OCBP INI info for tweaking and making your own

For FO4 OCBP

I'm not the author of the CBP dll, just an end user. So this information is from my experience. The original author knows exactly what each parameter do.

For testing and setting up I would advise loading into a small cell with no other npc's present. This is to keep your CPU and GPU load at a minimum.

OCBP will use just about any bone you assign it to. To find out what bones to choose and see what they do open the body in outfit studio and look at the bones section.

The sections -

[General] - filters
playerOnly= 1 for player only, 0 disables
npcOnly= 1 for non-player characters only, 0 disables
useWhitelist= 1 Define which race, sex and bones to use in [Whitelist], this disables femaleonly and maleOnly. 0 disables
femaleOnly= 1 for females only, 0 disables
maleOnly= 1 for males only, 0 disables
armorIgnore= blank disables, otherwise list the formIDs of the armors you wish to have detectArmor ignore. formIDs structure https://fallout.fandom.com/wiki/Help:Form_IDs To find the formID of the clothing/armor open up the fallout 4 plugin with either FO4edit or Creation Kit. Look in the armor section to find the formID.

example - ignore Leather Armor chest piece, Grognak Costume and Nuka-Girl Rocketsuit, separated by commas
armorIgnore=0007b9c6, 001828cc, 06029C0D

detectArmor= 1 to use [Attach.A] parameter while wearing clothing that uses body slot 41, 0 disables

[Attach] - which bones CBP should attach to and point to their parameter

[Attach.A] - which bones CBP should attach to for flag detectArmor=1 and point to their parameter

Typical bones used for most bodies -

LBreast_skin - Left Breast
RBreast_skin - Right Breast
Belly_skin - Belly
LButtFat_skin - Left Butt
RButtFat_skin - Right Butt
LLeg_Thigh_skin - Left Thigh near Butt
RLeg_Thigh_skin - Right Thigh near Butt
LLeg_Thigh_Low_skin - Left Thigh near Knee
RLeg_Thigh_Low_skin - Right Thigh near Knee

Extra BodyTalk Bones

Penis_Balls_CBP_01
Penis_Balls_CBP_02
Anus_CBP_01
Anus_CBP_02
Anus_CBP_03
Anus_CBP_04

Extra bones for Fusion Girl (1.45 or 1.61) - Use these for the body parts (Breast and Butt) They will move the most. The Breast and Butt skin bones from the typical body will move a lot less, but are still usable in tandem.

Breast_CBP_L_02 - Left Breast
Breast_CBP_R_02 - Right Breast
Butt_CBP_L_01 - Left Butt
Butt_CBP_R_01 - Right Butt

Bones For 3B bodies (Fusion Girl 1.75+, AB, ect)

Breast_CBP_L_02
Breast_CBP_R_02
Breast_CBP_L_03
Breast_CBP_R_03
Breast_CBP_L_04
Breast_CBP_R_04
Belly_skin
Butt_CBP_L_01
Butt_CBP_R_01
Thigh_CBP_L_F_02
Thigh_CBP_R_F_02
Thigh_CBP_L_B_02
Thigh_CBP_R_B_02
Vagina_CBP_00
Vagina_CBP_L_01
Vagina_CBP_L_02
Vagina_CBP_R_01
Vagina_CBP_R_02
Anus_CBP_01
Anus_CBP_02
Anus_CBP_03
Anus_CBP_04

Bones For other 3B bodies (CBBE based)

LBreast_01_skin
RBreast_01_skin
LBreast_02_skin
RBreast_02_skin
LBreast_03_skin
RBreast_03_skin
LButt_01_skin
RButt_01_skin
LLeg_Thigh_01_F_skin
RLeg_Thigh_01_F_skin
LLeg_Thigh_01_R_skin
RLeg_Thigh_01_R_skin


[Tuning] - to tweak the setup realtime in game. Turn off for normal gameplay as this setting impact performance.
rate= 1 to enable, 0 to disable. This is tied to frame-rate, setting to 60 will have it check the config every second.

Parameters-

stiffness - Linear spring stiffness, it applies an equal force to recenter the spring no matter how far the spring moves. The higher the value the springier it is.

stiffness2 - Quadratic Spring stiffness, it applies a stronger force to center the spring the farther the spring is from center. The higher the value the springier it is. This force is added to the linear force provided by stiffness.

damping - The higher the value the more energy being drained from the system. How fast it will stop the movement.

timetick - Time Quanta for the physics in ms 4 means that a 16ms frame would be broken down into 4 times 4ms steps. The lower the number is dampens the physics movement faster. This cannot be negative or 0.

timeStep - This is deltaT in the physics calculation, it lets you slow time in effect. if you increase the spring forces it changes the coupling of Spring force and momentum. This cannot be negative or 0.

maxoffsetX/Y/Z - The maximum amount of distance the bones are allow to move. This is a hard limit to help with severe lagging at low frame rates.

LinearX/Y/Z and RotationX/Y/Z - Acts like inertia. The higher the value the more movement. High stiffness(2) with insufficient values in these parameters will result in little or no movement of the parts. Too little stiffness(2) with high forces will result in excessive deformation.

linearX - side to side movement
linearY - front to back movement
linearZ - up and down movement

rotationX - rotation around the Y axis; left to right "barrel roll" swing
rotationY - rotation around the Z axis; left to right door swing
rotationZ - rotation around the X axis; down and up "flip" Swing

cogOffsetX/Y/Z - The amount that the Center Of Gravity is forwards of the bone root, changes how rotation will impact motion. The higher the number the more movement.

cogOffsetX - negative values moves it to the left of body and positive values moves it to the right
cogOffsety - negative values moves it back and positive values moves it forwad
cogOffsetz - negative values moves it down and positive values moves it up

rotateLinearX/Y/Z and rotateRotationX/Y/Z Rotates the object's motion around the axis
degrees +180 to -180

gravityBias - This is in effect the gravity coefficient, it's a constant force acting down on the mass of the object; setting it will cause the breasts/butt to sag from where it was modeled.
gravityCorrection - The amount to move the target point up to counteract the neutral effect of gravityBias.

absRotX - Experimental setting, rotationalX is based from absolute value of motion

[Override:bone] - Override function for default setting [Attach], to assign different parameters to a specified bone. Change "bone" in the section to the bone you need.

[Override.A:bone] - Override function for armor setting [Attach.A], to assign different parameters to a specified bone. Change "bone" in the section to the bone you need.

The Override function work following the bone definition in the table

example with its Override function, the LBreast_skin bone use all the definition in [Breast] while RBreast_skin bone use all the definition in [Breast] but has overwrite definitions.
[Breast]
[Override:RBreast_skin]

[Whitelist] - Define which race, sex and bones to use
Bone = race : sex
example left breast bone for human and ghoul female
LBreast_skin=HumanRace:female,GhoulRace:female

example for both sexes to use the same bone showing both ghoul and human
Belly_skin=HumanRace,GhoulRace

To find the name of the custom races or other races open up the fallout 4 plugin with either FO4edit or Creation Kit. Look in the race section and use the editor id of the race name.

When you do your initial tweaking and testing you may want to use a mannequin. They are easily manipulated in the workshop menu. See video.



Note: the mannequin use their own skeleton which will work for most bodies (cbbe, vanilla, ect). Fusion Girl and Bodytalk needs a mannequin that uses its cbp bones, like a synth mannequin.

I hope this helps!

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OCBP BodyTalk V2 support:

open up my installed ocbp.ini in notepad. edit the following.
remove the ; in front of Penis_Balls in attach, attach.A, whitelist

Info if its not in the ini

Change but leave the other settings
[General]
useWhitelist=1
femaleOnly=0
maleOnly=0

add to
[Attach]
Penis_Balls_CBP_01=Balls
Penis_Balls_CBP_02=Balls

add to
[Attach.A]
Penis_Balls_CBP_01=Balls
Penis_Balls_CBP_02=Balls

add to
[Whitelist]
Penis_Balls_CBP_01=HumanRace:male,GhoulRace:male
Penis_Balls_CBP_02=HumanRace:male,GhoulRace:male

add
[Balls]
stiffness=7.5
stiffness2=4.25
damping=.93804
timetick=4.0
timeStep=0.016
maxoffsetX=20.0
maxoffsetY=20.0
maxoffsetZ=20.0
linearX=0.05
linearY=0.05
linearZ=0.05
rotationalX=0.00
rotationalY=0.00
rotationalZ=0.00
cogOffsetX=5.0
cogOffsetY=5.0
cogOffsetZ=5.0
gravityBias=45.0
gravityCorrection=8.0
rotateLinearX=0.0
rotateLinearY=0.0
rotateLinearZ=0.0
rotateRotationX=0.0
rotateRotationY=0.0
rotateRotationZ=0.0
absRotX=0

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To fix outfits use this guide.
https://www.nexusmods.com/fallout4/images/62843/
Instead of using CBBEphysics body as a reference, you need to use normal CBBEbody.

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Written by

MrTroubleMaker