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Posted (edited)

HELP!. Wathever i do i can't make the tattos pack appear. I tried everything. Damn i want to use this mods, it looks awesome and the reviews tell it. And i confirm, the mod create a JCuser folder inside the Documents\My Games\Skyrim Special Edition path.

Edited by Onilink69
Posted (edited)
On 5/30/2024 at 1:43 PM, Onilink69 said:

HELP!. Wathever i do i can't make the tattos pack appear. I tried everything. Damn i want to use this mods, it looks awesome and the reviews tell it. And i confirm, the mod create a JCuser folder inside the Documents\My Games\Skyrim Special Edition path.

 

Are you using "FastTats"? I think that was malfunctioning on my version and blocking detection of the tattoos. 

Oh, and if you're using the SlaveTats AIO, just remember that mod requires the SlaveTats SE mod as parent. The SlaveTats AE has all the scripts to make it work. 

Edited by lavatube
  • 1 month later...
Posted

can you make it so the tattoo will get applied base on animations that played instead of the event? some mods that come with aggressive events don't trigger the rape tat.

Posted
On 7/12/2024 at 11:41 AM, Sant69 said:

it would be cool if we can have a separate setting that applies tats for non-aggressive sex.

 

why? use slavetats for that... no reason to have consensual sex to apply tattoo... it doesnt make sense..

  • 1 month later...
Posted

Sorry for the potential redundant question, so since many tattoo packs on LL contain hundreds of tattoos and slavetats only reads 12 max for any body part, this mod alongside the tattoo packs bypass that limit by using the racemenu instead? So, if someone were to download a pack containing, like, 200 tattoos, they would all be readable and usable by this mod? You mentioned changing the numoverlay, so in this case if all of those tattoos were for the head, would they need to change the head numoverlay to like 200? I'm already using YTPs Immersive Hair Growth so just wanted to clarify before I mess something up

Posted
5 hours ago, Kashirinzan said:

Sorry for the potential redundant question, so since many tattoo packs on LL contain hundreds of tattoos and slavetats only reads 12 max for any body part, this mod alongside the tattoo packs bypass that limit by using the racemenu instead? So, if someone were to download a pack containing, like, 200 tattoos, they would all be readable and usable by this mod? You mentioned changing the numoverlay, so in this case if all of those tattoos were for the head, would they need to change the head numoverlay to like 200? I'm already using YTPs Immersive Hair Growth so just wanted to clarify before I mess something up


RapeTats doesn't bypass anything - it can "read" and use any tattoos that are available to SlaveTats, but be aware that you'll need to explicitly tell RapeTats that it can use a tattoo via its configuration by assigning it to a group which isn't "(excluded)" (if you're using the Alpia/Zaki tattoo packs, Alpia has provided some premade RapeTats configuration files that cover those packs).

The easiest way to think about it is that RaceMenu (or more specifically NiOverride which comes bundled with it) provides a number of overlay slots. With the default RaceMenu configuration, it provides a total of 15 overlay slots, split 6/3/3/3 for body/face/hands/feet respectively. SlaveTats makes use of those overlay slots to render its tattoos - each tattoo taking up one slot. The number of tattoo slots available in SlaveTats (which you can see in the SlaveTats MCM) will directly correspond to the number of available overlay slots (so with the default RaceMenu configuration, SlaveTats will support 6 face tattoos, and 3 each on face/hands/feet). To increase the number of slots available to SlaveTats, you need to increase the number of overlay slots via the RaceMenu configuration (i.e. the iNumOverlays values in your skee.ini file).

If you have multiple mods that are trying to make use of overlays, then you'll need to make sure you are configuring sufficient overlay slots for their needs. So for example, if you're using YPS, which recommends that it needs 12 face overlay slots, then if you want to guarantee that tattoos will be able to show up on your face in addition to facial overlays that YPS adds, you'd need to set iNumOverlays under the Overlays/Face section accordingly to accommodate for that. So something like this would mean that SlaveTats/RapeTats would be able to add 8 face tattoos in addition to any overlays that YPS adds, assuming YPS is using the full 12 slots that it declares on the mod page:
 

[Overlays/Face] ; "Face [Ovl#]" and "Face [SOvl#]"
; Determines how many face overlays there should be
iNumOverlays=20 ; Default[3]


Do be aware that as I understand it, there is a limit of 128 overlays across all slots, so configuring a higher number would be meaningless, and the higher the number of slots you configure, the more of a performance hit there's going to be when processing overlays, so only configure as much as you want/need (I used silly numbers for some of the mod page screenshots, but I wouldn't recommend it for a regular playthrough). RapeTats can read/use any of your installed SlaveTats tattoos, but it cannot apply more than the iNumOverlays value for any given body part at the same time (which itself is bounded by that 128 limit I mentioned above).

Posted
Spoiler
14 hours ago, elliesec said:


RapeTats doesn't bypass anything - it can "read" and use any tattoos that are available to SlaveTats, but be aware that you'll need to explicitly tell RapeTats that it can use a tattoo via its configuration by assigning it to a group which isn't "(excluded)" (if you're using the Alpia/Zaki tattoo packs, Alpia has provided some premade RapeTats configuration files that cover those packs).

The easiest way to think about it is that RaceMenu (or more specifically NiOverride which comes bundled with it) provides a number of overlay slots. With the default RaceMenu configuration, it provides a total of 15 overlay slots, split 6/3/3/3 for body/face/hands/feet respectively. SlaveTats makes use of those overlay slots to render its tattoos - each tattoo taking up one slot. The number of tattoo slots available in SlaveTats (which you can see in the SlaveTats MCM) will directly correspond to the number of available overlay slots (so with the default RaceMenu configuration, SlaveTats will support 6 face tattoos, and 3 each on face/hands/feet). To increase the number of slots available to SlaveTats, you need to increase the number of overlay slots via the RaceMenu configuration (i.e. the iNumOverlays values in your skee.ini file).

If you have multiple mods that are trying to make use of overlays, then you'll need to make sure you are configuring sufficient overlay slots for their needs. So for example, if you're using YPS, which recommends that it needs 12 face overlay slots, then if you want to guarantee that tattoos will be able to show up on your face in addition to facial overlays that YPS adds, you'd need to set iNumOverlays under the Overlays/Face section accordingly to accommodate for that. So something like this would mean that SlaveTats/RapeTats would be able to add 8 face tattoos in addition to any overlays that YPS adds, assuming YPS is using the full 12 slots that it declares on the mod page:
 

[Overlays/Face] ; "Face [Ovl#]" and "Face [SOvl#]"
; Determines how many face overlays there should be
iNumOverlays=20 ; Default[3]


Do be aware that as I understand it, there is a limit of 128 overlays across all slots, so configuring a higher number would be meaningless, and the higher the number of slots you configure, the more of a performance hit there's going to be when processing overlays, so only configure as much as you want/need (I used silly numbers for some of the mod page screenshots, but I wouldn't recommend it for a regular playthrough). RapeTats can read/use any of your installed SlaveTats tattoos, but it cannot apply more than the iNumOverlays value for any given body part at the same time (which itself is bounded by that 128 limit I mentioned above).

 

Thanks for the clarification!

Posted

Hi elliesec, thanks for continuing this mod. This mod has been a main stay for my playthroughs.

 

I have an issue where whenever I load the tattoo config page, all the tattoo pages loads normally. However when I exit the mcm and click back into it, all the tattoo pages are gone, and I'm left with only the General and Tattoo Setting Explanation settings. I've tried loading the tattoo config page a couple times, but each time I exit and click back in the mcm, the tattoo pages are gone.

 

Posted
6 hours ago, legoindiana1 said:

Hi elliesec, thanks for continuing this mod. This mod has been a main stay for my playthroughs.

 

I have an issue where whenever I load the tattoo config page, all the tattoo pages loads normally. However when I exit the mcm and click back into it, all the tattoo pages are gone, and I'm left with only the General and Tattoo Setting Explanation settings. I've tried loading the tattoo config page a couple times, but each time I exit and click back in the mcm, the tattoo pages are gone.

 

 

It's been a while since I've looked at the old MCM scripts (I've changed the code quite drastically in the version that I'm currently working on), and honestly I can't remember my thought process at the time, but I suspect that was probably a deliberate decision. With the much faster config load speed, there's less need for the pages and the data behind them to hang around in memory between MCM openings. I'm currently away from my gaming/modding PC, but I'll take a look when I get back in case it actually was accidental.

Posted (edited)
9 hours ago, legoindiana1 said:

have an issue where whenever I load the tattoo config page, all the tattoo pages loads normally. However when I exit the mcm and click back into it, all the tattoo pages are gone, and I'm left with only the General and Tattoo Setting Explanation settings. I've tried loading the tattoo config page a couple times, but each time I exit and click back in the mcm, the tattoo pages are gone.

 

3 hours ago, elliesec said:

With the much faster config load speed, there's less need for the pages and the data behind them to hang around in memory between MCM openings. I'm currently away from my gaming/modding PC, but I'll take a look when I get back in case it actually was accidental.

This is normal behavior and planned behavior. Once you go through initially and set up your tattoos, there's really no need for those pages (I have 25 of them) to open all the time. From the mod description page:

 

"Responsiveness & performance

 

The MCM is now much more responsive - your tattoo sets are no longer automatically loaded whenever you open the MCM. This used to take an awfully long time if you had thousands of tattoos installed. There is now a "Load tattoo config pages" button in the MCM which you can click to load the tattoos and assign them groups as you could before. On the other hand, if you've already configured all of your tattoos (via the MCM or just editing the JSON config file), then you no longer need to spend 10 minutes waiting for the MCM to load just to tweak a few options at the start of a playthrough."

Edited by Seeker999
typo
Posted
6 hours ago, Seeker999 said:

 

This is normal behavior and planned behavior. Once you go through initially and set up your tattoos, there's really no need for those pages (I have 25 of them) to open all the time. From the mod description page:

 

"Responsiveness & performance

 

The MCM is now much more responsive - your tattoo sets are no longer automatically loaded whenever you open the MCM. This used to take an awfully long time if you had thousands of tattoos installed. There is now a "Load tattoo config pages" button in the MCM which you can click to load the tattoos and assign them groups as you could before. On the other hand, if you've already configured all of your tattoos (via the MCM or just editing the JSON config file), then you no longer need to spend 10 minutes waiting for the MCM to load just to tweak a few options at the start of a playthrough."

 

That make sense. Thank you.

Posted
7 hours ago, Seeker999 said:

 

This is normal behavior and planned behavior. Once you go through initially and set up your tattoos, there's really no need for those pages (I have 25 of them) to open all the time. 

 

Incidentally, that part of the mod page was more about the reason I removed the behaviour in the first place (back when just opening the MCM could take 10 minutes or more), before I actually sped up the loading itself. Arguably, it might now actually be feasible to have it hang around between re-openings as a QoL patch, but I'd need to do a bit of testing to make sure there'd not be any negative impact. That said, I'm aiming to remove the individual tattoo configuration pages in the future for a number of reasons, so that might not be an issue relatively soon.

Posted

I have a question, tell me, do I need "Fade Tattoos" for the mod to work? I mean, if I only need to add tattoos after sex scenes with "Rape Tattoos" and leave them until I remove them with "Remove your tats SE", do I need "Fade Tattoos" or "Rape Tattoos" is enough?

Posted
2 hours ago, ChtoPodMaskoj said:

I have a question, tell me, do I need "Fade Tattoos" for the mod to work? I mean, if I only need to add tattoos after sex scenes with "Rape Tattoos" and leave them until I remove them with "Remove your tats SE", do I need "Fade Tattoos" or "Rape Tattoos" is enough?

 

Strictly speaking, no, you shouldn't need Fade Tattoos for Rape Tattoos to work. If you want to use RT without FT, make sure you have all of the "Tattoos are permanent" options in the MCM selected. If you don't, it shouldn't be game-breaking, but you'll wind up with some Papyrus errors in your logs, but take that advice with an "at your own risk" warning in the current version, because it's currently written with the assumption that FT is installed.

 

In the next version I'll make that more of a clean soft dependency, so the permanency options will only be available if you have Fade Tattoos installed.

  • 4 weeks later...
Posted (edited)

All my tattoos were suddenly set to excluded for some reason. Is there something in the MCM or elsewhere that can do that?

 

Edit: I checked the rtats settings file in the JCUser folder and saw that it only contained one tattoos while it had all the packs I had installed before. How is that possible? All I did was a few manual changes in the MCM of FadeTattoos.

 

Fortunately I had a backup of the settings, but it's good to know how I can avoid this problem in the future.

Edited by RoninDog
Posted
21 hours ago, RoninDog said:

All my tattoos were suddenly set to excluded for some reason. Is there something in the MCM or elsewhere that can do that?

 

Edit: I checked the rtats settings file in the JCUser folder and saw that it only contained one tattoos while it had all the packs I had installed before. How is that possible? All I did was a few manual changes in the MCM of FadeTattoos.

 

Fortunately I had a backup of the settings, but it's good to know how I can avoid this problem in the future.

 

This is the first I've heard of anything like this happening, and there's nothing within RapeTats itself that should cause this as far as I'm aware. It feels to me that the most likely cause of this is if Rapetats somehow ended up with the incorrect internal state whilst inside the MCM, and the most likely cause for that happening would be either a bug in RapeTats itself (although it's not something that anyone's reported before AFAIK), or that SlaveTats is returning the wrong data when RapeTats queries it.

Are you running vanilla SlaveTats, or something else on top of it (i.e. Fast Tats/SlaveTats NG/any other SlaveTats patches)? I know SlaveTats NG had some issues when I originally tested it which could potentially have caused the kind of thing you're seeing, although it's had several updates since, and I've not personally tested again to verify that they're fixed.

 

If it's something you can reproduce, I'd be very interested in hearing exactly what you did that caused it.

Posted
2 hours ago, elliesec said:

 

This is the first I've heard of anything like this happening, and there's nothing within RapeTats itself that should cause this as far as I'm aware. It feels to me that the most likely cause of this is if Rapetats somehow ended up with the incorrect internal state whilst inside the MCM, and the most likely cause for that happening would be either a bug in RapeTats itself (although it's not something that anyone's reported before AFAIK), or that SlaveTats is returning the wrong data when RapeTats queries it.

Are you running vanilla SlaveTats, or something else on top of it (i.e. Fast Tats/SlaveTats NG/any other SlaveTats patches)? I know SlaveTats NG had some issues when I originally tested it which could potentially have caused the kind of thing you're seeing, although it's had several updates since, and I've not personally tested again to verify that they're fixed.

 

If it's something you can reproduce, I'd be very interested in hearing exactly what you did that caused it.

 

Thanks for replying. I'm not using vanilla SlaveTats or anything that conflicts, and I'm as surprised as you are, since there is nothing inside the MCM that can manually clean the settings file. Could it happen if you enter and exit the MCM too fast, or if you change something and then open the SlaveTats MCM instead of closing the MCM? I have a vague memory of doing something like that, and I've noticed you need to return to the game after you have opened the RapeTats MCM, because it blocks other MCMs(sometimes I forget though).

 

I hope it doesn't happen again, but if it does I'll try to remember what lead to it.

Posted

Quick question, when combat sex ends i get a notification that the aggressor has "...left you a gift" I assume this is from this mod by no tattoo ever seems to be applied. Is there a fix or workaround for this (other than just manually applying a tattoo). 

 

The tattoos itself apply through slave tats manually I don't think it's an issue with that mod. 

Posted
47 minutes ago, CPTJackHarkness said:

Quick question, when combat sex ends i get a notification that the aggressor has "...left you a gift" I assume this is from this mod by no tattoo ever seems to be applied. Is there a fix or workaround for this (other than just manually applying a tattoo). 

 

The tattoos itself apply through slave tats manually I don't think it's an issue with that mod. 

Did you set up your tats in Rape menu, assigning them placement roles - upper back, unassigned, excluded, etc.?

Did you try the debug option in the Rape Tats menu?

Sometimes, especially if I have a lot of tattoos already applied, I get devices instead of tats.

 

Posted
On 10/4/2024 at 1:52 PM, CPTJackHarkness said:

Quick question, when combat sex ends i get a notification that the aggressor has "...left you a gift" I assume this is from this mod by no tattoo ever seems to be applied. Is there a fix or workaround for this (other than just manually applying a tattoo). 

 

The tattoos itself apply through slave tats manually I don't think it's an issue with that mod. 

 

Hi there - I've had the odd report of things like this, and used to experience a very similar issue on the old version of Rape Tats. To the best of my knowledge this isn't so much a specific issue with Rape Tats, but a problem with how SlaveTats handles synchronizing its internal tattoo state (where it keeps track of which tattoos should be applied to a given actor) with the actual overlays on the actor - notably if multiple mods try to synchronize tattoos close to each other. If you have Zaz Animation Pack installed, that actually triggers a SlaveTats tattoo sync after every sex scene if SlaveTats is present, which can trigger this problem, especially if synchronization is slow (i.e. you have configured a high number of overlay slots and/or are adding a lot of tattoos). As far as I can see, the only surefire way to fix this would be to rework the way SlaveTats does its sync, although making SlaveTats faster would also help alleviate the issue (i.e. using something like SlaveTats NG/Fast Tats, if/when they are fully working).

 

That said, a few things you can try:

  • Make sure you have configured tattoo groups properly for Rape Tats as mentioned by Seeker999 - there are some pointers on how to do this on the mod page. If all of your installed tattoos are excluded (which most will be by default), then Rape Tats won't find any tattoos to add. You can turn on debug mode in the MCM, which will log notifications whenever a Rape Tats event occurs - if that indicates that no available tattoos were found, that's your issue.
  • Try turning on debug mode in the MCM and triggering a tattoo (by hitting the 'n' key) - this should work, even if you're experiencing issues with tattoo addition in a real scenario. This would confirm that the issue is caused by a synchronization conflict with another mod when Rape Tats triggers normally
  • If you have it installed, try it without ZAP - I know that ZAP is kind of integral to some peoples' load orders, so that can be tricky. Other than that, if you have other mods that might be triggering a SlaveTats sync at the same time as Rape Tats, try without them - this can be tricky to find without inspecting the mod scripts though (that's the only way I knew ZAP was calling SlaveTats, as it's not really openly advertised).

In the longer run, I'm hopeful that this issue will go away (for one reason or another), but right now all I have is possible workarounds.

  • 2 weeks later...
Posted

so all my tats are listed as "excluded" in the mcm. whener i change it as soon as i swap to a different page or exit the mcm they go right back to "excluded" so it doesnt have anything to apply. anyone know a fix? and i have slavetats SE, rape tattoos continued, and fade tattoos continued, and both the settings and color json are in the containers. idk what else could be wrong.

Posted
22 hours ago, raider12140 said:

so all my tats are listed as "excluded" in the mcm. whener i change it as soon as i swap to a different page or exit the mcm they go right back to "excluded" so it doesnt have anything to apply. anyone know a fix? and i have slavetats SE, rape tattoos continued, and fade tattoos continued, and both the settings and color json are in the containers. idk what else could be wrong.


Double check your settings.json in Skyrim/JCUser. Try setting it to read only. Helped on my end.

Posted
On 10/18/2024 at 7:28 PM, AAAndreyKongo2 said:


Double check your settings.json in Skyrim/JCUser. Try setting it to read only. Helped on my end.

i had to delete the whole "rtats" file out of my JCUser folder and let it rebuild when i booted up the game.

  • 3 weeks later...

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