elliesec Posted April 26 Author Posted April 26 (edited) 4 hours ago, LillyxFox said: I've never actually had to post papyrus logs before lol, lemme know if this isn't right Papyrus.0.log 283.48 kB · 0 downloads Is that from a session where you turned on debug mode in the MCM & pressed one of the debug keys to simulate an event? There's none of the usual logging that RTC would generate, which suggests that either the debug functionality wasn't used, or something is seriously messing with RTC's scripts (for reference, if you press the debug key & see notifications popping up in-game, they will also get written to the Papyrus log, and I'm not seeing anything). Just to check - you do have bEnableTrace=1 set in your ini file, right? And there's nothing overwriting RTC's scripts? Edited April 26 by elliesec Added some questions
LillyxFox Posted April 28 Posted April 28 On 4/26/2026 at 12:36 AM, elliesec said: Is that from a session where you turned on debug mode in the MCM & pressed one of the debug keys to simulate an event? There's none of the usual logging that RTC would generate, which suggests that either the debug functionality wasn't used, or something is seriously messing with RTC's scripts (for reference, if you press the debug key & see notifications popping up in-game, they will also get written to the Papyrus log, and I'm not seeing anything). Just to check - you do have bEnableTrace=1 set in your ini file, right? And there's nothing overwriting RTC's scripts? You were right, I didn't have bEnableTrace=1 set in my ini file. Hopefully this is right Papyrus.0.log
elliesec Posted April 30 Author Posted April 30 On 4/28/2026 at 4:32 AM, LillyxFox said: You were right, I didn't have bEnableTrace=1 set in my ini file. Hopefully this is right Papyrus.0.log 2.48 MB · 1 download Yeah, that's better. So it looks like Rape Tats has gone through its filtering and selected a tattoo, but for whatever reason, SlaveTats has failed to apply it. Unfortunately, there's not really any indicator in the log as to why SlaveTats has reported a failure there, but it could be a number of reasons. The most obvious thing that comes to mind which tends to result in SlaveTats failures like that is that you don't have enough free overlay slots (as determined by the configuration in your skee.ini (see the first spoiler under the "Configuration Tips" section of the mod page) - first thing I'd try doing is cranking up those iNumOverlays values to see if that has any effect (especially on the face). If that doesn't work, I'd probably need more information - specifically, are you using the original SlaveTats, or SlaveTats NG? Nowadays, I'd recommend the latter. The original SlaveTats had some issues, which I think have mostly been ironed out in the NG version (as well as most of the initial problems that it itself had). Anecdotally, I've seen considerably fewer spontaneous failures to apply tattoos from SlaveTats since moving to the NG version.
ARCHAER Posted June 23 Posted June 23 Hi friends, I have a problem. After being raped, a tattoo appears and then immediately disappears. The tattoo isn't visible in RaceMenu or Fade. I use AE and P+
Alpia Posted July 16 Posted July 16 (edited) @elliesec I'm using your 2.1.0 preview since ages now without problem. I dont really remember where I got that from as I didnt play or mod much last two years, but I think it was a result from when when ponzi was working on fast tats etc. Either way I thought it would actually be nice to possibly simply drop in multiple settings.jsons... not only is this convenient to just dump in a new file and update, but also helps the people that are not sure how to merge their settings with a custom one like those I or others provide with their tattoo mods. With my limited knowledge I tried to figure out a way to do exactly that. rTats/settings.json is the base, which is also modified by the MCM and saved back to disk on close. I changed the loader to basically treat rTats/settings.json as the foundation file and then optionally merges additional files, settings1.json, settings2.json ... settings99.json Any missing files are simply ignored, additional files are treated as import/update files, so they can either update existing entries or add new ones. Later files overwrite earlier entries when the same texture path exists. So in theory you could also create a "load order" and switch priorities as needed or simply use it to update the main settings.json. After the MCM saves, the merged result is written back into settings.json by the existing mcm function, so one could remove the temporary numbered files if one wants to "bake" the changes into their main library. I originally considered making the loader automatically scan the rtats folder and merge every JSON file it found. But didnt seem like that works with just papyrus and Jcontainers. Could also just be me. This is the added code for the rapeTattoos_utils.psc if you think its of use feel free to merge it into your build, works fine for me from the few tests I did. Spoiler ; Returns retained JMap mapping texture paths to a sub-jmap with extra data ; Added support for multiple settings.jsons 1-99 are treated as import/update files. ; If duplicate tattoo paths exist, later files overwrite earlier entries. ; The MCM close function in rapeTattoos_mcm.psc can then save the final combined result back into settings.json so update files can be removed in theory int function getDataMap() global ; Load the main settings library int config = getConfigFile("settings.json", "rTatsSettingsTemplate.json") ; Load additional tattoo configuration/update files int i = 1 while i <= 99 mergeConfig(config, "settings" + i + ".json") i += 1 endwhile if config != 0 log("Combined tattoo library contains " + JMap.count(config) + " tattoo mappings") else log("Failed to create tattoo configuration map") endif return JValue.retain(config) endfunction ; Loads and merges an additional tattoo settings file. ; ; If the file does not exist it is skipped. ; Entries from this file overwrite existing entries with the same tattoo path. function mergeConfig(int target, string filename) global string userConfigPath = JContainers.userDirectory() + "rTats/" + filename if JContainers.fileExistsAtPath(userConfigPath) log("Loading additional tattoo config: " + filename) int source = JValue.readFromFile(userConfigPath) if source != 0 int keys = JMap.allKeys(source) int i = 0 while i < JArray.count(keys) string tattooPath = JArray.getStr(keys, i) JMap.setObj(target, tattooPath, JMap.getObj(source, tattooPath)) i += 1 endwhile log("Merged " + filename + " - " + JMap.count(source) + " mappings") JValue.release(source) else log("Failed to read " + filename) endif endif endfunction ; Returns retained JMap with weighted tattoo color configuration settings int function getColorConfig() global return getConfigFile("colorConfig.json", "rTatsColorConfigTemplate.json") endfunction int function getConfigFile(string userFilename, string templateFilename) global int config = 0 (With a settings file that contains 2 entries of settings1 and 2 of settings2, but not all to see if the existing and new entries would correctly resolve into a updated settings.json with the intended 9 entries in this case) [07/16/2026 - 09:12:19PM] [ Rape Tattoos ] Attempting to read user config file at "rTats/Settings.json" [07/16/2026 - 09:12:19PM] [ Rape Tattoos ] Config file loaded - 4 tattoo mappings found [07/16/2026 - 09:12:19PM] [ Rape Tattoos ] Loading additional tattoo config: Settings1.json [07/16/2026 - 09:12:19PM] [ Rape Tattoos ] Merged Settings1.json - 4 mappings [07/16/2026 - 09:12:19PM] [ Rape Tattoos ] Loading additional tattoo config: Settings2.json [07/16/2026 - 09:12:19PM] [ Rape Tattoos ] Merged Settings2.json - 5 mappings [07/16/2026 - 09:12:19PM] [ Rape Tattoos ] Combined tattoo library contains 9 tattoo mappings Edited July 16 by Alpia 1
elliesec Posted July 17 Author Posted July 17 @Alpia - thanks! That is actually pretty close to what I've been intending on doing for the next release of this, but I've not really worked on modding Skyrim for a while. I have a half-finished branch that I was planning on coming back to at some point which also does proper directory scanning (believe I added Papyrus Util for that - as you say, I don't think you can achieve it with just JContainers) and conflict resolution stuff (if multiple files define different groups for the same tattoo etc.). My general intent was to offload the config burden onto the individual tattoo mods (and provide some preset configs for those that are unlikely to get updates) rather than the player. so you get more of a "1-click install" experience rather than having to spend hours trawling through the MCM to configure stuff or manually munging together JSON files that you've downloaded from various mod pages. If I get a chance I might see if I can finish that off at some point. I think the last time I picked up Skyrim, I ended up ragequitting over some random persistent CTD that I couldn't diagnose whilst in pursuit of my perfect mod setup 😅. In the meantime, feel free to share the compiled .pex here if you want, and people can give it a spin if they want to try it. 1
Alpia Posted July 17 Posted July 17 (edited) On 7/17/2026 at 12:17 PM, elliesec said: @Alpia - thanks! That is actually pretty close to what I've been intending on doing for the next release of this, but I've not really worked on modding Skyrim for a while. I have a half-finished branch that I was planning on coming back to at some point which also does proper directory scanning (believe I added Papyrus Util for that - as you say, I don't think you can achieve it with just JContainers) and conflict resolution stuff (if multiple files define different groups for the same tattoo etc.). My general intent was to offload the config burden onto the individual tattoo mods (and provide some preset configs for those that are unlikely to get updates) rather than the player. so you get more of a "1-click install" experience rather than having to spend hours trawling through the MCM to configure stuff or manually munging together JSON files that you've downloaded from various mod pages. If I get a chance I might see if I can finish that off at some point. I think the last time I picked up Skyrim, I ended up ragequitting over some random persistent CTD that I couldn't diagnose whilst in pursuit of my perfect mod setup 😅. In the meantime, feel free to share the compiled .pex here if you want, and people can give it a spin if they want to try it. Sounds good to me, thanks. I'll probably drop it on my mod page to together with the settings.jsons that way people (hopefully) cant miss it Rtats Continued 2.0.3 (Patch) - QoL Extension Rape Tats Continued 2.0.3 QoL Extension-rev1 (Patch).7z (Same as on my mod page) rev1: Fixed a missing call and made color config location also variable Based on the preview version I use. Notepad++ compare shows the relevant scripts from 2.0.3 and 2.1.0 are 1:1, so this should work for both. Install as a patch - this only contains the edited scripts. You still need the original mod. You can now drop in any extra .json preset files. They are read (and merged under the hood) automatically whenever the config map is built (on tattoo application, or when you use the relevant MCM options. This is a simple QoL change so you can use the settings.jsons different mod authors like me provide and just drop them in without manual merging just name it whatever like Author.json and it'll get read together with the default settings.json. You could stop reading here unless you care about more details and don't want to ask obvious questions later on. Two supported locations: Data/SKSE/Plugins/RapeTattoos/ (higher priority makes sense for MO2 etc. to have it all in one place) settings.json here becomes the base file and the write target if present any other .json files in this folder are treated as presets and read together with the base settings.json rtats relies on. Documents / JCUser (default) …/JCUser/rTats/settings.json stays here as before, extra presets go in the subfolder: …/JCUser/rTats/presets/ Priority rules Data location wins over documents/JCUser when both exist so you only need one just use whatever you prefer. Within a folder: files without a number prefix load first (alphabetical), files with a prefix (01_, 5_, 10_MyPack.json …) load afterwards sorted by that number - so numbered files overwrite earlier ones on purpose so you can build a order if different json files contain same entries (probably never) How to use: Leave your existing settings.json as it is (or put one in the stated data location folder if you want that to be primary and have it in one place). Drop extra preset .json files into either Data/SKSE/Plugins/RapeTattoos/ or JCUser/rTats/presets/ Optional: name a file e.g. 10_MyPack.json if you want it to win over unnumbered files (probably never needed, but hey you can) Start the game - merging happens under the hood when tattoos are applied as is default rtats behavior. New MCM Maintenance header: Test / Reload configs - builds the map used under the hood and prints a detailed report to the Papyrus log (and in-game console if ConsoleUtil is installed). Use this if you feel unsure if you did things right. Just a "feel good now you know it works under the hood option". Merge all into settings.json - writes the full combined result into the active settings.json (same as load tattoo config). After that you can delete the individual presets if you want a single-file setup or just keep them around but why merge if you want to keep them separate. Enable detailed Papyrus logging (only relevant for my additions) - off by default; turns on verbose logging during normal gameplay (writes how it builds the map on every tattoo application) More detail is in the short user manual included with the file (QoL_Extension_User_Manual.txt) Edited August 21 by Alpia Update 2
LillyxFox Posted July 22 Posted July 22 I'm using this with slavetats and slavetats NG, and lots of tat packs. For some reason I can't get them to show up no matter what I do. I've gone in and changed many of them from excluded to unassigned, but still no luck. Perhaps someone can help?
elliesec Posted July 23 Author Posted July 23 On 7/22/2026 at 3:38 AM, LillyxFox said: I'm using this with slavetats and slavetats NG, and lots of tat packs. For some reason I can't get them to show up no matter what I do. I've gone in and changed many of them from excluded to unassigned, but still no luck. Perhaps someone can help? Hi. If you haven't already, I'd recommend reading through this thread. That kind of problem is usually down to one of: Not enough overlay slots (see the configuration tips section of the mod page) An incorrect/bad config file An out of date SlaveTats cache Missing dependencies or an incompatible SlaveTats fork If you're still not having any luck, turn on Papyrus logging, turn on the debug option in the MCM, and hit the debug key to apply some tats, then post your Papyrus log and your settings.json file and I'll have a look.
Seeker999 Posted August 10 Posted August 10 @Alpia, @elliesec Just wanted to let you know I tested Alpia's patch above when I decided to add a new tat pack. It worked from the mcm after I fixed the .json. I wasn't sure it worked when I loaded the game, though when I looked in the console I did see it recognized there was a .json and there was an error in it. That probably means it did work. For anybody adding tattoo packs like me and wanting to use this method, click the Add/Remove button in the slavetats mcm exit the menus (may not be necessary but it's what I did), then load the config pages in the rapetats mcm. I created a spreadsheet to convert the information from the tat pack's .json to the settings.json format Once I got the .json figured out, the process was so much easier. Not only did I NOT have to go through over 30 config pages to find the new tattoos and categorize them, it was a lot quicker to make changes in the settings#.json if I realized I had a wrong category. Thanks, Alpia. I may have a long term project to create settings for all the existing tat packs 1
elliesec Posted August 10 Author Posted August 10 3 hours ago, Seeker999 said: Thanks, Alpia. I may have a long term project to create settings for all the existing tat packs If you ever do manage that, let me know - I'd be quite keen to steal them and roll them into the next RT version. Providing a bunch of default configs for common tattoo packs to ship with RT (especially those whose authors are no longer active) was on my list for whenever I get around to finishing the next version to allow an easy "it just works" experience without having to play around with config. But actually creating all those configurations is a bit of daunting task 😅
Seeker999 Posted August 10 Posted August 10 5 hours ago, elliesec said: If you ever do manage that, let me know - I'd be quite keen to steal them and roll them into the next RT version. Sure, no problem.
Alpia Posted August 14 Posted August 14 On 8/10/2026 at 2:08 PM, Seeker999 said: @Alpia, @elliesec Just wanted to let you know I tested Alpia's patch above when I decided to add a new tat pack. It worked from the mcm after I fixed the .json. I wasn't sure it worked when I loaded the game, though when I looked in the console I did see it recognized there was a .json and there was an error in it. That probably means it did work. For anybody adding tattoo packs like me and wanting to use this method, click the Add/Remove button in the slavetats mcm exit the menus (may not be necessary but it's what I did), then load the config pages in the rapetats mcm. I created a spreadsheet to convert the information from the tat pack's .json to the settings.json format Once I got the .json figured out, the process was so much easier. Not only did I NOT have to go through over 30 config pages to find the new tattoos and categorize them, it was a lot quicker to make changes in the settings#.json if I realized I had a wrong category. Thanks, Alpia. I may have a long term project to create settings for all the existing tat packs Yeah if you add new tattoo's you naturally have to register them to slavetats as rtats builds on top of slavetats that said this function is independent from how rtats works and the console output also belongs to slavetats only. If you have papyrus logging on you can search for "[ Rape Tattoos ]" there you'd see if it worked, but it'll work as it only adds on top of the existing rtats approach. You don’t need to touch the RapeTattoos MCM at all for the system to work under the hood if you have settings.jsons presets its the same as the default rtats just taking the additional files into account. Every time a tattoo is actually applied, the mod builds a fresh map the same way: it loads settings.json first, then merges settings1.json -> settings99.json on top of it (later files overwrite earlier ones). If you do open the MCM and click “Load tattoo config pages”, it does exactly the same build. That in-memory map is what you then edit on the individual tattoo pages. When you close the MCM, the entire current map (including your edits) is written back into the default settings.json. So you only ever need to click the load config pages button if you really want to edit something or if you want to merge it all in the single default settings.json. Important consequence of the load order: If a tattoo exists in both places, the numbered file always wins on the next load like in a normal load order. Example: settings1.json has tattoo “ABC” set to “lower back” You load the config pages, change it to “front lower”, and close the MCM The change is written into settings.json But the next time the map is built (either for applying tattoos or for opening the config pages again), settings1.json is still merged after settings.json, so “ABC” is forced back to “lower back” unless you remove the extra settings json after merging it anyway or edit it in that extra json file directly as I'd do. I'm using a small python script to simply write the file based on the texture file names (e.g. 3d in the file name prefix -> sorted into "misc 3 - d") making the process a lot less tedious. Naturally only works with how I name my files and use the categories but can be adapted to any naming scheme by editing the mappings and or modifiers. If there is multiple mappings or modifiers in a file name or a unknown the script makes a guess and will ask for input where it belongs. Spoiler Spoiler import re import json from pathlib import Path OUTPUT_FILE = "Alpia Rtats Settings.json" # ========================= # MAPPINGS # ========================= MAPPINGS = { "FH": "Forehead", "FA": "Face", "MOUTH": "Mouth", "3D": "misc 3 - d", "1C": "misc 1 - c", "2A": "misc 2 - a", "2B": "misc 2 - b", "2C": "misc 2 - c", "1D": "misc 1 - d", "BREASTS": "breasts", "LBR": "left breast", "RBR": "right breast", "FM": "front middle", "FL": "front lower", "PUBIC": "pubic", "UB": "upper back", "MB": "middle back", "LB": "lower back", "SHOULDERS": "shoulder", "LBC": "left cheek", "RBC": "right cheek", "BUTT": "butt", "LA": "Left Arm", "RA": "Right Arm", "1A": "misc 1 - a", "1B": "misc 1 - b", "LL": "Left Leg", "RL": "Right Leg", "2D": "misc 2 - d", "3A": "misc 3 - a", "3B": "misc 3 - b", "3C": "misc 3 - c", } MODIFIERS = {"SIDE", "INNER", "FRONT", "BACK", "UPPER", "LOWER"} # ========================= # INPUT DETECTION # ========================= def detect_input_folder(): print("\n=== INPUT DETECTION ===") candidates = sorted([ p for p in Path(".").iterdir() if p.is_dir() and p.name.lower().startswith("input") ]) if candidates: print("Found input folders:") for c in candidates: print(" -", c) chosen = candidates[0] print(f"\n→ Using: {chosen}") return chosen.resolve() user = input("\nNo input* folder found. Enter path (Enter = default 'Input Folder'): ").strip() if not user: return Path("Input Folder").resolve() return Path(user).resolve() # ========================= # PARSING # ========================= def split_file(file): stem = file.stem if " - " in stem: prefix, name = stem.split(" - ", 1) else: prefix, name = stem, stem return prefix.strip(), name.strip() def parse_tokens(prefix): tokens = prefix.upper().split() known = [t for t in tokens if t in MAPPINGS] mods = [t for t in tokens if t in MODIFIERS] unknown = [t for t in tokens if t not in MAPPINGS and t not in MODIFIERS] return known, mods, unknown # ========================= # REVIEW SYSTEM # ========================= def review(file, base_name, guess, reason, modifier=None): print(f"\n⚠ REVIEW: {file}") print(f"Reason: {reason}" + (f" + {modifier}" if modifier else "")) print(f"Auto → {guess}") user = input("Group (Enter = keep): ").strip() if user: guess = user return guess # ========================= # CORE LOGIC (FIXED) # ========================= def resolve_group(file): prefix, name = split_file(file) base_name = name known, mods, unknown = parse_tokens(prefix) # FULL if prefix.upper() == "FULL": return review(file.name, base_name, "(excluded)", "FULL") # MULTIPLE MAPPINGS → ONLY FIRST USED FOR AUTO GUESS if len(known) > 1: guess = MAPPINGS[known[0]] return review(file.name, base_name, guess, "multiple mappings", mods[0] if mods else None) # UNKNOWN TOKENS if unknown: guess = MAPPINGS.get(known[0], "(excluded)") if known else "(excluded)" return review(file.name, base_name, guess, "unknown token", mods[0] if mods else None) # SINGLE MATCH if len(known) == 1: guess = MAPPINGS[known[0]] if mods: return review(file.name, base_name, guess, "modifier detected", mods[0]) return guess return review(file.name, base_name, "(excluded)", "unmapped") # ========================= # MAIN # ========================= def main(): input_folder = detect_input_folder() output_folder = Path("Output Folder").resolve() output_folder.mkdir(exist_ok=True) files = sorted(input_folder.rglob("*.dds")) result = {} print(f"\nFound {len(files)} DDS files\n") for file in files: rel = file.relative_to(input_folder) # FIXED PATH HANDLING (no double slashes) key = "Alpia Scribbles V2\\" + str(rel).replace("/", "\\") group = resolve_group(file) result[key] = {"Group": group} out_file = output_folder / OUTPUT_FILE with open(out_file, "w", encoding="utf-8") as f: json.dump(result, f, indent=2, ensure_ascii=False) print("\n✅ Done!") print("Output:", out_file) print("Entries:", len(result)) input("Press Enter to exit...") if __name__ == "__main__": main()
Seeker999 Posted August 14 Posted August 14 19 hours ago, Alpia said: You don’t need to touch the RapeTattoos MCM at all for the system to work under the hood if you have settings.jsons presets its the same as the default rtats just taking the additional files into account. Just to clarify, are you saying if I have a settings.json and subsequent numbered ones, I don't need to merge them? Your script will just read them from settings99 up until it finds the tat? Thereby giving priority to the highest numbered .json per your example. Because whether I loaded new tattoos or not, I thought I needed a new merged settings.json and could only achieve that by loading the config pages in the MCM. It didn't take that long, so no biggie. Still nice to not have to do that step unless I want to.
Alpia Posted August 15 Posted August 15 17 hours ago, Seeker999 said: Just to clarify, are you saying if I have a settings.json and subsequent numbered ones, I don't need to merge them? Your script will just read them from settings99 up until it finds the tat? Thereby giving priority to the highest numbered .json per your example. Because whether I loaded new tattoos or not, I thought I needed a new merged settings.json and could only achieve that by loading the config pages in the MCM. It didn't take that long, so no biggie. Still nice to not have to do that step unless I want to. Correct, as described in the original post. It was kind of the whole point to make it so you can just drop in those additional preset settings.jsons, rtats by default works the same way just that it only reads from the default settings.json. Only thing needed is for the tat to be registered in the slavetats mcm or slavetats cant apply it when called just like when you dont have a sexlab animation registered. I could add a button in the mcm to manually merge... ... a few hours later... Actually I did just that I updated the patch with that and other logical changes. Updated the original post including a unnecessarily detailed manual.
Spacehaven Posted August 18 Posted August 18 I have two setting files for tatoos from different packs. How can I combine them and how can i import them?
Alpia Posted August 21 Posted August 21 On 8/18/2026 at 11:39 PM, Spacehaven said: I have two setting files for tatoos from different packs. How can I combine them and how can i import them? You can merge them with a text editor open the settings.json in Documents\My Games\Skyrim Special Edition\JCUser\rTats There your already existing settings are stored if you have any already. If not use one of the two you said you want to merge as base. If you open it you find a lot of entries like this or from whatever pack: }, "Alpia Scribbles V2\\Bandit\\1c - Bandit slave (g).dds": { "Group": "misc 1 - c" }, "Alpia Scribbles V2\\Bandit\\1c - Feed me.dds": { "Group": "misc 1 - c" Just copy all the entries from one file to the other, but pay attention to the format with the brackets and comma's. The file always starts with "{" { "Alpia Scribbles V2\\Bandit\\1a Side - Slave (g).dds": { "Group": "misc 1 - a" }, "Alpia Scribbles V2\\Bandit\\1b Side - Whore.dds": { "Group": "misc 1 - b" }, "Alpia Scribbles V2\\Bandit\\1c - Bandit slave (g).dds": { "Group": "misc 1 - c" The end of the file should look like this below instead of " }," its just " }" and one last " }" to mark the end of the file }, "Alpia Scribbles V2\\Bandit\\UB - Hero-Hoe of Whiterun (g).dds": { "Group": "Upper Back" }, "Alpia Scribbles V2\\Bandit\\UB - Make me your slut (g).dds": { "Group": "Upper Back" } }
Spacehaven Posted August 21 Posted August 21 6 minutes ago, Alpia said: You can merge them with a text editor open the settings.json in Documents\My Games\Skyrim Special Edition\JCUser\rTats There your already existing settings are stored if you have any already. If not use one of the two you said you want to merge as base. If you open it you find a lot of entries like this or from whatever pack: }, "Alpia Scribbles V2\\Bandit\\1c - Bandit slave (g).dds": { "Group": "misc 1 - c" }, "Alpia Scribbles V2\\Bandit\\1c - Feed me.dds": { "Group": "misc 1 - c" Just copy all the entries from one file to the other, but pay attention to the format with the brackets and comma's. The file always starts with "{" { "Alpia Scribbles V2\\Bandit\\1a Side - Slave (g).dds": { "Group": "misc 1 - a" }, "Alpia Scribbles V2\\Bandit\\1b Side - Whore.dds": { "Group": "misc 1 - b" }, "Alpia Scribbles V2\\Bandit\\1c - Bandit slave (g).dds": { "Group": "misc 1 - c" The end of the file should look like this below instead of " }," its just " }" and one last " }" to mark the end of the file }, "Alpia Scribbles V2\\Bandit\\UB - Hero-Hoe of Whiterun (g).dds": { "Group": "Upper Back" }, "Alpia Scribbles V2\\Bandit\\UB - Make me your slut (g).dds": { "Group": "Upper Back" } } Thank you, that explains why i could not find the file. I am playing on linux via wine so finding the file in the right virtual environment will be fun. Thank you.
Gamora1435 Posted Sunday at 01:31 PM Posted Sunday at 01:31 PM Hi, the mod has stopped applying tattoos. It still displays the message “The last... left a memento,” but no more tattoos are being applied. Fade Tattoos also isn’t showing any tracked tattoos. “Slave Tats” lets me apply tattoos manually. “Rape Tattoos” worked flawlessly for several hundred hours of gameplay. Then it suddenly stopped working. Any idea what might be causing this? I don’t want to reinstall the mod, since I’ve configured several hundred tattoos. (translated with deepl translator)
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