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OpenCBP for Fallout 4 AE


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Posted

OpenCBP for Fallout 4 AE

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I've taken OpenCBP from Takosako's Github, updated for AE, and merged Worthless99's FPS fix and MCM support. 

 

Here is Release 3.5.221 of OpenCBP for Fallout4. 

 

F4SE plugin to animate bones in actor skeletons.

 

- works with latest game

- physics fixes and optimizations for high FPS

- Mod Configuration Menu support (optional):  Some settings available in MCM. These settings take priority over INI file settings

- enhanced, configurable logging: You can turn it on and off from the INI. Has a deduplicator to reduce log spam.

- new INI file listing valid parameters

- FOMOD will let you skip installing "ocbp.ini" settings file, useful if you have one already

- Optimizations and bugfixes

 

Install Instructions: 

- Requires F4SE 0.7.8, Fallout 4 1.11.221
- Disable old package or conflicting previous release CBP family mod in vortex or mo2
- If you have customized OCBP.ini, back it up and review the new INI after installation

- Install this package with Vortex or MO2.  

 

If you've never used CBP, you need to prepare the skeleton and clothing first.
MrTroublemaker has made helpful guides for using CBP here:  
https://www.nexusmods.com/fallout4/mods/39195?tab=articles

 

GPL; source code: https://github.com/rickmccl/OpenCBP_FO4

 

OpenCBP_FO4-3.4.191.zip


  • Submitter
  • Submitted
    01/25/26
  • Category
  • Requirements
    F4SE version 0.7.7

 

Posted
3 hours ago, ajsalts said:

I'm using Fusion girl. for some reason the butt moves but not the booba.

 

You need to use the INI settings from 3.1.2 for Fusion Girl, the INI file provided doesn't include the bones for FG.

Posted

Ayy big thanks for working on this! I played around with this a bit and noticed a few things.

 

1) I saw you moved the config options from MCM into the profile compared to the original mod, but I personally think that should stay in the MCM config folder so people can use any ocbp.ini preset they want without having to add all the config stuff to the top. In my case I am using MO2 and it ignores that file anyway, making it's own OCBP.ini file in "Overwrite/MCM/Setting/OCBP.ini" not to be confused with the actual ocbp.ini file that has physics settings, the file there is only the MCM settings.

 

2) Perhaps it's just me, but I tested all of the MCM settings and the only one that seems to work is max actors and distance. If I make max actors 2 my character and the nearest to me are the only ones with physics as expected. I made enable distance 1,000 and disable 1,100 and did see that functioning as an NPC came into range it would start physics. But enabling player only I still saw NPCs with physics, male only I saw female with physics, ect, nothing else seems to work.

 

Only now when I'm writing this that I am wondering if 2 is related to 1.

 

3) The biggest part of this was the physics being untied from FPS and that luckily does seem to function, the animations are muchh more consistent regardless of FPS, even up to 144 FPS. I also tested this with the Upscaling and Frame Generation mods and still saw great results. With Frame Generation I figured you would want to set TargetFPS to half of your vsync but the FPS scaling is so much better I can't actually tell which is proper. I guess if anyone still having issues with consistency and uses Frame Generation try setting the target fps in "Overwrite/MCM/Setting/OCBP.ini" for MO2 users, unsure how that works with Vortex or the madlads that do manual.

 

Messy thoughts, hopefully it helps in some way. Thanks again for working on this, big improvement already.

Posted
6 hours ago, dav42 said:

 

You need to use the INI settings from 3.1.2 for Fusion Girl, the INI file provided doesn't include the bones for FG.

 

Well that seems like an incredibly dumb oversight - I'll assume it was an oversight rather than intentional, because the alternative has bad implications for reviving the "body wars" of Skyrim and Fallout 4.

Posted

I can look at copying it into ZIGS if there's no plan to carry it in a future version of OCBP, though the latter would still be my preference by far.

Posted (edited)
On 1/26/2026 at 2:37 AM, davisev5225 said:

because the alternative has bad implications for reviving the "body wars" of Skyrim and Fallout 4.

😱Holy shit, no its my mistake I thought it was under control. Thanks to everyone who's posted the correction and validated that. I'll update my repo with better parameters *bone names etc.

 

Edited by 0wizard
Posted
On 1/25/2026 at 10:19 PM, NoWayLoll said:

1) I saw you moved the config options from MCM into the profile compared to the original mod, but I personally think that should stay in the MCM config folder so people can use any ocbp.ini preset they want without having to add all the config stuff to the top. 

I'm not following you about a profile, is that MO2?  I had an OCBP.INI with all the parameters in it, then added the MCM system from Worthless99's code alongside.   The way the code works is that it reads both and the MCM side wins conflicts. It works even if MCM isn't present. 
 

 

On 1/25/2026 at 10:19 PM, NoWayLoll said:

2)  tested all of the MCM settings and the only one that seems to work is max actors and distance. ... nothing else seems to work.

I am seeing the same issues. I am working on this now. 

Posted

IT WORKED! Massive thanks to 0wizard for the newest ocbp, and to dav42 for the INI that fixed the issues. And to the one person from where I got a different dll, though, I have no idea if that did anything to help, nor do I know where I got it, but everything works so I don't care.

Posted

I'm taking it that the original dl would work just fine for cbbe/twb and the redone one is for Fusion Girl am I correct in my thinking or missing something?

Posted
23 hours ago, 0wizard said:

I'm not following you about a profile, is that MO2?  I had an OCBP.INI with all the parameters in it, then added the MCM system from Worthless99's code alongside.   The way the code works is that it reads both and the MCM side wins conflicts. It works even if MCM isn't present. 

Sorry I didn't do words good hah. The original "FPS Fix for OCBP" mod doesn't have an OCBP.ini file, the settings are saved in MCM. So when I saw all the settings in the included OCBP.ini file of this version I figured you had moved where the settings are saved, but found that isn't the case after more testing. My suggestion was to not do that though since people will most definitely download their own preset such as CJIGGLE or MTM which would overwrite the settings.

 

In any case, it doesn't seem to matter. If I change a value in OCBP.ini or the MCM folder manually, both are succeeded by the one generated by MO2 in the overwrite folder. Deleting the overwrite and launching it seems to generate a new one based off the default settings in the MCM config, ignoring the OCBP.ini file. So tldr all the stuff added to OCBP.ini isn't needed anyway.

 

Thanks again for updating this and hopefully you can figure out the other settings! :)

Posted
19 minutes ago, Badtanker said:

I'm taking it that the original dl would work just fine for cbbe/twb and the redone one is for Fusion Girl am I correct in my thinking or missing something?

You are correct. You can also use another preset if you used OCBP previously. I think the one included is just for CBBE/TWB, so if you use 3BBB as well I'd recommend CJIGGLE. The default one included here and MTM were both weird for me personally.

Posted (edited)

Replies and notes on next release .. 

I've figured out that the code I got from the "FPS fix" repository wasn't matching the MCM setup, so the values weren't actually being read. I've got a fix for that prepared.  As part of figuring that out, I added a lot of logging to the config reader so it shows what settings it will use, and where it is taking them from.  


The whole system of "playeronly", "npconly", "maleonly", "femaleonly"  booleans is confusing crap, This is where Worthless99 had been changing the code, but the MCM files I got from their Nexus release had the old values. My idea is that it could work better with e.g. "EnablePlayer" and "enableNPC"  -- which would prevent contradictions like being able set both "npconly" and "playeronly".   I have not come up with what to do about existing 'playeronly' etc if I change that. I am reluctant to write to the user's plugins\ocbp.ini. 

My idea is that MCM is not a required component; so we still have Plugins\ocbp.ini with the same parameters and we can change them there.  But if you have MCM and start changing settings, those will be the ones that are effective.   This code checks the timestamp of both INI files frequently, this is how it detects MCM updates - it detects user's writes to plugins\ocbp.ini just the same. 

 

I'm working on adding a FOMOD to provide several INI files and let you select your body system during the install.   I have TWB/3BBB, I have FG,  I'm looking at the bones in the "CBBE Body Physics" reference and I'm confused -- is this seriously the "CLOTH_Bone_Googles_00" and "..._01" bones on the breasts???  I guess I'm gonna have to set up some testing profiles for these variations.     Are there any other bodies I could support? 

I was also looking at the tracked actors in my log, and was annoyed that Mr Handy's get in the tracked actor list. If we are going to trim that list for performance, it should be limited to animatable actors. The whitelist system would prevent it, but that looks like a PITA to list all the bones each race is allowed to animate in a [Whitelist] section so that CBP can build a race whitelist from it.    So added a check, if an actor doesn't have any of the configured bones in their skeleton they are added to the 'boneless' list and not considered for animation until the next cell change resets everything. My new 'autowhitelist' can be disabled in the INI (and MCM). 


Changing Max_actors in MCM didn't seem to work on the fly and I found the bug; I changed the value to '50' during a test and I observed (in the log) autoMode gradually increasing the number of actors tracked. 

 

The bone physics parameters in my INI are kinda subtle, I know.  The proper numbers are really a matter of taste and also relate to how large your mesh is; Tig Ol' Biddies are just gonna need more MaxOffset etc.  I have a dream where we have a simple slider system in MCM, making changes easier, like   "Loose/tight" to scale stiffness and damping,  "Heavy/light" for gravity,  and something for range of motion?  I call it the "Breast Guess" system, but I'm still planning to figure out the details. When you just need to simply see if it is working, set damping to zero and the bone will continuously bounce, making it really obvious. 


I do appreciate the suggestions and bug reports. I'm not an experienced mod maker, just a Fallout 4 freak with a compiler who found some free source code; trying to make boobs bounce again. 

 

Task before next release:

  • Select bodies beyond 3BBB and FG to support with distinct INI files in the installer. 

Fixes in next release: 

  • All MCM settings work, and take effect immediately
  • FOMOD installer to select from multiple included INI files (or none, if we already have OCBP.ini at home) 

Enhances in next release:

  • autoWhitelist to prevent tracking actors that do not have any bones for animating
  • Logging of settings parameters, indicating source (INI or MCM) 
Edited by 0wizard
strikeout
Posted (edited)
6 hours ago, NoWayLoll said:

I think the one included is just for CBBE/TWB,

It's for 3BBB. I use TWB/3BBB and spend countless hours converting outfits to 3BBB; my next mod might be an hour meter for Outfit Studio.  *But like I said above next release should cover both and more. 

Edited by 0wizard
Posted
2 hours ago, 0wizard said:

is this seriously the "CLOTH_Bone_Googles_00" and "..._01" bones on the breasts??? 

Oh I get it now, I never actually looked at that before. CBP works on the normal CBBE reference and I guess CBBE Physics is another kind of hack.

Posted
14 hours ago, 0wizard said:

It's for 3BBB. I use TWB/3BBB and spend countless hours converting outfits to 3BBB; my next mod might be an hour meter for Outfit Studio.  *But like I said above next release should cover both and more. 

Ahh interesting, for me the boobs were really saggy but I got mine pretty normal size so maybe that's why? But also MTM was weird for me and gave me what I can only explain as "boob compass" where they acted very differently depending on the direction of the character lol. CJIGGLE has just worked for me and then I stiffened them cause it was toooo much jiggle for how moderate I made my characters.

 

12 hours ago, 0wizard said:

Oh I get it now, I never actually looked at that before. CBP works on the normal CBBE reference and I guess CBBE Physics is another kind of hack.

Yeahh from my understanding CBBE uses the normal skeleton so it just uses random clothing slots, which is why people call it "cloth physics" but 3BBB adds more "real" bones to Skeletal adjustments for CBBE. So I *think* if you focus on supporting the 3 main skeletons not necessarily the bodies themselves, you will cover all bodies since all bodies use one of them. Being vanilla skeleton (Only CBBE I think), Skeletal adjustments (TWB?, 3BBB), ZeX (FG, most custom races I've seen).
 

There is so many edge cases though cause I think technically you can use TWB without Skeletal adjustments even though it's not recommended, also can use Skeletal adjustments for knee fix for CBBE but without 3BBB. I'd personally just do CBBE 3BBB which would also cover TWB, and then FG which I think would cover all the custom races, biggest 2 and cover the most side cases, minimal work. Anything else people can just get a preset for imo.

Posted
On 2/1/2026 at 10:16 PM, 0wizard said:

Select bodies beyond 3BBB and FG to support with distinct INI files in the installer. 

 

Just a minor note on terminology: 3BBB is a specific way of modelling breast movement. FG has 3BBB inherently, and its implementation pre-dates 3BBB for CBBE by years. So when you're talking about CBBE 3BBB, shortening that to just "3BBB" can be confusing to newcomers who end up thinking 3BBB is only a CBBE thing.

Posted
On 1/26/2026 at 1:32 AM, dav42 said:

You need to use the INI settings from 3.1.2 for Fusion Girl, the INI file provided doesn't include the bones for FG.

 

The ocbp.ini shipped in the current FG version (0223) also basically works if you tell your mod manager to overwrite OCBP 3.4.191 with FG when deploying. I haven't diffed the ocbp.ini from FG against the one from OCBP 3.1.2 for FG, but I'm seeing jiggle in the right places at least.

Posted
10 hours ago, vaultbait said:

 

The ocbp.ini shipped in the current FG version (0223) also basically works if you tell your mod manager to overwrite OCBP 3.4.191 with FG when deploying. I haven't diffed the ocbp.ini from FG against the one from OCBP 3.1.2 for FG, but I'm seeing jiggle in the right places at least.

 

Weird, that's the overwrite order that I use with old-gen (OCBP, Fusion Girl) and I thought it didn't work on AE when I dropped in OCBP 3.4, but yeah your right it does work.  I guess I got so tunnel visioned on the new INI with settings that were removed that I actually forgot to test that scenario, I must have dropped in the INI file from 3.4 after FG and just started working on fixing it (because what I have currently is OCBP 3.4, Fusion Girl, OCBP 3.4 INI for Fusion Girl).

 

  • 2 weeks later...
Posted

The issue with 3.5.191 upload not working is the F4SE plugin is contained in the Data folder, if your using a mod manager you need to move the F4SE folder to the same level as the MCM & Scripts folder, should look like below:

 

image.png.1e12bc505019639c77eaa3a1218d1c2e.png

Posted
On 2/21/2026 at 4:42 PM, dav42 said:

The issue with 3.5.191 upload not working is the F4SE plugin is contained in the Data folder, if your using a mod manager you need to move the F4SE folder to the same level as the MCM & Scripts folder, should look like below:

 

image.png.1e12bc505019639c77eaa3a1218d1c2e.png

This worked for me. Thank you.

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