Jump to content

[mod] CBO Unofficial


Recommended Posts

Posted
On 4/27/2026 at 8:56 AM, Calypso42 said:

 

All good mate, solved the issue...thanks ChatGPT :D

My fix for the missing Court Visuals tab is the file below, I just added in the missing widget fields, feel free to use it. Only issue is that there is missing localisation for the CFP courts (assuming that's what they are) so that will need to be added in elsewhere but I've loath localisation modding since CK2.


window_royal_court.txt
 

Best of luck with the other fixes though!!

@Gikov fix is here for the meantime. File goes in E:\Documents\Paradox Interactive\Crusader Kings III\mod\CBO Unofficial\gui
Make sure you save as .gui

 

This is far from a "fix", more of a quick band-aid way to revert to default throne room every time you enter throne room. This effectively diminishes Court Visuals and the ability to select a throne room. Hell, the throne it defaults to doesn't even match the culture I'm playing, ever. We just traded one problem for another. Otherwise this "fix" would be fine lol.

Thanks nonetheless! The band-aid needs to eventually come off for the real fix though.

Posted

@Gord343 I don't, sorry. Unfortunately most of the CBO/Carnalitas mods are broken right now thanks to Paradox changing so much code in the game every update. Wish I could help more.

Posted

How to remove the squiggly lines all over the body of the characters during the make love interaction? NOT the Carnal Court. [I'm having trouble uploading pics]

Posted
4 hours ago, Metamorph989 said:

How to remove the squiggly lines all over the body of the characters during the make love interaction? NOT the Carnal Court. [I'm having trouble uploading pics]

 

Here is what csirke128 has said about these black lines

 

On 2/8/2025 at 11:41 PM, csirke128 said:

The black lines are because CK3 outside of the court room, dont support drawing 2 characters in the same picture. So there is no way for characters to interract. The way Mange solved this was to draw multiple pictures, each drawing a slice of certain depth, and then overlaying these images on top of each other. So where the black lines are, one image begins and another ends.

 

Posted
On 6/25/2026 at 11:16 AM, Breedthelove said:

Here is a proper fix, that doesnt revert your throne to default every time. At least until CBO mod author decides to bless us with the next iteration of CBO. As before, drop in CBO Unofficial > gui OR CBO Animations > gui AND change file extension to .gui. Hope this woirks for you and happy gaming🙃

window_court_visuals.txt 4.01 kB · 5 downloads window_royal_court.txt 58.51 kB · 5 downloads

Would these work for the problem when I don't see sex scenes, just regular throne room?
Sorry if that's a stupid question, but I really weren't able to follow the conversation well 😅

Posted

Does anyone know how to propogate the CBO DNA on game start so that there are actually male NPCs with muscles in-game? I've seen maybe one buff dude in 100 years, which is absurd. All these skinny-fat knights running around is laughable. 

Posted

Does anyone know whether this mod works in 1.19? Because it always makes my game broken, or maybe I  sort it wrong...plz help😭 image.thumb.png.2162cd03a1b034bbf16df0db770f6258.png

image.thumb.png.16b80d257f03606cfdee7d120849ebcc.png

image.png

  • 2 weeks later...
Posted

After install all characters in my game have messed up models when "dressed". They appear always nude and with with extremely scrunched body geometry. On characters who are actually "undressed" the body geometry is normal. I am having trouble figuring out if this is just a load order issue, or is there something broken about the mod due to game updates or something.

Posted (edited)

Hello. I've encountered a problem with the CBO breathing system not starting. It just won't work. I seemed to have followed the instructions, but...
I tried installing the mod both with one file and with another. The result is the same: the scene opens, the body is positioned at the zero point in a A-pose, and nothing happens. Instead of all the text, there's something that represents the name of some internal address.

Also, some of the clothes in the barbershop are exactly the same; instead of names, you give technical names.

4.png

1.png

2.png

3.png

Edited by i_karamzin
Posted

does CBO U have hairstyles? because i see hairstyles such as ponytail in the files but no matter what i do i dont see any options to add or modify, can yall see CBO hairstyle options or is it my end compatibility?

  • 2 weeks later...
Posted

Hi All,

Attached the load order - issues I am having is with Make Love and Carnal Court.

ML - characters floating, is that normal? But also some clipping into each other and the lines on their skin.

CC - major clipping into the bed, and each other.

Can someone please help? I have tried moving the load order about a few times, but nothing helps there.

LoadOrder.PNG

ML.png

CC.png

Posted
On 5/19/2026 at 2:53 PM, iamthesp said:

@csirke128 Two things:

1. Confirmed my long standing crashing issue is tied to the screenshot I shared a couple pages ago (mousing over DNA modifiers with debug on and main mesh file active = crash) I increased the time it takes for the tool tip to fire and that solved my issue haven't had a crash since. Worth checking if people reporting crashing are playing in debug and fixing that if you have time.

2. I tried to modify the CBO vanilla files ( i like them just wanted to increase the max sizes in the breast gene file). I used the compare feature in VS studio code between the CBO base and vanilla gene files. When ever I changed 1 to 2 (on the cbo vanilla gene file) I always changed the next -1 to -2 but I am getting clipping through the clothes now. Is there some secret ratio math that I should know about in the gene files to make them play nice with the clothes? Just looking for 25%-50% more bust, the hips and waist and other genes are just right for my preference. 

@iamthesp Hey, I've been experiencing the same kind of random crashes you mentioned, after playing for some hours. 
I also force triggered it by hovering over DNA modifiers in debug mode... 

Did increasing the time that the tool tip takes also fix the random crashes? Bc I'm pretty sure mine crashes randomly even if I don't mouse over any tool tip;
Also, if you could tell me how much you needed adjust it, it'd be much appreciated :)

Posted (edited)
On 7/29/2026 at 5:51 PM, auimaue69 said:

@iamthesp Hey, I've been experiencing the same kind of random crashes you mentioned, after playing for some hours. 
I also force triggered it by hovering over DNA modifiers in debug mode... 

Did increasing the time that the tool tip takes also fix the random crashes? Bc I'm pretty sure mine crashes randomly even if I don't mouse over any tool tip;
Also, if you could tell me how much you needed adjust it, it'd be much appreciated :)

Hey hey I actually haven't tried fixing this i've been working on other things. When it crashes randomly are you also playing on debug mode? 

I just extended the time it takes for the tool tip to populate so i'm less likely to swipe over it while navigating i can still trigger the crash its just less often. I'll sick claude on the behavior and see what it finds.

Edited by iamthesp
Posted (edited)

Hey @csirke128

Wanted to share what I've been "vibe coding" (god I hate that term) based on your mods here. I wanted something that was between the Base CBO but more than CBO vanilla so I used my personal cowork/claude to study your mod and then accept my adjustments. Since this is all based on your work I lay no claim to it and figure i'd offer it up here incase you want to include it. There are two mods here, one changes size bands and shapes to remove the center chest gap that i find too extreme in vanilla the other is purely sizes.  The read me contains notes about the findings from various experiments and squashing bugs with clipping. 

Let me know what you think. 

Use in place of CBO Vanilla, pick complete or just sizes not both. 

image.thumb.png.a577d303ff07eec67342aac70adbe71f.png

CBO_TWEAKED Complete.zip CBO_TWEAKED Sizes.zip

Edited by iamthesp
Posted
42 minutes ago, iamthesp said:

Hey hey I actually haven't tried fixing this i've been working on other things. When it crashes randomly are you also playing on debug mode? 

I just extended the time it takes for the tool tip to populate so i'm less likely to swipe over it while navigating i can still trigger the crash its just less often. I'll sick claude on the behavior and see what it finds.


Yep, it crashes under the same scenario you mentioned earlier (Debug Mode with the CBO mesh active). I haven't had time to test it in other situations yet, but the only pattern I've noticed is the way the crashes happen. (If you could confirm whether it behaves the same way for you, that would be helpful.)

It crashes randomly, often after a few hours of playing. The game suddenly freezes, the audio cuts out, and almost immediately after the sound comes back, the game crashes and generates a crash report. I haven't seen anyone else report this exact behavior.
 

I changed the tooltip delay to 0.50 seconds, and since then I haven't experienced any random crashes. However, I can still reliably force-trigger it by hovering over the DNA Modifiers. So I'm not sure whether changing the tooltip delay actually fixed the random crashes or if I've just been lucky.

Posted
2 hours ago, auimaue69 said:


Yep, it crashes under the same scenario you mentioned earlier (Debug Mode with the CBO mesh active). I haven't had time to test it in other situations yet, but the only pattern I've noticed is the way the crashes happen. (If you could confirm whether it behaves the same way for you, that would be helpful.)

It crashes randomly, often after a few hours of playing. The game suddenly freezes, the audio cuts out, and almost immediately after the sound comes back, the game crashes and generates a crash report. I haven't seen anyone else report this exact behavior.
 

I changed the tooltip delay to 0.50 seconds, and since then I haven't experienced any random crashes. However, I can still reliably force-trigger it by hovering over the DNA Modifiers. So I'm not sure whether changing the tooltip delay actually fixed the random crashes or if I've just been lucky.

Lol i just spent wayyy too much time messing with this but I think me and the bot got it. I'm attaching a patch file that disables the DNA modifier hover window in debug mode. Claude thinks it's proven that the window and the revealing clothing selection in barbershop are mutually exclusive or something like that. I'll let it explain. Just install the mod, run it last in your load order and see if you still get crashes. 

@csirke128 this is what claude says is causing the crashing bug thats been haunting me for like a year now. 
 

The effort, in numbers

  • Single investigation session of about five hours
  • 24 controlled game launches, each changing exactly one variable
  • 13 diagnostic patch mods built, over 20 content variations between them
  • Automated validation of all 93 active portrait modifier files in the CBO, EPE and CFP stack
  • Every gene, template and accessory reference checked against a rebuilt database of 266 genes
  • Every file level explanation tested and eliminated one by one until only engine code remained

The bug, in plain terms

The crash is not caused by a broken file. It is a defect in the game engine itself, triggered by data only CBO creates. CBO's revealing clothing selector is built on the game's customization system, and each of its options switches a portrait tag that a large part of CBO reacts to: clothing meshes swap variants, gene settings turn on and off, the whole clothed body compensation system re-evaluates. When the debug DNA Modifiers tooltip builds its readout, it previews each option against the character, and previewing an option the character is not currently using sends the engine down a code path that Paradox's own content never touches, because no vanilla option has effects that wide. That path dereferences something that does not exist and the game dies. This is why the crash happens for every character, in every mod configuration that includes the selector, and why no edit to the selector's file can fix it: the file's content was proven irrelevant by testing a version byte equivalent to a working option, which still crashed. The only choices are to not evaluate the selector, which removes it from the barbershop, or to not build the debug readout, which is what the workaround does. The proper fix requires either a null check in the engine or rebuilding the selector outside the customization system.

 

Full explanation, for the mod author

Summary: the debug DNA Modifiers tooltip crashes with an access violation whenever it processes a customization option whose template differs from the character's current one, on the clothing_type customization group from CBO Unofficial Mesh (also shipped by Wicked Debauchery). The fault is inside the engine call that builds the readout, Character.GetDnaAccessoryTooltip, and cannot be fixed from script.

Reproduction: debug mode, hover any character, open DNA Modifiers. Crashes when revealing_clothing_type.txt is active with usage = customization. Setting usage = none on the group stops the crash but removes the barbershop selector. The two are mutually exclusive at the engine level.

What was eliminated by experiment, one variable per game launch: the dummy = {} entry, value = 1 versus range = { 0 1 }, per entry usage lines, interface_position, is_valid_custom, the option count and each option individually, the revealing_2 accessory's entity variation list, and its a_o tag. In the final test the failing option chain was byte equivalent to the working default_clothing chain except for names, and it still crashed. The pattern that holds across every run: an option matching the character's current template never crashes, an option that differs always does. Our conclusion is that the engine computes the hypothetical state for a differing option, and because clothing_type flips a portrait tag that hundreds of CBO gene settings and garment entities react to, that recomputation touches something null. Vanilla content never exercises this path because no vanilla customization option flips a system wide tag. Crash dumps with minidumps are available on request, the addresses are stable per site across sessions.

Independent defects found during the investigation, all worth fixing regardless:

  1. In clothing_type_genes.txt the first template of the clothing_type gene is named none. That is a reserved word and the parser silently drops the block, error log shows Unexpected token: none. The gene therefore has no index 0 at runtime and every character's allele pointing at index 0 is a null template, visible as an empty string in DNA exports. Fix: rename the template, for example no_clothing_type, and give it 1 = empty so it resolves.
  2. revealing_clothing_type.txt contains dummy = {}, an entry with no content. It contributes nothing and is unsafe to format.
  3. 08_revealing_headgear.txt references headgear templates fp3_iranian_nobility, fp3_turkic_low_nobility and fp3_turkic_nobility. Current EPE removed these templates from its headgear gene file and commented out its own entries referencing them, around line 8120 of its 01_headgear_base.txt. With EPE loaded these three references dangle.
  4. EPE's copy of the additive_headgear gene defines no_additive with completely empty male and female blocks, while vanilla and CFP map it to 1 = empty. Anything resolving no_additive under EPE gets nothing.
  5. In 12_headgear_removal_2.txt two accessory modifiers use value = 0 on gene headgear where sibling entries use range = { 0 1 }. Not proven harmful, but inconsistent.

Suggestion: the revealing clothing picker could be reimplemented the way Better Barbershop drives its bust shape buttons, a character variable plus a game usage portrait modifier group per option. That avoids the customization database path entirely and would give users both the selector and a working debug tooltip.

Shipped workaround, attached as TEMP_CBO_DEBUG_FIX: a gui/shared/cooltip.gui override replacing the GetDnaAccessoryTooltip call with static text, plus the clothing_type gene repair from point 1. No functionality lost except the debug readout text itself.

 

TEMP_CBO_DEBUG_FIX.zip

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 account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...