Dorabella Posted December 30, 2020 Posted December 30, 2020 Perhaps someone has already exposed this little problem with Slavetats. I find myself a strange problem: When I wear a suit, the Slavetats tattoo is clearly visible but, when I take off the clothes, it disappears. How to solve? With cloth Spoiler Without cloth Spoiler
alex77r4 Posted December 31, 2020 Posted December 31, 2020 17 hours ago, Lestat1627 said: when I take off the clothes, it disappears. Maybe the tattoo is included with the clothes? Does the problem show up with all tattoos? How do you add the tattoo?
Dorabella Posted July 17, 2021 Author Posted July 17, 2021 The problem occurs with all tattoos, except for the hands On 12/31/2020 at 2:28 AM, alex77r4 said: How do you add the tattoo? First of all you need an image editor (Photoshop, Paint .net, Gimp and / or other) Convert your femalebody_1 DDS to PNG or TGA . This is for the correct positioning of the tattoo New Tattoo for SlaveTats 1.1.0 Spoiler
Andy14 Posted July 18, 2021 Posted July 18, 2021 On 12/30/2020 at 8:52 AM, Lestat1627 said: Perhaps someone has already exposed this little problem with Slavetats. I find myself a strange problem: When I wear a suit, the Slavetats tattoo is clearly visible but, when I take off the clothes, it disappears. How to solve? With cloth Hide contents Without cloth Hide contents Are the textures of the body in the armor the same textures used in the race texture set? Is this the case with all "armors" or is it only with certain ones? Perhaps the answer is in the settings of the nioverride.ini (data \ SKSE \ Plugins). Possibly a problem with the update. What happens if RaceMenu is opened naked (i.e. with a tattoo that is not displayed).
Dorabella Posted July 18, 2021 Author Posted July 18, 2021 1 hour ago, Andy14 said: What happens if RaceMenu is opened naked (i.e. with a tattoo that is not displayed). Nothing is happening . They remain invisible 1 hour ago, Andy14 said: Are the textures of the body in the armor the same textures used in the race texture set? They are the exact same NiOverride.ini [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=0 ; 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=10 ; Default[10] iSpellOverlays=0 ; Default[0] [Overlays/Hands] ; "Hands [Ovl#]" and "Hands [SOvl#]" ; Determines how many hand overlays there should be iNumOverlays=6 ; Default[6] iSpellOverlays=0 ; Default[0] [Overlays/Feet] ; "Feet [Ovl#]" and "Feet [SOvl#]" ; Determines how many feet overlays there should be iNumOverlays=3 ; Default[3] iSpellOverlays=0 ; Default[0] [Overlays/Face] ; "Face [Ovl#]" and "Face [SOvl#]" ; Determines how many face overlays there should be iNumOverlays=3 ; 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
Dorabella Posted July 19, 2021 Author Posted July 19, 2021 It appears to be a Nioverride bug NiOverride
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