
Fixed crash when a hero gains relations with the enemy of the executed victim.
Version 1.0.4
Updated relationship modifier settings descriptions and default values. Since the game considers enemies to have relationship of -10 and friends of 10, I thought the default values were too high.
Added relationship gains between the executioner and enemies of the victim. You can edit the amount in the MCM.
Version 1.0.3
Improved dialogue and added another option to accept whatever a lord has when they don't have enough gold based on what you set for the cost to sell prisoners in the MCM.
Version 1.0.2
Fixed selling prisoner deducting gold from player and not the buyer. Now player receives the gold. Please load your game if you sold prisoners on version 1.0.0 or 1.0.1.
Version 1.0.1
Fixed spelling error in dialogue.
Fixed gold amount displaying properly in dialogue.
Version 1.0.0
My Executioner Edit was renamed and uploaded here.
Added selling prisoners to their enemy for execution.
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War is not dangerous enough for the AI... now when any AI is taken prisoner by another AI hero, they might be executed! O: HOW IT WORKS: When AI or the player are taken prisoner by an AI hero, it will check if the NPC captor's honor and mercy when added together is less than the trait limit set in the MCM. Then it makes sure he has at least 2,000 gold because if they don't have money they will prefer to hold for ransom. Then they need to have a relationship of less than -80 to then qualify for rng and then there is a 2% chance the captor will execute the prisoner. All values are configurable in the MCM.