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[mod] CBO Unofficial


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Posted (edited)
5 minutes ago, Ikaruga said:

I'll give this a shot. I tried disabling bitdefender and making AV folder exceptions incase it was crazy scans causing the issue but that made no difference either. Maybe windows built in extractor is an issue. I'll try the zip file and then maybe WinRAR if that's bi better.

 

Base:

https://mega.nz/file/FsUUSRgD#tarPQupCyHAem7WGw1_Oo15Z16SejpciqFPLHYCFnoU

 

Animation:

https://mega.nz/file/45FHnQwA#S-GWMuSZqXKt0f9H8Nl5Y11qdgQ5Ud5WBlxbs0f8wNE

 

Mesh:

https://mega.nz/file/d1MCxBYJ#JHXdWjVyoKVurN6jJM3N7LyxVeMS5JwBztbogovT0T0

 

Edit: Usually I use 7zip, or total commander built in extractor

Edited by csirke128
Posted (edited)

Well base had been the only one finishd, the others like mesh and animation had over a day to do.  But I downloaded the zip and reextracted it over and replace the files and did it in less than a minute.   Curious.

 

edit: cheers ill try the other zips now!

Edited by Ikaruga
Posted
1 hour ago, csirke128 said:

 

Hi, you cannot use encoded DNA string from other places with CBO (so DNA that looks like random characters), because that format doesnt store the gene names, and you can end up a gene affecting a different gene instead.

I think what you need to do, is disable CBO, enable the mods that the DNA string requires (I guess EPE is not yet up to date, not sure what else would impact is greatly), export the DNA in ruler designer in text format, that has the gene names, and then enable CBO and import the gene in text format in the ruler designer.

 
I did a side by side comparison with a CBO DNA and the DNA causing the issue and i think managed to narrow it down.

The one below is the imported DNA :
gene_bs_penis_size={ "penis_size_ruler_designer" 254 "penis_size" 56 }
gene_bs_penis_thickness={ "penis_thickness_ruler_designer" 74 "penis_thickness" 16 }
gene_bs_ball_size={ "ball_size" 133 "ball_size" 133 }

This one is the CBO DNA
gene_bs_penis_size={ "penis_size" 77 "penis_size" 7 }
gene_bs_penis_thickness={ "penis_thickness" 66 "penis_thickness" 66 }
gene_bs_ball_size={ "ball_size" 146 "ball_size" 146 }

Rewrote the imported DNA with the one with CBO and it seemed to fix the issue. Thanks for the advice and keep up the good work!

Posted
3 hours ago, csirke128 said:

 

PA uses its on weight system, no idea how it works exactly

Damn, would you be able to combine all three versions into one like it was before the 1.13 update? When I run CBO Unofficial version 1.13 with this new PA, everything works as it did before,the character's weight changes dynamically based on actions and traits, not through the barbershop. I’m even wondering, if I manually merged base, mesh, and animations myself, would it crash, or is there a chance it might work?

Posted
17 minutes ago, Kaizer21912 said:

 
I did a side by side comparison with a CBO DNA and the DNA causing the issue and i think managed to narrow it down.

The one below is the imported DNA :
gene_bs_penis_size={ "penis_size_ruler_designer" 254 "penis_size" 56 }
gene_bs_penis_thickness={ "penis_thickness_ruler_designer" 74 "penis_thickness" 16 }
gene_bs_ball_size={ "ball_size" 133 "ball_size" 133 }

This one is the CBO DNA
gene_bs_penis_size={ "penis_size" 77 "penis_size" 7 }
gene_bs_penis_thickness={ "penis_thickness" 66 "penis_thickness" 66 }
gene_bs_ball_size={ "ball_size" 146 "ball_size" 146 }

Rewrote the imported DNA with the one with CBO and it seemed to fix the issue. Thanks for the advice and keep up the good work!

 

Hmmm.. thats kinda bad :D

 

I added the penis_thickness_ruler_designer, because thats the only way I could add that to the ruler designer, because it cannot read the portrait modifiers that normally makes it possible to have penis on female characters.

I'll add some extra stuff on next patch to make sure that if someone has that on their character, its converted to the normal penis_tickness, as that then means it should have no effect on female characters.

 

Tho this doesnt explain the leaf.. idk why that would show up.

Posted
9 minutes ago, Hustler1980 said:

Damn, would you be able to combine all three versions into one like it was before the 1.13 update? When I run CBO Unofficial version 1.13 with this new PA, everything works as it did before,the character's weight changes dynamically based on actions and traits, not through the barbershop. I’m even wondering, if I manually merged base, mesh, and animations myself, would it crash, or is there a chance it might work?

 

Hi, you can just copy the animation and mesh folder into the base folder, and then you end up with 1 mod, same as before, but dont think doing that would change things.

 

Can you try the attached file?

 

I added back

"CBO Unofficial Base\gfx\portraits\portrait_modifiers\01_weight.txt"

"CBO Unofficial Base\gfx\portraits\portrait_modifiers\98_muscularity.txt"

"CBO Unofficial Base\gfx\portraits\portrait_modifiers\98_weight.txt"

 

From CBO Unofficial

CBO Unofficial Base 1.5.1.7z

Posted
22 hours ago, csirke128 said:

 

I think you could download as zip from here:

https://github.com/csirke128/dynamic_affairs_cbo_compatibility/tree/master

 

Then copy the dynamic_affairs_cbo_compatibility.mod into the mod folder, and the mod with name dynamic_affairs_cbo_compatibility into the mod folder.

 

Or use the attached file

Lazy CBO Patch.7z 52.62 MB · 3 downloads

 

Thank you, I seem to have it working now although i haven't play tested much.

 

1) I used your load order, including the ED CBO patch and the Lazy CBO Patch you provided

2) At first it still wasn't loading, but I realized it may be a problem with clothing since my characters displayed on the main menu were wearing a mix of revealing and lazy clothes. I loaded an old merge mod, removed the clothing and set all to default, and then was able to load your load order with updated mods.

Posted
1 hour ago, csirke128 said:

 

Hi, you can just copy the animation and mesh folder into the base folder, and then you end up with 1 mod, same as before, but dont think doing that would change things.

 

Can you try the attached file?

 

I added back

"CBO Unofficial Base\gfx\portraits\portrait_modifiers\01_weight.txt"

"CBO Unofficial Base\gfx\portraits\portrait_modifiers\98_muscularity.txt"

"CBO Unofficial Base\gfx\portraits\portrait_modifiers\98_weight.txt"

 

From CBO Unofficial

CBO Unofficial Base 1.5.1.7z 61.89 MB · 2 downloads

It worked, thank you! :)

Posted

Does anyone have a problem when character models in some scenes do not fit in the animation playback window? There was no such problem on the old version of CBO. It feels like the scale of the character animation window has changed, and now you can see a clear border of this window. I only play AGOT, I haven't tested vanilla.

Posted
6 minutes ago, casio89 said:

Does anyone have a problem when character models in some scenes do not fit in the animation playback window? There was no such problem on the old version of CBO. It feels like the scale of the character animation window has changed, and now you can see a clear border of this window. I only play AGOT, I haven't tested vanilla.

 

Hi, In 1.13.x, CK3 added a new bone, which sets where the ground is compared to the animation. The problem is, that this was previously done differently, maybe with a locator or some other thing. This moved the animations to different places, as I just added the ground joint to 0,0,0 with a script.

The animations in blender are kinda all over the place, I only aligned them to the same up down coordinate in CBO Unofficial 1.2 or so, I'll try align them also in the left right and forward backward direction as well.

All animations share the same camera, so due to these animations are being all over the place, its a question of what camera angle can cover all of them, and also being zoomed in enough that you can actually see something.

In 1.5 I increased the fov to make it more zoomed in, as I couldnt find a good way to increase the actual size of the picture without that. You can change the game rule for animations to Carnalitas + Animation, that one still uses the smaller event window, with the zoomed out camera (but has no cum animations)

 

I'll probably work on this part next, to align the animations so that the penis/vagina is at 0.0.0, which should hopefully help a bit more with alignment for characters with different height. (and instead large characters will sink into the ground, and small characters will float, but that might still be better than no alignment at all). It will also mean that I can just point the camera at 0,0,0, and all animations should fit into the event window

Posted
21 minutes ago, csirke128 said:

 

Hi, In 1.13.x, CK3 added a new bone, which sets where the ground is compared to the animation. The problem is, that this was previously done differently, maybe with a locator or some other thing. This moved the animations to different places, as I just added the ground joint to 0,0,0 with a script.

The animations in blender are kinda all over the place, I only aligned them to the same up down coordinate in CBO Unofficial 1.2 or so, I'll try align them also in the left right and forward backward direction as well.

All animations share the same camera, so due to these animations are being all over the place, its a question of what camera angle can cover all of them, and also being zoomed in enough that you can actually see something.

In 1.5 I increased the fov to make it more zoomed in, as I couldnt find a good way to increase the actual size of the picture without that. You can change the game rule for animations to Carnalitas + Animation, that one still uses the smaller event window, with the zoomed out camera (but has no cum animations)

 

I'll probably work on this part next, to align the animations so that the penis/vagina is at 0.0.0, which should hopefully help a bit more with alignment for characters with different height. (and instead large characters will sink into the ground, and small characters will float, but that might still be better than no alignment at all). It will also mean that I can just point the camera at 0,0,0, and all animations should fit into the event window

Okay, I get it. Thanks for the reply. I just thought at first that the problem was with my scaling of the game interface .

Posted

Hi, I'm sorry for the dumb question, but... Where are patches download links? I see that you've written about the patches, see the Steam links of the mods, see that others somehow install these patches, but I cannot find them! I need CBO+ROA and CBO+CFP patches, especially the former, as I love to play with Asian countries. Thank you very much.

Posted
3 hours ago, bruh.thag said:

Hi, I'm sorry for the dumb question, but... Where are patches download links? I see that you've written about the patches, see the Steam links of the mods, see that others somehow install these patches, but I cannot find them! I need CBO+ROA and CBO+CFP patches, especially the former, as I love to play with Asian countries. Thank you very much.

 

Hi, on the right at the start of the page there is a green "Download this file" button, that opens up a menu, you can download the patches there.

Posted
1 hour ago, Epic_Joe said:

My weight doesn't visually change anymore ingame, you can set it in the character creator and it won't change even when losing weight.

 

Hi, do you use PA?

If yes, use the Base from above:

 

Otherwise can you share a load order?

Posted
50 minutes ago, BFDCYY said:

Can I just use base and mesh? Will this have any performance issues?

 

Hi, Mesh depends on Animation, since the meshes use the CBO skeleton. Also put some files that are related to Mesh into Animation, so I can update Mesh less frequently compared to Mesh.

Posted
51 minutes ago, BFDCYY said:

Or can I overwrite the files in the animation and mesh folders to base to make cbo a single mod?

 

Yea, you can copy animation and mesh into base, and use it as a single mod.

The reason I split the mod up, is so I can update it more frequently, without everyone having to redownload all the meshes every time. (and diff patches were not great, due to them not able to remove files)

Posted

Hi there! 👋

 

I’m currently working on a Korean translation of your mod for personal use.If you’d like, I’d be happy to share it with you so you can include it in the official release. Let me know if you’re interested!

Cheers! 😊

Posted
11 minutes ago, EvilGuard said:

Hi there! 👋

 

I’m currently working on a Korean translation of your mod for personal use.If you’d like, I’d be happy to share it with you so you can include it in the official release. Let me know if you’re interested!

Cheers! 😊

 

Hi, yea, it would be welcomed, I can include it in the next version.

Posted

Hey guys, Im maybe a big noob in modding, but I try to find what is the new release, I Installed Base animation and mesh, what should I do with new release from yesterday or before 5 November ?

Posted
2 minutes ago, Loukasilva said:

Hey guys, Im maybe a big noob in modding, but I try to find what is the new release, I Installed Base animation and mesh, what should I do with new release from yesterday or before 5 November ?

 

Hi, the mod is not just CBO, its also comp patches, and when I add those, it also changes the date on when the mod was updated.

 

So no changes since Nov 5 to CBO itself, yesterday I added an AEP+Statues patch, and updated SD2 patch.

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