dashisiashi Posted February 10, 2020 Posted February 10, 2020 So, Blush When Aroused, Apropos 2, and Slave Tats are all, or were, affected by the need of NiOverride/Race Menu. I've installed both manually, however it affected the other three. I've fixed BWA, and A2, but I'm unsure of how to proceed with Slave Tats. Whenever I try to apply a tattoo, it just tells me that SlaveTats requires NiOverride, Race Menu, or SKEE, and won't apply the tattoo. Any help or information for this is much appreciated.
Grey Cloud Posted February 10, 2020 Posted February 10, 2020 Isn't NiOverride part of RM and therefore the standalone is not required? Did you mean SKSE? If you have installed it then you need to create a SKSE.ini file in Data\SKSE (create a text file and rename it) It needs the following settings: [Display] iTintTextureResolution=2048 [General] ClearInvalidRegistrations=1 EnableDiagnostics=1 [Memory] DefaultHeapInitialAllocMB=768 ScrapHeapSizeMB=256 It is the iTint one that is needed by Slavetats I would imagine.
donttouchmethere Posted February 10, 2020 Posted February 10, 2020 Japp, nio is already included in racemenu. No need to install it as standalone, would also overwrite any sttings already done in the nio ini from racemenu I hope you have SKSE installed and start your game with it ?
dashisiashi Posted February 10, 2020 Author Posted February 10, 2020 Hey, thanks for the response! Sorry for the confusion, the NiOverride standalone and Race Menu are listed in a "either or" kinda way. I only need one, but I've tried both without success. The message reads specifically as "Slave Tats requires NiOverride, Race Menu, or SKEE." I hadn't tried the SKSE.ini file yet, unfortunately I've just attempted it and it didn't work for me.
Grey Cloud Posted February 10, 2020 Posted February 10, 2020 From the description page: Make sure you have the requirements: Legendary Edition: JContainers, RaceMenu (or NetImmerse Override), SkyUI, and SKSE. Special Edition: JContainers, RaceMenu, SkyUI, and SKSE SE There is no 'SKEE'. You need to download and install SKSE from here: https://skse.silverlock.org this is the LE version. Then do the thing with the SKSE.ini file.
dashisiashi Posted February 10, 2020 Author Posted February 10, 2020 Bit of a relief as I had no idea what SKEE was, glad to see that's just a typo in the alert then. I actually have had SKSE installed, I just didn't have the .ini for it for whatever reason. Any clues on where to look next?
Grey Cloud Posted February 11, 2020 Posted February 11, 2020 4 minutes ago, dashisiashi said: I just didn't have the .ini for it for whatever reason. You are supposed to create it for yourself. SKSE doesn't provide it. 8 minutes ago, dashisiashi said: Any clues on where to look next? You are certain that you have the four requirements installed? If you are then the Slave Tats support thread would be the best place for help.
donttouchmethere Posted February 11, 2020 Posted February 11, 2020 30 minutes ago, dashisiashi said: Bit of a relief as I had no idea what SKEE was, glad to see that's just a typo in the alert then. I actually have had SKSE installed, I just didn't have the .ini for it for whatever reason. Any clues on where to look next? SKSE doesn't create an INI on itself, you always have to add it yourself. here is an example of a Nioverride.ini configured for SLS and friends. Facetats are activated, just in case you have mod that beheads you all the time (might cause CTD): 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=16 ; Default[6] iSpellOverlays=0 ; Default[0] [Overlays/Hands] ; "Hands [Ovl#]" and "Hands [SOvl#]" ; Determines how many hand overlays there should be iNumOverlays=16 ; Default[3] iSpellOverlays=0 ; Default[0] [Overlays/Feet] ; "Feet [Ovl#]" and "Feet [SOvl#]" ; Determines how many feet overlays there should be iNumOverlays=16 ; Default[3] iSpellOverlays=0 ; Default[0] [Overlays/Face] ; "Face [Ovl#]" and "Face [SOvl#]" ; Determines how many face overlays there should be iNumOverlays=16 ; 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
dashisiashi Posted February 11, 2020 Author Posted February 11, 2020 Yeah, those were installed. So, turns out after 2 hours of looking through all of this I finally found my issue, and I feel like I should go get my head checked because it was super simple. I didn't notice the 'se' for 'Special Edition' at the end of filename on the version I downloaded... All that text in their download list, and it being the normal Skyrim section had me completely glaze over that. I'm sorry for wasting your time on this. Hopefully this helps someone else in the future.
donttouchmethere Posted February 11, 2020 Posted February 11, 2020 outsch ? but at least you found the error ?
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