WhoAmIToYou Posted January 17 Posted January 17 (edited) On 12/17/2025 at 8:36 PM, 0wizard said: Update for 1.11.191! And, I'll try to look at those issues people have posted about, if I can. OpenCBP_FO4-3.1.11.191.zip 256.35 kB · 32 downloads ADDENDUM So two things 1: For some strange reason when I compressed the file into a zip it basically made a copy of itself inside it. and Vortex can, FOR WHATEVER REASON, STILL DO THIS ITSELF even if you actually fix it before you install it via Vortex. I am currently trying to figure out how to fix this but for now you'll have to go in your game folder and delete the duplicate folder in your Data 2: If you are using Start Me Up Redux, the first autosave the game makes after your mirror customization causes a CTD. You can still load said autosave afterward to continue but thats f*#@ing annoying. I finally did find a fix for this by changing the ocbp.ini file but now for some reason if you try to have SMU to skip the intro and drop you into the wasteland FOR SOME REASON AGAIN it CTDs after your loading screen is done. I honestly have no clue as to why, they shouldn't even conflict with each other at all but its happening. If someone could please figure out why, please tell me, it'd be a godsend. If you are using Start Me Up Redux with OCBP and 3BBB, do not skip to the wasteland drop off, use the cryopod route to avoid a CTD Sup goonsters. So this zip file does NOT work on its own as a replacement because it DOESN'T have ocbp.ini file that it needs to run properly. NOW if you're savvy with making fucking ini config files you could just make your own... maybe BUT if you're like me and you only have a gooner brain that can only understand unga bunga speak, I HAVE MADE AN EDIT THAT FIXES IT FOR YOU! (I literally spent the better part of like 10 hours on legally prescribed methylphenidate to eventually figure this shit on my own. My brain hurty.) Anyways enjoy thy gooning, also if it still doesnt work then its either a fail on your part with a different mod or sumn or me just being a dumbass :-T CODING CREDIT GOES TO TAKOSAKO AND 0WIZARD, THANK YOU FOR YOUR WORK I JUST SLAPPED FILES IN A FOLDER W's Fix of OCBP 3.1.2 for AE.zip Edited January 18 by WhoAmIToYou New developments 7
Kaprai Posted January 17 Posted January 17 Hello, tried this "ini-version" too. Does not work. I have the 1.11.191 Version without any AE or else. Thanks for your effort!!! Have a nice WE
WhoAmIToYou Posted January 17 Posted January 17 7 hours ago, Kaprai said: Hello, tried this "ini-version" too. Does not work. I have the 1.11.191 Version without any AE or else. Thanks for your effort!!! Have a nice WE To be fair, I only slapped this one together specifically for my issues with trying to get 3BBB physics to work for True Wasteland Body thus its very likely that this fix might only work for THAT. If you ARE trying to use this for 3BBB TWB, the following is copy pasted from my forum post on the 3BBB Nexus page: Also I HIGHLY RECOMEND THIS TUTORIAL IT IS STILL VALID TO THIS DAY AND ITS HOW I FIGURED THIS OUT: https://youtu.be/1HVRf3hyLRM?si=wC411PLGdjq6Rf-d NOTE: LooksMenu on Nexus is OUTDATED as well, BUT FRET NOT for the community PROVIDES ONCE AGAIN, Just download the 1-0-7-3 version HERE: https://github.com/expired6978/F4SEPlugins/pull/5
uxelin Posted January 19 Posted January 19 Not using twb and still doesn't work hopefully we get an update..
ABOBUSIKnero Posted January 19 Posted January 19 Yo guys, I have this problem whai i need to do? рфму
dav42 Posted January 20 Posted January 20 (edited) On 12/17/2025 at 11:36 PM, 0wizard said: Update for 1.11.191! And, I'll try to look at those issues people have posted about, if I can. It was mentioned in this thread, but I am seeing crashes after new character creation. It looks like an std::out_of_range exception coming from StoreOriginalTransforms in Thing.cpp. It appears to be coming from this line of code: auto actorRotMap = origChestWorldRot.at(boneName.c_str()); The other person mentioned the crash only happens if you change to female, but male is ok. Attached is a crash log from AE w/ symbols for cbp.dll. I suspect the issue is it's not detecting the sex change, if I add a try/catch around that block of code everything is fine (or it's purely timing/race condition) but all the pixels on the PC are blown out/ghosting until a load screen happens and then it seems fine. crash-2026-01-20-00-31-59.log Edited January 20 by dav42
bigdaddi69420 Posted January 20 Posted January 20 (edited) On 12/27/2025 at 9:16 PM, qq89qq4587@gmail.com said: Thank you for providing the latest version. However, I’ve noticed a strange behavior. The direction of gravity influence doesn’t seem to be consistently downward; instead, it appears to come from different surrounding directions. For example, when I face left, it feels as if the character is lying prone, and when I face right, it feels more like lying on their side. I’m not sure if this is expected behavior or if I’m the only one experiencing this issue. Could you please let me know if others have reported something similar? Mods in use: True Wasteland Body True Wasteland Body (TWB) 3BBB Body Skeletal Adjustments for CBBE – Legs For Days Edition (BETA) Discrete Female Skeleton I may have found a fix. I am using the mtm soft ignore armor preset. Others were saying to lower the gravity bias but that is not enough. Find your ocbp.ini file and open it Under all the breast groups change gravitybias to =0 This fixes your tits turning into a compass Again Under all the breast groups change gravityCorrection to =-3.0 This will somewhat adds the gravity back in. I played around with it and between 0 and -6 seems to be decent. Not sure if there is an actual fix hiding somewhere, but if you get to the point of actually getting physics to work in version 1.11.191, and you have compass tit syndrome, then this is the gonna be the closest fix so far. Edited January 20 by bigdaddi69420 2
Danny2142 Posted January 22 Posted January 22 On 1/19/2026 at 12:51 PM, ABOBUSIKnero said: Yo guys, I have this problem whai i need to do? рфму This. Has anyone found a solution so far?
hy303 Posted January 23 Posted January 23 On 1/20/2026 at 10:17 AM, dav42 said: It was mentioned in this thread, but I am seeing crashes after new character creation. It looks like an std::out_of_range exception coming from StoreOriginalTransforms in Thing.cpp. It appears to be coming from this line of code: auto actorRotMap = origChestWorldRot.at(boneName.c_str()); The other person mentioned the crash only happens if you change to female, but male is ok. Attached is a crash log from AE w/ symbols for cbp.dll. I suspect the issue is it's not detecting the sex change, if I add a try/catch around that block of code everything is fine (or it's purely timing/race condition) but all the pixels on the PC are blown out/ghosting until a load screen happens and then it seems fine. crash-2026-01-20-00-31-59.log 56.63 kB · 2回ダウンロード In my case, if I change to female and close LOOKSMENU without making any changes, the CTD does not occur. If I change the hairstyle or something and then close LOOKSMENU, the CTD occurs. If you know how to avoid this, please let me know.
dav42 Posted January 23 Posted January 23 (edited) 1 hour ago, hy303 said: If you know how to avoid this, please let me know. Well the easiest way is just disable OCBP in your mod manager, create your character, save the game, exit, enable the mod, and then it should be fine. I suspect maybe the problem has always been there and maybe it's just timing, the weird thing is if I turn on logging it doesn't crash -- but the PC still is ghosting until a load screen happens. So I don't really know if it's a problem with it not detecting sex changes, it's supposed to reset the simulation and wipe all of the bones and reload for the new sex. Other things you could try is creating the character as you say, and then using the console (slm 14) to load your preset or make adjustments and see if that works. But I can tell you for me even if I don't modify the PC it will crash, it's pretty consistent. What did work as another workaround is: - Create character as male - Open console sexchange slm 14 - Load your preset, and go. Interestingly the male PC is also ghosting/blown out, but after you do the console & preset load the PC is no longer ghosting/blown out. (The reason I know the PC is ghosting/blown out is because I use SKK Fast Start, and it appears to remove the input layer restriction on going to 3rd person). Edited January 23 by dav42
0wizard Posted January 23 Posted January 23 On 1/22/2026 at 12:06 PM, Danny2142 said: This. Has anyone found a solution so far? Not all of the bones are moving with the animation. That's an issue with the prerequisites. Do you have a supported skeleton, have you rebuilt outfits in bodyslide to have physics? If I remember correctly I had this problem because I was missing 'Skeletal Adjustments for CBBE' mod.
0wizard Posted January 24 Posted January 24 I do know what you guys mean about the gravity just being weird with some settings. I suspect there may be some difference in the refresh rate of the physics vs. the pre-AE build. Tuning the rate with timetick=3.0 timeStep=0.020 let it run better and it took other tuning as well. Attached are my OCBP.ini settings for True Wasteland Body / 3BBB. This was based on Luxor's ini, but Copilot was surprisingly good at suggesting changes based on my descriptions. "No I want bounce-bounce, not bounce-bounce-bounce..." I really think the fine tuning comes down to matching the mass you're pretending to move with these settings. My game runs 50-90 FPS, capped at 90 by the nvidia driver, and I like subtle movement on small to medium sized ... spheres, so YMMV. ocbp.ini.txt
0wizard Posted January 24 Posted January 24 On 12/24/2025 at 2:39 PM, Holylokki said: What's stopping you from putting them in the correct subfolder so MO2 can consider them a mod? Well, I didn't even know if it would work, I've never released a mod before, I didn't know if I could make a whole mod and submit it to LL and get sh*t on for copying the other mod, I don't know why this isn't on Nexus, is there a reason OCBP isn't on nexus? I didn't know if the other mod authors were going to pop up with "official" updates. But by this time I haven't seen much other action so maybe I'll try to package it up. Seems there are still bugs, tho
hy303 Posted January 24 Posted January 24 1 hour ago, dav42 said: Well the easiest way is just disable OCBP in your mod manager, create your character, save the game, exit, enable the mod, and then it should be fine. I suspect maybe the problem has always been there and maybe it's just timing, the weird thing is if I turn on logging it doesn't crash -- but the PC still is ghosting until a load screen happens. So I don't really know if it's a problem with it not detecting sex changes, it's supposed to reset the simulation and wipe all of the bones and reload for the new sex. Other things you could try is creating the character as you say, and then using the console (slm 14) to load your preset or make adjustments and see if that works. But I can tell you for me even if I don't modify the PC it will crash, it's pretty consistent. What did work as another workaround is: - Create character as male - Open console sexchange slm 14 - Load your preset, and go. Interestingly the male PC is also ghosting/blown out, but after you do the console & preset load the PC is no longer ghosting/blown out. (The reason I know the PC is ghosting/blown out is because I use SKK Fast Start, and it appears to remove the input layer restriction on going to 3rd person). What I currently do is change to female in LOOKSMENU, complete LOOKSMENU without doing anything, and then change my appearance before leaving the Vault. This way I can start the game with OCBP enabled without using the console. (The CTD doesn't occur when I run the LOOKMENU right before leaving the Vault.)
0wizard Posted January 24 Posted January 24 OpenCBP_FO4-3.2.191.zip Here is a Mod Package for more convenient installation. It contains the papyrus scripts and license from 3.1.2 and has the latest cbp.dll and my ocbp.ini. This should work with Vortex and MO2 to install the complete package for Fallout AE 1.11.191 with F4SE 0.7.7. 1
NoWayLoll Posted January 24 Posted January 24 2 hours ago, 0wizard said: OpenCBP_FO4-3.2.191.zip Here is a Mod Package for more convenient installation. It contains the papyrus scripts and license from 3.1.2 and has the latest cbp.dll and my ocbp.ini. This should work with Vortex and MO2 to install the complete package for Fallout AE 1.11.191 with F4SE 0.7.7. Thanks for updating it, been using your fix for about a week now or so. Still can't quite get the physics right and I've determined FPS is a big part of it. If I lock it at 60 FPS it's quite good, but anything above that starts making things weird, not bad just "weird" and have tried all the tweaks I can find for high fps fix and ocbp.ini I found this mod which has source available and most permissions checked such as upload/modify. It says it unties animation from FPS and gives some config options via MCM that look useful to tweak on the fly. It's for pre-NG only though. I was curious if maybe you could take a look at it and see if it's something you can bring to AE? https://www.nexusmods.com/fallout4/mods/95003?tab=description Either way big thanks again for giving us ocbp on AE at all! 1
MedievalNudist Posted January 24 Posted January 24 This is my first time modding FO4 and I’m so confused trying to make this work. I’m having the “MO2 not recognizing OCBP’s data as valid” issue but reading through everyone’s replies on here to try to fix it I feel like my brain is melting. Could anyone give me an explanation like I’m 5 of which version to download and making it work on MO2?
Mausmane Posted January 24 Posted January 24 (edited) f4se error message: cbp.dll disabled, incompatible with current version of the game I did find several hotfixes going through here but the latest I found was OpenCBP_FO4-3.1.11.191. But I still get that message? Edit: Ope. Seems there's yet another I missed lol sorry Edited January 24 by Mausmane
0wizard Posted January 25 Posted January 25 (edited) On 1/24/2026 at 2:19 AM, NoWayLoll said: I was curious if maybe you could take a look at it and see if it's something you can bring to AE? That was an AWESOME idea! Their physics code limits the number of actors being processed, and has a stronger tie to FPS. it runs *Much* better on my system, subjectively. Also it brings some Mod Configuration Menu support, in a non-required way, for most of the [General] section. Here is Release 3.4.191 of OpenCBP for Fallout4. Install Instructions: - Requires F4SE 0.7.7, Fallout 4 1.11.191 - Disable old package or conflicting previous release CBP family mod - If you have customized OCBP.ini, back it up and review the new INI after installation - Install this package with Vortex or MO2. Changelog: ### 🔧 Merge from Worthless99’s “FPS Fix with MCM Menu” - Mod Configuration Menu integration - Physics optimizations: FPS fix - Physics performance tuning: max actors, activation/deactivation distances - Removal of AMP - Logging improvements - General code cleanups and modernization - Really great for performance! ### 🔨 Additional updates: - Version resource created for DLL - Revised logging system: - Runtime toggle: `loggingEnabled=false` in the INI disables logging - Deduplication: repeated messages are collapsed - Runtime toggle: `logConsolidationEnabled=false` disables consolidation - “Error” level messages are now labeled as `[Notice]` - Config changes: - `tuning.rate` removed (no longer used) - Revised master `OCBP.ini` with documentation and valid parameters https://github.com/rickmccl/OpenCBP_FO4 OpenCBP_FO4-3.4.191.zip Also now at Edited January 25 by 0wizard 3
dav42 Posted January 25 Posted January 25 2 hours ago, 0wizard said: Here is Release 3.4.191 of OpenCBP for Fallout4. No crashing, so far so good. I noticed all the Fusion Girl bones were removed, tho. I am using the OCBP settings from 3.1.2.
hy303 Posted January 26 Posted January 26 3 hours ago, 0wizard said: That was an AWESOME idea! Their physics code limits the number of actors being processed, and has a stronger tie to FPS. it runs *Much* better on my system, subjectively. Also it brings some Mod Configuration Menu support, in a non-required way, for most of the [General] section. Here is Release 3.4.191 of OpenCBP for Fallout4. Install Instructions: - Requires F4SE 0.7.7, Fallout 4 1.11.191 - Disable old package or conflicting previous release CBP family mod - If you have customized OCBP.ini, back it up and review the new INI after installation - Install this package with Vortex or MO2. Changelog: ### 🔧 Merge from Worthless99’s “FPS Fix with MCM Menu” - Mod Configuration Menu integration - Physics optimizations: FPS fix - Physics performance tuning: max actors, activation/deactivation distances - Removal of AMP - Logging improvements - General code cleanups and modernization - Really great for performance! ### 🔨 Additional updates: - Version resource created for DLL - Revised logging system: - Runtime toggle: `loggingEnabled=false` in the INI disables logging - Deduplication: repeated messages are collapsed - Runtime toggle: `logConsolidationEnabled=false` disables consolidation - “Error” level messages are now labeled as `[Notice]` - Config changes: - `tuning.rate` removed (no longer used) - Revised master `OCBP.ini` with documentation and valid parameters https://github.com/rickmccl/OpenCBP_FO4 OpenCBP_FO4-3.4.191.zip 2.42 MB · 1 download Also now at Thank you. The problem with closing LOOKSMENU has been fixed and it now works without any problems. Since I'm using Fusion-Giral, I changed ocbp.ini to the one from OCBP_3.1.2_FG. 1
Whhhhh Posted January 26 Posted January 26 Hi, quick question—could it be that I can’t get this mod to work because I’m running AE 1.11.191? I’ve tried tons of online tutorials, but nothing works. I only ever get one of two results: either the mod does absolutely nothing—the chest and hips stay as stiff and rigid as in the vanilla game—or when my character crouches, the chest just stays frozen in place and gets stretched weirdly (just like in the screenshot). Is all this actually caused by using AE 1.11.191? Any bro who knows the answer, please chime in—I’d seriously appreciate it!
Whhhhh Posted January 27 Posted January 27 On 2026/1/23 at AM1点06分, Danny2142 said: 就是这样。到目前为止有人找到解决办法了吗? Hey, buddy — did you solve this issue? If so, how did you fix it?
AvocadoJr Posted January 27 Posted January 27 Hello, i have installed OCBP 3.14 for Fallout 4 NG (1.10.984.0.0), followed all the steps and dependencies CBBE and Bodyslide 3BBB DFS OCBP Applied the HighFPSphysicsfix file FixOCBPSpeed=false and added fix in ocbp file fpsCompatibility=1 however i CTD frequently whenever loading into a new area, interior or exterior. i cannot figure out why, please help. will attach crash log. https://pastebin.com/jiFr45NP
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