fablo21 Posted April 17, 2024 Posted April 17, 2024 1 hour ago, zeetee135 said: More Holding Graphics changes some court types. I was having the same issue till I disabled the mod. Oh awesome that actually fixed it. Thank you so much!
fablo21 Posted April 17, 2024 Posted April 17, 2024 8 hours ago, csirke128 said: For the court, the way it works is that CBO adds a flag in char_body_overhaul\gfx\court_scene\scene_cultures\cbo_cultures.txt Not = { has_character_flag = sex_animation_event } To block the other courts, maybe there is a mod you have that changes cultures in this folder, and is not overwritten by a CBO Patch (like CFP does add a new one, but the CBO Patch for it should overwrite it, "CFP_scenes_cultures.txt") I think someone else also had issues with Iberian courts, but i couldnt reproduce it. For the the CBO Animation Pack one (strangely it says 69MB as install size for me, and it says 120MB for you) will replace the original options, and cycle through the CBO Animation Pack animations. Animations+ only adds Missionary and Doggy animations. For the ending scene, that is a bit buggy still, but its possible you don't have the CBO Animation Pack installed correctly, and thats why you see them like that, its supposed to have a cum animation (altough i think a few of the cum animations might still be broken) Maybe you should try redo the CBO Animation Pack one, i think you might have downloaded a different one or not sure. (or maybe i did it differently than the description in cbo animation pack thread) Finally managed to find the right Animations+ base mod and downloaded it. It should be the right one too considering its closer to the file size you have (mine is 57MB). The ending animations are still buggy but they arent even that necessary tbh I can wait it out until another patch or something. Another smaller problem I ran into has to do with the CA+CAP Unofficial Fix and the CA+CAP Un. Fix + EPE mods. When I decided to redownload all the CBO related mods those two dont seem to install no matter what I do. Just left with the classic "Installation of this mod failed" red triangle of death... (In the pic you can see my attempt at creating them as custom mods and injecting into the load order that way,) Ive tried almost everything but i cant seem to get it in my load order properly Any tips would be appreciated!
csirke128 Posted April 17, 2024 Posted April 17, 2024 24 minutes ago, fablo21 said: Finally managed to find the right Animations+ base mod and downloaded it. It should be the right one too considering its closer to the file size you have (mine is 57MB). The ending animations are still buggy but they arent even that necessary tbh I can wait it out until another patch or something. Another smaller problem I ran into has to do with the CA+CAP Unofficial Fix and the CA+CAP Un. Fix + EPE mods. When I decided to redownload all the CBO related mods those two dont seem to install no matter what I do. Just left with the classic "Installation of this mod failed" red triangle of death... (In the pic you can see my attempt at creating them as custom mods and injecting into the load order that way,) Ive tried almost everything but i cant seem to get it in my load order properly Any tips would be appreciated! Hi, thats weird, maybe you need to remove them in the load order, and add them back in. The way the mods work, is that there is a .mod file, and that .mod file contains a path to a directory, and thats supposed to contain the mod. I uploaded the mods with the path being path="mod/CA+CAP Unofficial fix" and path="mod/CA+CAP Unofficial fix + EPE" After you launch the game, the launcher will replace the path with an absolute path. For example, for me its: path="C:/Users/csirke128/Documents/Paradox Interactive/Crusader Kings III/mod/CAP Unofficial fix" Can you check and make sure the absolute path points to the correct directory? Otherwise maybe you need to try extract the files out again, maybe you have the .mod file, but not the directory there. Worst case, you can just dump all the files into a directory, and merge them manually by overwriting the files in the correct order.
csirke128 Posted April 17, 2024 Posted April 17, 2024 Hi, I went through the thread pages, and i don't think this was documented yet, so let me try explain, why CBO is not compatible with mods that add clothing. There are 3 things we need to keep in mind, when it comes to clothing on a character. 1. The male/female mesh file, this is where the skeleton is coming from. 2. The animation files, these will need to be compatible with the skeleton 3. The clothing files, the main .mesh file will also have a skeleton. The vertexes of the clothes are attached to the skeleton bones, so thats how moving the skeleton moves the clothes. The skeleton for these 3 things need to be compatible, and the main reason is, as far as i can see, is that animations don't use bone names to match the skeleton to keyframes, instead its just an array, and assumes the bone count and order are the same for all 3. What this means, is that lets say you have 20 bones, and compatible animations. Bone 1 in the skeleton is Bone 1 in the animation keyframe. If you add a new bone, to lets say 10, then you would move all existing bones to the right by 1, but the keyframes in the animation won't change, so the keyframes will be applied to the wrong bones, and you end up with weird clothing. This is why, when clothing are incompatible, you will see the clothing float around, because some bones were skipped in the animation, and the wrong animation is applied to the wrong bone. The first bone that doesnt match the original skeleton is the bicep and tricep bones on the left arm. If you look at an incompatible clothing, you can see that the left arm is relatively ok, the right arm is messed up, and the legs are even more messed up. So for clothing to be compatible, the bones in the skeleton need to match the bones in the animation, which is using the male/female mesh as reference when loading. The animation and mesh files do contain the bone names, this is what allows importing and exporting to fix the animations and mesh files, because it will save the mesh out with the correct number of bones, it will make sure to add the new bones in the list. Another example if this was a bit difficult to understand, lets say we have bones: [1, 2, 3, 4, 5, 6, 7] Then an animation [1, 2, 3, 4, 5, 6, 7] We add some new bones: [1, 2, 3, 8, 9, 4, 5, 10, 6, 7] But the clothing mesh still have the old bones: [1, 2, 3, 4, 5, 6, 7] The animation will still apply in the same order to the clothes, so we will end up with 1->1, 2->2, 3->3, 8->4, 9->5, 4->6, 5->7, 10->null, 6->null, 7->null Now some ideas how to improve this: I checked the export script for the blender plugin, and seems like bones take the parents matrix, and apply their own matrix to that. So i think the animations dont actually contain any structure about the bones, which means, we dont need to keep the order of the bones the same as blender. So as far as i can see, we could just move all the added bones to the end of the skeleton: [1, 2, 3, 4, 5, 6, 7, 8, 9, 10] Then when we apply the animation, it will be like this: 1->1, 2->2, 3->3, 4->4, 5->5, 6->6, 7->7, 8->null, 9->null, 10->null As far as i know, the non nude animations dont use the newly added bones (but not 100% sure about this), moving the bones to the end would not really cause issues with original clothing. I managed to change the blender plugin, so when it creates the list of bones, it will separate out bones that are newly added. To differentiate the old and new bones, i added a _modded suffix to all the newly added bones, and changed the export script to this, to make it so these will be at the end: def get_skeleton_hierarchy(rig): root_bone = rig.data.bones[0] def get_recursive_children(bone, hierarchy): hierarchy.append(bone) children = [jnt for jnt in bone.children if not jnt.get(PDX_IGNOREJOINT)] for bone in children: get_recursive_children(bone, hierarchy) return hierarchy valid_bones = [] get_recursive_children(root_bone, valid_bones) unmodded_bones = [bone for bone in valid_bones if not "modded" in bone.name] modded_bones = [bone for bone in valid_bones if "modded" in bone.name] return unmodded_bones + modded_bones I'm still testing, if this could be a way to make clothing added by other mods compatible by default, i think it works, but hard to tell without converting a bunch of existing animations to this new skeleton. And the bad part as can be guessed from the above sentence, this would require all animations, and all CBO compatible clothes to be switched to the new skeleton. So doing this change could take a few weeks of work, but might pay off long term, as it would make new clothes compatible by default, and only reason to need blender would be to add the new blendshapes for the clothes. (and a lot of clothing dont necessarily benefit from the new blendshapes, like plate armors) Also some clothing are really hard to make blend shapes for, so just having some basic compatibility might be better. Just to document the other issues with clothing compatibility, i think a few people ran into "clothing explosion", ran into it myself a few times already, its when the clothing has very very spiky look, lots of jagged edges, and all over the place. I think this can happen, when the vertex order in the mesh file doesnt match the main .mesh file. So lets say you have the order of vertexes as [1, 3, 6, 2, 4, 5] But in the blendshape, its: [1, 2, 3, 4, 5, 6] This will be an issue, as the game will try to apply the blendshape by moving 1->1, 3->2, 6->3, 2->4, 4->5, 5->6 So it will cause the clothing to warp all over the place with jagged edges. I think this might be caused if a blendshape is generated by one method, while the original is generated by a different one. For example, if the .mesh is generated by Maya, but the blendshape is done with Blender, maybe the export tool wont save the vertexes in the same order. It could also be due to people using different versions of the export tool (altought not sure if this can really cause issues) So unfortunately, to change the skeleton in the .mesh file, it might also require re-exporting all the blendshapes as well. So changing the skeleton on the existing meshes might take even more effort due to this (Hope Mange2020 used Blender.. I dont have Maya) This would even be an issue for clothing from other mods, even if someone would only want to generate the added blendshapes, you might have to re-export all the .mesh files anyway, because of the vertex order. Maybe in the future, it might make more sense to store the blendshapes as offsets to vectors, so directly patching .mesh files would be possible without an editor, and something like a setup script could be used for generating the blendshapes (based on blendshapes created in modelling software), this would mean you could try to take into account the vertex ordering. Alternatively, would need to make it so that when importing the mesh, the vertex order is stored, and will be the same when exporting.
DornianHeresy Posted April 21, 2024 Posted April 21, 2024 Are the carnal court animations supposed to be slightly out of sync? Like the male's hands are moving up while the female's body is moving down ( cowgirl position ). Just trying to make sure my expectations are set, and that I'm not spending time trying to fix something that isn't broken. load order: - better barbershop - carnalitas - cbo - cbo unofficial patch I can try and upload a short clip if no one knows what I'm talking about.
csirke128 Posted April 21, 2024 Posted April 21, 2024 4 hours ago, DornianHeresy said: Are the carnal court animations supposed to be slightly out of sync? Like the male's hands are moving up while the female's body is moving down ( cowgirl position ). Just trying to make sure my expectations are set, and that I'm not spending time trying to fix something that isn't broken. load order: - better barbershop - carnalitas - cbo - cbo unofficial patch I can try and upload a short clip if no one knows what I'm talking about. Hi, yea i think some animations could be out of sync. The animations will just play in a loop, and as far as i know, there is nothing to sync up the animation between 2 characters, other than hoping the animations have started at the same time. The animations themselves are supposed to last the same amount of time on the male and female characters, but i think i remember reading about even synced up animations going out of sync over time.
RzRiley Posted April 21, 2024 Posted April 21, 2024 does this patch works with CK3 1.11.0 + CBO 1.8.4 + EK2 0.13.2..... If any body know plz reply....
NTWdiver Posted April 21, 2024 Posted April 21, 2024 Is there going to be an update that makes this compatible with Asia Expansion Project? As of right now it makes everyone in Japan naked and removes clothing options.
csirke128 Posted April 21, 2024 Posted April 21, 2024 6 hours ago, RzRiley said: does this patch works with CK3 1.11.0 + CBO 1.8.4 + EK2 0.13.2..... If any body know plz reply.... Hi, i think CBO 1.8.4 is based on 1.11.4, and i havent tested the patch on 1.11.0 Its probably better to use 1.11.5 and EK2 0.13.2, but you can try it, it might work.
csirke128 Posted April 21, 2024 Posted April 21, 2024 47 minutes ago, NTWdiver said: Is there going to be an update that makes this compatible with Asia Expansion Project? As of right now it makes everyone in Japan naked and removes clothing options. Hi, It would need a comp patch, but the clothes in the asian mods (so same for oriental empire) are beyond my skills (blender skills), its rather difficult to try to get good blendshapes for it. I'm working on a universal comp patch, that would mean no need for mesh changes (i think im close), and i can then create a patch that atleast makes it work, just not necessarily with the blend shapes added by CBO. 2
Drax70 Posted April 22, 2024 Posted April 22, 2024 Hm... Medieval times without Body and Pubic hair...!? Fantasy World Body Mod??? ....or more like a Hypocrytical World I could say! Anyway, nice job!
csirke128 Posted April 22, 2024 Posted April 22, 2024 8 hours ago, redshift1979 said: Do you need both Mega downloads? Hi, you need the first link from the mod, that is a mega download. The 2nd download in the mod page is the same, just on pixeldrain. You only need the mega download or the pixeldrain, not both. For current version, you also need the unofficial fix, you can get that here: 2
RzRiley Posted April 23, 2024 Posted April 23, 2024 On 4/22/2024 at 12:14 AM, csirke128 said: Hi, i think CBO 1.8.4 is based on 1.11.4, and i havent tested the patch on 1.11.0 Its probably better to use 1.11.5 and EK2 0.13.2, but you can try it, it might work. is there any updater from 1.11.0 to 1.11.5
csirke128 Posted April 23, 2024 Posted April 23, 2024 35 minutes ago, RzRiley said: is there any updater from 1.11.0 to 1.11.5 Hi, i think the Africa attire was one, like maybe it will try to refer to clothing that was not added yet, and that could cause issues. I tried 1.11.0 with CBO 1.8.4, and some clothes are invisible, but maybe that will only affect barbershop. I tried 1.11.0 with EK2 0.13.3 and CBO patch but it crashes, not sure if maybe it would work with EK2 0.13.2 on 1.11.0 You will probably need a new game to add CBO, so unfortunately you are probably better off just moving to 1.11.5 and latest EK2.
Makhno79 Posted April 24, 2024 Posted April 24, 2024 (edited) Anyone know what might be causing the below the waist body horror here? Load order attached for info. Tried shifting things about, but no dice. Amazing work on the updates, btw @csirke128! Edited April 24, 2024 by Makhno79 Files didn't upload properly.
csirke128 Posted April 24, 2024 Posted April 24, 2024 14 minutes ago, Makhno79 said: Anyone know what might be causing the below the waist body horror here? Load order attached for info. Tried shifting things about, but no dice. Amazing work on the updates, btw @csirke128! Hi, Does it look like that for multiple character? Did you remove the clothes by equipping no legwear and no clothes, or through other means? Maybe its still assuming the character has some clothes, and its applying the shrink morphs to the body. If you increase the body weight, do the legs still look slim? I ran into issues before with weird morphs applying, but then couldnt reproduce those. Otherwise you can try add and see if reducing penis thickness solves it or smth (tho it might not work well with physical attirbutes) I think your load order should be fine, so not sure what else can be causing this. This happens even with new game? Maybe some genes are shuffled around and causing issues.
Makhno79 Posted April 24, 2024 Posted April 24, 2024 1 hour ago, csirke128 said: Hi, Does it look like that for multiple character? Did you remove the clothes by equipping no legwear and no clothes, or through other means? Maybe its still assuming the character has some clothes, and its applying the shrink morphs to the body. If you increase the body weight, do the legs still look slim? I ran into issues before with weird morphs applying, but then couldnt reproduce those. Otherwise you can try add and see if reducing penis thickness solves it or smth (tho it might not work well with physical attirbutes) I think your load order should be fine, so not sure what else can be causing this. This happens even with new game? Maybe some genes are shuffled around and causing issues. Thanks! I'll give it a go with the new game/have a play about with the suggestions here. The legs are still messed up in the animations, so probably not a barbershop thing.
ReviewNo2707 Posted April 25, 2024 Posted April 25, 2024 What is the trait id for flatchested. I cant find it anywhere
Frozen Lake Posted April 25, 2024 Posted April 25, 2024 3 hours ago, ReviewNo2707 said: What is the trait id for flatchested. I cant find it anywhere There are two of them: tits_small_good_3 with Raw data/ID: 365 and Type ID: 41 tits_small_bad_3 with Raw data/ID: 374 and Type ID: 41 Taken from Object explorer in the command console.
ReviewNo2707 Posted April 25, 2024 Posted April 25, 2024 6 minutes ago, Frozen Lake said: There are two of them: tits_small_good_3 with Raw data/ID: 365 and Type ID: 41 tits_small_bad_3 with Raw data/ID: 374 and Type ID: 41 Taken from Object explorer in the command console. Thanks
RzRiley Posted April 27, 2024 Posted April 27, 2024 playing 1.11.0 with carnalitas 2.2 and cbo 1.8.4...... error.log
csirke128 Posted April 27, 2024 Posted April 27, 2024 11 minutes ago, RzRiley said: playing 1.11.0 with carnalitas 2.2 and cbo 1.8.4...... error.log 106.85 kB · 1 download Hi, is the issue crashes? I can see some errors related to missing textures due to african clothing pack that CBO expects to be there. Not sure if maybe an older version of CBO is available somewhere, otherwise if you have issues, its probably still better to just use 1.11.4 or 1.11.5
RzRiley Posted April 27, 2024 Posted April 27, 2024 21 minutes ago, csirke128 said: Hi, is the issue crashes? I can see some errors related to missing textures due to african clothing pack that CBO expects to be there. Not sure if maybe an older version of CBO is available somewhere, otherwise if you have issues, its probably still better to just use 1.11.4 or 1.11.5 do you have any download link of 1.11.5..... I cant find it anywhere
Tarigh Posted April 27, 2024 Posted April 27, 2024 Hi, is there no compatch for the Oriental Empires mod? When I run the game with Character Body Overhaul,unofficial mod and Oriental Empires mod, all of East Asia are naked
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