csirke128 Posted April 3, 2025 Author Posted April 3, 2025 7 hours ago, Violencezxc said: Hi Shogunate male character tree pose and load order Hi, updated the patch
csirke128 Posted April 3, 2025 Author Posted April 3, 2025 13 hours ago, joemann said: I am an enthusiastic user of this mod. Recently someone was kind enough to send me several models of items that can decorate your dungeon (pillory, rack, whipping post, etc). I asked him if I was allowed to share them and he agreed, but he did not want to be credited for them. The models in themselves are great but there are no corresponding animations. He used to have them, but since the skeleton was changed they no longer work and he can not find them. So just in case I will upload them here. Of course I hope that someone will be able to make an animation for them, but even without animations they are pretty cool. I tried attaching the file but it doesn't work. Apparently it is not the correct format. If anyone know how I can upload them? Hi, don't think I have the skills to create (good) animations, so my plan now is to see if I can port over some things from skyrim. So far managed to load in the XPMSSE skeleton with BHUNP, and load in an animation as testing Maybe if we can get permission to use things from Zaz, some of those could be ported over, and I think they might have animations for them already. Big drawback is that the mesh A pose is different from CK3s, and the skeleton would be completely different, so this might make it easier to port skyrim assets to CK3, but then would take some effort to make CK3 be compatible with it. But maybe some solution where only switch to the skyrim mesh and skeleton when naked, or certain triggers are met or something like that. Not sure yet how far I can take this, but the alternative is to figure out how to convert animations from skyrim skeleton to ck3 skeleton, which might be a harder thing to do (more math involved for sure). Or learn how to make good animations, but thats probably even more effort. 1
joemann Posted April 3, 2025 Posted April 3, 2025 Thanks for the answer. Tried making animations myself with blender. I spent quite some time on it but had to recognize I just don't have the skills and the patience required. You are already doing a great job in keeping the existing animations for CK3 alive. I was wondering if there are plans to update the CBO animations pack+. They were my preferred animations.
csirke128 Posted April 4, 2025 Author Posted April 4, 2025 24 minutes ago, Jonasqw said: The cbo unofficial all in one mod doesnt come with a descriptor file and the game cant recognize the mod without it, any fix? downloaded from mega.nz Hi, I can see it in the archive, but its at the end, could it be you have a partial download, or partial extract? Can you check that the folder is this sized: 4,01 GB (4 311 372 829 bytes)
csirke128 Posted April 4, 2025 Author Posted April 4, 2025 On 4/3/2025 at 11:04 AM, joemann said: Thanks for the answer. Tried making animations myself with blender. I spent quite some time on it but had to recognize I just don't have the skills and the patience required. You are already doing a great job in keeping the existing animations for CK3 alive. I was wondering if there are plans to update the CBO animations pack+. They were my preferred animations. Yea, ill try update the CBO Animation Pack+ ones this weekend (hopefully I remember how i did it with the other ones )
iamthesp Posted April 5, 2025 Posted April 5, 2025 (edited) Hey Cstrike Do these errors mean anything? Trying to narrow down what's causing crashing for me: Quote [15:16:10][E][jomini_effect.cpp:1151]: Variable 'wearing_cbo_thong' is used but is never set. Setting it in an unused scripted trigger or effect does not count [15:16:10][E][jomini_effect.cpp:1151]: Variable 'wearing_cbo_sheer_g-string' is used but is never set. Setting it in an unused scripted trigger or effect does not count [15:16:10][E][jomini_effect.cpp:1151]: Variable 'sso_cannot_be_slave_soldier' is used but is never set. Setting it in an unused scripted trigger or effect does not count [15:16:10][E][jomini_effect.cpp:1151]: Variable 'wearing_mena_shoes' is used but is never set. Setting it in an unused scripted trigger or effect does not count [15:16:10][E][jomini_effect.cpp:1151]: Variable 'wearing_ankle_boot_heels_03' is used but is never set. Setting it in an unused scripted trigger or effect does not count [15:16:10][E][jomini_effect.cpp:1151]: Variable 'wearing_cbo_tank' is used but is never set. Setting it in an unused scripted trigger or effect does not count [15:16:10][E][jomini_effect.cpp:1151]: Variable 'wearing_cbo_sheer_microbikini' is used but is never set. Setting it in an unused scripted trigger or effect does not count [15:16:10][E][jomini_effect.cpp:1151]: Variable 'carn_pregnancy_chance' is used but is never set. Setting it in an unused scripted trigger or effect does not count [15:16:10][E][jomini_effect.cpp:1151]: Variable 'ssx_is_sex_slave' is used but is never set. Setting it in an unused scripted trigger or effect does not count [15:16:10][E][jomini_effect.cpp:1151]: Variable 'wearing_cbo_one_piece' is used but is never set. Setting it in an unused scripted trigger or effect does not count [15:16:10][E][jomini_effect.cpp:1151]: Variable 'wearing_heels_thigh_high_02' is used but is never set. Setting it in an unused scripted trigger or effect does not count [15:16:10][E][jomini_effect.cpp:1151]: Variable 'wearing_cbo_bra' is used but is never set. Setting it in an unused scripted trigger or effect does not count [15:16:10][E][jomini_effect.cpp:1151]: Variable 'wearing_cbo_sheer_bikini' is used but is never set. Setting it in an unused scripted trigger or effect does not count [15:16:10][E][jomini_effect.cpp:1151]: Variable 'wearing_ankle_boot_heels_02' is used but is never set. Setting it in an unused scripted trigger or effect does not count [15:16:10][E][jomini_effect.cpp:1151]: Variable 'wearing_jester_shoes' is used but is never set. Setting it in an unused scripted trigger or effect does not count [15:16:10][E][jomini_effect.cpp:1151]: Variable 'ssx_cannot_be_sex_slave' is used but is never set. Setting it in an unused scripted trigger or effect does not count [15:16:10][E][jomini_effect.cpp:1151]: Variable 'wearing_cbo_bikini' is used but is never set. Setting it in an unused scripted trigger or effect does not count [15:16:10][E][jomini_effect.cpp:1151]: Variable 'wearing_heels_mid_calf' is used but is never set. Setting it in an unused scripted trigger or effect does not count [15:16:10][E][jomini_effect.cpp:1151]: Variable 'fl_cannot_be_labour_slave' is used but is never set. Setting it in an unused scripted trigger or effect does not count [15:16:10][E][jomini_effect.cpp:1151]: Variable 'wearing_cbo_microbikini' is used but is never set. Setting it in an unused scripted trigger or effect does not count [15:16:10][E][jomini_effect.cpp:1151]: Variable 'wearing_cbo_sheer_bra' is used but is never set. Setting it in an unused scripted trigger or effect does not count [15:16:10][E][jomini_effect.cpp:1151]: Variable 'wearing_cbo_panties' is used but is never set. Setting it in an unused scripted trigger or effect does not count [15:16:10][E][jomini_effect.cpp:1151]: Variable 'wearing_cbo_sheer_briefs' is used but is never set. Setting it in an unused scripted trigger or effect does not count This shows up consistently in the error log over different versions with a few apps taken out or put back in. Not sure if its just noise or what. Log is there if curious. In this one I rolled back to 1.14.3 to see if that would help and started a new game going to see if this one starts crashing like everything I was doing on 1.15, 1.15.1 and 1.15.2. Game would go like 30 minutes- an hour and then crazy usually when interacting (using the UI to interact) with a character or barbershop. To clarify this one hasn't crashed yet but I only ran it for a couple of minutes going to see if it crashes now. error.log Edited April 5, 2025 by iamthesp forgot something
iamthesp Posted April 5, 2025 Posted April 5, 2025 (edited) Nvm it just crashed. I'm in this weird spot where half my mods are up to date more than 1.5 and the other half are back 1.13-1.14. And since I have CFP and EPE on workshop I can't stop them from updating. CSE hasn't been updated in ages so I should probably just cut that one. WD I really like but I suspect its also a contributor. This is what Load order looks like when I switch it back to current version (steam) --- Edit - Bringing it back up to current is actually more stable for me right now. The lines about CBO clothing items are still there but I think the thing that is the real problem is either base game related or one of my workshop mods. This repeats over and over [16:32:01][E][jomini_script_system.cpp:284]: Script system error! Error: Left side and right side during comparison were of different types (left was 'dynasty_house', right was 'dynasty') Script location: file: common/artifacts/templates/00_type_templates.txt line: 7 (house_banner_template:can_benefit) In every version. And when I check all my non workshop mods none of them have a common/artifacts/ path. I was just able to play for an hour without crashing but the log is filling up with that. error.log Edited April 5, 2025 by iamthesp
drstrangeloove Posted April 6, 2025 Posted April 6, 2025 (edited) is the mod busted , I am only using the base and required mods and there is cloths clipping and the animations aren't working Edited April 6, 2025 by drstrangeloove
csirke128 Posted April 6, 2025 Author Posted April 6, 2025 15 hours ago, iamthesp said: Nvm it just crashed. I'm in this weird spot where half my mods are up to date more than 1.5 and the other half are back 1.13-1.14. And since I have CFP and EPE on workshop I can't stop them from updating. CSE hasn't been updated in ages so I should probably just cut that one. WD I really like but I suspect its also a contributor. This is what Load order looks like when I switch it back to current version (steam) --- Edit - Bringing it back up to current is actually more stable for me right now. The lines about CBO clothing items are still there but I think the thing that is the real problem is either base game related or one of my workshop mods. This repeats over and over [16:32:01][E][jomini_script_system.cpp:284]: Script system error! Error: Left side and right side during comparison were of different types (left was 'dynasty_house', right was 'dynasty') Script location: file: common/artifacts/templates/00_type_templates.txt line: 7 (house_banner_template:can_benefit) In every version. And when I check all my non workshop mods none of them have a common/artifacts/ path. I was just able to play for an hour without crashing but the log is filling up with that. error.log 153.6 kB · 0 downloads Hi, the logs dont really indicate why it crashed, do you know if maybe you are running out of memory or something similar? You could try with CBO Base + Animation, and disable CBO Mesh in case thats an issue. The lines from CBO are not really an issue, they just mean that CBO defines some triggers, but never uses them, I think it was supposed to be used by other mods. So you would see similar things for Carnalitas
csirke128 Posted April 6, 2025 Author Posted April 6, 2025 8 minutes ago, drstrangeloove said: is the mod busted , I am only using the base and required mods and there is cloths clipping and the animations aren't working Hi, Animation is supposed to be 900MB, not 90MB, make sure the files are there and its not a partial install. Can you also share an error.log? There is a log folder next to the mod folder
asdgadga Posted April 6, 2025 Posted April 6, 2025 i downloaded the combined mod and for some reason i don't see animations, is the mod broken or am i doing something wrong?
csirke128 Posted April 6, 2025 Author Posted April 6, 2025 22 minutes ago, asdgadga said: i downloaded the combined mod and for some reason i don't see animations, is the mod broken or am i doing something wrong? Hi, you might be using some other carnalitas mods, that overwrite the event window, so you would not see animation there. Does the carnal court still work? If it doesnt, are the characters over 18? Can you share a load order?
csirke128 Posted April 6, 2025 Author Posted April 6, 2025 8 minutes ago, asdgadga said: the carnal court works and the chars are over 18, but for some reason when I have general interactions the characters are nude but no animation plays, as far as i remember there should be an animation? Hi, that is expected with Carnalitas Love Reimagined, that mod overwrites the event with a version that has no animations. 1
iamthesp Posted April 6, 2025 Posted April 6, 2025 7 hours ago, csirke128 said: Hi, the logs dont really indicate why it crashed, do you know if maybe you are running out of memory or something similar? You could try with CBO Base + Animation, and disable CBO Mesh in case thats an issue. The lines from CBO are not really an issue, they just mean that CBO defines some triggers, but never uses them, I think it was supposed to be used by other mods. So you would see similar things for Carnalitas So the strange thing is i've gotten it to be pretty stable since last night. I have to keep deleting the error and debug logs because they fill up to be 100MB plus after a few hours. I've noticed the crashing gets worse the longer I am in to a run. IE if i'm 40 years into a game it seems to be a lot worse. If I get it to crash tonight I'll post the logs. I brought everything up to current version. Its unstable but luckily isn't crashing as bad as it was.
iamthesp Posted April 6, 2025 Posted April 6, 2025 8 hours ago, csirke128 said: Hi, the logs dont really indicate why it crashed, do you know if maybe you are running out of memory or something similar? You could try with CBO Base + Animation, and disable CBO Mesh in case thats an issue. The lines from CBO are not really an issue, they just mean that CBO defines some triggers, but never uses them, I think it was supposed to be used by other mods. So you would see similar things for Carnalitas Latest crash error.log
csirke128 Posted April 7, 2025 Author Posted April 7, 2025 9 hours ago, iamthesp said: Latest crash error.log 1.35 MB · 1 download Hi, don't see anything related to CBO, can you try track how much your memory usage is around the time of the crash? Otherwise might be related to the log spamming. I guess you can try run the game in observer mode, see if issue still happens that way.
iamthesp Posted April 7, 2025 Posted April 7, 2025 14 hours ago, csirke128 said: Hi, don't see anything related to CBO, can you try track how much your memory usage is around the time of the crash? Otherwise might be related to the log spamming. I guess you can try run the game in observer mode, see if issue still happens that way. I'll look into something besides task manager because i'm lacking historical usage there only current. I seem to have success by deleting all but my last two saves, and clearing the error and debug logs after a crash. Now its lasting say an hour or two before a crash. And yeah looking not CBO related.
ds256 Posted April 8, 2025 Posted April 8, 2025 csirke128, hi wanted to check about my previous point with random penis and bust sizes. You said you were going to change it in next version, I assumed it should be should be 1.7.1 Tested this one today but it seems values are still completely random. Did you do something with it?
csirke128 Posted April 8, 2025 Author Posted April 8, 2025 1 hour ago, ds256 said: csirke128, hi wanted to check about my previous point with random penis and bust sizes. You said you were going to change it in next version, I assumed it should be should be 1.7.1 Tested this one today but it seems values are still completely random. Did you do something with it? I'll try do some experimentation with dna, but i have no idea how it works. I reverted back the penis to what it was in original CBO, and didnt make changes to breast, so if these are random, they should have been random before How are you checking that its random? Do you set both the dominant and recessive gene, and check that it comes out something different from both?
ds256 Posted April 8, 2025 Posted April 8, 2025 Yes, I set same dna for both parents where both genes have the same value 150, 150 in my test case. Up to version 1.3 genes are selected as one of vaules of gene from parents. For example when they have 150, 150 and 200,200 it would be [150,200] or [200,150]. Starting from version 1.4 first value is totally random and it's stored not in dna but somewhere else and overwrites it. Let's say both parents are 150,150 so result in barbershop can be [12,150] or [223, 150], while in dna it's still going to be [150,150]. First value is set at the moment of birth, it's random and it overwrites what charachter has in dna. To be frank I didn't test it without CBO, so can't say how it works in vanilla right now. 1
csirke128 Posted April 9, 2025 Author Posted April 9, 2025 7 hours ago, ds256 said: Yes, I set same dna for both parents where both genes have the same value 150, 150 in my test case. Up to version 1.3 genes are selected as one of vaules of gene from parents. For example when they have 150, 150 and 200,200 it would be [150,200] or [200,150]. Starting from version 1.4 first value is totally random and it's stored not in dna but somewhere else and overwrites it. Let's say both parents are 150,150 so result in barbershop can be [12,150] or [223, 150], while in dna it's still going to be [150,150]. First value is set at the moment of birth, it's random and it overwrites what charachter has in dna. To be frank I didn't test it without CBO, so can't say how it works in vanilla right now. Seems like in the DNA, there is this part: random_seed=43559 Maybe this is what changes the value. I tried converting the dna from savefile, and it was showing correct result, it in portrait editor, it was with seed 0, so maybe some genes are affected by this. I compared the one from barbershop (which contained the random seed), and the one from portrait editor (which had 0 as seed), and noticed these are different: gene_bs_body_type={ "body_fat_head_fat_low" 119 "body_fat_head_fat_medium" 127 } gene_bs_bust={ "bust_shape_3_full" 20 "bust_shape_1_full" 167 } eyelashes_accessory={ "no_eyelashes" 127 "normal_eyelashes" 141 } gene_bs_penis_size={ "penis_size" 25 "penis_size" 250 } gene_bs_body_fat_distribution={ "body_mid" 119 "body_mid" 127 } gene_bs_body_type={ "body_fat_head_fat_low" 139 "body_fat_head_fat_medium" 127 } gene_bs_bust={ "bust_shape_3_full" 207 "bust_shape_1_full" 167 } eyelashes_accessory={ "normal_eyelashes" 141 "normal_eyelashes" 141 } gene_bs_penis_size={ "penis_size" 250 "penis_size" 250 } gene_bs_body_fat_distribution={ "body_mid" 139 "body_mid" 127 } The others seems to be the same, this includes waist, hip, butt, and so on Still trying to figure out, why these genes are different. For example, eyelashes has: inheritable = no Maybe adding this as yes would change it, but I think yes is the default.
csirke128 Posted April 9, 2025 Author Posted April 9, 2025 9 hours ago, ds256 said: Yes, I set same dna for both parents where both genes have the same value 150, 150 in my test case. Up to version 1.3 genes are selected as one of vaules of gene from parents. For example when they have 150, 150 and 200,200 it would be [150,200] or [200,150]. Starting from version 1.4 first value is totally random and it's stored not in dna but somewhere else and overwrites it. Let's say both parents are 150,150 so result in barbershop can be [12,150] or [223, 150], while in dna it's still going to be [150,150]. First value is set at the moment of birth, it's random and it overwrites what charachter has in dna. To be frank I didn't test it without CBO, so can't say how it works in vanilla right now. You can try remove 00_penis_size.txt 99_carn_tits.txt From portrait modifiers folder. Really strange, because even if I make it so that it should have no impact, so remove the modifier in the default case, and disable the carn body traits, it seems to still have an effect, trying to figure out why exactly.. Maybe I should change the carn trait effects from multipliers to additive, but then you could end up with a character that says big tits, but with small looking tits, so idk...
csirke128 Posted April 9, 2025 Author Posted April 9, 2025 10 hours ago, ds256 said: Yes, I set same dna for both parents where both genes have the same value 150, 150 in my test case. Up to version 1.3 genes are selected as one of vaules of gene from parents. For example when they have 150, 150 and 200,200 it would be [150,200] or [200,150]. Starting from version 1.4 first value is totally random and it's stored not in dna but somewhere else and overwrites it. Let's say both parents are 150,150 so result in barbershop can be [12,150] or [223, 150], while in dna it's still going to be [150,150]. First value is set at the moment of birth, it's random and it overwrites what charachter has in dna. To be frank I didn't test it without CBO, so can't say how it works in vanilla right now. Hi, found the reason for the issue. At around 1.3, I was trying to make CBO not depend on carnalitas, the main issue was that running without carnalitas was logspamming due to trying to reference traits that dont exist. (carnalitas body traits) One try was to check if carnalitas rule for body traits exists, and if so, then check the traits, I think the rule check was not spamming logs as much. Later I solved this by just adding some dummy rules and traits, so this was not needed, but I didnt revert it. So I change this: small_penis_3 = { ignore_outfit_tags = yes dna_modifiers = { morph = { mode = modify_multiply gene = gene_bs_penis_size value = 0.10 } } weight = { base = 0 modifier = { Or = { has_trait = dick_small_good_3 has_trait = dick_small_bad_3 } has_game_rule = carn_dt_enabled add = 100 } } } into: small_penis_3 = { ignore_outfit_tags = yes dna_modifiers = { morph = { mode = modify_multiply gene = gene_bs_penis_size value = 0.10 } } weight = { base = 0 modifier = { trigger_if = { limit = { has_game_rule = carn_dt_enabled } OR = { has_trait = dick_small_good_3 has_trait = dick_small_bad_3 } } add = 100 } } } I thought the trigger could apply to the whole modifier block, but looking back thats kinda stupid reasoning, so all this did, is if the carn dt rule is disabled, it doesnt restrict it by checking the traits, which means it becomes an "add = 100" So what ends up happening, is without carn body traits, all these modifier blocks will have the same weight, 100, and the game picks one randomly, based on the random seed in the portrait. So the issue was not with gene inheritance, its that each character picked a random carn trait equivalent modifier, and that was applied to the penis and bust Copying the original files from CBO fixes the issue, for existing saves as well.
Isabel Rodrigo Posted April 9, 2025 Posted April 9, 2025 On 3/31/2025 at 1:39 AM, csirke128 said: Hi, yea that would not be inherited, so best method for you is probably to just remove the file. (you should not need a new game for it to take effect) I'll add a game rule next version about breast size scaling, so there are more options. Kinda weird that it still takes effect even with rule disabled, ill look into that. I had the same issue with penis size too. So I deleted 00_penis_size.txt and it seemed to be working.
ds256 Posted April 9, 2025 Posted April 9, 2025 (edited) I did some more testing with files you mentioned. Copied code from 1.3 00_penis_size.txt into 1.7 version 00_penis_size.txt and random values do not appear anymore. Can't say I totally undertand meaning of code there but it seems to me main difference is in "weight base modifier add": 1.3 version: penis_size = { usage = game selection_behavior = max penis_size = { ignore_outfit_tags = yes dna_modifiers = { morph = { mode = modify_multiply gene = gene_bs_penis_size value = 1.0 } } weight = { base = 0 modifier = { add = 1 } } } small_penis_3 = { 1.7 penis_size = { usage = game selection_behavior = max penis_size = { ignore_outfit_tags = yes dna_modifiers = { morph = { mode = modify_multiply gene = gene_bs_penis_size value = 1.0 } } weight = { base = 1 } } small_penis_3 = { Same goes for bust. P.S. didn't update topic before replying so didn't see your latest post. Yes it seems replacing modifiers code fixes the issue. Edited April 9, 2025 by ds256
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