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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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

 

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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.

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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?

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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.

 

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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.

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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

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