csirke128 Posted March 20, 2024 Author Posted March 20, 2024 45 minutes ago, joemann said: Followed your instructions and it mostly works. Thank you for the great work. I have ones question do you also need the CFP EPE Comatability patch in the load order or is this replaced by your CBO patches? I have it in my load order just after the CFP and EPE mods and it does not cause problems I think. I am just wondering if I could leave it out. I also use the Better Barbershop beta and its CBO compatability patch but where do they go in the load order, above or below the CFP CBO array? Hi, the CFP+EPE Comp patch from workshop is not needed, it does it a bit differently, than what i did, but basically does the same thing, and its changes are overwritten by my changes as well, so you can skip it. Barber shop should be at the bottom of your load order, and barbershop CBO extension after that.
Frozen Lake Posted March 21, 2024 Posted March 21, 2024 On 2/13/2024 at 4:34 PM, csirke128 said: Theres some more detail in the change log. If you use EPE only, you only need EPE CBO Patch 1.2.1.zip If you also use Culture Expanded, you need to add EPE CBO Patch Opt Culture Expanded.zip, just extract into same folder, it will merge into 1 mod. If you also use RICE (Regional Immersion and Cultural Enrichment), then also add EPE CBO Patch Opt RICE.zip If you also use Regula Magistri 2, add EPE CBO Patch Opt Regula Magistri 2.zip This is unrelated to the mod, but didnt want to create a new mod topic for it: CBO Weight + Barber.zip It fixes the bug that CBO weight sliders and muscularity doesnt work with Barber. This patch changes gene morphs, so that characters dont look so old: EPE CBO Patch Opt Age.zip I think EPE characters look a bit too old, this one definately goes the other way, i made aging 10-20% as effective, so a character might stop looking older than like 30-40 year old. Do we still need patches for Culture Expanded and RICE, or are they incorporated in the latest patches you provided?
csirke128 Posted March 21, 2024 Author Posted March 21, 2024 2 hours ago, Frozen Lake said: Do we still need patches for Culture Expanded and RICE, or are they incorporated in the latest patches you provided? Hi, culture expanded and RICE patches were only needed, because in version 1.0-2.0, i didnt add the new clothed added by EPE, instead made it so that everyone would wear vanilla clothing by changing the culture definitions. Since version 2.0+ i'm instead making sure the clothes are compatible, so no need to change cultures anymore, so there would not be a conflict with cultures expanded or RICE, so no CBO specific compatibility patch is needed. I think for RICE, there is a compatibility patch in the workshop for EPE, make sure to use that, and it should be loaded before CBO.
Frozen Lake Posted March 21, 2024 Posted March 21, 2024 I see, thank you very much. Also, do you happen to know what the load order of Physical Attributes should be? Before of after CBO? Or maybe before or after some other particular mod? It is listed as requiring CBO so I assume it is after.
csirke128 Posted March 21, 2024 Author Posted March 21, 2024 Just now, Frozen Lake said: I see, thank you very much. Also, do you happen to know what the load order of Physical Attributes should be? Before of after CBO? Or maybe before or after some other particular mod? It is listed as requiring CBO so I assume it is after. Hi, for PA you should load it after CBO unofficial. PA has some incompatibilities, like with gui, and it will also be incompatible with the Barbershop CBO extension. Also, for PA, you should remove "CBO 1.12.1 Unofficial fix\gfx\portraits\portrait_modifiers\zzz_weight.txt", as it will prevent PA from changing the weight and muscle slider through perks. Most of the stuff PA does should not really conflict with mods except the ones mentioned above.
Kaizer21912 Posted March 22, 2024 Posted March 22, 2024 Hi love the patches, it made everything better. I was messing around in debug and just noticed something. Im not sure if its the patches or EPE itself, but the clothes of your spouse from a different culture change to that of whoever they marry. Its a small thing, but Im trying to figure out where it comes from lol. Already tried running it without EPE and it reverted back to the proper clothes of their culture.
csirke128 Posted March 22, 2024 Author Posted March 22, 2024 37 minutes ago, Kaizer21912 said: Hi love the patches, it made everything better. I was messing around in debug and just noticed something. Im not sure if its the patches or EPE itself, but the clothes of your spouse from a different culture change to that of whoever they marry. Its a small thing, but Im trying to figure out where it comes from lol. Already tried running it without EPE and it reverted back to the proper clothes of their culture. Hi, there are some triggers for clothing in common\scripted_triggers\x00_clothing_triggers.txt AND = { # Spouses of rulers exists = primary_spouse OR = { is_ruler = no this.highest_held_title_tier < this.primary_spouse.highest_held_title_tier } primary_spouse = { OR = { highest_held_title_tier >= tier_duchy AND = { government_has_flag = government_is_republic primary_title.tier > tier_barony } AND = { is_ruler = yes government_has_flag = government_is_theocracy } } portrait_$CULTURE_INPUT$_clothing_spouse_trigger = yes } } Maybe its used at places like these. But i can see the same culture triggers in the original clothing triggers file as well, so not sure where exactly EPE might introduce, that you dont do clothing based on your own culture. The actual clothing are chosen in gfx\portraits\portrait_modifiers\x01_clothes_base.txt But there is done like this: modifier = { add = 50 portrait_high_nobles_clothing_trigger = { CULTURE_INPUT = dde_hre } is_female = yes } Dont see triggers related to spouses here, so maybe their CULTURE_INPUT is what is changed, but not sure where this value is actually set.
Frozen Lake Posted March 22, 2024 Posted March 22, 2024 22 hours ago, csirke128 said: Hi, for PA you should load it after CBO unofficial. PA has some incompatibilities, like with gui, and it will also be incompatible with the Barbershop CBO extension. Also, for PA, you should remove "CBO 1.12.1 Unofficial fix\gfx\portraits\portrait_modifiers\zzz_weight.txt", as it will prevent PA from changing the weight and muscle slider through perks. Most of the stuff PA does should not really conflict with mods except the ones mentioned above. Alright, thanks! I suppose by perks you mean modifiers like prowess from height for example, and not lifestyle perks?
csirke128 Posted March 22, 2024 Author Posted March 22, 2024 11 minutes ago, Frozen Lake said: Alright, thanks! I suppose by perks you mean modifiers like prowess from height for example, and not lifestyle perks? Ah, sorry, i meant traits, not perks. Yea, in the unofficial fix, i hooked in weight to the original weight, and muscle to prowess, but i think this messes with how PA is intending to do it.
Kaizer21912 Posted March 23, 2024 Posted March 23, 2024 13 hours ago, csirke128 said: Hi, there are some triggers for clothing in common\scripted_triggers\x00_clothing_triggers.txt AND = { # Spouses of rulers exists = primary_spouse OR = { is_ruler = no this.highest_held_title_tier < this.primary_spouse.highest_held_title_tier } primary_spouse = { OR = { highest_held_title_tier >= tier_duchy AND = { government_has_flag = government_is_republic primary_title.tier > tier_barony } AND = { is_ruler = yes government_has_flag = government_is_theocracy } } portrait_$CULTURE_INPUT$_clothing_spouse_trigger = yes } } Maybe its used at places like these. But i can see the same culture triggers in the original clothing triggers file as well, so not sure where exactly EPE might introduce, that you dont do clothing based on your own culture. The actual clothing are chosen in gfx\portraits\portrait_modifiers\x01_clothes_base.txt But there is done like this: modifier = { add = 50 portrait_high_nobles_clothing_trigger = { CULTURE_INPUT = dde_hre } is_female = yes } Dont see triggers related to spouses here, so maybe their CULTURE_INPUT is what is changed, but not sure where this value is actually set. Thank you! Alright so it is a feature of EPE. Since Im also playing it with RM2, it takes the culture of my main guy lol. Gonna fiddle around with the files and see if I can change it.
Kekmongus Posted March 23, 2024 Posted March 23, 2024 Have ypu thought about making a compatch for "After The End". Just released on steam a few days ago.
csirke128 Posted March 23, 2024 Author Posted March 23, 2024 26 minutes ago, Kekmongus said: Have ypu thought about making a compatch for "After The End". Just released on steam a few days ago. I'm doing LOTR now (halfway done?), i can do it after that. 1
DürKhar Posted March 24, 2024 Posted March 24, 2024 Hi. I have the load order as you said, using CFP EPE MB+. But I don't know why, the bast majority (>90-95%) of the portraits doesn't have headwear on, some (<0.5-1% no big deal) are naked, and the Emperor of China is not using the Tunic that he's supposed to. I have a lot of mods (and more that I will install) but before installing CBO and your patches, these problems didn't happen. Version: Scythe 1.12.3 I don't know how to share the mod list order, I don't find it anywhere in the files... I just extracted this Modded.json from the launcher, but it doesn't say anything... Right now I have aprox 145 mods. That's right, 145.. jeje But as I said, didn't have these problems until now. Modded.json
DarthGan Posted March 24, 2024 Posted March 24, 2024 Weird shadow appears on most characters' forehead, I use CFP+EPE+CBO and fair ladies(though same problem happens to male too), what could be the reason of this?
csirke128 Posted March 24, 2024 Author Posted March 24, 2024 2 hours ago, DarthGan said: Weird shadow appears on most characters' forehead, I use CFP+EPE+CBO and fair ladies(though same problem happens to male too), what could be the reason of this? Hi, i don't see the same issue. Can you try change the scene background in the scene tab? There are some scenes with more light, maybe it is actually just shadow. If it is, you can try mess with shadow quality, or try turn off Character SSAO
csirke128 Posted March 24, 2024 Author Posted March 24, 2024 2 hours ago, DürKhar said: Hi. I have the load order as you said, using CFP EPE MB+. But I don't know why, the bast majority (>90-95%) of the portraits doesn't have headwear on, some (<0.5-1% no big deal) are naked, and the Emperor of China is not using the Tunic that he's supposed to. I have a lot of mods (and more that I will install) but before installing CBO and your patches, these problems didn't happen. Version: Scythe 1.12.3 I don't know how to share the mod list order, I don't find it anywhere in the files... I just extracted this Modded.json from the launcher, but it doesn't say anything... Right now I have aprox 145 mods. That's right, 145.. jeje But as I said, didn't have these problems until now. Hi, i think its a mod conflict, you probably have a mod that overwrites files in "common/genes", and that would cause the headgear genes to not appear or clothes. The other possibility, is you have a mod that overwrites headgear or clothes base in gfx/portraits/portrait_modifiers As part of the EPE and CFP patch, i moved the EPE and CFP headgear into their own separate genes, but if you load a EPE compatibility patch from the workshop, that might overwrite the files i changed, and try use the wrong gene, causing the headgear not to appear. So try move the CBO stuff lower in the load order, ideally you should load most mods before Carnalitas and CBO, and only load workshop mods later that really needs it, like barber shop, fair ladies/lords and other small misc ones that just overwrite textures.
DürKhar Posted March 24, 2024 Posted March 24, 2024 41 minutes ago, csirke128 said: Hi, i think its a mod conflict, you probably have a mod that overwrites files in "common/genes", and that would cause the headgear genes to not appear or clothes. The other possibility, is you have a mod that overwrites headgear or clothes base in gfx/portraits/portrait_modifiers As part of the EPE and CFP patch, i moved the EPE and CFP headgear into their own separate genes, but if you load a EPE compatibility patch from the workshop, that might overwrite the files i changed, and try use the wrong gene, causing the headgear not to appear. So try move the CBO stuff lower in the load order, ideally you should load most mods before Carnalitas and CBO, and only load workshop mods later that really needs it, like barber shop, fair ladies/lords and other small misc ones that just overwrite textures. The only mods that I had after every CBO patch were Character UI Overhaul and Interface Is King. I now placed those just below Carnalitas (needed because Carnalitas overwrites some things of those mods), then all your patches and Better Barbershop. But NOTHING has changed..... Exactly the same problems on the same portraits... Idk what could it be.. Those yellow errors are mods for the 1.12.2.1. I have 1.12.3. Well, More tenets MB+ patch it's for 1.11 I believe, but it shouldn't be the cause, I already tried disabling it, it wasn't. I have all the patches, right? In the correct order, right?
csirke128 Posted March 24, 2024 Author Posted March 24, 2024 38 minutes ago, DürKhar said: The only mods that I had after every CBO patch were Character UI Overhaul and Interface Is King. I now placed those just below Carnalitas (needed because Carnalitas overwrites some things of those mods), then all your patches and Better Barbershop. But NOTHING has changed..... Exactly the same problems on the same portraits... Idk what could it be.. Those yellow errors are mods for the 1.12.2.1. I have 1.12.3. Well, More tenets MB+ patch it's for 1.11 I believe, but it shouldn't be the cause, I already tried disabling it, it wasn't. I have all the patches, right? In the correct order, right? Hi, Yea, that load order seems correct, and you have all the patches as well. The headgear override comes from CFP+EPE Patch. Do you see the headwear in the barber shop? I only seen issues with headgear when i forgot a } in the headwear file, and that caused all characters to have the same headwear, so maybe some error happened in the headwear base file. Can you share your error.log? There is a logs folder next to the mod folder. I guess i would try make sure that EPE CBO and CFP+EPE CBO versions match, both should be 3.2, in the launcher, the filesize matches for CFP+EPE, but for EPE your file size is a few MB smaller, maybe you could try reinstall EPE CBO Patch, maybe that helps. Other than that, might have to try build up the CFP + EPE + MB+ combo one by one, first start without any and just CBO, then CBO + CFP, CBO + CFP + EPE, and last the one where all are enabled, maybe you can see when the headwears go missing.
DarthGan Posted March 24, 2024 Posted March 24, 2024 (edited) 2 hours ago, csirke128 said: Hi, i don't see the same issue. Can you try change the scene background in the scene tab? There are some scenes with more light, maybe it is actually just shadow. If it is, you can try mess with shadow quality, or try turn off Character SSAO It's due to the Character SSAO, solved after I turning it off, thanks! Edited March 24, 2024 by DarthGan
DürKhar Posted March 24, 2024 Posted March 24, 2024 1 hour ago, csirke128 said: Hi, Yea, that load order seems correct, and you have all the patches as well. The headgear override comes from CFP+EPE Patch. Do you see the headwear in the barber shop? I only seen issues with headgear when i forgot a } in the headwear file, and that caused all characters to have the same headwear, so maybe some error happened in the headwear base file. Can you share your error.log? There is a logs folder next to the mod folder. I guess i would try make sure that EPE CBO and CFP+EPE CBO versions match, both should be 3.2, in the launcher, the filesize matches for CFP+EPE, but for EPE your file size is a few MB smaller, maybe you could try reinstall EPE CBO Patch, maybe that helps. Other than that, might have to try build up the CFP + EPE + MB+ combo one by one, first start without any and just CBO, then CBO + CFP, CBO + CFP + EPE, and last the one where all are enabled, maybe you can see when the headwears go missing. Well well well.... I think that I will not be able to share that error.log 😅 And when I try to open it, it just takes a lot of time and then unsucceeds to open it correctly. I'll do what u said, one by one. And redownloading some patches and mods. Hopefully with that I can solve it without the need of finding out why that error file is so large lmao. Thanks
csirke128 Posted March 24, 2024 Author Posted March 24, 2024 11 minutes ago, DürKhar said: Well well well.... I think that I will not be able to share that error.log 😅 And when I try to open it, it just takes a lot of time and then unsucceeds to open it correctly. I'll do what u said, one by one. And redownloading some patches and mods. Hopefully with that I can solve it without the need of finding out why that error file is so large lmao. Thanks You should look into the error.log, its not supposed to be that big. Maybe you see a lot of error messages spammed, and can try see if its a problem with a mod. As far as i know, too much error logging can lag the game.
DürKhar Posted March 24, 2024 Posted March 24, 2024 (edited) 17 hours ago, csirke128 said: You should look into the error.log, its not supposed to be that big. Maybe you see a lot of error messages spammed, and can try see if its a problem with a mod. As far as i know, too much error logging can lag the game. Yep. I should solve this. True it is that my game loads super slow. I managed to open the file (NOW 4GB idk how) with Notepad++. The BAST MAJORITY of errors are clothes related. Like these ones: Spoiler [19:00:52][jomini_script_system.cpp:278]: Script system error! Error: Failed to fetch key for link 'government_type' Script location: file: common/scripted_triggers; portrait_mayor_trigger line: 3 file: gfx/portraits/portrait_modifiers/x01_clothes_base.txt line: 5807 [19:00:52][jomini_script_system.cpp:278]: Script system error! Error: Event target link 'government_type' returned an unset scope Script location: file: common/scripted_triggers; portrait_mayor_trigger line: 3 file: gfx/portraits/portrait_modifiers/x01_clothes_base.txt line: 5807 [19:00:52][jomini_script_system.cpp:278]: Script system error! Error: Invalid right side during comparison 'government_type' Script location: file: common/scripted_triggers; portrait_mayor_trigger line: 3 file: gfx/portraits/portrait_modifiers/x01_clothes_base.txt line: 5807 [19:00:52][jomini_script_system.cpp:278]: Script system error! Error: Failed to fetch a valid faith 'impressed_friend' Script location: file: common/scripted_triggers; portrait_religious_orthodox_trigger line: 23 file: gfx/portraits/portrait_modifiers/CFP_headgear_religious.txt line: 119 [19:00:52][jomini_script_system.cpp:278]: Script system error! Error: Failed to fetch a valid faith 'interventioner' Script location: file: common/scripted_triggers; portrait_religious_orthodox_trigger line: 25 file: gfx/portraits/portrait_modifiers/CFP_headgear_religious.txt line: 119 [19:00:52][jomini_script_system.cpp:278]: Script system error! Error: Failed to fetch key for link 'government_type' Script location: file: common/scripted_triggers; portrait_mayor_trigger line: 3 file: gfx/portraits/portrait_modifiers/x01_clothes_base.txt line: 5943 [19:00:52][jomini_script_system.cpp:278]: Script system error! Error: Failed to fetch a valid faith 'enforcer' Script location: file: common/scripted_triggers; portrait_religious_orthodox_trigger line: 26 file: gfx/portraits/portrait_modifiers/CFP_headgear_religious.txt line: 119 [19:00:52][jomini_script_system.cpp:278]: Script system error! Error: Event target link 'government_type' returned an unset scope Script location: file: common/scripted_triggers; portrait_mayor_trigger line: 3 file: gfx/portraits/portrait_modifiers/x01_clothes_base.txt line: 5943 [19:00:52][jomini_script_system.cpp:278]: Script system error! Error: Invalid right side during comparison 'government_type' Script location: file: common/scripted_triggers; portrait_mayor_trigger line: 3 file: gfx/portraits/portrait_modifiers/x01_clothes_base.txt line: 5943 [19:00:52][jomini_script_system.cpp:278]: Script system error! Error: Failed to fetch a valid faith 'thieving_rival' Script location: file: common/scripted_triggers; portrait_religious_orthodox_trigger line: 29 file: gfx/portraits/portrait_modifiers/CFP_headgear_religious.txt line: 119 But the final ones are Medieval Arts related... I'll have to look at that mod, if I need more patches or something... I'll try to solve all these error.log problems, redownloading all your patches and then I'll report here. Edited March 25, 2024 by DürKhar
RegisShark Posted March 25, 2024 Posted March 25, 2024 Hi just curious, is it possible to just run CBO,CFP, and MB+? Will there be no issues if I exclude EPE and still run the compat patch? Thanks.
csirke128 Posted March 25, 2024 Author Posted March 25, 2024 14 minutes ago, RegisShark said: Hi just curious, is it possible to just run CBO,CFP, and MB+? Will there be no issues if I exclude EPE and still run the compat patch? Thanks. Probably needs a separate patch, ill put one together.
csirke128 Posted March 25, 2024 Author Posted March 25, 2024 1 hour ago, RegisShark said: Hi just curious, is it possible to just run CBO,CFP, and MB+? Will there be no issues if I exclude EPE and still run the compat patch? Thanks. Added a CFP+MB+ load order section, and a CFP+ROA comp patch to the mod page.
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