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[mod] CBO Unofficial


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Posted

Thanks for the quick update and simplifications ( just one mod). One question: when you say in the instructions that the CBO animations pack was integrated, does it mean that I only need to download the CBO Unofficial mod (again) or do I need to download the separate CBO animations pack file which is shown just below the comment

?

Posted
59 minutes ago, Roddrick said:

 

image.thumb.png.7ea9a25440f2292b3292d6056c75b7ef.png

 

image.png

 

Hi, I think you are not using latest version. CBO Unofficial 1.1 should be 4.04 GB or so (I removed the male hair folder in 1.1, that I left in there by accident)

With 1.0 or 1.0.1, the animations are not aligned well. I did some eyeballing to make changes to the court room, and animations court roles, but these changes are not compatible with

In 1.1, I redid the animations, so they are compatible with the old court roles set for animations, so maybe with that CBO Carnal Court Lite would not conflict.

Or disable CBO Carnal Court Lite for now.

Posted (edited)
1 hour ago, BFDCYY said:

Is it possible to make a file that will allow me to quickly upgrade from 1.01 to 1.1 without having to re-download the entire file?

 

Hi, used WinMerge to create a diff archive, don't have time to test it know, let me know if there are issues with it. Added it to the download section.

Also attaching the list of removed files, I think the main one is the m_hair folder, that was left in there (CBO Unofficial 1.0.1) by accident.

1.0.1 - 1.1 removal.PNG

Edited by csirke128
Posted
45 minutes ago, joemann said:

Thanks for the quick update and simplifications ( just one mod). One question: when you say in the instructions that the CBO animations pack was integrated, does it mean that I only need to download the CBO Unofficial mod (again) or do I need to download the separate CBO animations pack file which is shown just below the comment

?

 

Hi, its part of CBO Unofficial, so no need to download any other file. (so everyone gets CBO animation pack, even if they didnt want it)

The old animations packs, and comp patches are all incompatible with CBO Unofficial.

Posted
3 hours ago, csirke128 said:

 

Hi, it shows Community Flavor Pack as outdated, you need to update that or might face issues. (especially if you try to use CFP CBO Mesh, but you have it disabled)

The animation pack mods are out of date, so disable #25, #26, #27, #28, #29, #30, #31

I think the naked characters might be due to CFP, other than that, dont think any of the other mods should affect clothing.

Today I reinstalled the game completely with disabled dlc, and also downloaded the latest version of the mod 1.1. The problem with naked characters of Byzantium disappeared, BUT when creating a new character, he has a naked torso, and it is not possible to put other clothes on him. The order of the mods was: Community flavor pack

carnalitas

cbo unofficial 1.1

Cbo cfp patch

better barbershop

I'll try to turn off the patch, maybe that's really the problem.

Posted
1 hour ago, csirke128 said:

 

Hi, I think you are not using latest version. CBO Unofficial 1.1 should be 4.04 GB or so (I removed the male hair folder in 1.1, that I left in there by accident)

With 1.0 or 1.0.1, the animations are not aligned well. I did some eyeballing to make changes to the court room, and animations court roles, but these changes are not compatible with

In 1.1, I redid the animations, so they are compatible with the old court roles set for animations, so maybe with that CBO Carnal Court Lite would not conflict.

Or disable CBO Carnal Court Lite for now.

Thank you very much for your engagement, now it works. 

Posted
On 10/3/2024 at 3:32 AM, csirke128 said:

 

Hi, do you mean change it to revealing clothing? I can try look into creating a game rule for it, or a small mod, currently some mods like RM2 enables revealing clothing for charmed characters.

No, revealing clothing works perfectly. I want to know if there is a way to select a default outfit that is not the one the game selects as default when you start the playthru

Posted (edited)

Hi, I've just updated to 1.1 but now when I enable debug mode (I use advanced cheat menu mod) and click portrait editor the game crashes. I tested with and without cbo unofficial and it only happens when it's enabled. in 1.0 portrait editor via the debug menu worked as expected.

 

Edited by HoboBonobo
Posted
7 hours ago, csirke128 said:

 

Hi, I'm also fine not integrating it :)

The reason I planed to do it, was that a lot of people were having issues with their load orders due to the animation packs (and that you needed 5-6 separate mods to make them compatible, and load order mattered a lot)

But I'm not going to complain if I have less work :D

 

I'm so sorry for the headache people gave you about my outdated mod.

 

I plan to redo my mod from scratch since the portrait system got updated. I'm still on my midterms this month, but I'll be experimenting with making animation variations manageable.

 

I'm also thinking of remastering the CBO Animations Pack and putting it in my mod as a separate animation group. The whole hundreds of events thing was something I wanted to avoid in my mod but many people in the Carnalitas Discord and LL wanted me to integrate that a year ago so that would be fewer problems for you in maintaining this.

Posted
4 hours ago, XSatanaXX said:

Today I reinstalled the game completely with disabled dlc, and also downloaded the latest version of the mod 1.1. The problem with naked characters of Byzantium disappeared, BUT when creating a new character, he has a naked torso, and it is not possible to put other clothes on him. The order of the mods was: Community flavor pack

carnalitas

cbo unofficial 1.1

Cbo cfp patch

better barbershop

I'll try to turn off the patch, maybe that's really the problem.

 

Hi, is the character naked in the ruler creator, or even after ruler creator? In the ruler creator its supposed to be naked, and after ruler creator, the clothing should be based on culture and so on. If the character was naked after ruler creator, what was the culture of the character, and what country did you do the ruler creator to?

Posted
2 hours ago, 斩澜川 said:

What happened of V1.01-1.1?I find here's a 50MB file.

 

Hi, Mod has been updated to 1.1, the 1.01 - 1.1 is a diff patch, if you have 1.0.1, you can apply this patch to bring it to 1.1 version

Posted
2 hours ago, soulbound1234 said:

Hey @csirke128, chiming in again to say thanks for the great work you're doing.

If you're not too busy, would you mind taking a look at the big portraits mod and making it compatible? I think its a must for playing with PA.

https://www.loverslab.com/files/file/26875-big-portraits/

Thanks a lot!

 

Hi, yea I can try take a look, tho this seems like a land mine to me, as it would conflict with all the comp patches. Maybe need to come up with a way to create a universal UI like those other mods, so PA and Big Portrait can be patched without overwriting the character gui file.

Posted
49 minutes ago, HoboBonobo said:

Hi, I've just updated to 1.1 but now when I enable debug mode (I use advanced cheat menu mod) and click portrait editor the game crashes. I tested with and without cbo unofficial and it only happens when it's enabled. in 1.0 portrait editor via the debug menu worked as expected.

 

 

Hi, ill check, havent used portrait editor much before.

Posted
24 minutes ago, abrevlan said:

 

I'm so sorry for the headache people gave you about my outdated mod.

 

I plan to redo my mod from scratch since the portrait system got updated. I'm still on my midterms this month, but I'll be experimenting with making animation variations manageable.

 

I'm also thinking of remastering the CBO Animations Pack and putting it in my mod as a separate animation group. The whole hundreds of events thing was something I wanted to avoid in my mod but many people in the Carnalitas Discord and LL wanted me to integrate that a year ago so that would be fewer problems for you in maintaining this.

 

Hi, yea if you can take over CBO Animation Pack, i would have no complaints :)

I was also planning to do something to reduce the number of events, by doing what you did, make the animations connected to variables, so you only need a few or even just 1 event, but it was still faster to just correct the issues in the 200 event files that CBO Animation has, then to implement that.

If you can integrate the animations, then I can remove them from CBO Unofficial, and go back to the Carnalitas event with the original animations.

 

I guess the main point of conflict would be the .asset file, for now I just put some dummy animations in CBO, and added the animations in the .asset file, and then the animation mod would overwrite it, so no conflict. If you have some other ideas to make this not conflict (there are mods that modify .asset files, so I need to be able to patch those), then also welcome improvement there, otherwise I guess need to know the animation file names, and I can add them to the .asset files, so there is no need for patches for each mod, like EPE, AGOT and so on.

 

I made some changes to CBO itself, to make it easier to make comp patches. One is that I changed the skeleton, so in the mesh, the bone order is different, and the CBO added bones are at the end, so its compatible with meshes that were not made for CBO. I put the script I used in the download section, to convert animations/meshes into this format, and also I made changes to the paradox blender import export plugin, so it filters out the CBO bones before saving out, and puts them at the end of the order. So these changes are needed to make the animations compatible with current CBO.

 

Also, with the latest patch, they added a new bone, ground joint, and I just put this at 0.0, 0.0, 0.0 with the conversion script, but this then caused issues as the animations now were no longer aligned. I guess previously it used the body root, or some other methods to figure out where the ground is, and it was not based on where 0.0 is in blender. I moved all the animations up, so that z=0.0 is the ground/bed. If you have some other ideas you want to handle this, let me know, as I would need to change the court scene, and the camera in case its done differently (I moved all the court groups to the same location that were on the bed, so now bed is z=60.0, and ground is z=0.0, and also moved the camera to z=80.0 looking at z=60.0)

Posted
58 minutes ago, csirke128 said:

 

Hi, yea if you can take over CBO Animation Pack, i would have no complaints :)

I was also planning to do something to reduce the number of events, by doing what you did, make the animations connected to variables, so you only need a few or even just 1 event, but it was still faster to just correct the issues in the 200 event files that CBO Animation has, then to implement that.

If you can integrate the animations, then I can remove them from CBO Unofficial, and go back to the Carnalitas event with the original animations.

 

I guess the main point of conflict would be the .asset file, for now I just put some dummy animations in CBO, and added the animations in the .asset file, and then the animation mod would overwrite it, so no conflict. If you have some other ideas to make this not conflict (there are mods that modify .asset files, so I need to be able to patch those), then also welcome improvement there, otherwise I guess need to know the animation file names, and I can add them to the .asset files, so there is no need for patches for each mod, like EPE, AGOT and so on.

 

I made some changes to CBO itself, to make it easier to make comp patches. One is that I changed the skeleton, so in the mesh, the bone order is different, and the CBO added bones are at the end, so its compatible with meshes that were not made for CBO. I put the script I used in the download section, to convert animations/meshes into this format, and also I made changes to the paradox blender import export plugin, so it filters out the CBO bones before saving out, and puts them at the end of the order. So these changes are needed to make the animations compatible with current CBO.

 

Also, with the latest patch, they added a new bone, ground joint, and I just put this at 0.0, 0.0, 0.0 with the conversion script, but this then caused issues as the animations now were no longer aligned. I guess previously it used the body root, or some other methods to figure out where the ground is, and it was not based on where 0.0 is in blender. I moved all the animations up, so that z=0.0 is the ground/bed. If you have some other ideas you want to handle this, let me know, as I would need to change the court scene, and the camera in case its done differently (I moved all the court groups to the same location that were on the bed, so now bed is z=60.0, and ground is z=0.0, and also moved the camera to z=80.0 looking at z=60.0)

 

Yeah, I thought animation variations would be manageable before I looked inside CBO Animation Pack but I soon learned that wasn't the case when creating my mod.

 

For the .asset convergence, I was experimenting back then on using the import skeletal animation set method that Paradox introduced in 1.9.X. It was unfortunately a dead end as they only allowed one import statement. I don't know if that's still the case now. Theoretically, you'd be managing the additional animations by dummy skeletal_animation_set definitions and entity extensions/overrides. It would go well with the new portrait_types now that they have nuked portrait_settings, you'd just be pointing the human entity definitions to the extended ones.

 

Yeah, I had a cursory glance back in 1.11, I think. I was experimenting with chopping up the chest and butt sections back in 1.10. Your solution answered a lot of questions I had when I messed up the load order of my experiment and saw the old vanilla animations worked and not the new ones with the sliced-up skeleton. I wanted to experiment with your custom skeleton when I saw it but my school load ramped up.

 

How misaligned are they? Vertically or horizontally? I wrote cases I had to experiment with when I read about the ground joint in the Mod Coop Discord.

  • How does it differ from the floor joint?
  • How does it behave in Event and Royal Court scenes?
    • What happens when I move it horizontally and/or vertically?
      • Including the floor bone in some cases. Because, before the ground joint, the floor joint affected the vertical position of the animation (only in royal court) depending on its location at the point the animation started. So I locked that bone's horizontal axis and it fixed some earlier issues with the animations. I have all of my animations at the bed court positions.

By what you're saying, the ground joint is taking the role of the floor joint? But what's the point of the floor joint now? Is the floor joint for Royal Court and the ground joint for Events?

 

Sorry for leaving you with these experiments, I can't open up CK3 right now since I might distract myself from my midterm preparation. 🥲

Posted
2 hours ago, csirke128 said:

 

Hi, Mod has been updated to 1.1, the 1.01 - 1.1 is a diff patch, if you have 1.0.1, you can apply this patch to bring it to 1.1 version
嗨,Mod 已更新到 1.1,1.01 - 1.1 是一个差异补丁,如果您有 1.0.1,您可以应用此补丁将其带到 1.1 版本

All right,now I know,thank you.

Posted
2 minutes ago, abrevlan said:

 

Yeah, I thought animation variations would be manageable before I looked inside CBO Animation Pack but I soon learned that wasn't the case when creating my mod.

 

For the .asset convergence, I was experimenting back then on using the import skeletal animation set method that Paradox introduced in 1.9.X. It was unfortunately a dead end as they only allowed one import statement. I don't know if that's still the case now. Theoretically, you'd be managing the additional animations by dummy skeletal_animation_set definitions and entity extensions/overrides. It would go well with the new portrait_types now that they have nuked portrait_settings, you'd just be pointing the human entity definitions to the extended ones.

 

Yeah, I had a cursory glance back in 1.11, I think. I was experimenting with chopping up the chest and butt sections back in 1.10. Your solution answered a lot of questions I had when I messed up the load order of my experiment and saw the old vanilla animations worked and not the new ones with the sliced-up skeleton. I wanted to experiment with your custom skeleton when I saw it but my school load ramped up.

 

How misaligned are they? Vertically or horizontally? I wrote cases I had to experiment with when I read about the ground joint in the Mod Coop Discord.

  • How does it differ from the floor joint?
  • How does it behave in Event and Royal Court scenes?
    • What happens when I move it horizontally and/or vertically?
      • Including the floor bone in some cases. Because, before the ground joint, the floor joint affected the vertical position of the animation (only in royal court) depending on its location at the point the animation started. So I locked that bone's horizontal axis and it fixed some earlier issues with the animations. I have all of my animations at the bed court positions.

By what you're saying, the ground joint is taking the role of the floor joint? But what's the point of the floor joint now? Is the floor joint for Royal Court and the ground joint for Events?

 

Sorry for leaving you with these experiments, I can't open up CK3 right now since I might distract myself from my midterm preparation. 🥲

 

Hi, for alignment, the issue was that some animations had the male on lets say z=60.0, and the female on z=70.0. Even if I changed the position where the characters are placed, due to this difference they were not aligned.

One clear example is the standing holding animation. It puts the male character at z=5.0, probably because its feet was close to where the ground would be, but put the female character at z=105.0, because the female characters leg was in the air, if its feet was where the ground was, it would not align.

So to fix this, I moved the male and female characters both up by the same amount, changing only the z coordinate.

 

Alright, so that kinda answers my question, I had no idea what was used to align the animations before, i kinda forgot about the floor joint. Just check an animation, and I can see the floor joint is placed at the characters feet. Maybe I could have just moved the ground joint to where the floor joint was, and skipped like 2 days of aligning animations in blender :D

 

Seems like in carnal court, and in character even window, its the ground joint that decides where the character is, so I guess it acts same as floor joint before.

I havent really tried moving around the ground joint, except by script, and that failed horribly.

Posted
4 hours ago, soulbound1234 said:

Hey @csirke128, chiming in again to say thanks for the great work you're doing.

If you're not too busy, would you mind taking a look at the big portraits mod and making it compatible? I think its a must for playing with PA.

https://www.loverslab.com/files/file/26875-big-portraits/

Thanks a lot!

 

Hi, can you try this? Doesn't need the original (as the original is outdated)

PA Unofficial Big Portrait.zip

Posted (edited)

Hello so two question, one ive noticed that with you mod on when you undress someone between 16-18 yo they arent put in a gown and instead just stay in their regular clothes, is this intentional at all
Second im a bit confused what it the latest file in the download page, its named just CBO unofficial 1.01, but it weighs only like 50mbs while the actual mod weighs like 4 gigs
Edit: more notes on the first question this behaviour only persists on the full mod and not vanilla, and also another thing i forgor to mention is that alot of women seem to have very large boobs with the full mod, where they regulary dont.

Edited by XobaPipets
Posted
1 minute ago, XobaPipets said:

Hello so two question, one ive noticed that with you mod on when you undress someone between 16-18 yo they arent put in a gown and instead just stay in their regular clothes, is this intentional at all
Second im a bit confused what it the latest file in the download page, its named just CBO unofficial 1.01, but it weighs only like 50mbs while the actual mod weighs like 4 gigs

 

Hi, the latest file is just a partial patch to go from 1.0.1 to 1.1, the main file is the mega link. I'll put something about this in the description.

 

I don't think I changed anything related to 16-18, I think that's original CBO behavior. CBO puts the age at which characters can become naked at 18 years old, maybe some different systems conflict here, and above 16 it was implemented by just not removing clothes.

Posted

ah gotcha yeah i assumed it might be just the patch
btw can you also check the stuff i edited in on the previous question?
oh and also cbo vanilla weigh suprsingly little, is it also just a patch you need to use on top of regular CBO?
or does it not have any of the clothes?

Posted
1 minute ago, XobaPipets said:

ah gotcha yeah i assumed it might be just the patch
btw can you also check the stuff i edited in on the previous question?
oh and also cbo vanilla weigh suprsingly little, is it also just a patch you need to use on top of regular CBO?
or does it not have any of the clothes?

 

Hi, for the first question, by vanilla you mean base game? I think the difference is, that CBO doesn't hide the genitalia, so base game naked is different from CBO naked. The over 18 checks were put in by Mange, I'm not really planning on removing them.

 

I dont think I've changed anything related to breast size either. For example with characters that have predefined DNA, the breast size comes from there, and not from CBO. Also with ethnicities file, CBO uses same gene ranges for breast as vanilla. There is the breast gene file, but those values remained the same, so unless base game increased breast sizes for predefined characters, dont think anything changed.

So I mean there should be no changes here between CBO and CBO Unofficial, not between base game and CBO Unofficial.

 

CBO Vanilla is a patch from CBO mod page, but I changed the breast gene file, to add a shrink to breast when a character is clothed, so the breast wont clip.

What the mod does, is reduce the range for the genes added by CBO, so the bodies look more like base game (vanilla). So for example if breasts are too big for your taste, CBO Vanilla might be a mod you want to use.

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