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SlaveTats : Appear/Disappear


Dorabella

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Posted

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

ScreenShot307.jpg.5311f97c2acb4f8f9bc94d9cc0c45af1.jpg

 

 

Without cloth

 

Spoiler

ScreenShot308.jpg.7d976f7d7f286d8cf914afbb64a40d16.jpg

 

Posted
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?

 

  • 6 months later...
Posted

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

ScreenShot12.jpg.bb8778fd5e68d7e030015439a02de261.jpg

 

ScreenShot13.jpg.8c4a4d22796b2b7c0380622536d9cbef.jpg

 

ScreenShot14.jpg.7409505e39835aa80eee83189d039d74.jpg

 

ScreenShot15.jpg.eed21eaaf7feed9b7ed1a9f4e6f13eaa.jpg

 

 

Posted
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

ScreenShot307.jpg.5311f97c2acb4f8f9bc94d9cc0c45af1.jpg

 

 

Without cloth

 

  Hide contents

ScreenShot308.jpg.7d976f7d7f286d8cf914afbb64a40d16.jpg

 

 

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).

 

Posted
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
 

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