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[mod] EPE CBO Patch


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Posted (edited)
21 hours ago, DürKhar said:

 

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:


 

  Reveal hidden contents

[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.
 

 

Well.. after many attempts I cannot figure it out. I disabled ALL the mods except de BASICS like UP RICE CFP EPE CE MB+ CARNALITAS and other minor basics like Unit Packs, Char. Overhaul, Interface Is King. All that works perfectly FINE, but as soon as I add CBO and all the patches, or only CBO without any patch, or CBO with only some of the patches, any of that combination, the problems start to appear...

 

If I solve 1 problem deactivating part of the patches, different ones appear, nothing to do...

 

If you don't know what is probably causing this, I may have to play without CBO... unfortunetly..

 

And yes... I downloaded everything again. And the mod order is fine too.

Edited by DürKhar
Posted
5 minutes ago, DürKhar said:

 

Well.. after many attempts I cannot figure it out. I disabled ALL the mods except de BASICS like UP RICE CFP EPE CE MB+ CARNALITAS and other minor basics like Unit Packs, Char. Overhaul, Interface Is King. All that works perfectly FINE, but as soon as I add CBO and all the patches, or only CBO without any patch, or CBO with only some of the patches, any of that combination, the problems start to appear...

 

If I solve 1 problem deactivating part of the patches, different ones appear, nothing to do...

 

If you don't know what is probably causing this, I may have to play without CBO... unfortunetly..

 

And yes... I downloaded everything again. And the mod order is fine too.

 

Hi, can you start with an empty load order (create a new playset), and start adding the mods in the following way?

 

1. CBO + Unofficial

2. CFP + CFP CBO Patch

3. EPE + EPE CBO Patch + CFP+EPE CBO Patch

4. MB+, MB + EPE/CFP, ROA CBO Patch, EPE+ROA CBO Patch, CFP+EPE+ROA CBO Patch, CFP+EPE+MB+ CBO Patch

 

When you start seeing issues, check if the errors.log is a size that could be uploaded here, maybe it shows why its having issues.

 

My guess would be some of the mods you use change how EPE works or smth, causing the clothing triggers to fail.

Posted (edited)
1 hour ago, DürKhar said:

 

Well... It happened again at Step 3. When I add EPE , EPE CBO and CFP+EPE CBO >95% of characters don't have headgear on....

 

image.png.fc42538319126ca94b8f150eb9310caa.png

 

Before step 3, step 1 and 2, no problems at all. This is the error.log file after this attempt. I see a lot of Scrypt Errors related to artifacts, I don't know why.

 

Edit: I tried deleting everything in Documents Folder except the mod folder. It did nothing, same problems. Also, reinstalled the game again. 1.12.3.

 

error.log 206.18 kB · 1 download

 

🤦‍♂️WAIT... MY BAD... I tried to download again all these mods and just realized that EPE updated to 1.12.3 2-3 days ago. I download the mods from Skymods, and sometimes the mods update some days later in Skymods after Steam. Just went to Skymods to download again EPE and... surprise new update. Installed this new update and... SOLVED. For now. I'll try to make again the big mod list and see If everything is fine now. 🤦‍♂️  🤦‍♂️  🤦‍♂️

 

If everything goes well, I won't comment more. Seems solved.

 

Thanks for the help and patience, appreciate it.

Edited by DürKhar
Posted

Hi csirke128,

 

 I found MB+ updated, some people of eastern roman culture are half naked.   If the compatch can be updated? Thank you.

 

Various fixes
- Updated genes and portrait modifiers for RoA update. Also fixed Chinese helmets sometimes appearing all over the place in the EPE/CFP compatch

 

 

 

image.png.fad6d52cfbd20c7f6196bd76e0737a9f.png

Posted
2 hours ago, Finals6 said:

Hi csirke128,

 

 I found MB+ updated, some people of eastern roman culture are half naked.   If the compatch can be updated? Thank you.

 

Various fixes
- Updated genes and portrait modifiers for RoA update. Also fixed Chinese helmets sometimes appearing all over the place in the EPE/CFP compatch

 

 

Can you double check your load order?

 

The genes from MB+ and any clothing changes are overwritten by the CBO comp patches, so very unlikely an update on MB+ side can break things. (its just any update wont show up)

I checked in game, and don't see any naked characters in eastern rome, or can you give me a start date, and character to check?

 

 

loadorder3.PNG

Posted

I solved the problem. I started a new game to find the naked characters I found yesterday, and they were all fine. It seems that the MB+ update a few hours ago resolved the issue.

Posted

Another problem with CBO and Legend portraits. I posted this question in CBO, but no one answered me

 

When I don't use CBO, the legendary portraits exist and are dynamic. But when I used CBO, the portraits disappeared. The legend becomes blank.

 

No CBO

image.png.5944eacea6d7325893392bfb60585439.png

 

with CBO

image.png.28f2e7801ea4d43f3b763f2974a556d5.png

Posted
7 minutes ago, Finals6 said:

 

Another problem with CBO and Legend portraits. I posted this question in CBO, but no one answered me

 

When I don't use CBO, the legendary portraits exist and are dynamic. But when I used CBO, the portraits disappeared. The legend becomes blank.

 

No CBO

 

with CBO

 

 

The problem is, I haven't played long enough on new patch to get to creating legends :D

 

Maybe i need to use debug mode or something to get there quickly and check, ill try fix it sometimes later.

 

  • 2 weeks later...
Posted (edited)

Where's the CFP CBO Patch mod? I can't seem to find it. Also the CFP CBO Accessory fix patch download is just a file with no .mod file or descriptor.mod file.

 

Edit: I found it in the unnamed mega download.

Edited by qwertyqwertyqwertyqwerty
  • 2 months later...
Posted (edited)

I need help. I am currently working on a patch for my stripped down version of EPE [no new clothes, just gene morphs]. Seeing that none of your patches catastrophically crashes, when I pull up console and open up portrait editor. What advice can you give me on how to ensure that pe works, and doesn't crash my game? More importantly, what was your experience first when patching CBO with EPE? I desperately do want pe to work, since I often edit my characters, and keep their persistent genes. If you want I could send you the SD EPE, along with it's patch for you to examine?
Perhaps if I get permission from Celticus, you could release the SDEPE here?

I included the error log if that helps.

error.log

Edited by ztaku1816
Posted
1 hour ago, ztaku1816 said:

I need help. I am currently working on a patch for my stripped down version of EPE [no new clothes, just gene morphs]. Seeing that none of your patches catastrophically crashes, when I pull up console and open up portrait editor. What advice can you give me on how to ensure that pe works, and doesn't crash my game? More importantly, what was your experience first when patching CBO with EPE? I desperately do want pe to work, since I often edit my characters, and keep their persistent genes. If you want I could send you the SD EPE, along with it's patch for you to examine?
Perhaps if I get permission from Celticus, you could release the SDEPE here?

I included the error log if that helps.

error.log 7.17 MB · 0 downloads

 

Hi, my first attempts for patching EPE was to remove all clothing triggers, i was doing this by changing the culture files

Later on, i noticed that merging the .asset files with text editor is easier, than trying to fix the issues due to clothing changes, so switch to doing that instead (also did that for EPE CBO CS Patch)

 

Not sure about portrait editor, not used it much.

 

The patch for

is even smaller, i just let EPE change the clothing genes so there would be no issue with compatibility.

 

If you want to make a lightweight EPE, i think you need to make sure it doesnt change any of the clothing genes, and then you can remove the portrait modifier changes as well.

So you would need to keep the things under gfx model, and make it compatible with CBO by merging the .asset files for female and male head

You need to keep the ethnicities changes, and probably also 01_genes_morph.txt

In portraits modifiers file, you would need to overwrite the x0* files so they dont take effect, and rely on the vanilla behavior. EPE also overwrites vanilla behavior for some files with placing empty files there, you would need to overwrite those by the original.

 

Is SD that much different from SD2? Was there an original SD+EPE Patch? I think if you want to create a comp patch, you are better of trying to base it on Compatible Skeleton, and check out the EPE patch for that

EPE CBO Patch 1.1.zip EPE CBO CS Patch 1.2.1.zip

Posted
35 minutes ago, csirke128 said:

 

Hi, my first attempts for patching EPE was to remove all clothing triggers, i was doing this by changing the culture files

Later on, i noticed that merging the .asset files with text editor is easier, than trying to fix the issues due to clothing changes, so switch to doing that instead (also did that for EPE CBO CS Patch)

 

Not sure about portrait editor, not used it much.

 

The patch for

is even smaller, i just let EPE change the clothing genes so there would be no issue with compatibility.

 

If you want to make a lightweight EPE, i think you need to make sure it doesnt change any of the clothing genes, and then you can remove the portrait modifier changes as well.

So you would need to keep the things under gfx model, and make it compatible with CBO by merging the .asset files for female and male head

You need to keep the ethnicities changes, and probably also 01_genes_morph.txt

In portraits modifiers file, you would need to overwrite the x0* files so they dont take effect, and rely on the vanilla behavior. EPE also overwrites vanilla behavior for some files with placing empty files there, you would need to overwrite those by the original.

 

Is SD that much different from SD2? Was there an original SD+EPE Patch? I think if you want to create a comp patch, you are better of trying to base it on Compatible Skeleton, and check out the EPE patch for that

EPE CBO Patch 1.1.zip 18.48 MB · 0 downloads EPE CBO CS Patch 1.2.1.zip 795.61 kB · 0 downloads

Thank you very much, I'll be sure to keep this in mind when I'm back to patching\modding.

Truth be told this is very intimidating to me, there is a lot to consider, and I'm just a novice, and I am dreading the prospect that I have to do some really advanced crap to make this work. Like going into Blender or Maya, since I have neither installed, nor the knowledge use them.

The reason I made the no-clothes version is to save on performance, and I'm largely uninterested on the selection of clothes EPE/CFP offers. It really helps that it's highly compatible with other TC mods, like Realms in Exile, however the same issue plagued me with the inability to use portrait editor.

I remember once that it was successful, but I completely forgot how I did it.

Apologies, "SD" as in [Stripped Down] EPE. I have no idea what this SD you speak of, is this another mod?

Posted
7 hours ago, csirke128 said:

 

Hi, my first attempts for patching EPE was to remove all clothing triggers, i was doing this by changing the culture files

Later on, i noticed that merging the .asset files with text editor is easier, than trying to fix the issues due to clothing changes, so switch to doing that instead (also did that for EPE CBO CS Patch)

 

Not sure about portrait editor, not used it much.

 

The patch for

is even smaller, i just let EPE change the clothing genes so there would be no issue with compatibility.

 

If you want to make a lightweight EPE, i think you need to make sure it doesnt change any of the clothing genes, and then you can remove the portrait modifier changes as well.

So you would need to keep the things under gfx model, and make it compatible with CBO by merging the .asset files for female and male head

You need to keep the ethnicities changes, and probably also 01_genes_morph.txt

In portraits modifiers file, you would need to overwrite the x0* files so they dont take effect, and rely on the vanilla behavior. EPE also overwrites vanilla behavior for some files with placing empty files there, you would need to overwrite those by the original.

 

Is SD that much different from SD2? Was there an original SD+EPE Patch? I think if you want to create a comp patch, you are better of trying to base it on Compatible Skeleton, and check out the EPE patch for that

EPE CBO Patch 1.1.zip 18.48 MB · 1 download EPE CBO CS Patch 1.2.1.zip 795.61 kB · 0 downloads

So sorry, I didn't really understood what you meant earlier. It was such a silly mistake from my side.
Not really, SD2[patch] merely overwrites the genes and, female and male head assets. I took it directly from you EPE CBO patch. As expected, it works. I even tried it with After the End mod alongside it's patches you made. At first I don't really know what the asset files were doing in there, but after reading what you said it all makes a ton of sense now.

Though, I don't fully grasp regarding the editing .asset files in text. I looked into it earlier, and it was huge. I have no idea what these lines mean, and what they do. 

Again I'm very sorry it was really silly of me lol. 

Posted
2 hours ago, ztaku1816 said:

So sorry, I didn't really understood what you meant earlier. It was such a silly mistake from my side.
Not really, SD2[patch] merely overwrites the genes and, female and male head assets. I took it directly from you EPE CBO patch. As expected, it works. I even tried it with After the End mod alongside it's patches you made. At first I don't really know what the asset files were doing in there, but after reading what you said it all makes a ton of sense now.

Though, I don't fully grasp regarding the editing .asset files in text. I looked into it earlier, and it was huge. I have no idea what these lines mean, and what they do. 

Again I'm very sorry it was really silly of me lol. 

 

Hi, the .asset files connect files to identifiers that the game can use. In the common/gene folders the genes can modify attribute based on some curves that are derived from gene values.

The attributes are listed in the male/female head/body .asset files, and the clothing .asset files. Each attribute is connected to a blending shape. Blending shape is basically the same mesh as the original, just deformed.

So as genes change, they will cause different amount of deformation to be applied through the blending shapes.

So clipping issues happen when the body is deformed differently compared to the clothing, like when the clothing is missing some blending shapes, but the deformation is still applied to the body.

The body and head asset files also contain animations, which is what takes up most of the file. Almost all of it comes from base game, so you can try compare the .asset file to the one in CK3 folder, and see what changes were made.

 

For actually changing .asset files, its usually about copy pasting from other .asset files, or comparing 2 existing .asset files, and just merging the changes, like adding the new things from both or something like that.

Posted
10 hours ago, csirke128 said:

 

Hi, the .asset files connect files to identifiers that the game can use. In the common/gene folders the genes can modify attribute based on some curves that are derived from gene values.

The attributes are listed in the male/female head/body .asset files, and the clothing .asset files. Each attribute is connected to a blending shape. Blending shape is basically the same mesh as the original, just deformed.

So as genes change, they will cause different amount of deformation to be applied through the blending shapes.

So clipping issues happen when the body is deformed differently compared to the clothing, like when the clothing is missing some blending shapes, but the deformation is still applied to the body.

The body and head asset files also contain animations, which is what takes up most of the file. Almost all of it comes from base game, so you can try compare the .asset file to the one in CK3 folder, and see what changes were made.

 

For actually changing .asset files, its usually about copy pasting from other .asset files, or comparing 2 existing .asset files, and just merging the changes, like adding the new things from both or something like that.

Got it, thank you again.

Posted

Hi - thanks for helping with all of the troubleshooting. I'm currently using MB+ and CFP, but I'm having trouble with a few characters not spawning in with clothes. All characters are naked in the following areas: Taiwan, Kambujadesa (Southeast Asia), Champa (Southeast Asia), and Indonesia. As far as I can tell, there are no issues elsewhere. I think they are supposed to be wearing Indian clothes when only MB+ is installed.

 

Here's my mod load order:

 

image.thumb.png.f914c94bd5a735f85e932ed99127b3bb.png

 

image.thumb.png.3201e660b22e61a437ba85d89146634b.png

  • 1 month later...
Posted
On 6/20/2024 at 10:23 PM, Valtome said:

Hi - thanks for helping with all of the troubleshooting. I'm currently using MB+ and CFP, but I'm having trouble with a few characters not spawning in with clothes. All characters are naked in the following areas: Taiwan, Kambujadesa (Southeast Asia), Champa (Southeast Asia), and Indonesia. As far as I can tell, there are no issues elsewhere. I think they are supposed to be wearing Indian clothes when only MB+ is installed.

 

Here's my mod load order:

 

image.thumb.png.f914c94bd5a735f85e932ed99127b3bb.png

 

image.thumb.png.3201e660b22e61a437ba85d89146634b.png

Did you have any issues with clothing clipping with the Japanese?

  • 1 month later...
Posted (edited)

Hey csirke, could you please provide the load order for rice, cfp & epe, RoA, carnalitas, CBO and statues together?

also, I'm sure carnalitas removes the "tributaries" button in the character window, tested it with just RoA and carnalitas, is there any patch somewhere?

 

edit: I fixed the carnalitas UI issue, but I can't seem to get statues to work with any of the other mods since enabling statues prevents certain body modifications in the ruler designer like glamour lips for example. moving the slider doesn't change anything visually

Edited by ragaba123
Posted
1 hour ago, ragaba123 said:

Hey csirke, could you please provide the load order for rice, cfp & epe, RoA, carnalitas, CBO and statues together?

also, I'm sure carnalitas removes the "tributaries" button in the character window, tested it with just RoA and carnalitas, is there any patch somewhere?

 

edit: I fixed the carnalitas UI issue, but I can't seem to get statues to work with any of the other mods since enabling statues prevents certain body modifications in the ruler designer like glamour lips for example. moving the slider doesn't change anything visually

 

Hi, statues mod will be incompatible. I need to update the ROA patch to be compatible with unofficial fix 1.10, ill create a comp patch for statues mod as well.

(statuses mod adds new animation, which means it changes the male/female body asset files)

  • 2 months later...
Posted
19 minutes ago, DLeo19890604 said:

Hi, i am playing MB+, MPE/MB+,CBO, and with the patches (MB+/CBO, ROA/CBO), and always got the crash , could you pleas help me read the error.log? Idk which mod made the crash.error.log

 

Hi, Are you using 1.12.x? (EPE is not yet compatible with 1.13.x+) Seems like some mods you have are from 1.13.x+:

 

[21:01:43][E][portraitcontext.cpp:326]: Persistent portrait info missing gene gene_bs_nose_central_width! at 'file: common/dna_data/00_ep3_dna.txt line: 6210 (214000_john_ulster)'
[21:01:43][E][portraitcontext.cpp:326]: Persistent portrait info missing gene gene_bs_nose_septum_width! at 'file: common/dna_data/00_ep3_dna.txt line: 6210 (214000_john_ulster)'
[21:01:43][E][portraitcontext.cpp:326]: Persistent portrait info missing gene gene_bs_mouth_lower_lip_profile! at 'file: common/dna_data/00_ep3_dna.txt line: 6210 (214000_john_ulster)'
[21:01:43][E][portraitcontext.cpp:326]: Persistent portrait info missing gene gene_bs_eye_outer_width! at 'file: common/dna_data/00_ep3_dna.txt line: 6210 (214000_john_ulster)'
[21:01:43][E][portraitcontext.cpp:326]: Persistent portrait info missing gene gene_bs_head_asymmetry_1! at 'file: common/dna_data/00_ep3_dna.txt line: 6210 (214000_john_ulster)'

 

Also see something maybe overwriting .asset file for female head, so make sure all your mods are made for 1.12.x

 

Posted
6 minutes ago, csirke128 said:

 

Hi, Are you using 1.12.x? (EPE is not yet compatible with 1.13.x+) Seems like some mods you have are from 1.13.x+:

 

[21:01:43][E][portraitcontext.cpp:326]: Persistent portrait info missing gene gene_bs_nose_central_width! at 'file: common/dna_data/00_ep3_dna.txt line: 6210 (214000_john_ulster)'
[21:01:43][E][portraitcontext.cpp:326]: Persistent portrait info missing gene gene_bs_nose_septum_width! at 'file: common/dna_data/00_ep3_dna.txt line: 6210 (214000_john_ulster)'
[21:01:43][E][portraitcontext.cpp:326]: Persistent portrait info missing gene gene_bs_mouth_lower_lip_profile! at 'file: common/dna_data/00_ep3_dna.txt line: 6210 (214000_john_ulster)'
[21:01:43][E][portraitcontext.cpp:326]: Persistent portrait info missing gene gene_bs_eye_outer_width! at 'file: common/dna_data/00_ep3_dna.txt line: 6210 (214000_john_ulster)'
[21:01:43][E][portraitcontext.cpp:326]: Persistent portrait info missing gene gene_bs_head_asymmetry_1! at 'file: common/dna_data/00_ep3_dna.txt line: 6210 (214000_john_ulster)'

 

Also see something maybe overwriting .asset file for female head, so make sure all your mods are made for 1.12.x

 

Thanks for your reply! Did you mean the version of base game? I'm playing 1.14.0.2 as the Paradox launcher indicated. And i didnt use EPE.And the patch mods(ROA CBO patch,MB+ CBO patch) are for 1.12.x. I didnt find newer patch.

Posted
16 minutes ago, DLeo19890604 said:

Thanks for your reply! Did you mean the version of base game? I'm playing 1.14.0.2 as the Paradox launcher indicated. And i didnt use EPE.And the patch mods(ROA CBO patch,MB+ CBO patch) are for 1.12.x. I didnt find newer patch.

 

Hi, there is a MB+ and ROA patch at CBO Unofficial, also CFP+MB+ at CFP mod page

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