Popular Post Tron91 Posted August 10, 2018 Popular Post Share Posted August 10, 2018 A simple port of SlaveTats by murfk Edited 2 scripts and its working. SlaveTats-1.3.0-beta-2 SE.7z 38 Link to comment
Aluvartyo Posted August 11, 2018 Share Posted August 11, 2018 Can confirm, working in my SE game. Though I had to remove a bunch of tat packs for efficiency - the MCM was veeery slow to load the list (I had a large folder of them). Once I cut down the number of packs it loaded the tattoo choices faster. Also allowed a secondary mod, S.L.U.T.S Redux to work properly, it applies a bunch of tattoos once you begin the quest which were all applied correctly. Link to comment
Watamote Posted August 11, 2018 Share Posted August 11, 2018 Thank you so much for this, will start testing right away! Link to comment
Tron91 Posted August 11, 2018 Author Share Posted August 11, 2018 4 hours ago, soccerdojo said: Can confirm, working in my SE game. Though I had to remove a bunch of tat packs for efficiency - the MCM was veeery slow to load the list (I had a large folder of them). Once I cut down the number of packs it loaded the tattoo choices faster. Also allowed a secondary mod, S.L.U.T.S Redux to work properly, it applies a bunch of tattoos once you begin the quest which were all applied correctly. Yeah, you are right, the MCM is very slow. The entire mod is basically two long scripts, the MCM one is specially slow for the way it handles loading the tat options. Every file in the SlaveTats folder is parsed, could be a tad faster, if only the JSON files were parsed, using a filter. Open up the console when you try to access the tat options. See, the debug messages. Now I pray that RaceMenu soon handles "Face" overlays as well. Link to comment
GenioMaestro Posted August 16, 2018 Share Posted August 16, 2018 On 8/11/2018 at 6:42 AM, Tron91 said: Yeah, you are right, the MCM is very slow. The entire mod is basically two long scripts, the MCM one is specially slow for the way it handles loading the tat options. Every file in the SlaveTats folder is parsed, could be a tad faster, if only the JSON files were parsed, using a filter. Open up the console when you try to access the tat options. See, the debug messages. Now I pray that RaceMenu soon handles "Face" overlays as well. I need a BIG FAVOR... Near two years ago i made a mod for SlaveTats called STMM. I need know if MY mod work correctly in SE 64 bits. I not have SE and can't make my own test. If you can install it and make some test i can be very gratefull. Aditionally, in my mod i use UIExtensions for show the list of sections and tats, and maybe my way is more fast than the MCM of SlaveTats. Can be a help for the players that get slow MCM in SlaveTats. Really i dude it, because i fill my data calling the same functions that SlaveTats use in the MCM, and probably is equal slow. But the tat's list can't be changed in mid game, need install the tat pack, and for me is too easy put a control for read the tast from the hard disk ONLY one time. Please, try it and tell me the results. Link to comment
Kaarinah Posted August 16, 2018 Share Posted August 16, 2018 1 hour ago, GenioMaestro said: I need a BIG FAVOR... Near two years ago i made a mod for SlaveTats called STMM. I need know if MY mod work correctly in SE 64 bits. I not have SE and can't make my own test. If you can install it and make some test i can be very gratefull. Aditionally, in my mod i use UIExtensions for show the list of sections and tats, and maybe my way is more fast than the MCM of SlaveTats. Can be a help for the players that get slow MCM in SlaveTats. Really i dude it, because i fill my data calling the same functions that SlaveTats use in the MCM, and probably is equal slow. But the tat's list can't be changed in mid game, need install the tat pack, and for me is too easy put a control for read the tast from the hard disk ONLY one time. Please, try it and tell me the results. I made a quick test since it had no DLLs. Just installing it seems to work, I added a couple of tattoos and it looked fine, I didn't test anything else though. 1 Link to comment
GenioMaestro Posted August 16, 2018 Share Posted August 16, 2018 34 minutes ago, Kaarinah said: I made a quick test since it had no DLLs. Just installing it seems to work, I added a couple of tattoos and it looked fine, I didn't test anything else though. THANKS... Really a lot of thanks... Only need know if my mod is more fast or equal slow than the MCM of SlaveTats. But for verify it i need a player in SE with hundreds of pack's and thousands of tat's. But THANKS again. 1 Link to comment
Tron91 Posted August 16, 2018 Author Share Posted August 16, 2018 2 hours ago, GenioMaestro said: THANKS... Really a lot of thanks... Only need know if my mod is more fast or equal slow than the MCM of SlaveTats. But for verify it i need a player in SE with hundreds of pack's and thousands of tat's. But THANKS again. Gonna check your mod tonight. If, it just loads predefined tattoos and just uses SlaveTats for applying them, your mod will definitely work fast. Best, would be if you could define the colors, glow and glossy effects as well. Just load the configuration and pass the info to Slavetats to apply them. If you can rework the code, i can definitely port it to SE. Would be welcome addition to SlaveTats as the framework. Link to comment
AnnaShapard Posted August 17, 2018 Share Posted August 17, 2018 Did I miss something? I have the mod installed and it shows up in MCM but no matter what I select, I do not see a single tattoo , do I need a kind of texture pack? Link to comment
Tron91 Posted August 17, 2018 Author Share Posted August 17, 2018 7 minutes ago, AnnaShapard said: Did I miss something? I have the mod installed and it shows up in MCM but no matter what I select, I do not see a single tattoo , do I need a kind of texture pack? You need to tweak your skee64.ini Need to enable overlays there, after that the tattoos will show on the player. About other tattoo packs, you can download the oldrim packs. They are compatible with SE. Link to comment
AnnaShapard Posted August 17, 2018 Share Posted August 17, 2018 1 hour ago, Tron91 said: You need to tweak your skee64.ini Need to enable overlays there, after that the tattoos will show on the player. could you please tell me how to do that? inis are like chinese to me Link to comment
Tron91 Posted August 18, 2018 Author Share Posted August 18, 2018 5 hours ago, AnnaShapard said: could you please tell me how to do that? inis are like chinese to me The inis are in English, read it, concentrate on tags saying "Overlays" Link to comment
AnnaShapard Posted August 18, 2018 Share Posted August 18, 2018 11 minutes ago, Tron91 said: 11 minutes ago, Tron91 said: The inis are in English, read it, concentrate on tags saying "Overlays" I've checked it multible times, there is also something of overlays but nothing of "enable" apart from face overlay, I have no idea what I have to put there C:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\Data\SKSE\Plugins SKEE64 [Debug] ; -1 to disable logging ; 0 - Fatal Error ; 1 - Error ; 2 - Warning ; 3 - Message ; 4 - Verbose Message ; 5 - Debug Message iLogLevel=5 ; Default[5] [General] ; Changes the way overrides are loaded, ; 0 - Dynamic (delays loading on the first game load of the session, then immediately loads for all subsequent game loads of the session) ; 1 - Always Immediate (will always load overrides immediately) ; 2 - Always Delayed (will always pass overrides to the task manager) ; Previous versions were always set to 2, but I experienced CTD when loading ; subsequent saves of the same game session (like dying and reloading) iLoadMode=0 ; Default[0] ; Enables automatic reapplication of transforms on model load bEnableAutoTransforms=1 ; Default[1] ; Determines scaling mode ; 0 - Multiplicative ; 1 - Averaged ; 2 - Additive iScaleMode=0 ; Enables automatic transforms defined by 'SDTA' NiStringExtraData on shapes ; String Data: (Without semi-colon) ;[ ; {"name":"NPC L Breast", "scale": 4.0, "pos":[0, 0, 0], "rot":[0, 0, 0]}, ; {"name":"NPC R Breast", "scale": 4.0, "pos":[0, 0, 0], "rot":[0, 0, 0]} ;] bEnableEquippableTransforms=1 ; Default[1] ; Amount of memory to be used by BodyMorph TRI cache ; cache will temporarily exceed this limit to load a TRI ; then remove least recently used entries until the ; used memory is below this threshold uBodyMorphMemoryLimit=256000000 ; Default[256000000] ; Enables Body Randomization based on guided files bEnableBodyGen=1 ; Default[1] [Overlays] ; Applies to only the player, or all humanoid actors NOT RECOMMENDED changing this, you can add overlays to certain actors via script bPlayerOnly=1 ; Default[1] ; Determines whether face overlays are enabled ; disabling this disables the hook bEnableFaceOverlays=1 ; Default[1] ; Determines whether to immediately apply shader changes ; when overlays are installed on an ArmorAddon bImmediateArmor=1 ; Default[1] ; Determines whether to immediately attach and apply shader changes ; when overlays are installed to the face bImmediateFace=0 ; Default[0] [Overlays/Body] ; "Body [Ovl#]" and "Body [SOvl#]" ; Determines how many body overlays there should be iNumOverlays=6 ; Default[6] iSpellOverlays=1 ; Default[1] [Overlays/Hands] ; "Hands [Ovl#]" and "Hands [SOvl#]" ; Determines how many hand overlays there should be iNumOverlays=3 ; Default[3] iSpellOverlays=1 ; Default[1] [Overlays/Feet] ; "Feet [Ovl#]" and "Feet [SOvl#]" ; Determines how many feet overlays there should be iNumOverlays=3 ; Default[3] iSpellOverlays=1 ; Default[1] [Overlays/Face] ; "Face [Ovl#]" and "Face [SOvl#]" ; Determines how many face overlays there should be iNumOverlays=3 ; Default[3] iSpellOverlays=1 ; Default[1] [Overlays/Data] ; Assigns these alpha properties to all overlays when they are applied ; 4844, 128 is recommended for solid overlays (they will render correctly underwater) ; Changing the overlay's alpha value ingame acts like 4845 regardless of assigned flags iAlphaFlags=4845 ; Default[4845] iAlphaThreshold=0 ; Default[0] sDefaultTexture=textures\actors\character\overlays\default.dds [FaceGen] fSliderMultiplier=3.0 bDisableFaceGenCache=1 bExternalHeads=0 ; Change this to 1 to generate external heads bExtendedMorphs=1 ; Enables extended morph hooks and loading of extended morph assets bAllowAllMorphs=1 ; Enables use of all preset morphs across all races fPanSpeed=0.01 ; Negative reverses panning direction ; Mask brushes have no strength values [Brush/MaskAdd/Radius] dbDefault = 0.5 dbMin = 0.01 dbMax = 2.00 dbInterval = 0.01 [Brush/MaskSubtract/Radius] dbDefault = 0.5 dbMin = 0.01 dbMax = 2.00 dbInterval = 0.01 [Brush/Inflate/Radius] dbDefault = 0.5 dbMin = 0.01 dbMax = 2.00 dbInterval = 0.01 [Brush/Inflate/Strength] dbDefault = 0.01 dbMin = 0.001 dbMax = 1.000 dbInterval = 0.001 [Brush/Deflate/Radius] dbDefault = 0.5 dbMin = 0.01 dbMax = 2.00 dbInterval = 0.01 [Brush/Deflate/Strength] dbDefault = 0.01 dbMin = 0.001 dbMax = 1.000 dbInterval = 0.001 [Brush/Smooth/Radius] dbDefault = 0.5 dbMin = 0.01 dbMax = 2.00 dbInterval = 0.01 [Brush/Smooth/Strength] dbDefault = 0.05 dbMin = 0.001 dbMax = 1.000 ; Smooth strength greater than 1 is nonsense, don't set this higher dbInterval = 0.001 [Brush/Move/Radius] dbDefault = 0.5 dbMin = 0.01 dbMax = 2.00 dbInterval = 0.01 [Brush/Move/Strength] dbDefault = 0.01 dbMin = 0.001 dbMax = 1.000 dbInterval = 0.001 Link to comment
GenioMaestro Posted August 19, 2018 Share Posted August 19, 2018 On 8/18/2018 at 5:30 AM, AnnaShapard said: I've checked it multible times, there is also something of overlays but nothing of "enable" apart from face overlay, I have no idea what I have to put there First be sure you have the last version of RaceMenu for SE updated this month. In previous version the overlays not work. Second install SlaveTats for SE. I'm not sure if the original version of SlaveTats work in SE. Link to comment
AnnaShapard Posted August 20, 2018 Share Posted August 20, 2018 48 minutes ago, GenioMaestro said: First be sure you have the last version of RaceMenu for SE updated this month. In previous version the overlays not work. Second install SlaveTats for SE. I'm not sure if the original version of SlaveTats work in SE. i have racemenu alpha6 and the slavetats that you posted Link to comment
AnnaShapard Posted August 20, 2018 Share Posted August 20, 2018 29 minutes ago, AnnaShapard said: i have racemenu alpha6 and the slavetats that you posted please forget it, i didn't know thats thae new RAcemenu is already on nexus! thanks anyway for the effort!? Link to comment
ZI0MATRIX Posted August 21, 2018 Share Posted August 21, 2018 I deinstalled your mod. And now my skyrim wont start. That is not necessary your mods fault. Do you have any idea why this might happen? I maybe something within the skse structure has adabted to the mod and is now unable to start... Link to comment
Tron91 Posted August 21, 2018 Author Share Posted August 21, 2018 17 minutes ago, ZI0MATRIX said: I deinstalled your mod. And now my skyrim wont start. That is not necessary your mods fault. Do you have any idea why this might happen? I maybe something within the skse structure has adabted to the mod and is now unable to start... Did you remove your tattoos before uninstalling the mod? Link to comment
ZI0MATRIX Posted August 21, 2018 Share Posted August 21, 2018 2 hours ago, Tron91 said: Did you remove your tattoos before uninstalling the mod? Hello I mean the whole game won t start. I don t even get to load a save game. Thank you Link to comment
Tron91 Posted August 21, 2018 Author Share Posted August 21, 2018 Just now, ZI0MATRIX said: Hello I mean the whole game won t start. I don t even get to load a save game. Thank you Did you install a lot of animation packs? Link to comment
Tron91 Posted August 21, 2018 Author Share Posted August 21, 2018 If FNIS reports more than 10k animations, this situation occurs. For some upto 11k animation is Okay. But for some crossing 10k means sure death. Link to comment
ZI0MATRIX Posted August 21, 2018 Share Posted August 21, 2018 36 minutes ago, Tron91 said: Did you install a lot of animation packs? yes. worked fine before. 35 minutes ago, Tron91 said: If FNIS reports more than 10k animations, this situation occurs. For some upto 11k animation is Okay. But for some crossing 10k means sure death. even for the XXL version? I´ll try reinstalling FNIS XXL. Link to comment
Tron91 Posted August 21, 2018 Author Share Posted August 21, 2018 8 minutes ago, ZI0MATRIX said: yes. worked fine before. even for the XXL version? I´ll try reinstalling FNIS XXL. its not the fault of FNIS XXL, its the limitation of Skyrim SE. Uninstall some of SLAL packs. Your game will be fine then. Link to comment
Tron91 Posted August 21, 2018 Author Share Posted August 21, 2018 Also run FNIS after installing/uninstalling any mods which adds animations to Skyrim. And always keep the first three options in FNIS checked. Link to comment
Pfiffy Posted August 21, 2018 Share Posted August 21, 2018 3 hours ago, ZI0MATRIX said: yes. worked fine before. even for the XXL version? I´ll try reinstalling FNIS XXL. To put things right: You can run about 20000 anims even with SE, as long as you don't have any other mods installed. But every mod you install will 'steal' you a bit from the maximum of anims that you can use. It is depending on your computer, your settings, the mods you have installed and also on the way you play. And it is not only a SE Issue, but also a problem in LE. Check the DD threads.... But this will only have an effect on loading/saving. If the game refuses to start You wrecked up something else 1 Link to comment
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