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Skyrim LewdMarks mod bug


LustedGirl

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Posted

I'm posting this here and not at the mod support section because it takes a while for them to respond.
 

slavetats is a recommended mod if installing lewdmarks. but the problem is when I apply the lewdmark on my character's body, it disappears after a while.
So I dug it up and found a member suggesting a cause for the problem

They were saying that slavetats is reading lewdmark as its own and when specific marks on the body disappear in-game, the lewdmarks do as well.
I don't know if there's a solution for this, but if you know somehow to kinda unlink or separate these two mods, please share!

Posted
4 minutes ago, donttouchmethere said:

You have also fade tats installed, can you check if the lewd marks get listed there and if so if the have a timer?

This would be odd, but just check it.

Nothing I have installed as fade tats mod. Just some cum overlays, and tattoos and the main mod itself. 

Capture.PNG

Posted
9 minutes ago, donttouchmethere said:

Okay, next thing to check would be nioverride.ini

How many overlay slots you have activated there?

Base settings is 3

If you want to see more overlays on your PC you need to rise that number.

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]

 

bParallelMorphing=1 ; Default[1]

 

; 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

bEnableFaceOverlays=1 ; Default[1]

 

; 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=6 ; Default[6]

iSpellOverlays=1 ; Default[1]

 

 

[Overlays/Hands] ; "Hands [Ovl#]" and "Hands [SOvl#]"

; Determines how many hand overlays there should be

iNumOverlays=3 ; Default[3]

iSpellOverlays=1 ; Default[1]

 

 

[Overlays/Feet] ; "Feet [Ovl#]" and "Feet [SOvl#]"

; Determines how many feet overlays there should be

iNumOverlays=3 ; Default[3]

iSpellOverlays=1 ; Default[1]

 

 

[Overlays/Face] ; "Face [Ovl#]" and "Face [SOvl#]"

; Determines how many face overlays there should be

iNumOverlays=3 ; Default[3]

iSpellOverlays=1 ; Default[1]

 

 

[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

 

Sorry for the long text. Thought you could get more info than me

Posted
13 minutes ago, LustedGirl said:

[Overlays/Body] ; "Body [Ovl#]" and "Body [SOvl#]"

; Determines how many body overlays there should be

iNumOverlays=6 ; Default[6] >>> set to >= 15

iSpellOverlays=1 ; Default[1]

 

 

[Overlays/Hands] ; "Hands [Ovl#]" and "Hands [SOvl#]"

; Determines how many hand overlays there should be

iNumOverlays=3 ; Default[3] >>> set to >= 15

iSpellOverlays=1 ; Default[1]

 

 

[Overlays/Feet] ; "Feet [Ovl#]" and "Feet [SOvl#]"

; Determines how many feet overlays there should be

iNumOverlays=3 ; Default[3] >>> set to >= 15

iSpellOverlays=1 ; Default[1]

 

 

[Overlays/Face] ; "Face [Ovl#]" and "Face [SOvl#]"

; Determines how many face overlays there should be

iNumOverlays=3 ; Default[3] >>> set to >= 15

iSpellOverlays=1 ; Default[1]

 

Try this, maybe lewdmarks get overwritten by another mod if you run out of overlay slots

Posted
2 minutes ago, donttouchmethere said:

Slavetats can control up to 12 overlay slots, but some mods (like MM1 mods) can use slots above that first 12 slots to allow you to change the first 12 slots

okay. Imma check real quick if it works

 

Posted
13 minutes ago, donttouchmethere said:

 

Try this, maybe lewdmarks get overwritten by another mod if you run out of overlay slots

Nope. Ain't working. Do I have to reinstall the mods?
because I just hopped in after saving the .ini

Posted
13 minutes ago, LustedGirl said:

Nope. Ain't working. Do I have to reinstall the mods?
because I just hopped in after saving the .ini

I hope not! ?

You can check if your changes worked by open the slave tats MCM and see if it show 12 possible tats slots

Posted
29 minutes ago, donttouchmethere said:

I hope not! ?

You can check if your changes worked by open the slave tats MCM and see if it show 12 possible tats slots

So here's the thing. Slavetats does have 12 slots. If I apply it on my body through recemenu, it will disappear after a while. but I can also apply it through slavetats. It seems it stays. but it doesn't glow as much as racemenu one. and it doesn't give me the satisfaction. 

Posted
1 minute ago, LustedGirl said:

It seems it stays. but it doesn't glow as much as racemenu one. and it doesn't give me the satisfaction. 

Did you add glow with slave tats?

If the glow isn't that great I can understand your disappointment

Posted
Just now, donttouchmethere said:

Did you add glow with slave tats?

If the glow isn't that great I can understand your disappointment

Yeah. The glow isn't quit enough

Posted
2 minutes ago, donttouchmethere said:

If nothing helps maybe this can solve the problem:

Recommended:

This mod uses scripts to actively change the colors/glow of racemenu overlays based on conditions selected in the MCM. It has integration for SL and arousal can be used.

https://www.nexusmods.com/skyrim/mods/104261

Isn't this mod the actual meaning of the mark disappearing?
cause if the arousal gets low the it may vanish as well

Posted
3 minutes ago, donttouchmethere said:

oh no, maybe try another color + glow in slave tats?

I use purplish as ink and white as glow. Lusty thing to use

Posted
1 minute ago, donttouchmethere said:

or only glow

 

don't choose the gloss option, I think it will make the tats appear dull

I don't know. I wish it could be fixed the way I want

Posted
Just now, LustedGirl said:

Isn't this mod the actual meaning of the mark disappearing?
cause if the arousal gets low the it may vanish as well

do you have it installed?

I think I used it once and you can set the glow conditions in MCM. Means you can set it to permanently glow.

If you have installed it and it doesn't work as you like it you could just remove it?

Posted
Just now, donttouchmethere said:

do you have it installed?

I think I used it once and you can set the glow conditions in MCM. Means you can set it to permanently glow.

If you have installed it and it doesn't work as you like it you could just remove it?

No. Its description convinced me out of it. maybe I should try

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