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Prisoners traveling should not affect the outcome of the Ransom interaction, except perhaps if the recipient is among the prisoners and so is also traveling. I will double-check this.
Another point is that if you are not quick enough, your army or the prisoners have already leave the province where the battle (or raid) take place, and interaction is not possible anymore (as intended)
If this problem is not caused by my specific modset, you might consider adding a popup (with autopause) when a battle or a raid ends requesting what to do with prisoners (and eventually delay they departure until ransom request is accepted.
2) See the description about prisoner travel. The "wandering" characters are likely escorting captured prisoners. If such a convoy is intercepted by a hostile army, all prisoners may be freed and the escorting character imprisoned. You can disable prisoner events if you don't like this.
3) The mod tries to convert all teleports into travel, except for a few special cases (such as teleporting to and from an army). Prowess, knighthood, etc. don't matter.
1) Able to unsub mid play-through or will that ruin my save?
2) Why do I have minions with court positions such as my Physician wandering around my territory while I'm in a war? I keep getting messages of people being captured, that were not a knight or marshall of troops.
3) I do use knight manager, so no one that doesn't have 17+ prowess should ever be travelling unless they're a new hire, or count etc with their own territory correct?
The "Location Tracker Events" game rule is an obsolete one that is always "Disabled". It has been like this for about 1.5 years now. I did not remove it to maintain compatibility with old saves.
@gazette2 Thanks, will integrate and release it during the weekend!
As for the escape chances, they already depend on the personality / skills of the prisoner and their escort. You can adjust them via the "Prisoner Events Chance" game rule. The court position idea is indeed a good one, so I will consider adding it in the future.
I also do still think gaoler court positions would be a good idea so you still have some measure of input over the wardens. Not sure if its something you'd consider in the future, but very cool mod.
Or at least can an event so we can choose to immediately ransom or recruit after capture on the field?