csirke128 Posted November 11, 2024 Posted November 11, 2024 2 minutes ago, Ilja016 said: Crash only with enable mod CBO 1.8.4. If load only unnoficial (without CBO 1.8.4) - it's work Hi, CBO Unofficial is standalone, so you dont need CBO 1.8.4. CBO Unofficial is doing pretty much the same as CBO. (+ some other mods integrated) CBO 1.8.4 is no longer compatible with CK3 due to CK3 changed the folder structures for meshes in 1.13.x, and due to this CBO will cause a crash. 1
maximusvegas45 Posted November 29, 2024 Posted November 29, 2024 Is it just me or the CBO Unofficial 1.6 has really conservative bust sliders? I seem to be able to go a bigger size in vanilla than with CBO enabled.
interested_player Posted December 2, 2024 Posted December 2, 2024 (edited) Why is there a lack of variety in the breasts in 1.6? I just did a full test in Ruler Designer and found that bust_default - archetype - assume working as the starting shape bust_shape_1_half - teardrop - works shows different appearance bust_shape_1_full - bell shape - works shows different appearance bust_shape_2_half - relaxed shape - same as bust_default - archetype bust_shape_2_full - slender shape - same as bust_default - archetype bust_shape_3_half - round shape - same as bust_default - archetype bust_shape_3_full - close set shape - same as bust_default - archetype bust_shape_4_half - side set shape - same as bust_default - archetype bust_shape_4_full - east west shape - same as bust_default - archetype When I edited common/genes/breast gene.txt I found that the genes for bust_shape_2_half through to bust_shape_4_full are exactly the same as bust_default, so I replaced the complete gene_bs_bust with CK3 vanilla gene_bs_bust and then did the same Ruler Designer test and got 8 distinct breast shapes just as in vanilla, although the size slider has very little impact on them. So why does CBO 1.6 have this restricted variety? I'm trying to work out how to get the size slider to work with the CK3 vanilla gene_bs_bust atm which is not as easy as I'd hoped because this lack of variety is boring. Edited December 2, 2024 by interested_player
csirke128 Posted December 2, 2024 Posted December 2, 2024 7 minutes ago, interested_player said: Why is there a lack of variety in the breasts in 1.6? I just did a full test in Ruler Designer and found that bust_default - archetype - assume working as the starting shape bust_shape_1_half - teardrop - works shows different appearance bust_shape_1_full - bell shape - works shows different appearance bust_shape_2_half - relaxed shape - same as bust_default - archetype bust_shape_2_full - slender shape - same as bust_default - archetype bust_shape_3_half - round shape - same as bust_default - archetype bust_shape_3_full - close set shape - same as bust_default - archetype bust_shape_4_half - side set shape - same as bust_default - archetype bust_shape_4_full - east west shape - same as bust_default - archetype When I edited common/genes/breast gene.txt I found that the genes for bust_shape_2_half through to bust_shape_4_full are exactly the same, so I replaced the complete gene_bs_bust with CK3 vanilla gene_bs_bust and then did the same Ruler Designer test and got 8 distinct breast shapes just as in vanilla, although the size slider has very little impact on them. So why does CBO 1.6 have this restricted variety? I'm trying to work out how to get the size slider to work with the CK3 vanilla gene_bs_bust atm which is not as easy as I'd hoped because this lack of variety is boring. Hi, do you use CBO Unofficial Base, or CBO Unofficial Base + Animation? The breast shapes in CBO are done using animations, and since CBO Unofficial Base doesn't have the modified skeleton that has the new breast bones, the breasts don't have different shapes. I can update CBO Unofficial Base to use the blendshapes instead, I guess sometime in the past CBO switched from blendshapes to animations, but the blendshapes are still in the mod. (this was not done in 1.6)
csirke128 Posted December 2, 2024 Posted December 2, 2024 20 minutes ago, interested_player said: Why is there a lack of variety in the breasts in 1.6? I just did a full test in Ruler Designer and found that bust_default - archetype - assume working as the starting shape bust_shape_1_half - teardrop - works shows different appearance bust_shape_1_full - bell shape - works shows different appearance bust_shape_2_half - relaxed shape - same as bust_default - archetype bust_shape_2_full - slender shape - same as bust_default - archetype bust_shape_3_half - round shape - same as bust_default - archetype bust_shape_3_full - close set shape - same as bust_default - archetype bust_shape_4_half - side set shape - same as bust_default - archetype bust_shape_4_full - east west shape - same as bust_default - archetype When I edited common/genes/breast gene.txt I found that the genes for bust_shape_2_half through to bust_shape_4_full are exactly the same as bust_default, so I replaced the complete gene_bs_bust with CK3 vanilla gene_bs_bust and then did the same Ruler Designer test and got 8 distinct breast shapes just as in vanilla, although the size slider has very little impact on them. So why does CBO 1.6 have this restricted variety? I'm trying to work out how to get the size slider to work with the CK3 vanilla gene_bs_bust atm which is not as easy as I'd hoped because this lack of variety is boring. Hi, can you try the attached file? Also make sure to disable Carnalitas body traits, or add a big breast trait. (with carnalitas traits enabled, the breast size is mainly impacted by traits) breast gene.txt
interested_player Posted December 2, 2024 Posted December 2, 2024 45 minutes ago, csirke128 said: Hi, do you use CBO Unofficial Base, or CBO Unofficial Base + Animation? The breast shapes in CBO are done using animations, and since CBO Unofficial Base doesn't have the modified skeleton that has the new breast bones, the breasts don't have different shapes. I can update CBO Unofficial Base to use the blendshapes instead, I guess sometime in the past CBO switched from blendshapes to animations, but the blendshapes are still in the mod. (this was not done in 1.6) Oh I never realised the size was animation in CBO. I disabled animation + mesh to test to see if it was possible to use base to change character appearances on it's own, which it is but then ran into the breast variety issue which was puzzling because I was sure it was working in my current save which is base + animation + mesh. So yeah having re-enabled animation + mesh it's working again. But I guess that kills any thought of just using base to do character genes because without the breast variety that animation provides it becomes moot, pretty girls with no breasts is a dampener. Some times I have to play on my laptop which is not as powerful as my game rig hence the attempt to use base alone, but I see you posted a update file in your next comment so I'll give that a try tomorrow to see if it works. Thanks for the reply and the file.
baconohair Posted December 12, 2024 Posted December 12, 2024 Doesn't seem like this mod works with steam deck. Anyone else having issues? Maybe on Linux too?
csirke128 Posted December 12, 2024 Posted December 12, 2024 2 minutes ago, baconohair said: Doesn't seem like this mod works with steam deck. Anyone else having issues? Maybe on Linux too? This mod is outdated, use the unofficial version: The mod shouldnt really depend on what HW you use, other than using more resources, so you are more likely to crash due to out of memory/vRAM 1
baconohair Posted December 12, 2024 Posted December 12, 2024 33 minutes ago, csirke128 said: This mod is outdated, use the unofficial version: The mod shouldnt really depend on what HW you use, other than using more resources, so you are more likely to crash due to out of memory/vRAM Worked perfectly. Thanks dude
fanofpreg Posted December 14, 2024 Posted December 14, 2024 Have you this with royal cape ? there is a method to disable/enable cape (or other cloth) by default to all courtier ?
csirke128 Posted December 14, 2024 Posted December 14, 2024 (edited) 20 minutes ago, fanofpreg said: Have you this with royal cape ? there is a method to disable/enable cape (or other cloth) by default to all courtier ? Hi, I would first try revert it back to the original form, so need to find the mesh in the CBO Unofficial Mesh folder, and remove that folder. So I think thats the sp3 cloak, which was done by me 3/4 a year ago (and I'm not that good at the clothing blendshapes, compared to Mange) So try remove: "CBO Unofficial Mesh\CBO Unofficial Mesh\gfx\models\portraits\f_cloaks\sp3" If you want to remove it entirely from the game, you can either make it invisible, by changing "Crusader Kings III\game\gfx\portraits\accessories\cloaks.txt" f_cloaks_sec_sp3_western_roy_01 = { entity = { required_tags = "" shared_pose_entity = torso entity = f_cloaks_sp3_nob_01_entity } } to f_cloaks_sec_sp3_western_roy_01 = { entity = { required_tags = "" shared_pose_entity = torso } } Or if you want the character to still wear a cloak, just a different one, you would need to remove from this file: "Crusader Kings III\game\gfx\portraits\portrait_modifiers\01_cloaks_base.txt" this part: Spoiler sp3_western_royalty = { dna_modifiers = { accessory = { mode = add gene = cloaks template = sp3_cloak range = { 0 1 } # For the randomness to work correctly } } weight = { base = 0 modifier = { add = 100 is_adult = yes has_dlc_feature = couture_of_the_capets portrait_royalty_trigger = { CULTURE_INPUT = western } portrait_royalty_trigger = { CULTURE_INPUT = french } } modifier = { add = 50 is_adult = yes OR = { AND = { government_has_flag = government_is_landless_adventurer has_realm_law = camp_purpose_legitimists portrait_western_clothing_trigger = yes } portrait_royalty_trigger = { CULTURE_INPUT = western } portrait_imperial_trigger = { CULTURE_INPUT = western } } NAND = { is_ruler = yes has_government = theocracy_government } has_dlc_feature = couture_of_the_capets } modifier = { factor = 0 has_ep2_dlc_trigger = yes OR = { portrait_era1_trigger = yes portrait_era2_trigger = yes } NAND = { portrait_era1_trigger = no portrait_royalty_trigger = { CULTURE_INPUT = french } } } } } Edit: As these files are not touched by the mod, you would need to grab the file from the base game, add them to the mod folder, and make changes there. Edited December 14, 2024 by csirke128 1
fanofpreg Posted December 17, 2024 Posted December 17, 2024 On 12/14/2024 at 6:00 PM, csirke128 said: Hi, I would first try revert it back to the original form, so need to find the mesh in the CBO Unofficial Mesh folder, and remove that folder. So I think thats the sp3 cloak, which was done by me 3/4 a year ago (and I'm not that good at the clothing blendshapes, compared to Mange) So try remove: "CBO Unofficial Mesh\CBO Unofficial Mesh\gfx\models\portraits\f_cloaks\sp3" If you want to remove it entirely from the game, you can either make it invisible, by changing "Crusader Kings III\game\gfx\portraits\accessories\cloaks.txt" f_cloaks_sec_sp3_western_roy_01 = { entity = { required_tags = "" shared_pose_entity = torso entity = f_cloaks_sp3_nob_01_entity } } to f_cloaks_sec_sp3_western_roy_01 = { entity = { required_tags = "" shared_pose_entity = torso } } Or if you want the character to still wear a cloak, just a different one, you would need to remove from this file: "Crusader Kings III\game\gfx\portraits\portrait_modifiers\01_cloaks_base.txt" this part: Reveal hidden contents sp3_western_royalty = { dna_modifiers = { accessory = { mode = add gene = cloaks template = sp3_cloak range = { 0 1 } # For the randomness to work correctly } } weight = { base = 0 modifier = { add = 100 is_adult = yes has_dlc_feature = couture_of_the_capets portrait_royalty_trigger = { CULTURE_INPUT = western } portrait_royalty_trigger = { CULTURE_INPUT = french } } modifier = { add = 50 is_adult = yes OR = { AND = { government_has_flag = government_is_landless_adventurer has_realm_law = camp_purpose_legitimists portrait_western_clothing_trigger = yes } portrait_royalty_trigger = { CULTURE_INPUT = western } portrait_imperial_trigger = { CULTURE_INPUT = western } } NAND = { is_ruler = yes has_government = theocracy_government } has_dlc_feature = couture_of_the_capets } modifier = { factor = 0 has_ep2_dlc_trigger = yes OR = { portrait_era1_trigger = yes portrait_era2_trigger = yes } NAND = { portrait_era1_trigger = no portrait_royalty_trigger = { CULTURE_INPUT = french } } } } } Edit: As these files are not touched by the mod, you would need to grab the file from the base game, add them to the mod folder, and make changes there. Thanks I will try it
csirke128 Posted December 18, 2024 Posted December 18, 2024 3 minutes ago, Arthur114514 said: upload for 1.14 ver please Use the unofficial version:
fanofpreg Posted December 19, 2024 Posted December 19, 2024 On 12/14/2024 at 6:00 PM, csirke128 said: Hi, I would first try revert it back to the original form, so need to find the mesh in the CBO Unofficial Mesh folder, and remove that folder. So I think thats the sp3 cloak, which was done by me 3/4 a year ago (and I'm not that good at the clothing blendshapes, compared to Mange) So try remove: "CBO Unofficial Mesh\CBO Unofficial Mesh\gfx\models\portraits\f_cloaks\sp3" If you want to remove it entirely from the game, you can either make it invisible, by changing "Crusader Kings III\game\gfx\portraits\accessories\cloaks.txt" f_cloaks_sec_sp3_western_roy_01 = { entity = { required_tags = "" shared_pose_entity = torso entity = f_cloaks_sp3_nob_01_entity } } to f_cloaks_sec_sp3_western_roy_01 = { entity = { required_tags = "" shared_pose_entity = torso } } Or if you want the character to still wear a cloak, just a different one, you would need to remove from this file: "Crusader Kings III\game\gfx\portraits\portrait_modifiers\01_cloaks_base.txt" this part: Reveal hidden contents sp3_western_royalty = { dna_modifiers = { accessory = { mode = add gene = cloaks template = sp3_cloak range = { 0 1 } # For the randomness to work correctly } } weight = { base = 0 modifier = { add = 100 is_adult = yes has_dlc_feature = couture_of_the_capets portrait_royalty_trigger = { CULTURE_INPUT = western } portrait_royalty_trigger = { CULTURE_INPUT = french } } modifier = { add = 50 is_adult = yes OR = { AND = { government_has_flag = government_is_landless_adventurer has_realm_law = camp_purpose_legitimists portrait_western_clothing_trigger = yes } portrait_royalty_trigger = { CULTURE_INPUT = western } portrait_imperial_trigger = { CULTURE_INPUT = western } } NAND = { is_ruler = yes has_government = theocracy_government } has_dlc_feature = couture_of_the_capets } modifier = { factor = 0 has_ep2_dlc_trigger = yes OR = { portrait_era1_trigger = yes portrait_era2_trigger = yes } NAND = { portrait_era1_trigger = no portrait_royalty_trigger = { CULTURE_INPUT = french } } } } } Edit: As these files are not touched by the mod, you would need to grab the file from the base game, add them to the mod folder, and make changes there. No change when I remove sp3 folder maybe conflict with other mod ?
csirke128 Posted December 19, 2024 Posted December 19, 2024 Just now, fanofpreg said: No change when I remove sp3 folder maybe conflict with other mod ? What is the exact name of the cloak? It could also have come from EPE, they have similarly looking cloaks.
fanofpreg Posted December 19, 2024 Posted December 19, 2024 (edited) 18 minutes ago, csirke128 said: What is the exact name of the cloak? It could also have come from EPE, they have similarly looking cloaks. It's the default cloak for western king and queen Cape royale in french so Royal cloak I guess in english I don't have EPE maybe I need this one Edited December 19, 2024 by fanofpreg
csirke128 Posted December 19, 2024 Posted December 19, 2024 2 minutes ago, fanofpreg said: It's de default cloak for western king and queen Cape royale in french so Royal cloak I guess in english I don't have EPE maybe I need this one Hi, seems like that one is located at "CBO Unofficial Mesh\gfx\models\portraits\f_cloaks\western\roy_01" You can try remove that folder. 1
fanofpreg Posted December 19, 2024 Posted December 19, 2024 28 minutes ago, csirke128 said: Hi, seems like that one is located at "CBO Unofficial Mesh\gfx\models\portraits\f_cloaks\western\roy_01" You can try remove that folder. Yes It was (logically) this one, fixed Thanks 😉
cyan nya Posted January 2, 2025 Posted January 2, 2025 No matter what I do, it keeps crashing, even if I launch it without any other mods.
csirke128 Posted January 2, 2025 Posted January 2, 2025 (edited) 12 minutes ago, cyan nya said: No matter what I do, it keeps crashing, even if I launch it without any other mods. Hi, the mod is out of date, use the unofficial version: Edited January 2, 2025 by csirke128 1
sige245 Posted January 23, 2025 Posted January 23, 2025 I have successfully downloaded this mod, but how can I use this in the game? I mean which button or something I should pick or select to function this mod?
sicaminx Posted February 6, 2025 Posted February 6, 2025 On 1/23/2025 at 8:37 AM, sige245 said: I have successfully downloaded this mod, but how can I use this in the game? I mean which button or something I should pick or select to function this mod? these files are outdated and won't work correctly so it's best to use the updated "unofficial" version posted a few comments above yours. the page should have any info you need to set it up, too.
Evalation Posted February 18, 2025 Posted February 18, 2025 Is this mod compatible with a mod like EPE? I can't really play without that mod because the vanilla characters look so weird.
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now