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Slavetats by murfk ported to SE


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Posted

Ok so never having used the original skyrim version of this port I didn't know about this issue I just encountered with this mod. That being if you try to change the hair color for a slave from pahe ( I'd imagine any npc would get the same result here but I don't want to test that ) it just straight up deletes the hair off all of your slaves leaving all of them bald. Thank god for vortex's revert changes function or else so many hours on that save would have been lost since reloading previous saves were affected too. So just thought I would get on here and post this incase any one else is like me not having used the original mod before so they have a heads up to not use that function of the mod.

  • 4 weeks later...
Posted
On 8/18/2018 at 11:30 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

 

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 = 0.00

Hey dude, how do you enable your overlay at last? I am with same .ini content like you and i cant find a place to enable it.

Posted

MCM told me Slavetats enabled on my character but i see nothing change. When i click in to slavetats in MCM again, it load again and sent me the same messages! I need help!

Posted
2 minutes ago, Tron91 said:

Save and Reload the game or change the cell

I am absolutely a noob. Would you mind telling me the full tutorial plz? So do I just save the ini and make nothing change?

Posted
10 hours ago, GGQWPP said:

I am absolutely a noob. Would you mind telling me the full tutorial plz? So do I just save the ini and make nothing change?

1. Save that ini. 2. Start and save the game. 3 option A. re-load that save. 3 option B. change cell aka the map you're in. Pretty much what they said word for word. If you're Skyrim modding and you don't know what a cell is Idk what to tell you.

  • 3 weeks later...
Posted

So, upon trying to access the SlaveTats menu in MCM, it claims that it needs JContainers version 3 or higher, and that I don't have JContainers installed. I do have JContainers installed, however, and according to the mod page it's version 4.1.12. I use Special Edition.

I don't know very much about programming, modding, or anything like that, so I don't know what to do.

 

I tried with the original SlaveTats, and got the same error, then replaced it with this and nothing changed.

Posted
1 hour ago, tsmfpz said:

So, upon trying to access the SlaveTats menu in MCM, it claims that it needs JContainers version 3 or higher, and that I don't have JContainers installed. I do have JContainers installed, however, and according to the mod page it's version 4.1.12. I use Special Edition.

I don't know very much about programming, modding, or anything like that, so I don't know what to do.

 

I tried with the original SlaveTats, and got the same error, then replaced it with this and nothing changed.

On the LE version page, there's a SSE download. Is that what you installed?

opera_2019-12-22_20-20-33.png

Posted
18 minutes ago, XenoDrake said:

On the LE version page, there's a SSE download. Is that what you installed?

opera_2019-12-22_20-20-33.png

If you did, then I would double check your install.

yes, I did. I uninstalled and reinstalled it several times, and it kept giving the same issue.

Posted
3 minutes ago, tsmfpz said:

yes, I did. I uninstalled and reinstalled it several times, and it kept giving the same issue.

The version for Legendary Edition requires JContainers version 3. The SE version on that page modified the scripts to allow any version 3 or greater. So you most likely installed the wrong version, or you don't actually have JContainers installed.

 

Or you need to start a new game to see if it's the old mod's scripts trying to load instead of the new ones.

Posted
59 minutes ago, XenoDrake said:

The version for Legendary Edition requires JContainers version 3. The SE version on that page modified the scripts to allow any version 3 or greater. So you most likely installed the wrong version, or you don't actually have JContainers installed.

 

Or you need to start a new game to see if it's the old mod's scripts trying to load instead of the new ones.

wait

I've been using the SE port of JContainers (https://www.nexusmods.com/skyrimspecialedition/mods/16495?tab=description)

Do I need to change to the Oldrim version? (https://www.nexusmods.com/skyrim/mods/49743?tab=description)

And if so, is it compatible with SE?

Posted
28 minutes ago, tsmfpz said:

wait

I've been using the SE port of JContainers (https://www.nexusmods.com/skyrimspecialedition/mods/16495?tab=description)

Do I need to change to the Oldrim version? (https://www.nexusmods.com/skyrim/mods/49743?tab=description)

And if so, is it compatible with SE?

SKSE plugins only work for the game type they are designed for, be it SE, VR, or LE. You should be using the SE version on SE. You also need to use the version of JContainers SE that aligns with the version of SKSE/Skyrim SE that you are using. If you have Skyrim SE 1.5.97 then you need SKSE 2.0.17, and JContainers 4.1.12. If you have Skyrim SE 1.5.80, you need SKSE 2.0.16 and JContainers 4.1.11. These are just two examples.

Posted
7 minutes ago, XenoDrake said:

You should be using the SE version on SE. You also need to use the version of JContainers SE that aligns with the version of SKSE/Skyrim SE that you are using. If you have Skyrim SE 1.5.97 then you need SKSE 2.0.17, and JContainers 4.1.12. If you have Skyrim SE 1.5.80, you need SKSE 2.0.16 and JContainers 4.1.11. These are just two examples.

thank you, that fixed it. My version of Skyrim isn't up to date (intentional, for reasons that would take too long to explain) so jumping back to that version of JContainers worked. Thank you.

  • 1 month later...
Posted

So I have all the prerequisites installed, but the mcm wont load slavetats. The mod itself is loaded since it show up when i search for it in console. What am I doing wrong? I have the latest version of everything. It wouldn't even load with a new game.

Posted
23 hours ago, Shadowpaladin said:

I got it to load by teleporting to the slavetats limbo cell. The mcm loaded for me after.

Where can I find the code for this, please?

Posted
19 hours ago, mattardo said:

Where can I find the code for this, please?

open the console and type help slave. If it comes up with a code for the cell slavetats limbo, you can type the name of the cell with coc before it. eg, coc riverwood. Also make sure to use the coc command to teleport out of the limbo cell once the mcm menu loads.

Posted
3 hours ago, Shadowpaladin said:

open the console and type help slave. If it comes up with a code for the cell slavetats limbo, you can type the name of the cell with coc before it. eg, coc riverwood. Also make sure to use the coc command to teleport out of the limbo cell once the mcm menu loads.

Thanks! I'll give it a shot.

Posted

Everything works fine (tats load and display properly), but I have a weird glitch when I load a game  (and sometimes change clothing) even without tats on: the left side of the screen goes completely black. I can get rid of it by opening slavtats and letting the dialogue play "Slavetats is working", then opening the ingame map. If I don't open Slavetats MCM however and merely open the map, my character gets black shades on parts of her body.

 

This is all fixed by opening Slavetats and the map - but it makes no sense to me. Any ideas?

 

EDIT: Basically, opening Slavetats MCM and closing will get rid of the black shades on my characters body, while opening the World Map will get rid of the black screen.

 

20200130115849_1.jpg

20200201092148_1.jpg

20200201092223_1.jpg

20200201092231_1.jpg

20200201092240_1.jpg

Posted

Is there a list of slavetats somewhere? I downloaded all the ones from the mod page but I can't find one that says tight on the stomach, which I saw on a screenshot which lead to me downloading this mod.

  • 2 months later...
Posted

The toenails textures aren't appearing properly for me. I'm using the makeup slavetats and have a CBBE body with Leyenda skin. Also is there a version of the stockings slavetats available for SSE?

Posted

I find tattoos a turn-off, so I’ve never tried this mod. But I have a question. Can this framework be used to apply “injuries” to NPCs? I would like to be able to beat up my slaves and have them show bruises or burns or cuts that take a longer time to heal than a normal decal (like the whip marks in PAHE).

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