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Racemenu overlays not exported


Player80

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Posted

Hi, I'm having trouble exporting a character preset to a .jslot file. My Makeup overlays get exported correctly to the .jslot file, whereas my other overlays inside the other categories don't get saved.

 

Here you'll find my nioverride.ini. All I did was enable face overlays and increased the amount of overlays. I tried exporting my character with the default settings and it still wouldn't save the overlays.

Spoiler

[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]

; Parallizes computation of BodyMorphs on armor/bodies
bParallelMorphing=0 ; Default[0]

; Enables automatic reapplication of transforms on model load
bEnableAutoTransforms=1 ; Default[1]

; Determines scaling mode
; 0 - Multiplicative
; 1 - Averaged
; 2 - Additive
; 3 - Largest
iScaleMode=0

; Determines combination mode for BodyMorph
; 0 - Additive
; 1 - Averaged
; 2 - Largest
iBodyMorphMode=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
; Note: face overlays are known to crash when decapitated
bEnableFaceOverlays=1 ; Default[0]

; 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=18 ; Default[6]
iSpellOverlays=0 ; Default[0]


[Overlays/Hands] ; "Hands [Ovl#]" and "Hands [SOvl#]"
; Determines how many hand overlays there should be
iNumOverlays=6 ; Default[3]
iSpellOverlays=0 ; Default[0]


[Overlays/Feet] ; "Feet [Ovl#]" and "Feet [SOvl#]"
; Determines how many feet overlays there should be
iNumOverlays=6 ; Default[3]
iSpellOverlays=0 ; Default[0]


[Overlays/Face] ; "Face [Ovl#]" and "Face [SOvl#]"
; Determines how many face overlays there should be
iNumOverlays=6 ; Default[3]
iSpellOverlays=0 ; Default[0]


[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

 

Here are the overlays that aren't getting saved up when exporting the character preset : (I tried putting the overlays at the bottom of the list)

Spoiler

image.png.847b3761f975f2cf3dfedd8248b1258a.pngimage.png.ace887ab5fa33b503954b978e280045e.pngimage.png.6bf78957fa7f147ad1b649caff486c3c.png

 

 

The Makeup tab gets exported properly (the tab with war paints) :

Spoiler

image.png.2c4cec2dbb9cbdf2e3caf3b190f3e2b1.png

 

Inside my .jslot file :

image.png.e4dbd3cde019db700af65b274f090a79.png

 

What I mean by "exporting a character preset" is exporting my character as a .jslot preset that I can then import whenever I want to (on a new save for example).

Posted

you can rise iNumOverlays for slavetats to 12

if you use Sexlab Cumoverlays you need to rise it even higher, at least to 13 (read more about that on the Sexlab Cumoverlays topic)

 

how does your freckles mod add the freckles?

via makeup/warpaint or as dirt?

 

if you post the freckles mod name maybe someone that use it too can help you better.

 

what exactly do you mean by "exporting char preset"?

 

Posted
19 hours ago, donttouchmethere said:

you can rise iNumOverlays for slavetats to 12

if you use Sexlab Cumoverlays you need to rise it even higher, at least to 13 (read more about that on the Sexlab Cumoverlays topic)

 

how does your freckles mod add the freckles?

via makeup/warpaint or as dirt?

 

if you post the freckles mod name maybe someone that use it too can help you better.

 

what exactly do you mean by "exporting char preset"?

 

I did have a look at Cum overlay's page because I use it, but I noticed something else :

 

 

Spoiler

Purpose:

Restricts SlaveTats to access only overlay slots 0 - 11. Place any permanent overlays your character might have (scars, warpaint, freckles, etc) in slot 12+

 

That may be it, I've had iNumOverlays set to 12 before asking here for help, I'm gonna try bumping this up to 18. Previously I'd put all permanent overlays in the first slots.

 

 

Also the freckle mod doesn't matter as it does this for everything else.

Posted
21 hours ago, donttouchmethere said:

you can rise iNumOverlays for slavetats to 12

if you use Sexlab Cumoverlays you need to rise it even higher, at least to 13 (read more about that on the Sexlab Cumoverlays topic)

 

how does your freckles mod add the freckles?

via makeup/warpaint or as dirt?

 

if you post the freckles mod name maybe someone that use it too can help you better.

 

what exactly do you mean by "exporting char preset"?

 

I've edited my main post with more informations.

Posted

> for sexlab cumoverlays its better to just rise them all:

because cum doesnt only get added to your body, and on my setup it doesnt hurt my skyrim performance at all rising all above 12 and higher

depending on cum replacer you might get cum on feet hands too

 

[Overlays/Hands] ; "Hands [Ovl#]" and "Hands [SOvl#]"
; Determines how many hand overlays there should be
iNumOverlays=6 ; Default[3]
iSpellOverlays=0 ; Default[0]


[Overlays/Feet] ; "Feet [Ovl#]" and "Feet [SOvl#]"
; Determines how many feet overlays there should be
iNumOverlays=6 ; Default[3]
iSpellOverlays=0 ; Default[0]


[Overlays/Face] ; "Face [Ovl#]" and "Face [SOvl#]"
; Determines how many face overlays there should be
iNumOverlays=6 ; Default[3]
iSpellOverlays=0 ; Default[0]

 

> about stuff not getting saved with reacemenu,

I have the same "issue", never thought much about it, because my PC looks a bit different on new games anyways or mods get added removed

as long as bodyslide changes, brows, eyes, face, body, skin color gets saved I am happy already

 

but maybe you are up to something

 

 

> freckles

did rising face slots sloved your cum vs freckles issue?

Posted

Update :

I've tried with three XP32 skeleton versions (current, 4.50 and 3.93, the latter dates from before SSE) and I am still unable to properly export the overlays I want.

I've had an idea that the skeleton was causing the issue, but I guess not. I'm gonna try different versions of Racemenu now see if anything works.

Posted
Spoiler
1 hour ago, Player80 said:

Update :

I've tried with three XP32 skeleton versions (current, 4.50 and 3.93, the latter dates from before SSE) and I am still unable to properly export the overlays I want.

I've had an idea that the skeleton was causing the issue, but I guess not. I'm gonna try different versions of Racemenu now see if anything works.

 

 

I think that you are oversimplifying the process. Here is CPU's guide to making a custom follower which includes directions on how to achieve what it sounds like you are looking for:

 

https://www.loverslab.com/files/file/3045-tutorial-to-create-a-follower/

 

There is much additional information in here that you don't need for your purposes, I understand. However, if you look through it you will see what IS required to do what it sounds like you want.

Posted
56 minutes ago, Psalam said:
  Reveal hidden contents

 

 

I think that you are oversimplifying the process. Here is CPU's guide to making a custom follower which includes directions on how to achieve what it sounds like you are looking for:

 

https://www.loverslab.com/files/file/3045-tutorial-to-create-a-follower/

 

There is much additional information in here that you don't need for your purposes, I understand. However, if you look through it you will see what IS required to do what it sounds like you want.

Thank you for the suggestion.

 

There's a slight problem though.

 

image.png.54ddacd995506c32e3bd6f9a34df903d.png

Posted

If you are concerned that you won't be able to do it I can tell you that CPU is a terrific help with issues. Go back to the mod site, get on the support thread and ask him about any concern that you have. He is one of the few people I can unhesitatingly suggest that you go to with questions.

Posted
37 minutes ago, Psalam said:

If you are concerned that you won't be able to do it I can tell you that CPU is a terrific help with issues. Go back to the mod site, get on the support thread and ask him about any concern that you have. He is one of the few people I can unhesitatingly suggest that you go to with questions.

Well I'm not looking into making a follower, I'm looking about exporting my current character to a .jslot preset file that I can import later (when starting a new game for instance). This is very specific which is why I've opened up this thread.

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