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Posted
38 minutes ago, elliesec said:

 

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).

Yeah that's the idea I had in mind, it would be really great if you managed to do it !
Because I admit that I have a lot of tattoos (around 5300) so I don't want to set everything up myself (moreover I don't know the location of all the tattoos because some are not explicit in their name so it would take forever to check everything on my own to assign each tattoo to a correct group).
thank you for the answer !

Posted
1 hour ago, elliesec said:

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).

I like the idea. Now, let's say only 2 of the 3 tattoo packs have a config file. Or a handful of tattoos weren't included in the config files at all. Are you thinking they would just get a default 'unassigned' value? Then maybe a separate MCM option could be to just pull up the 'unassigned' tattoos for the user to configure (or leave as is)? Just a thought.

Posted
6 minutes ago, Seeker999 said:

I like the idea. Now, let's say only 2 of the 3 tattoo packs have a config file. Or a handful of tattoos weren't included in the config files at all. Are you thinking they would just get a default 'unassigned' value? Then maybe a separate MCM option could be to just pull up the 'unassigned' tattoos for the user to configure (or leave as is)? Just a thought.

 

Good call - I'm currently working on making the tattoo configuration in the MCM (hopefully) a bit more friendly to navigate & filter, and this would fit into that fairly well I think. At the moment, there are already two special "groups" - unassigned & excluded, but I think this would probably call for a third to be really useful. At the moment, "unassigned" means "can always be applied", and "excluded" means "can never be applied", and excluded is the default for tattoos that aren't configured. I think I'd like to maintain that behaviour ideally (so a tattoo pack without a config file won't be applied until you've configured the tattoos). I figure for maximum flexibility, I'd end up with something like:

  • Excluded - This tattoo has been explicitly manually excluded - it will never get added (current behavior)
  • Unconfigured - There's no configuration for this tattoo, and it won't be added - functionally the same as excluded to maintain existing behavior, but would allow you to filter down to all "unconfigured" tattoos in the MCM.
  • Unassigned - This tattoo may always be applied (current behavior)
Posted

Hi Ellie,

 

Just back in town today so I will give it a shot. The more I consider it, the more it seems you hit the right path with the Sejra mod. Thankfully it was meant to just speed up the loading so disabling/removing it won't cause issues I don't think. And, of course, will update RTC :)

You are awesome!

 

Wynter

Posted
16 minutes ago, Darkwyntergirl74 said:

Hi Ellie,

 

Just back in town today so I will give it a shot. The more I consider it, the more it seems you hit the right path with the Sejra mod. Thankfully it was meant to just speed up the loading so disabling/removing it won't cause issues I don't think. And, of course, will update RTC :)

You are awesome!

 

Wynter

 

Awesome - let me know how it goes! I don't have the old version of the Sejra patch, just the newer 1.0.1 version (which like I said looks like it should work having had a read through the scripts), but based on that change description, it sounds like the old version essentially included a change to one of the SlaveTats API function signatures which Rape Tattoos uses (which would definitely cause the issue you're seeing). The only other reason I can see it breaking in that way would be if you had some other mod which is overwriting the SlaveTats scripts, which seems unlikely.

Posted (edited)
14 hours ago, elliesec said:

 

Awesome - let me know how it goes! I don't have the old version of the Sejra patch, just the newer 1.0.1 version (which like I said looks like it should work having had a read through the scripts), but based on that change description, it sounds like the old version essentially included a change to one of the SlaveTats API function signatures which Rape Tattoos uses (which would definitely cause the issue you're seeing). The only other reason I can see it breaking in that way would be if you had some other mod which is overwriting the SlaveTats scripts, which seems unlikely.

So good news and bad. It worked insofar as I now get the full menu/list of rape tattoos so yay! However, it refuses to save any changes I make, whether it be to the tattoos (excluded, back, and so on) or even the loading the config. So, progress for sure, but not full success yet.

settings.json

Edited by Darkwyntergirl74
Added my .json rtats file because it is strange!
Posted (edited)
4 hours ago, Darkwyntergirl74 said:

So good news and bad. It worked insofar as I now get the full menu/list of rape tattoos so yay! However, it refuses to save any changes I make, whether it be to the tattoos (excluded, back, and so on) or even the loading the config. So, progress for sure, but not full success yet.

settings.json 10 B · 0 downloads

 

Uhhh... well that's weird. Mmm, a couple of questions from that then:

  • Can you provide a Papyrus log? Hard to see why that would happen without some logs - it looks like it's written something that's not your settings to the settings file, although it's hard to say what.
  • Is this now running without the Sejra SlaveTats patch, or with a different version of it?
  • Do you have the latest version of JContainers installed (4.2.3 for your Skyrim version I believe)? Make sure there's nothing overwriting JContainers too.

 

Edit: follow-up after a little testing on my own setup. Yeah, I can't get this to happen - only things I can think of that would mess up the internal state like that would be if something was overwriting SlaveTats functionality, or something was overwriting JContainers. Is this on a new game or an existing one (in theory it shouldn't matter, but good to know).

Edited by elliesec
Posted

As a bit of a general PSA, I have now tested RTC v2.0.2 against v1.0.1 of the Sejra SlaveTats patch, and can confirm that they are not compatible (it'll give the same issues @Darkwyntergirl74 was seeing when you try to load the tattoo config pages), and I've updated the compatibility notes on the mod page to reflect that. It kinda looks to me like they forgot to recompile the script files when releasing the v1.0.1 patch, although I've not bothered recompiling to test that theory because it includes soft dependencies to a bunch of mods I was too lazy to grab.

Posted
6 hours ago, elliesec said:

 

Uhhh... well that's weird. Mmm, a couple of questions from that then:

  • Can you provide a Papyrus log? Hard to see why that would happen without some logs - it looks like it's written something that's not your settings to the settings file, although it's hard to say what.
  • Is this now running without the Sejra SlaveTats patch, or with a different version of it?
  • Do you have the latest version of JContainers installed (4.2.3 for your Skyrim version I believe)? Make sure there's nothing overwriting JContainers too.

 

Edit: follow-up after a little testing on my own setup. Yeah, I can't get this to happen - only things I can think of that would mess up the internal state like that would be if something was overwriting SlaveTats functionality, or something was overwriting JContainers. Is this on a new game or an existing one (in theory it shouldn't matter, but good to know).

Morning E!

 

So let me see if I can address everything. I can snag you a fresh Papyrus log as soon as I load in here in a few (work is such a pain hahaha!)

This is without Sejra, although I had the latest version so your PSA about incompatible is 110% on the nose!

I have the JContainers 4.2.2 as I am running 1.6.353 AE and the good news is nothing is overwriting it or SlaveTats. And it was tested on a new game and then again on a save a little deeper in. An odd thing, not sure if it will show in the log. I do get one of those object not found errors (sorry, not looking at it at the moment....but it's like ID 0xsuch and such with a 6 digit code at the end. Anyway...Papy log to follow very shortly!

Posted (edited)
30 minutes ago, Darkwyntergirl74 said:

Morning E!

 

So let me see if I can address everything. I can snag you a fresh Papyrus log as soon as I load in here in a few (work is such a pain hahaha!)

This is without Sejra, although I had the latest version so your PSA about incompatible is 110% on the nose!

I have the JContainers 4.2.2 as I am running 1.6.353 AE and the good news is nothing is overwriting it or SlaveTats. And it was tested on a new game and then again on a save a little deeper in. An odd thing, not sure if it will show in the log. I do get one of those object not found errors (sorry, not looking at it at the moment....but it's like ID 0xsuch and such with a 6 digit code at the end. Anyway...Papy log to follow very shortly!

 

Hey, thanks. Sounds like your setup should be okay as far as RTC is concerned - the main things I can think of that might cause issues like that would be if something was overwriting SlaveTats or JContainers. Hard to say if the object not found error is related without seeing it - I think whatever's causing it should show up in the papyrus log in any case.

 

In any case - if you send over your log whenever you can, I'll have a look - sure we'll get to the bottom of it eventually!

 

Edit: I suppose some other things to try would be deleting your config.json and seeing if it regenerates a fixed one, or putting a valid one (like the one you sent a little while ago) in place before loading the MCM. It's hard to say how the mod will behave with a broken config file in place when you try to load the MCM (although how the broken config got there in the first place is the real question).

Edited by elliesec
Posted
17 minutes ago, elliesec said:

 

Hey, thanks. Sounds like your setup should be okay as far as RTC is concerned - the main things I can think of that might cause issues like that would be if something was overwriting SlaveTats or JContainers. Hard to say if the object not found error is related without seeing it - I think whatever's causing it should show up in the papyrus log in any case.

 

In any case - if you send over your log whenever you can, I'll have a look - sure we'll get to the bottom of it eventually!

 

Edit: I suppose some other things to try would be deleting your config.json and seeing if it regenerates a fixed one, or putting a valid one (like the one you sent a little while ago) in place before loading the MCM. It's hard to say how the mod will behave with a broken config file in place when you try to load the MCM (although how the broken config got there in the first place is the real question).

So here's something...it happened with one of my other saves first, and now the new game I created to test these. For reasons I can't explain, once I get the MCM fully loaded/configured etc, it freeze crashes the next time I load in. It just happened now, in fact, and wow is the log just swarmed with errors etc. But I am including them to see if it helps at all. Interestingly enough, however, loading older saves, or saves already in game past Live Another Life, don't seem to have that issue.

Papyrus.0.log

Posted
8 minutes ago, Darkwyntergirl74 said:

So here's something...it happened with one of my other saves first, and now the new game I created to test these. For reasons I can't explain, once I get the MCM fully loaded/configured etc, it freeze crashes the next time I load in. It just happened now, in fact, and wow is the log just swarmed with errors etc. But I am including them to see if it helps at all. Interestingly enough, however, loading older saves, or saves already in game past Live Another Life, don't seem to have that issue.

Papyrus.0.log 327.75 kB · 0 downloads

 

Hmm, there's not much of interest in that log - almost literally nothing from Rape Tattoos (apart from it having started) - did the crash happen immediately the next time you loaded, or only when you visited the RT MCM? Unless the crash is happening directly when you try to load the MCM, I'd be inclined to say it's probably coming from somewhere else. And what does your config file look like now?

Do you have Crash Logger installed? If so, the crash log might give more of a hint (it'll be at Documents\My Games\Skyrim Special Edition\SKSE\crash-<date>.log when Crash Logger is installed). Crash Log Analyzer (check the install instructions - it's a tool rather than a mod) can also sometimes help to parse the logs into something a little more readable, and point you towards possible crash causes/culprits.

Posted

I think it's Alternate Start that is causing the issue, mostly as at least two mods need updating and the timing is just silly. As for my config, it looks the same...a weird symbol, 43 then weird symbol again.

Posted
1 hour ago, Darkwyntergirl74 said:

I think it's Alternate Start that is causing the issue, mostly as at least two mods need updating and the timing is just silly. As for my config, it looks the same...a weird symbol, 43 then weird symbol again.

 

It's pretty hard to say definitively - with a load order as big as yours is, it could be just about anything (or a combination of mods). I've had really minor & inocuous-seeming mods make my load order unstable, and sometimes it's hard to tell without removing and adding things one by one and thoroughly testing in between (which is insanely time-consuming). Crash Logger would definitely be my first port of call for trying to diagnose crashes.

As far as figuring out what's going wrong with Rape Tattoos in your case though, I'd probably need the papyrus log that was generated after configuring the MCM. What would probably be most useful would be:

  1. Delete/move/rename your config.json file, and make sure the rTatsSettingsTemplate.json in the data directory is the original one packaged with the mod
  2. Start up a new game
  3. Open the MCM, load the config pages, and configure some tattoos (just a couple would be fine - don't need to spend ages doing them all)
  4. Exit the MCM
  5. Quit to desktop
  6. Grab the Papyrus log, and the new config.json which the mod has generated, and post them

 

Posted (edited)
7 hours ago, Darkwyntergirl74 said:

I can definitely do that! Hopefully this time the config holds :)

Papyrus.0.log 1.07 MB · 0 downloads settings.json 59.85 kB · 0 downloads

 

Alright, that actually all looks normal! According to the Papyrus log, it's generated a config file correctly, and your settings.json looks good. I'd probably expect that to work now - might be worth loading up that game again and trying out the debug mode to see if everything's working (provided it doesn't crash - unfortunately I can't help much with that - there was nothing obvious in the Papyrus log - a crash report might give more insight). If it is, you should be fine to switch out the settings.json for the original one (which should be fine, given that your original config loaded okay when I plugged it into my game), or if you want to play it safe, you should be able to spend the time configuring things via the MCM. Once you have, perhaps give the settings.json one more quick check to make sure nothing's gone awry, and if it looks good, I think you should be good to go (on any save in theory).

Edited by elliesec
Posted

When I tested last night and started configuring the tattoos it seemed to work fine, which is awesome! I am going to go in again today and see if the post-login crash occurs. And I will try the debug too just to see. But I wanted to say thank you! Without your help and patience I would have been lost!

Posted

So far so good! If I may toss in an idea after having manually configured 20 out of 40 pages so far...would be great if there was a way to batch select groups that are all, say, shoulder, or face or so on, per page.

Hahaha...listen to me, just get it fixed and already throwing ideas around. Anyway, great job!

Posted
1 hour ago, Darkwyntergirl74 said:

So far so good! If I may toss in an idea after having manually configured 20 out of 40 pages so far...would be great if there was a way to batch select groups that are all, say, shoulder, or face or so on, per page.

Hahaha...listen to me, just get it fixed and already throwing ideas around. Anyway, great job!

 

I'll let you in on a secret - that's on the way in version 3. I'm literally currently in the process of ripping out the current tattoo configuration menus completely and implementing a filter-based one (i.e. filter tattoos by section, like you can in the SlaveTats MCM, along with a few other filters like path), and one of the features I'm planning to add to that is an "assign to all" button, which would let you batch-assign groups to tattoos. So for example, you could assign everything from the "Zaki General Forehead" section to the forehead group, or you could assign every tattoo with a texture path matching "Bistro\LeftArm" to the left arm group.

 

44 minutes ago, ironmaiden1872 said:

 

Since the sort is the culprit of the slow performance, I took a stab at writing a different sort (see quickSort  and quickSortIterative). I can't test it, though.

rapeTattoos_mcm.zip 9.36 kB · 0 downloads

 

Hey, thanks for taking a look at it. As is, I actually have a sort that's quite a lot quicker on one of my branches (primarily because it's not done purely in Papyrus). If I get the time, I'll take a look at yours, and may release a 2.0.3 with a faster sort at some point. But as I mentioned above, at the moment my main focus is on revamping the configuration completely, which makes the all-tattoo sort pretty much redundant, and should (I hope) make tattoo configuration a lot quicker and easier generally. We'll see how things go.

Posted
8 hours ago, elliesec said:

 

I'll let you in on a secret - that's on the way in version 3. I'm literally currently in the process of ripping out the current tattoo configuration menus completely and implementing a filter-based one (i.e. filter tattoos by section, like you can in the SlaveTats MCM, along with a few other filters like path), and one of the features I'm planning to add to that is an "assign to all" button, which would let you batch-assign groups to tattoos. So for example, you could assign everything from the "Zaki General Forehead" section to the forehead group, or you could assign every tattoo with a texture path matching "Bistro\LeftArm" to the left arm group.

 

 

Hey, thanks for taking a look at it. As is, I actually have a sort that's quite a lot quicker on one of my branches (primarily because it's not done purely in Papyrus). If I get the time, I'll take a look at yours, and may release a 2.0.3 with a faster sort at some point. But as I mentioned above, at the moment my main focus is on revamping the configuration completely, which makes the all-tattoo sort pretty much redundant, and should (I hope) make tattoo configuration a lot quicker and easier generally. We'll see how things go.

That is absolutely amazing news! I am already looking forward to it!

Posted

The mod and the idea is great, but I can't get it works, tattoos can't be appiled after event and it says no vaild tattoos available, and when I hit load tattoos config pages in the console it says 'can't parse json file  ... '[' or '{' expected near end of the file. 

Posted

@staineyy

While I can't speak to the parse, Ellie was amazing in fixing the no valid issue;

 

  1. Delete/move/rename your config.json file, and make sure the rTatsSettingsTemplate.json in the data directory is the original one packaged with the mod
  2. Start up a new game
  3. Open the MCM, load the config pages, and configure some tattoos (just a couple would be fine - don't need to spend ages doing them all)
  4. Exit the MCM
  5. Quit to desktop
  6. Grab the Papyrus log, and the new config.json which the mod has generated, and post them.

    Maybe give that a try?
Posted
7 hours ago, staineyy said:

The mod and the idea is great, but I can't get it works, tattoos can't be appiled after event and it says no vaild tattoos available, and when I hit load tattoos config pages in the console it says 'can't parse json file  ... '[' or '{' expected near end of the file. 

 

That sounds like the config file you have is using invalid JSON syntax (kind of sounds like there might be a trailing comma left over somewhere), which would give you that "no valid tattoos" message. Did you do any editing on it yourself? Is this an upgrade from the original Rape Tattoos (or did you have a config file left over in your user directory from a really old Rape Tattoos version), and if so, did you follow the upgrade steps on the mod page?

Like Wynter mentioned, moving/renaming/deleting your config file (found at Documents\My Games\Skyrim Special Edition\JCUser\rTats\settings.json), and making sure the config file at <Data>\rTatsSettingsTemplate.json is the original one packaged with the mod should resolve any issues there (or if you're JSON-savvy, you can run those files through a JSON validation tool and fix the syntax issues yourself). The steps Wynter posted above should be good first steps (and if it's working after that, it should also still work on an existing save) - if you're still seeing issues after that, post your config file and a Papyrus log, and we can take it from there.

Posted (edited)
6 hours ago, Darkwyntergirl74 said:

@staineyy

While I can't speak to the parse, Ellie was amazing in fixing the no valid issue;

 

  1. Delete/move/rename your config.json file, and make sure the rTatsSettingsTemplate.json in the data directory is the original one packaged with the mod
  2. Start up a new game
  3. Open the MCM, load the config pages, and configure some tattoos (just a couple would be fine - don't need to spend ages doing them all)
  4. Exit the MCM
  5. Quit to desktop
  6. Grab the Papyrus log, and the new config.json which the mod has generated, and post them.

    Maybe give that a try?

Sorry, I missed a point that I can't even get the tattoos tab shows up, I only install around 10 tats, and another problem I don't know how to get the papy logs using mo2, but I manage to get the rTats json file though.

settings.json

Edited by staineyy

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