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Posted

My PC had SlaveTats manualy added from SLUTS. After upgrading to 20 recieve purple body. Deleting tat helps. But now i have this tats in SlaveTats menu but applying them does nothing (even text line about slave tats is workink dont show).

Posted

I can not get the livery tattoos to apply. Slave Tats says please wait while working ... and then nothing. I have body overlays increased to 18 and normal Slave Tats apply without any problems. I have redone loaded several times and they never work. 

Posted
9 hours ago, Robmonster13 said:

I can not get the livery tattoos to apply. Slave Tats says please wait while working ... and then nothing. I have body overlays increased to 18 and normal Slave Tats apply without any problems. I have redone loaded several times and they never work. 

 

The tats were completely changed from SLUTS Resume 1.19 B4 to 1.20. You must go into the SlaveTats MCM and do the "Add/Remove" option so that SlaveTats rebuilds its cache.

 

You also need to be aware that the current version 1.3.6 of SlaveTats has only a single cache across all your MO2 profiles. If you are using MO2 and you have different tats installed in different MO2 profiles, then you can use my SlaveTats patch to provide profile-specific SlaveTats caches. murfk said this patch will be included in the next version of SlaveTats.

Posted
14 hours ago, Herowynne said:

 

The tats were completely changed from SLUTS Resume 1.19 B4 to 1.20. You must go into the SlaveTats MCM and do the "Add/Remove" option so that SlaveTats rebuilds its cache.

 

You also need to be aware that the current version 1.3.6 of SlaveTats has only a single cache across all your MO2 profiles. If you are using MO2 and you have different tats installed in different MO2 profiles, then you can use my SlaveTats patch to provide profile-specific SlaveTats caches. murfk said this patch will be included in the next version of SlaveTats.

Do I need to move the tat textures out of the textures/actors/character/slavetats directory and place them into textures/slavetats or do I leave them where they installed.

I’m using NMM so hopefully it won’t be an issue. 

Posted
3 hours ago, Robmonster13 said:

Do I need to move the tat textures out of the textures/actors/character/slavetats directory and place them into textures/slavetats or do I leave them where they installed.

I’m using NMM so hopefully it won’t be an issue. 

 

You should leave the tat textures where they are installed.

Posted
On 5/9/2021 at 2:21 PM, cerebus300 said:

Haven't played in a week or so. I wanted to solve my lockup problem with SLUTS, so uninstalled it, did a fresh save and cleaned it. Reainstalled SLUTS. It is now working. I haven't tested everything yet, but looks like my character is back in the SLUTS business! Yay!

Well... not so fast. I did one run and that was fine. Then I got sent to SLUTS from guards in Whiterun to pay for crimes. They started the haul to Winterhold, but didn't equip me with all of the equipment. When I arrived at Winterhold the guy said I needed to do another run (I don't think that I would have needed to - it was a small fine) and then he climbed back on top of the cart and did nothing while I was stuck again. Back to the same problem as before. When I asked him about a run, he said I was already on one and needed to finish that, but I didn't have a cart, no destination, no pony gear, and I was stuck in place without any way to move. I would really love to find a way to fix this issue. The mod just breaks every time I try to use it.

Posted
On 5/10/2021 at 4:35 PM, Robmonster13 said:

I can not get the livery tattoos to apply. Slave Tats says please wait while working ... and then nothing. I have body overlays increased to 18 and normal Slave Tats apply without any problems. I have redone loaded several times and they never work. 

 

I also have this issue (SLUTS Resume 1.20, SlaveTats 1.3.6 LE).

 

When SLUTS attempts to apply the livery it fails with "sluts: no matching tats found". (The full list of SLUTS messages from the log is:

 

SLUTS: Dipatcher ID: 3
 SLUTS: sending story event with Kibell to Alfarinn to Windhelm
 SLUTS: Setting up "DefaultHaul"
 SLUTS: MissionHaul SetStage 5
 SLUTS: Placing Wagon
 SLUTS: Applying Tats
 sluts: removing livery
 sluts: removing 0 tats
 SLUTS: mcm.bUseSlutsColors = TRUE
 SLUTS: mcm.iCustomLiveryColor = 0
 sluts: no matching tats found
 SLUTS: Attempting to Tether
 SLUTS: Tethered Actor to cart

 

)

 

Trying to apply the livery manually from the SlaveTats MCM also fails. I can select the "SLUTS" section and I if I click on the pattern drop down I get the expected list, but when I select one the name in the MCM doesn't change from "[NO TATTOO]" and in the Papyrus log I find this:

 

SlaveTats: No such file: Actors\Character\slavetats\sluts\livery\livery_cbbe_default.dds

Posted

IF YOU ARE HAVING ISSUES WITH SLAVETATS THE FIRST THING YOU DO IS TO GO INTO SLAVETATS MCM AND CLICK THE OPTION "ADD/REMOVE TATS" AND SEE IF THAT FIXES THE ISSUE 

 

 

 

On 5/12/2021 at 8:50 PM, H4rl said:

How do I reattach the carriage?

You quit to main menu and reload your save from there

 

On 5/12/2021 at 9:01 PM, H4rl said:

Any 3ba conversions of the 'gear' also?

The harness needs a mesh for UNP and UNPB also. I will do that eventually but finishing the HQ has priority right now

 

Which btw shrunk a lil bit cause the CK annoys me with its constant crashes every 20mins. This mod is cursed or something, not sure. What sort of Demon have you created here Doc :^) 

.. also does anyone remember this one popular mod that got deleted last year and made a lotta people sad? No clue about its name or what it was about, but I remember it having a SS integration which had the Player work in a mine. SLUTS HQ also has a mine

Posted
7 minutes ago, Scrab said:

IF YOU ARE HAVING ISSUES WITH SLAVETATS THE FIRST THING YOU DO IS TO GO INTO SLAVETATS MCM AND CLICK THE OPTION "ADD/REMOVE TATS" AND SEE IF THAT FIXES THE ISSUE 

 

I feel your pain. ? I didn't even realize it was all caps, before reduced the font size. ?

But, honestly, sometimes people just don't rtfm. I don't know the technical reasons why slavetats has this annoying button, but

maybe you can trigger this button on first startup? Or maybe even better, you can convince the author of slavetats to auto-trigger add-remove when

a mod wants to add something that isn't found?

Posted
3 minutes ago, (\x.x x) (\x.x x) said:

Or maybe even better, you can convince the author of slavetats to auto-trigger add-remove when a mod wants to add something that isn't found?

 

My understanding is that SlaveTats did that originally, but that caused a performance problem, so the manual Add/Remove button was introduced.

Posted
14 minutes ago, Scrab said:

IF YOU ARE HAVING ISSUES WITH SLAVETATS THE FIRST THING YOU DO IS TO GO INTO SLAVETATS MCM AND CLICK THE OPTION "ADD/REMOVE TATS" AND SEE IF THAT FIXES THE ISSUE 

 

 

There is no such option in SlaveTats 1.3.6 LE.

 

I was able to solve my problem: For some reason my slavetats folder contained a folder called "sluts", which appears to come from a previous version of SLUTS and I don't why Vortex has placed it there since all of those versions have been uninstalled. There is no sluts.json file in the directory, but there is "sluts.json.bak" which SlaveTats may have been looking at. Deleting all of those fixed the issue.

 

Posted

What does the pop patch fix, and will it work with sluts 1.19 beta 4.1

With sluts 1.2 I get a purple body mesh, hence why I'm staying with version 1.19

Posted
On 5/16/2021 at 3:31 PM, unstattedcommoner said:

 

There is no such option in SlaveTats 1.3.6 LE.

 

I was able to solve my problem: For some reason my slavetats folder contained a folder called "sluts", which appears to come from a previous version of SLUTS and I don't why Vortex has placed it there since all of those versions have been uninstalled. There is no sluts.json file in the directory, but there is "sluts.json.bak" which SlaveTats may have been looking at. Deleting all of those fixed the issue.

 

One of the annoying thing about Vortex is that it will remove files when you uninstall a mod but it leaves all of the damn file folders behind with a goofy 96 byte file named "__folder_managed_by_vortex".  I've started deleting any folder in my Skyrim and Fallout directories that only contains this single file.  So far I've found and deleted about 50 of these "empty" folders without any issues ... but I may be "living on the edge" and have it come back and bite me in the ass.

Posted

Since I do not have HDT-SMP (Skinned Mesh Physics) because I have a potato machine, I'm wondering about the tail which require it. 

1) Is the tail optional? 

2) If not tail optional and I install SMP for the tail and the few DD5.1 devices that use it, would I be required to install an HDT CBBE body?  HDT physics on the CBBE bodies would overload my machine.  CBPC works fine for me.

 

Thanks

Posted

A thought on the flipping cart.  I'm suspicious that the cart works similarly to the initial cart ride to the headsman at the start of the vanilla game.  It's documented that script latency flips it when loading all the mods at the beginning by Arthmoor; thus Alternate Start LAL.  If this is also affecting the SLUTS cart flip there might be a solution by giving Skyrim.exe a higher priority in the operating system so more scripts can run without colliding.  There's a new Mod Skyrim Priority - SKSE that automatically does this without fiddling with system files.  Something else to test for the condition is Elephant's Script Latency Tester which "provides an ability to run a simple Papyrus script latency test with optional logging and/or notification."

 

My system normally runs at 79 to 80 MS which is normal.  Occasionally latency jumps to over a 1,000 and my CPU handles this.  The first time I entered the BannardMare I've gotten over 4,000 which I'm sure caused some glitches, like missed SexLab scenes and such which are minor and will happen again when an event or poll is taken; minor.  It could be a possible encounter caused scripts to fire but failed and caused the cart to flip.

 

Until I know that SLUTS Resume will work with my physics setup I can't test it.

Posted
1 hour ago, remodel said:

Since I do not have HDT-SMP (Skinned Mesh Physics) because I have a potato machine, I'm wondering about the tail which require it. 

1) Is the tail optional? 

2) If not tail optional and I install SMP for the tail and the few DD5.1 devices that use it, would I be required to install an HDT CBBE body?  HDT physics on the CBBE bodies would overload my machine.  CBPC works fine for me.

 

I use the UNPB body with CBPC and HDT-SMP, so that CBPC handles body physics and HDT-SMP handles apparel physics.

 

Here is my post describing how I set it up: 

 

Posted
1 hour ago, remodel said:

A thought on the flipping cart.  I'm suspicious that the cart works similarly to the initial cart ride to the headsman at the start of the vanilla game

Not quite, the issue with the bugging cart in SLUTS is primarily caused by the character model glitching out, hence you require a complete reload of your game to fix it - forcing the game to unload the PC and load them back in from scratch

 

What happens in the Vanilla Intro to glitch out the carts is usually either the cart not being fully settled by havok - or settled in the wrong position - and then shackled to the horse. When that happens, the cart gains too much momentum: The "tether" tries to pull the cart towards the horse, the cart flies past the horse, the tether pulls it back again and BOOM spinning cart! - caused by never ending pushin n pullin, yay!

This can have many, many reasons - most of them not even related to Papyrus but more to the engine genuinely glitching out; another reason may be unstable FPS. Vanilla cart glitching out is always always just momentum being applied in the wrong moment (no pun intended) causing Havok to go crrrrrr~azy

 

In fact, and Im sorry to ruin all your childhood dreams here, but the Intro isnt actually all that script heavy, its slightly above average for Vanilla Quests. If you take a deeper look into that intro and analyze it step by step, youll realize that the amount of script load in that intro is fairly small. In fact, LALs start is significantly less stable than the Vanilla Intro (suprise, suprise) - of course it still "fixes" the cart because it reduces the amount of things that can go wrong when the cart is first tethered

To put it into perspective: Yamete or Defeat run 5 times the amount of script every time someone gets hit. People just see a script thats longer than 10 lines and be like "WHOA SCRIPT HEAVY" but its always a question about when and how those scripts are called and used - and what they do

The Vanilla Intro-Quest-Script holds roughly 3k lines but more than half of those are properties for its 50 aliases (which btw is another reason why the cart may glitch out which has nothing to do with Papyrus) and 100 other properties, and from the remaining 1500 lines, 500 are for quickstarts used by the devs when first testing the Intro, then theres also some a lot of commentating n stuff, making the script be no more than 500 lines of actual code - and thats from the title sequence when you click new game all the way to end of Helgen Cave - of course there are a quadzillion trigger boxes and a second Intro Quest but those arent all that Script Heavy either, all short functions

 

Yes, Im slightly obsessed with the Intro Quest, thank you

 

 

....hence priority stuff prbly wont really do a whole lot. Strongly doubt it, but feel free to try

 

===============

 

You can completely disable the Tail in the MCM if you dont want to use SMP. If there are DD meshes for the Tail that dont use SMP, I have no clue, SLUTS uses the default DD ones though, so if you can use them, you should be able to use the ones from SLUTS too

Posted
3 hours ago, Scrab said:

In fact, and Im sorry to ruin all your childhood dreams here, but the Intro isnt actually all that script heavy, its slightly above average for Vanilla Quests.

Just positing a thought while trying to be helpful.  Guess I was more of an annoyance.

 

3 hours ago, Scrab said:

You can completely disable the Tail in the MCM if you dont want to use SMP.

Thanks much

 

3 hours ago, Herowynne said:

I use the UNPB body with CBPC and HDT-SMP, so that CBPC handles body physics and HDT-SMP handles apparel physics.

 

Here is my post describing how I set it up: 

I will certainly look this over and depending on ease of use and number of pluggins, I'll probably use it.  Thanks.

Posted

Loaded DD5.1 and S.L.U.T.S without SMP-HDT for now and made a test haul from Whiterun to Winterhold with no tail.  Earned a bunch ot philly coins.  Worked great!  I found it interesting the cart tried to pass me going downhill like it would pick up speed due to gravity; well done.   Had a great time at Fort Kastav attacking the ice mages with the cart while my followers finished them.   No one on the road took advantage; (un)fortunately.    Next test, a bit of crime and rehab.  Went and stole one Belethor's candlesticks, ran outside and confronted a guard.  The Guard only responded with "Hey I know you, ..."  No other interaction.  Went back inside and even Belethor forgot about it!

 

I do not have DCL 9.  I do have Guard Dialogue Overhaul SE.

 

Before I spend a ton of time trying to solve no rehab dialog, does anyone have any Ideas/experience with this situation?

 

EDIT:  Well, SLUTS is not causing the issue.  I tested without it and it happened.  Still if you know of a reason I wouldn't mind an assist.  

EDIT 2:  Fixed it.  Seems the save file got corrupted while loading new mods and prevented the manager from loading criminal dialogs. Started a new game and it worked.  However, now I have missing texture for boots and pony "gloves".  The textures were working so I'm sure I'll figure it out.

Posted

Nipple Gold Piercings can not be seen on CBBE curvy body.   They are equipped under the Item menu and as designed can't be removed.  The menu for attempting removal works and when a devious key is purchased they can be removed.

 

I removed all the armor that could interfere with body slots.  Nope, no visible piercings.

 

In SSEEdit, I identified the nipple piercings as 0A04C873 -- SLUTS_Armor_PiercingN1_i under the Armor tag.

I noticed under the male world model it pointed to devious\Heretic\WorldObjects\HR_Piercing01_go.nif. 

In SLUTS, there was no world female model.  Not sure, but shouldn't the model be here too.

 

I confirmed that under DD5.1, I built the HR_Piercing01_0.nif and HR_Piercing01_1.nif under the DD Framework CBBE SE BodySlide group.

I found that the Armor tag zadx_HR_NipplePiercingsInventory [Iron piercings (Nipples) had both male and female models.

 

When I finally got them off I checked them out with more informative console and saw that SLUTS was the last to change them, but there were two oddities; 1) "Ref Defined In: Unknown"  2) "Ref Last Changed By: Unknown".  Load issue?

 

I did add the male model reference and textures to SLUTS' female world model to no avail.  No visible nipple rings.

 

Happy you retextured them gold and they look good in the inventory and on the ground.  It'd be cool to see them on the body.

 

Mod load issue or model issue I can't say.   Don't know what to do next, any ideas?

Posted
6 hours ago, remodel said:

SLUTS_Armor_PiercingN1_i

you need to check the rendered device, and if that rendered device has an armor addon, you need to check the armor addon instead

The inventory device is only what you see in your inventory, you dont actually wear it on your body

 

Ill check on the piercing and report back if the issue was on me

 

HQ is done by roughly 70% now. We got the largest mine in the entire now and Im not entirely sure what to do with it, but its there. Yay.

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