Elvenar Posted July 6, 2023 Posted July 6, 2023 ScreenShot35.bmpScreenShot36.bmp I don't know why but tats and racemenu overlays are broken in that way. Just not visible on characters. How to fix?
kmaaier Posted July 7, 2023 Posted July 7, 2023 The only thing I can think of is to check the SKEE64.ini and search for the lines with "overlays". They have to be enabled and there should also be a line that tells how many overlays are enabled
donttouchmethere Posted July 7, 2023 Posted July 7, 2023 I think you get a higher chance for help if you convert the bmp to jpg (jpg will show up a picture right away) before uploading them. Takes (perceived) forever to download stuff from posts. Just open the bmp screenshot with any graphics editor and save it as jpg.
Elvenar Posted July 8, 2023 Author Posted July 8, 2023 On 7/7/2023 at 8:39 PM, donttouchmethere said: I think you get a higher chance for help if you convert the bmp to jpg (jpg will show up a picture right away) before uploading them. Takes (perceived) forever to download stuff from posts. Just open the bmp screenshot with any graphics editor and save it as jpg. Thanks for advice! There you go
Elvenar Posted July 8, 2023 Author Posted July 8, 2023 On 7/7/2023 at 8:27 PM, kmaaier said: The only thing I can think of is to check the SKEE64.ini and search for the lines with "overlays". They have to be enabled and there should also be a line that tells how many overlays are enabled Couldn't find this ini file.
donttouchmethere Posted July 8, 2023 Posted July 8, 2023 11 minutes ago, Elvenar said: Thanks for advice! There you go Before the confusion starts, is that Skyrim LE?
Elvenar Posted July 8, 2023 Author Posted July 8, 2023 6 minutes ago, donttouchmethere said: Before the confusion starts, is that Skyrim LE? Yep
donttouchmethere Posted July 8, 2023 Posted July 8, 2023 21 minutes ago, Elvenar said: Yep What kind of tats/overlays are you trying to apply? Did you ever change your Nioverride.ini (for more slots and resolution) I never saw issues like that, I'm not even sure if the bright part is the original skin or the brown one. What skin replacer did you install?
Elvenar Posted July 8, 2023 Author Posted July 8, 2023 1 minute ago, donttouchmethere said: What kind of tats/overlays are you trying to apply? Did you ever change your Nioverride.ini (for more slots and resolution) I never saw issues like that, I'm not even sure if the bright part is the original skin or the brown one. What skin replacer did you install? No matter what tats or overlays, they all look like that. Nope. I didn't touched nioverride.ini Bright part is original. Brown is tattoo. For males I use Tempered Skins and Fair Skin Comlexion for females.
donttouchmethere Posted July 8, 2023 Posted July 8, 2023 (edited) What needs to be correctly installed and work for tats/overlays: SKSE Racemenu (includes nioverride) Slavetats (LE version) JContainers (don't overwrite with anything) SkyUI Edited July 8, 2023 by donttouchmethere
donttouchmethere Posted July 8, 2023 Posted July 8, 2023 (edited) 4 hours ago, Elvenar said: No matter what tats or overlays only if you have enough variations of different mod authors that you can be sure it's not only an issue with a certain pack Edited July 9, 2023 by donttouchmethere
donttouchmethere Posted July 8, 2023 Posted July 8, 2023 (edited) Overlay limit, Racemenu and Slavetats default is 3 overlay slots/body area not a real limit, just change settings in nioverride.ini: Hide contents For the lazy nioverride.ini with face overlays enabled and 20 overlay slots active: nioverride 20slots and face active.7z What needs to be changed in nioverride.ini to get more overlay slots (color marks the spot): [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 mostly interesting if you try to apply more than 3 tats on one area Edited July 9, 2023 by donttouchmethere
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