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Body Tattoos stopped working in RaceMenu Body Paint Tab


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Posted (edited)
Pretty much at a loss on this one. skse.ini has always had the iTintTextureResolution=2048 .
The body tattoos worked correctly, but suddenly the body tattoos aren't visible anymore. What's even more strange is that the hand tattoos DO show up & are perfectly fine.
 
Any suggestions on a fix & possible cause for this?
Edited by Heartbreaker714
fixed grammatical errors
Posted (edited)
14 hours ago, Heartbreaker714 said:

What's even more strange is that the hand tattoos DO show up & are perfectly fine.

Doesn't that mean the overlays still work?

 

By default overlays are limit the to 3 slots/body part

Some mods reserve a slot for later use.

 

What might help is to rise the number of body overlays in nioverride.ini

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=20 ; Default[6]
iSpellOverlays=0 ; Default[0]


[Overlays/Hands] ; "Hands [Ovl#]" and "Hands [SOvl#]"
; Determines how many hand overlays there should be
iNumOverlays=20 ; Default[3]
iSpellOverlays=0 ; Default[0]


[Overlays/Feet] ; "Feet [Ovl#]" and "Feet [SOvl#]"
; Determines how many feet overlays there should be
iNumOverlays=20 ; Default[3]
iSpellOverlays=0 ; Default[0]


[Overlays/Face] ; "Face [Ovl#]" and "Face [SOvl#]"
; Determines how many face overlays there should be
iNumOverlays=20 ; 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

 

If that doesn't help you need to give more details what you changed before some overlay slots stopped working.

Maybe a screenshot of your racemenu overlays tab helps too.

 

Edited by donttouchmethere
  • 2 weeks later...
Posted

Apologies for the delayed response. I honestly needed to take a break due to my frustration with this issue. Thank you for such an in-depth answer. 

 

I searched my mod folder and didn't have nioverride.ini so I created one, copy & paste the text from what you wrote, then created a mod folder for it. Well, it worked. I'm really uncertain what could have changed before the overlay slots stopped working. I've downloaded a few mods but nothing with .ini files that would have overwritten anything dealing with tattoos. I feel a bit uncomfortable not knowing that caused this issue. 

 

That said, the body tattoos appear now and I'm very appreciative.

Posted
On 11/19/2021 at 6:01 PM, Heartbreaker714 said:

I searched my mod folder and didn't have nioverride.ini so I created one, copy & paste the text from what you wrote, then created a mod folder for it. Well, it worked.

?

 

Usually nioverride.ini comes with Racemenu.

Posted (edited)
On 11/21/2021 at 6:39 AM, donttouchmethere said:

?

 

Usually nioverride.ini comes with Racemenu.

 Hm. I did a search and it's not included in my installation. I extracted the BSA and there was a nioverride folder. However, there was no nioverride.ini. I'm going to keep the version you wrote out that I copied and pasted as it's own mod. Thanks again for that because it'd the only thing that's worked. 

Edited by Heartbreaker714
fixed grammatical errors
Posted

That's what the LE version comes with:

? RaceMenu.bsa (14.6 MB)
? RaceMenu.esp (547 B)
? RaceMenuPlugin.esp (297 B)
? SKSE
  • ? Plugins
  • ? chargen.dll (585.2 kB)
  • ? chargen.ini (1.4 kB)
  • ? nioverride.dll (827.9 kB)
  • ? nioverride.ini (3.5 kB)

 

  • 9 months later...

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