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Posted

Fade Tattoos Continued

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A simple mod that allows other mods to fade out tattoos applied by the SlaveTats mod.

 

Disclaimer: The tattoos featured in the screenshots are from various tattoo packs available for SlaveTats. Credit goes to their respective creators.

 

xj47 has very kindly given me permission to post my updates to the original Fade Tattoos and Rape Tattoos mods. There are several new features in these new versions (especially Rape Tattoos), and I have a few other ideas for things to add in future updates.

 

What does the mod do?

 

Fade Tattoos is a fairly simple mod. It's primarily intended to be used by other mods as a framework for giving tattoos added by SlaveTats a limited lifetime, over which they will gradually be faded out until the disappear and are removed completely. You can also add & remove tattoos from the tracking system manually using the MCM. So if another mod applies a tattoo you don't want to remove directly, but don't want to keep forever, you can use the MCM menu to have it fade out over a configurable amount of time.

 

Currently the only mod that I'm aware of that does this is Rape Tattoos (also made by xj47), along with its continuation, Rape Tattoos Continued.

 

What's new in Fade Tattoos Continued?

 

Not too much! The mod is pretty simple, and does what it says on the tin. The only functional difference between Fade Tattoos Continued and the original Fade Tattoos mod right now is that this version respects locked tattoos: if a tattoo is locked, you won't be able to fade it out from the MCM. I may make this feature optional at some point, and I'm also planning a sweep of the codebase to make optimizations as I find them, so expect updates in the future!

 

Upgrading from Fade Tattoos

 

This mod is a standalone replacement for the original Fade Tattoos (i.e. the original mod is not required). Upgrading should be pretty safe right now - just install and overwrite/disable/remove the original Fade Tattoos. If I make more drastic changes to the mod in the future, I'll add update instructions.

 

Requirements

 

Credits

  • xj47 - the creator of the original Fade Tattoos mod
  • murfk - the creator of the SlaveTats mod
  • Everyone who has contributed tattoo packs and config files to make the SlaveTats ecosystem awesome!

  • Submitter
  • Submitted
    07/13/2023
  • Category
  • Requires
    SlaveTats
  • Regular Edition Compatible
    No

 

Posted
20 minutes ago, Dojo_dude said:

LE compatible?

 

Not out of the box, no. But right now, the ESP hasn't really been modified (barring the form version change), so you should be able to happily drop the scripts folder from here into the LE version of the mod without issues.

 

I exclusively play SE nowadays, so moving forward, I'm not planning on maintaining backports of the mod. That said, I'm not planning on making any really drastic changes to this mod (it's pretty simple, and works well enough as it is), so the copy-the-scripts method should work just fine for the foreseeable future (I believe there's also a TESEdit script somewhere for backporting ESPs, but that seems like more hassle than just copying the scripts across, and I'm certainly not an expert at backporting mods).

Posted

I'm excited about these new updates!

A simple question - it says "install and overwrite". Does that mean the original Fade Tattoos needs to remain installed and enabled, and new version gets installed, but loaded afterwards? Not sure if it's considered the "same" mod technically.

I suppose the same question applies to Rape Tats Continued.

I use Vortex, so I'm not too familiar with manual mod installations - they frighten me ha ha

Posted
24 minutes ago, Amatum said:

I'm excited about these new updates!

A simple question - it says "install and overwrite". Does that mean the original Fade Tattoos needs to remain installed and enabled, and new version gets installed, but loaded afterwards? Not sure if it's considered the "same" mod technically.

I suppose the same question applies to Rape Tats Continued.

I use Vortex, so I'm not too familiar with manual mod installations - they frighten me ha ha

 

Sorry, I should probably have been a bit more clear about that - I'll update the instructions! Both mods are completely standalone (they don't require the original versions to be installed), and they are essentially the same mods as their predecessors (same ESPs). So if you install Fade Tattoos Continued, you should be able to remove/disable (not sure exactly how it works in Vortex - I use MO2) Fade Tattoos (everything from the original will have been overwritten anyway), and the same for Rape Tattoos.

Posted
2 minutes ago, elliesec said:

 

Sorry, I should probably have been a bit more clear about that - I'll update the instructions! Both mods are completely standalone (they don't require the original versions to be installed), and they are essentially the same mods as their predecessors (same ESPs). So if you install Fade Tattoos Continued, you should be able to remove/disable (not sure exactly how it works in Vortex - I use MO2) Fade Tattoos (everything from the original will have been overwritten anyway), and the same for Rape Tattoos.

 

Thank you very much! ???

Posted
3 hours ago, MARODER007 said:

will the console lock and additemmenu be added?

 

Sorry, not sure I understand what you're asking there. If you're suggesting adding functionality to this mod to lock/restrict access to the console, I have no plans to do that - I'd consider that to be well outside the remit of this mod. The new lock option is just to bring Fade Tattoos in line with the behaviour of SlaveTats around locked tattoos, should players want that.

  • 1 month later...
Posted (edited)

was a bit annoyed that fadeTattoos would not fade when washing the PC via dirt & blood -> made a helper function in fadeTattoos.psc

 

diff --git a/fadeTattoos.psc b/fadeTattoos.psc
index 66b2181..bcfe978 100644
--- a/fadeTattoos.psc
+++ b/fadeTattoos.psc
@@ -114,8 +114,18 @@ function doAlphaFadeForTarget(Actor target, string tattooTexturePath, float fade
     JValue.cleanPool("FadeTats-doAlphaFadeFor")
 endfunction

+function advanceTargetTattooAge(Actor target, float hours2advance)
+        int trackedArray = getRetainedTrackedArr()
+                int idx = JArray.findForm(trackedArray, target)
+                int appliedMap = JFormDB.getObj(target, ".fTatsForm.appliedMap")
+                if idx > -1 && appliedMap != 0
+                        updateForTarget(target, appliedMap, hours2advance)
+                endif
+        JValue.release(trackedArray)
+endfunction
+
 ; Returns true if slave-tats needs to be resyncronized
-function updateForTarget(Actor target, int appliedMap)
+function updateForTarget(Actor target, int appliedMap, float hours2advance = 0.0)
     printMsg("Update for target: " + target)
     bool needUpdate = False
        float tattooAge
@@ -157,6 +167,10 @@ function updateForTarget(Actor target, int appliedMap)
             tattooEntry = JArray.getObj(appliedTattoos,i)
             texturePath = JMap.getStr(tattooEntry,"texture")
             dataMap = JMap.getObj(appliedMap,texturePath)
+            if hours2advance != 0.0
+                float days2advance = hours2advance / 24.0
+                JMap.setFlt(dataMap, "appliedAt", JMap.getFlt(dataMap, "appliedAt") - days2advance)
+            endif
             tattooAge = Utility.GetCurrentGameTime() - JMap.getFlt(dataMap,"appliedAt")
             ; Duration property is in hours while tattooAge is in days, so we need to convert the duration
             tattooDuration = JMap.getFlt(dataMap,"duration")/24.0

 

 

-> other mods (such as dirt & blood) can now interact with fadeTattoos, as such:
(example would advance the tattoo Age by 24 hours)
 

    if Game.IsPluginInstalled("FadeTattoos.esp")
      Form _FadeTattoos_main_Quest = Game.GetFormFromFile(0xd62, "FadeTattoos.esp")
      if _FadeTattoos_main_Quest
        (_FadeTattoos_main_Quest as fadeTattoos).advanceTargetTattooAge(akTarget, 24.0)
      endIf
    endif

 

 

fadeTattoos.psc

Edited by yeahhowaboutnooo
  • 2 weeks later...
  • 2 months later...
Posted

I cant seem to get this to show up in the MCM. (the other one either for that matter "rape tattoos").  Had mods that required them but i cant get anything to show up. 1.57 if that is of any importance. 

  • 2 weeks later...
  • 1 month later...
  • 4 months later...
Posted

I realize this is a very niche request, but I'd love to be able to run this mod function in reverse to have tattoos gradually appear on the character instead. It would mesh well with curse/corruption style mods and playthroughs.

Either way, thank you for updating and maintaining this mod!

  • 1 month later...
Posted
On 6/5/2024 at 11:00 PM, ssd9465p said:

I realize this is a very niche request, but I'd love to be able to run this mod function in reverse to have tattoos gradually appear on the character instead. It would mesh well with curse/corruption style mods and playthroughs.

Either way, thank you for updating and maintaining this mod!

 

I'll keep that in mind for when I update this. Fade Tattoos itself is more or less just a library for other mods, so adding such functionality wouldn't do anything on its own without a mod actually making use of it, but it would make some sense to expose more general "fade opacity from X to Y over Z duration" functionality.

 

4 hours ago, MysticDaedra said:

Safe to compact and flag as ESL?

 

It should be. Fade Tattoos itself doesn't really have any records that I could see other mods using that ESL-ifying would break. It certainly shouldn't break Rape Tattoos. I'll be ESL-ifying both mods myself when I next update them.

  • 6 months later...
Posted

Does this mod affect other mods that automatically apply tattoos? Such as Dirt Blood And Cum , Apropos and SimpleWnT. These mods have their own tattoo removal systems, I would not want to break them.

Posted (edited)
On 2/14/2025 at 11:27 AM, danna233 said:

Does this mod affect other mods that automatically apply tattoos?

Not in my experience. Afaik it only affects tattoos applied via Rape Tattoos. You can always doublecheck in the Fade Tattoos MCM after one of those is applied. The management tab should let you uncheck that it's being tracked. Also, if you have RapeTats, you can make sure the tattoos from those mods are set to 'excluded'.

Edited by Seeker999
See below for accurate information
Posted
3 hours ago, danna233 said:

Does this mod affect other mods that automatically apply tattoos? Such as Dirt Blood And Cum , Apropos and SimpleWnT. These mods have their own tattoo removal systems, I would not want to break them.

It doesn't, no. Mods have to explicitly tell Fade Tattoos to fade a tattoo out - if the mod doesn't do that, Fade Tattoos won't touch that tattoo.

Posted
47 minutes ago, elliesec said:

It doesn't, no. Mods have to explicitly tell Fade Tattoos to fade a tattoo out - if the mod doesn't do that, Fade Tattoos won't touch that tattoo.

Thanks. I'm using Combat Wound and so far so good.

  • 3 weeks later...
Posted
2 hours ago, MikeCobalt said:

Hello :) Your mod mentions "Locked Tattoos", where is that? Is that in one of the other tattoo mods?

That's a SlaveTats feature - it's possible for mods to "lock" tattoos, which prevents them from being removed via the SlaveTats MCM. Locked tattoos can only be removed by a mod which makes a programmatic call to SlaveTats - which is essentially what SlaveTats does when a tattoo has fully faded (and I'm sure some other mods might also provide features for removing locked tattoos). As an example, Rape Tattoos has an MCM option which allows you to lock tattoos added by it - the intention being that those tattoos can then only be removed by waiting for them to fade out via Fade Tattoos.

Posted (edited)
21 hours ago, elliesec said:

That's a SlaveTats feature - it's possible for mods to "lock" tattoos, which prevents them from being removed via the SlaveTats MCM. Locked tattoos can only be removed by a mod which makes a programmatic call to SlaveTats - which is essentially what SlaveTats does when a tattoo has fully faded (and I'm sure some other mods might also provide features for removing locked tattoos). As an example, Rape Tattoos has an MCM option which allows you to lock tattoos added by it - the intention being that those tattoos can then only be removed by waiting for them to fade out via Fade Tattoos.

Right, yes. I have Slavetats (Skyrim SE) and MO2 shows it's the latest version (3/5/2025), but I haven't seen a lock feature. Was that an earlier version? I do remember a tiny separate mod. that did just that but that was years ago.

Edited by MikeCobalt
Posted
1 hour ago, MikeCobalt said:

Right, yes. I have Slavetats (Skyrim SE) and MO2 shows it's the latest version (3/5/2025), but I haven't seen a lock feature. Was that an earlier version? I do remember a tiny separate mod. that did just that but that was years ago.

Slavetats itself doesn't expose that functionality to players through the MCM AFAIK, I don't think it ever has - it's a "hidden" feature which is available for other mods to use. I'm not sure which version of Slavetats you're using - the last official version was released in 2022 - I suspect MO2 is just telling you the date of install (which it'll default to if it's not a Nexus download or unless the mod ships with a MO2 meta.ini file; even the relatively recent NG version of Slavetats was last updated in December.

Posted
6 minutes ago, elliesec said:

Slavetats itself doesn't expose that functionality to players through the MCM AFAIK, I don't think it ever has - it's a "hidden" feature which is available for other mods to use. I'm not sure which version of Slavetats you're using - the last official version was released in 2022 - I suspect MO2 is just telling you the date of install (which it'll default to if it's not a Nexus download or unless the mod ships with a MO2 meta.ini file; even the relatively recent NG version of Slavetats was last updated in December.

MO2's date is probably right, and I did just add the NG version. Ok, thanks for your time.

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