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SL Util1 overlay manipulation


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 Im looking for a way to add/remove sepcific tatoos using sl util1. And while feeding RGB integer into overlaycc works fine, i cant figure out how to manipulate alpha or remove tatoo completely.

Ive tried asking in Util1 support thread, but it appears to be, well, dead. So, given the age of the mod, i presume someone has allready done it. So, can someone please share their knowledge, perhaps even share their .ini for said purposes?

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1 hour ago, nilead said:

 Im looking for a way to add/remove sepcific tatoos using sl util1. And while feeding RGB integer into overlaycc works fine, i cant figure out how to manipulate alpha or remove tatoo completely.

Ive tried asking in Util1 support thread, but it appears to be, well, dead. So, given the age of the mod, i presume someone has allready done it. So, can someone please share their knowledge, perhaps even share their .ini for said purposes?

 

It's dead partly because the author has created a vastly improved SE version here. I don't know that it has specific tattoo support, but it can do a lot, including calling events from other mods, so might be worth a peek.

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20 minutes ago, SexDwarf2250 said:

 

It's dead partly because the author has created a vastly improved SE version here. I don't know that it has specific tattoo support, but it can do a lot, including calling events from other mods, so might be worth a peek.

 Thanks, but unfortunately my build is for LE. Besides, ive read that topic prior to starting this one and found nothing in it regarding overlays. Scouring documentation fo SLTriggers left me with no mentions of overlays either. I might resort to going with an offtopic question there in the end, but id like to avoid it as long as i can. UtilOne, however, has commands to manipulate overlays, some of them are provided in examples and readme. Ive even had limited sucess with them. Unfortunately only color change properly worked in my crooked hands. And since i wanted to add/remove tats based on UtilOne conditions, that didnt suffice. I need to know how to manipulate Alpha of said overlays. There is apprently capacity to do so, readme states that codes are for RGBA, but i cant figure out how exactly. Alternative solution is to figure out how to get around "bodysuit" trouble, and just interchange overlays as needed (or remove one completely if i can figure out how to).

 While changin RGB for existing overlay slot works fine, when i try applying a new overlay from KJ tattoo wtih overlaytc command, i get entire body painted with a color corresponding to RGB integer from said command, a colored "Bodysuit". I know precious little about skyrims inner workings, but logical answer seem to be that overlays use alpha masks, and applying one with overlaytc for some reason doesnt take them into account. If that is correct, wich seems likely, then trouble again comes down to alpha.

 I assume from what i see in readme (and i might be totally wrong here), that alpha mask is tied to texture index parameter, but i have no idea how to even get that index, much less - how to manipulate it properly.

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