Schatten517 Posted July 19, 2023 Posted July 19, 2023 2 hours ago, elliesec said: Okay, I've done a bunch of testing to try to reproduce the issue, and I'm afraid I'm not having any luck ?. The only other thing I can think of is that you may have had a local template config file overwriting the one that comes with RTC (in <data directory>\rTatsSettingsTemplate.json) when there was no user-level config file, although I'm still not entirely convinced that'd cause the issue you were seeing. If you can send me the working & not working config files, I'll dig a bit deeper, but otherwise, I'm going to chalk it up to some one-off setup-specific problem for now, unless anyone else is experiencing the same issue. Never mind, thank you for your patient help. My problem has already been solved and now this great MOD works as a charm! Maybe I'll just keep the "correct" config file just in case, I'm sorry I couldn't provide that bad configuration file for comparison because I have cleaned my recycle bin and it has been completely erased from my computer for good? 1
NOBDY2956 Posted July 20, 2023 Posted July 20, 2023 I am relatively new on using mods so I don't know how to use or start this one I've already downloaded everything I needed to use it but I don't know how to activate the mod on NPCs
elliesec Posted July 20, 2023 Author Posted July 20, 2023 (edited) 3 hours ago, NOBDY2956 said: I am relatively new on using mods so I don't know how to use or start this one I've already downloaded everything I needed to use it but I don't know how to activate the mod on NPCs Assuming you've got everything set up correctly, and your SexLab installation works, it really depends on your MCM settings and what else you've got that can trigger sex scenes. To get it to trigger on NPCs, make sure you've got "NPCs" and at least one of "Males" or "Females" checked in the eligibility section of the MCM (if you don't have at least one of those checked, no one will be eligible). Then, it'll just depend on the other mods you have - Rape Tattoos itself doesn't trigger any sex scenes - it just responds to them. Combat defeat mods are a pretty common way of getting tattoos applied if you're using the "Only when victim" option - there was a thread with some comparisons and opinions on the various defeat mods out there a little while ago - I've personally been playing around with Acheron and plugins for it recently, and many of those support NPCs/followers. There are also a bunch of other mods which can trigger non-consensual sex, although NPC support tends to vary - things like Deviously Cursed Loot if you're using Devious Devices, SexLab Adventures, SexLab Survival, and plenty more - spend some time browsing the downloads section and see what appeals to you (it's worth checking both the LE and SE download sections - some of the mods in the LE section have SE conversions, or are SE-compatible out of the box). If you don't have "Only when victim" checked, then tattoos have a chance to get applied for everyone in any sex scene - so literally any mod that initiates sex will do the job. Edited July 20, 2023 by elliesec I can't grammar 1
Darkwyntergirl74 Posted July 21, 2023 Posted July 21, 2023 Good Morning One and All! First off let me say this mod is an absolutely great idea, even if I, like one or two others, can't get it fully working. I had, and used the original RT with only minor issues (Use Slave Tats by Sejra to make the rape tattoo menus load faster). I followed the install instructions for this one (New save, clean with Resaver, install RTC) and it says that RTC loads properly when I go into that save game. I run the load tattoos and it says completed (forgive me if I am not properly quoting exactly what it says in game!) However, as has been mentioned before, while the General and About tabs appear, none of the tattoo list shows up. I checked the .json file and it shows all my installed tattoos configured as I had them originally, which is great and where I would have left it. However, when I start playing and an event happens, I get the no valid rape tattoos found, which seems odd because I have a lot! I have even tried to use the fix included here and get a can't load .dll error. I am wondering if I have to uninstall RTC, reinstall original, copy .json file if it loads correctly in game, then remove, clean save, install RTC etc...or if there is a better way? I am super excited to try this out and, not sure if it helps, but attached my .json file in case it tells you something I don't see. Wynter P.S. - I even tried a fresh/new game and it seems to go down that same road. settings.json
elliesec Posted July 21, 2023 Author Posted July 21, 2023 26 minutes ago, Darkwyntergirl74 said: Good Morning One and All! First off let me say this mod is an absolutely great idea, even if I, like one or two others, can't get it fully working. I had, and used the original RT with only minor issues (Use Slave Tats by Sejra to make the rape tattoo menus load faster). I followed the install instructions for this one (New save, clean with Resaver, install RTC) and it says that RTC loads properly when I go into that save game. I run the load tattoos and it says completed (forgive me if I am not properly quoting exactly what it says in game!) However, as has been mentioned before, while the General and About tabs appear, none of the tattoo list shows up. I checked the .json file and it shows all my installed tattoos configured as I had them originally, which is great and where I would have left it. However, when I start playing and an event happens, I get the no valid rape tattoos found, which seems odd because I have a lot! I have even tried to use the fix included here and get a can't load .dll error. I am wondering if I have to uninstall RTC, reinstall original, copy .json file if it loads correctly in game, then remove, clean save, install RTC etc...or if there is a better way? I am super excited to try this out and, not sure if it helps, but attached my .json file in case it tells you something I don't see. Wynter P.S. - I even tried a fresh/new game and it seems to go down that same road. settings.json 168.44 kB · 0 downloads Hey, thanks for uploading the settings file - I'll see if I can get a reproduction of the issue with it on my end some time this weekend, as I've still not been able to make that happen - the menus all load fine for me, but with any luck I'll be able to reproduce with that settings file. If I'm still having no luck, what I might do is upload a new version with some additional logging, if you'd be willing to try that out? I'm 99% certain the .dll issue you were seeing isn't anything to do with this mod - there aren't any DLLs included in the mod! Which version of Skyrim are you using? It'd be interesting to hear if you still run into the same issues on a new game with a minimal load order.
AAAndreyKongo2 Posted July 21, 2023 Posted July 21, 2023 As far as I can tell, this continuation is for Special Edition (though it is not stated anywhere, so I might be wrong on that). Would you consider making a LE version of this continuation? Also, I think it would be a great improvement to the mod if the player could easily see all the tattoos currently applied by this mod to every character in the world, although it might be hard to implement.
Darkwyntergirl74 Posted July 21, 2023 Posted July 21, 2023 40 minutes ago, elliesec said: Hey, thanks for uploading the settings file - I'll see if I can get a reproduction of the issue with it on my end some time this weekend, as I've still not been able to make that happen - the menus all load fine for me, but with any luck I'll be able to reproduce with that settings file. If I'm still having no luck, what I might do is upload a new version with some additional logging, if you'd be willing to try that out? I'm 99% certain the .dll issue you were seeing isn't anything to do with this mod - there aren't any DLLs included in the mod! Which version of Skyrim are you using? It'd be interesting to hear if you still run into the same issues on a new game with a minimal load order. I would be happy to! I will keep an eye out and if/when you upload it, I would be more than delighted to give it a shot! I am using AE 1.6.353 if that helps. As for minimal load order, I am at somewhere around 800-1000 items
elliesec Posted July 21, 2023 Author Posted July 21, 2023 15 minutes ago, AAAndreyKongo2 said: As far as I can tell, this continuation is for Special Edition (though it is not stated anywhere, so I might be wrong on that). Would you consider making a LE version of this continuation? Also, I think it would be a great improvement to the mod if the player could easily see all the tattoos currently applied by this mod to every character in the world, although it might be hard to implement. Hi there. Yes, this is for SE. I'm only building and testing this against SE, and I'm afraid I have no intention of maintaining an LE version (although if anyone wants to maintain a backport, they'd be welcome to). That said, anything on the 2.x.x version of this mod should be more or less compatible with LE, with some assembly required - specifically, you should be able to put the .esp file from the old LE version of the mod together with everything else from this version of the mod, and that should run in LE (although I've obviously not tested it). I have a version 3 in the pipeline at the moment though, which very much won't be compatible with LE in the same way, and any future features will be developed against that (although I'll leave the 2.x version up on the mod page as an LTS version, and will release bug fixes for it as and when they happen). As far as tracking the tattoos added by this mod goes, it'd definitely require some additional effort, and probably isn't something on my priority list right now - it's worth noting that Fade Tattoos does track all of the tattoos that get registered with it (if you're using the non-permanent option in Rape Tattoos), which you can see through the FT MCM (although there is an issue at the moment with it not being able to show you more than about 60 tattoos or so - also an issue in the original Fade Tattoos, and something I'm planning on addressing eventually). 8 minutes ago, Darkwyntergirl74 said: I would be happy to! I will keep an eye out and if/when you upload it, I would be more than delighted to give it a shot! I am using AE 1.6.353 if that helps. As for minimal load order, I am at somewhere around 800-1000 items Thanks - I'll see if I can find anything. I'm personally running it against 1.6.640, but as far as I'm aware, that difference shouldn't impact the way the mod behaves. 1
Darkwyntergirl74 Posted July 21, 2023 Posted July 21, 2023 1 hour ago, elliesec said: Hi there. Yes, this is for SE. I'm only building and testing this against SE, and I'm afraid I have no intention of maintaining an LE version (although if anyone wants to maintain a backport, they'd be welcome to). That said, anything on the 2.x.x version of this mod should be more or less compatible with LE, with some assembly required - specifically, you should be able to put the .esp file from the old LE version of the mod together with everything else from this version of the mod, and that should run in LE (although I've obviously not tested it). I have a version 3 in the pipeline at the moment though, which very much won't be compatible with LE in the same way, and any future features will be developed against that (although I'll leave the 2.x version up on the mod page as an LTS version, and will release bug fixes for it as and when they happen). As far as tracking the tattoos added by this mod goes, it'd definitely require some additional effort, and probably isn't something on my priority list right now - it's worth noting that Fade Tattoos does track all of the tattoos that get registered with it (if you're using the non-permanent option in Rape Tattoos), which you can see through the FT MCM (although there is an issue at the moment with it not being able to show you more than about 60 tattoos or so - also an issue in the original Fade Tattoos, and something I'm planning on addressing eventually). Thanks - I'll see if I can find anything. I'm personally running it against 1.6.640, but as far as I'm aware, that difference shouldn't impact the way the mod behaves. I wouldn't think so either! I appreciate the help and will keep on keeping on for now and if I stumble on anything I will let you know! Love the mod btw!
elliesec Posted July 21, 2023 Author Posted July 21, 2023 (edited) On 7/21/2023 at 5:12 PM, Darkwyntergirl74 said: I wouldn't think so either! I appreciate the help and will keep on keeping on for now and if I stumble on anything I will let you know! Love the mod btw! Okay, I tried running it with your config file, and... it works for me - menus take a little while, but they do load ?. I also had a quick scan through to check for anything suspicious in your config file, and it all looks pretty good as far as I can tell (if anything it looks cleaner than mine, which has a few duff values in it). So, I've had a quick scan through the code, and found a couple of minor things which might be issues. I've fixed them and also added a buttload of logging in to help debug if it's still broken - if you could give that a spin, it'd be much appreciated. Just make sure you have Papyrus trace logging turned on when you try it out (steps here in case you didn't already know how - and you'll want the .ini files in your profile directory rather if you're using MO/Vortex). Open the MCM, hit the button to load your tattoo configs, wait for them to (hopefully) load. If they do, then great, seems like one of my changes fixed it. If they don't, send me the Papyrus log (at <your home directory>\Documents\My Games\Skyrim Special Edition\Logs\Script\Papyrus.0.log), and hopefully that'll give me enough information to dig deeper. <File removed - superseded by version 2.0.2 on the main download page> Edited July 24, 2023 by elliesec Removed redundant file
Darkwyntergirl74 Posted July 22, 2023 Posted July 22, 2023 I will try this one right away tonight! And thank you for the Pap guide, I honestly had no idea hahaha! I think I follow about the Vortex thing...meaning find the logs there instead of My Documents etc...right? You are awesome by the by!
elliesec Posted July 22, 2023 Author Posted July 22, 2023 5 hours ago, Darkwyntergirl74 said: I will try this one right away tonight! And thank you for the Pap guide, I honestly had no idea hahaha! I think I follow about the Vortex thing...meaning find the logs there instead of My Documents etc...right? You are awesome by the by! Thanks - it'd be great to get to the bottom of this issue one way or another! The Papyrus logs should always end up at the documents path I posted above. It's only the .ini files themselves that may change depending on your mod manager. I don't really know how Vortex does things (I use MO2), but a bit of googling suggests that you should be able to just edit the .ini files inside <your home directory>\Documents\My Games\Skyrim Special Edition with Vortex. Essentially, the important thing is that you add the following to Skyrim.ini (and SkyrimCustom.ini if it exists): bEnableLogging=1 bEnableTrace=1 bLoadDebugInformation = 1 Then you should be able to just run the game, and the Papyrus logs will get generated inside the Logs\Script directory. 1
Darkwyntergirl74 Posted July 22, 2023 Posted July 22, 2023 Yep, the home directory worked perfectly! So far, no luck. One main file freezes even after a Resaver clean (unrelated I am sure) and my new save file still doesn't show the list, although that may be from impatience. I waited about 5 mins or so. Going to try up to 30 mins and if that doesn't work I will send a copy of the pap log. 1
elliesec Posted July 22, 2023 Author Posted July 22, 2023 1 hour ago, Darkwyntergirl74 said: Yep, the home directory worked perfectly! So far, no luck. One main file freezes even after a Resaver clean (unrelated I am sure) and my new save file still doesn't show the list, although that may be from impatience. I waited about 5 mins or so. Going to try up to 30 mins and if that doesn't work I will send a copy of the pap log. Slow wouldn't be surprising if you have a lot of tattoos installed - it takes 5-10 minutes to load on my machine with ~3500 tattoos, but if it's taking more than 30 minutes it's probably hanging. It sounded before like it was completely failing to load the tattoo mappings (with the "no tattoos available" message and the MCM changing to "Loaded") - it'd be interesting to know if that's still the case, and also whether adding tattoos through the debug MCM option now works or if you're still getting the "no tattoos available" message. If it's still not working, send me across the logs and that'll hopefully at least tell me where it's getting stuck, and I'll also post up another debug version with my load speed hack included that you can try.
Darkwyntergirl74 Posted July 22, 2023 Posted July 22, 2023 That sounds great! How does the debug work? TBH I have never tried so I wouldn't want to mess anything up! I have 12 packs of tattoos installed, not sure how many that would be in total without doing a full count. I will try this evening and see if it loads and, if not, will send you the log. I may try a complete fresh save, untouched by any of the changes and see if that helps. I remember seeing it mentioned that it would run across all saves once configured so, theoretically, if it works in one, the fix should be in all, no? Oh and side note. My .json file shows the tattoos loaded as I had configured them before still.
elliesec Posted July 22, 2023 Author Posted July 22, 2023 16 minutes ago, Darkwyntergirl74 said: That sounds great! How does the debug work? TBH I have never tried so I wouldn't want to mess anything up! I have 12 packs of tattoos installed, not sure how many that would be in total without doing a full count. I will try this evening and see if it loads and, if not, will send you the log. I may try a complete fresh save, untouched by any of the changes and see if that helps. I remember seeing it mentioned that it would run across all saves once configured so, theoretically, if it works in one, the fix should be in all, no? Oh and side note. My .json file shows the tattoos loaded as I had configured them before still. The debug stuff is really just some utilities that xj47 put in and I expanded upon a little for testing the functionality of the mod - just turn on the debug mode checkbox in the MCM, then you can hit the "N" key to add random tattoos to yourself or whoever is under your crosshair, and you can hit the "Y" key to simulate a post-rape event (i.e. it may or may not add tattoos, based on the chances set in the MCM) - they'll also spam your notification feed with a few useful bits of information (like how many SlaveTats tattoos were found, and how many Rape Tattoos filtered that down to). If hitting the "N" key is giving you the "No valid tattoos available" message, then it'll mean one of a few things: You've already hit the overlay limit (which is quite possible if you already have a bunch of tattoos and you haven't manually raised the overlay limits in Data/SKSE/Plugins/skee.ini - the defaults are quite low. You've already got one tattoo in every Rape Tattoos group (and/or you don't have any tattoos configured under the groups where you don't have tattoos applied) Rape Tattoos is failing to load your config and doesn't think you've configured any tattoos as not excluded You really haven't configured any tattoos as not excluded (not the case as I've seen your config file) Something else is breaking somewhere between Rape Tattoos & SlaveTats I'd say it's definitely worth trying it out on a new save and seeing how things go. As long as the configuration files are in your user directory, they should work across all saves, so providing RT is definitely managing to load them properly, they should work on any save. I also wouldn't expect your config file to change unless you manage to successfully load the tattoo config pages in the MCM and make changes to them there. Once you do that, the changes you make should be reflected in the config file (the format is the same between the old Rape Tattoos and this one). In any case, if you give the debug mode a go and it's working for you, then the mod should be functioning properly in game at the very least, and the only issue will be the MCM loading taking ages (slash possibly never finishing), which is something I'm hoping to eliminate completely in the next major version with a bit of an MCM rework. If that's the case, I'd probably say that for now your best bet is to do any configuration manually by editing the config file, which to be honest you might not need to do, given that you've got some valid configuration already, unless you're looking to configure groups for new tattoo packs. That said, if your config pages still aren't loading, do send me the Papyrus logs anyway - there might be something there that gives me a clue as to what's going wrong.
Darkwyntergirl74 Posted July 23, 2023 Posted July 23, 2023 Update...created a new save/new character. In the process (translation long and tedious) of setting up my MCM. Expect to be attempting the slave tats this evening! Will keep you posted 1
MisterTime Posted July 23, 2023 Posted July 23, 2023 Im having similar issues. Slave Tats can see and apply tattoo's just fine. Rape Tat's does not. The MCM for Rape Tat's can populate the lists of tattoo's but when using the debug function it says its trying to apply 1 of 1800 tattoo's then says it failed to apply one. I'm a little confused on which config file the mod uses C:\Users\*user\Documents\my games\Skyrim Special Edition\JCUser\rTats\settings.json or C:\SteamLibrary\steamapps\common\Skyrim Special Edition\Data\rTatsSettingsTemplate.json Its not clear to me at all which the mod is using since they both seem to have the same script information. I assume its got something to do with my config files, but Im just shooting in the dark at this point.
elliesec Posted July 23, 2023 Author Posted July 23, 2023 (edited) 44 minutes ago, MisterTime said: Im having similar issues. Slave Tats can see and apply tattoo's just fine. Rape Tat's does not. The MCM for Rape Tat's can populate the lists of tattoo's but when using the debug function it says its trying to apply 1 of 1800 tattoo's then says it failed to apply one. I'm a little confused on which config file the mod uses C:\Users\*user\Documents\my games\Skyrim Special Edition\JCUser\rTats\settings.json or C:\SteamLibrary\steamapps\common\Skyrim Special Edition\Data\rTatsSettingsTemplate.json Its not clear to me at all which the mod is using since they both seem to have the same script information. I assume its got something to do with my config files, but Im just shooting in the dark at this point. The way the config files work is: If you have a config file in your user directory (<Username>\Documents\My Games\Skyrim Special Edition\JCUser\rTats\settings.json), then Rape Tattoos will read that when you load the config in the MCM If not, the MCM will load the template file instead (<Data Directory>\rTatsSettingsTemplate.json) When you close the MCM, the config data (along with any changes you made to it in the MCM) is written back to your user directory (so after that, the template file will never be used, unless you delete the config file in your user directory) - which means tattoo config should persist across saves, provided you don't delete your config file. If you're getting a "Failed to add a tattoo to <character name>" message in your notification feed when you hit the debug key, that means that Rape Tattoos picked out a tattoo successfully (so your config file is probably fine), but SlaveTats failed to apply it when RT requested. This can happen for a number of reasons, but sometimes it's just a fluke thing - it's not wholly unexpected that it fails on the odd occasion (this sometimes happened in the old Rape Tattoos, it was just more quiet about it). If you're running mods that make heavy use of overlays for other things (like YPS Immersive Fashion for example), or simply already have a load of tattoos applied, then you might just have no overlay slots available if you've not explicitly upped the max number of overlays in your skee.ini. First thing I'd check would be to make sure you have enough overlay slots available. Other than that, try the debug key a few times. If it's failing every time, then there's probably some reason that SlaveTats can't add the tattoos - Papyrus logs might give more of a clue - SlaveTats is quite verbose when it receives a request to add a tattoo. Edited July 23, 2023 by elliesec Grammar 1
Kingslayer101 Posted July 24, 2023 Posted July 24, 2023 (edited) I just realized I installed this over the abandoned LE version and read that its not for the LE version Sigh. Edited July 24, 2023 by Kingslayer101
Darkwyntergirl74 Posted July 24, 2023 Posted July 24, 2023 So I ran it with the debug on and, as mentioned above, I still got the no tattoos error message. So, I have thrown in my papyrus log here as well as my rTats config and hope it might help. I remember adjusting the amount of overlays I have but for the life of me I don't remember where that is ? At any rate, the only settings.jsonPapyrus.0.logthing I haven't run so far on my new save is the Animation Loader but I can't see that being the issue.
elliesec Posted July 24, 2023 Author Posted July 24, 2023 (edited) 6 hours ago, Darkwyntergirl74 said: So I ran it with the debug on and, as mentioned above, I still got the no tattoos error message. So, I have thrown in my papyrus log here as well as my rTats config and hope it might help. I remember adjusting the amount of overlays I have but for the life of me I don't remember where that is ? At any rate, the only settings.jsonPapyrus.0.logthing I haven't run so far on my new save is the Animation Loader but I can't see that being the issue. Alright, now we're getting somewhere. So, looking at your Papyrus log, it looks like the call to query tattoos from SlaveTats is failing, because the signature of one of the SlaveTats public functions isn't what was expected - I suspect this is because it's been modified by another mod. So, looking at the page for the Sejra patch for SlaveTats, I've noticed it says on the changelog: Quote Mod compatibility - Fixxed issue with loading tats without using filters (yes, some mods are really asking for all of installed tattoos - RapeTattoos for example) That kind of smells like the most likely cause to me (I've noticed it adds an extra argument to the function that RT is calling), although I can't verify for sure because I don't have version 1.0.0, just the patched version 1.0.1, which looks like it should work. Soooo... I'd check which version of the Sejra patch you have installed, and if it's not v1.0.1, make sure you upgrade to that. If still no, then disable that patch for now and see if it works without. I've yet to look into it in depth, but I'm not sure what that patch adds to SlaveTats - it may be that you don't need it any more, as there have been a few SlaveTats fixes & updates since then, which the patch would essentially be overwriting. It certainly shouldn't have anything to do with the long load times in RT - I've verified that that's definitely not a problem on the SlaveTats side (at least running with the latest SlaveTats release) - the load times are 95% RT, which is why I'll be looking to address it properly in upcoming releases. 7 hours ago, Kingslayer101 said: I just realized I installed this over the abandoned LE version and read that its not for the LE version Sigh. Yep, I'm afraid I'm only modding with SE in mind. However, any version of RTC which is 2.x.x should be more or less compatible with LE, but you'll need to do a bit of manual assembly - basically take everything from this mod, then overwrite the .esp file with the one from the original, and that should work in LE (no promises ?). From version 3.0.0 (which isn't released yet) onwards, it won't be LE-compatible at all though I'm afraid. Edited July 24, 2023 by elliesec Words
elliesec Posted July 24, 2023 Author Posted July 24, 2023 Alright, new hotfix version 2.0.2 is up. It fixes up a couple of the small things that have cropped up here (probably nothing that anyone would have been running into realistically, but every little helps), and also includes the hack for faster MCM load time - see the changelog for (rough) details - it's pretty much just a merge of the handful of files I've uploaded in this thread over the last week or so. I'll also be updating the mod page soon to address some of the common questions/issues people have had, and to add some extra information on how to do certain things (e.g. increasing your overlay limit). 1
B-Zero Posted July 25, 2023 Posted July 25, 2023 (edited) Hey ! Great mod ! however I have a request to make, I don't know if someone has already asked the same thing, if so I apologize for the repetition of the request. It would be great if you could include group presets for other mods in the mod to save the user a lot of time. To be very clear I will give an example : Let's admit I download the mod "Tramp Stamps - A Collection Of SlaveTats Packs 3.3" (very good pack btw) and that I launch the game, in the MCM of "Rape Tattoos Continued" there would be a pages entitled "Patch" and in this page I could checked an option which would be called "Tramp Stamps - A Collection of Slavetats Packs 3.3" and which would give all the tattoos in the mods a group that was pre-established. The idea would therefore be that there are several patches for several tattoo packs (people could ask for patch tattoo packs in this section or even directly give their patch to go faster in improving the mod if you explain in the mod page how to make a patch). Of course it takes a lot of time to make such a patch, but I think it would be a huge Qol for users ! Edited July 25, 2023 by B-Zero
elliesec Posted July 25, 2023 Author Posted July 25, 2023 1 minute ago, B-Zero said: Hey ! Great mod ! however I have a request to make, I don't know if someone has already asked the same thing, if so I apologize for the repetition of the request. It would be great if you could include group presets for other mods in the mod to save the user a lot of time. To be very clear I will give an example : Let's admit I download the mod "Tramp Stamps - A Collection Of SlaveTats Packs 3.3" (very good pack btw) and that I launch the game, in the MCM of "Rape Tattoos Continued" there would be a pages entitled "Patch" and in this page I could checked an option which would be called "Tramp Stamps - A Collection of Slavetats Packs 3.3" and which would give all the tattoos in the mods a group that was pre-established. The idea would therefore be that there are several patches for several tattoo packs (people could ask for patch tattoo packs in this section or even directly give their patch to go faster in improving the mod if you explain in the mod page how to make a patch). Of course it takes a lot of time to make such a patch, but I think it would be a huge Qol for users ! Hey there. I don't think I've written it anywhere public, but I am actually planning something somewhat similar to what you're suggesting if I understand you correctly. At the moment, the mod runs off a single config file, and a few tattoo packs have their own Rape Tattoos preset config files (for example the Zaki Tattoo Pack has a bunch of prebuilt config files on the mod page). Problem is that there's no easy way of merging those together other than manually in a text editor. So my general plan was to build that kind of functionality into Rape Tattoos itself. So as an example, you could install three tattoo packs, and they might either come already packaged with their own config files, or someone might make config files for them separately. Either way, as long as you have all the config files installed, Rape Tattoos would merge them together into a single config file (which you could of course override on a per-tattoo basis via the MCM), which would mean that for players that don't want to spend hours fine-tuning all of their tattoos, the mod essentially becomes plug & play (just as long as people share those config files).
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