IcicleInn Posted March 24, 2025 Posted March 24, 2025 Sadly tats and overlays just aren't consistent. Some mods are utilizing slavetats for speed and ease of use, some of them are tracked on slavetats but are assigned to "external" and not modifiable with them. I imagine those external ones are going straight to RM overlay interface or something and may not be read by SLSFR
Brittany11101 Posted April 15, 2025 Posted April 15, 2025 I have some weird issue. Devious curses have support for lewdmarks to add some form of curse visible with a tatto. Problem is then when lewdmark is applied I get "Body Tatto subcategory is invalid" every few seconds. I seen on github that this was fixed at version 2.8 and here I use version 3.0 Any idea what I did wrong?
NymphoElf Posted April 15, 2025 Author Posted April 15, 2025 (edited) 1 hour ago, Brittany11101 said: I have some weird issue. Devious curses have support for lewdmarks to add some form of curse visible with a tatto. Problem is then when lewdmark is applied I get "Body Tatto subcategory is invalid" every few seconds. I seen on github that this was fixed at version 2.8 and here I use version 3.0 Any idea what I did wrong? I don't believe you've done anything wrong. Please answer these questions to help me understand the issue better: 1) Are you using Sexlab Survival? (I believe I found a bug that happens if you're not using Sexlab Survival, and that's my mistake - not yours) 2) What tattoo subcategory does the Lewdmark have while you are getting this error? 3) Have you tried changing the Tattoo Subcategory to see if the error goes away? Edited April 15, 2025 by NymphoElf
Brittany11101 Posted April 15, 2025 Posted April 15, 2025 (edited) 4 hours ago, NymphoElf said: I don't believe you've done anything wrong. Please answer these questions to help me understand the issue better: 1) Are you using Sexlab Survival? (I believe I found a bug that happens if you're not using Sexlab Survival, and that's my mistake - not yours) 2) What tattoo subcategory does the Lewdmark have while you are getting this error? 3) Have you tried changing the Tattoo Subcategory to see if the error goes away? 1) No ,I don't have it installed. 2) If I understand correclty it's suppoused ot have body subcategory? 3) I didn't cause I'm unsure how. Stuff I discovered - all tattos seem to cause this issue. They also don't show up in mcm of your mod. I tried to look more and found that in consoel there is "[Error] Can't parse JSON file at 'Data/slavetats_cache.json' at line 2: 12 - ']' expected near ';' " so maybe something went wrong on my end while installing slave tats Edit - nah ,this was Slave tats NG fault.. even without it ,issue persist Edited April 15, 2025 by Brittany11101
NymphoElf Posted April 15, 2025 Author Posted April 15, 2025 (edited) 4 hours ago, Brittany11101 said: 1) No ,I don't have it installed. [...] Edit - nah ,this was Slave tats NG fault.. even without it ,issue persist Based on what you described, SLSF Reloaded might not be compatible with SlaveTatsNG (or at least not right now). Regardless, I think the issue mainly stems from the bug I found from not having Sexlab Survival installed. 4 hours ago, Brittany11101 said: If I understand correclty it's suppoused ot have body subcategory? Yes? No? I'm not understanding what you're asking. The four areas in SlaveTats are: HEAD, BODY, FEET, HANDS. If your tattoo is designated as "BODY", then SLSF Reloaded's MCM has an additional option to select the Subcategory (a more specific are of the body that it is on). The Subcategories are: Chest, Pelvis, Ass, Thigh, Calves, Back, and -NONE-. "-NONE-" is the default. 4 hours ago, Brittany11101 said: I didn't cause I'm unsure how. Then this can only mean you used a version of SLSF Reloaded older than 2.8 on this save and jumped to 3.0 at some point without following the update instructions. That's the only way this error can still be happening in your case. Your save still has the bug because you never cleaned the save and therefore you never allowed the script to re-initialize and fix itself. Edited April 16, 2025 by NymphoElf
Seeker999 Posted April 16, 2025 Posted April 16, 2025 6 hours ago, NymphoElf said: Based on what you described, SLSF Reloaded might not be compatible with SlaveTatsNG (or at least not right now). Regardless, I think the issue mainly stems from the bug I found from not having Sexlab Survival installed. I don't know if this FYI helps or not, but I do not have Sexlab Survival installed. I am using SLSF-R 3.0 and SlaveTatsNG v. 0.6.4 and started this pt with these versions. I'm on SSE 1.6.1170. I have many tattoo packs, but currently not using lewd marks or Devious Curses (does look interesting, though). I have not noticed any problems or issues. FWIW, I don't apply tattoos to npc;s.
Brittany11101 Posted April 16, 2025 Posted April 16, 2025 13 hours ago, NymphoElf said: Based on what you described, SLSF Reloaded might not be compatible with SlaveTatsNG (or at least not right now). Regardless, I think the issue mainly stems from the bug I found from not having Sexlab Survival installed. Unsure ,sorry if didn't explained it correctly , with or without SlaveTats NG there was the same error notification from SLSF Reloaded. I only found that SlaveTats NG was responsible for information in console about issue with slavetats_cache.json file and only that. 13 hours ago, NymphoElf said: Yes? No? I'm not understanding what you're asking. The four areas in SlaveTats are: HEAD, BODY, FEET, HANDS. If your tattoo is designated as "BODY", then SLSF Reloaded's MCM has an additional option to select the Subcategory (a more specific are of the body that it is on). The Subcategories are: Chest, Pelvis, Ass, Thigh, Calves, Back, and -NONE-. "-NONE-" is the default. I see ,in that case , after some more digging I found that in tattoo settings sections of MCM. Changing subcategories to pelvis helped. 13 hours ago, NymphoElf said: Then this can only mean you used a version of SLSF Reloaded older than 2.8 on this save and jumped to 3.0 at some point without following the update instructions. That's the only way this error can still be happening in your case. Your save still has the bug because you never cleaned the save and therefore you never allowed the script to re-initialize and fix itself. I started this playthrough with version 2.10 and then moved to 3.0 like the instructions said "Simply replace or overwrite the old version with your mod manager. "
NymphoElf Posted April 16, 2025 Author Posted April 16, 2025 1 hour ago, Brittany11101 said: Unsure ,sorry if didn't explained it correctly , with or without SlaveTats NG there was the same error notification from SLSF Reloaded. I only found that SlaveTats NG was responsible for information in console about issue with slavetats_cache.json file and only that. If SlaveTats NG somehow caused the error, removing SlaveTats NG would not resolve it. It has to do with the value stored in the script which checks what Subcategory you have selected, 1 hour ago, Brittany11101 said: I see ,in that case , after some more digging I found that in tattoo settings sections of MCM. Changing subcategories to pelvis helped. What was the subcategory before changing it to Pelvis? 1 hour ago, Brittany11101 said: I started this playthrough with version 2.10 and then moved to 3.0 like the instructions said "Simply replace or overwrite the old version with your mod manager. " What language is your game using?
Brittany11101 Posted April 16, 2025 Posted April 16, 2025 32 minutes ago, NymphoElf said: If SlaveTats NG somehow caused the error, removing SlaveTats NG would not resolve it. It has to do with the value stored in the script which checks what Subcategory you have selected, I see ,well I don't know enough about both mods. 33 minutes ago, NymphoElf said: What was the subcategory before changing it to Pelvis? It was "(None)" 34 minutes ago, NymphoElf said: What language is your game using? English ,both audio and subtitles.
NymphoElf Posted April 16, 2025 Author Posted April 16, 2025 20 minutes ago, Brittany11101 said: It was "(None)" The last time "(None)" was used was in version 2.5. The mod now uses "-None-". This proves again that you need to clean your save. Perhaps you forgot that you used an older version. Perhaps I updated too quickly. Who knows. I'm not necessarily blaming you, but the point remains that you need to clean your save. Please follow the cleaning instructions listed on the main page.
VeraDra Posted April 23, 2025 Posted April 23, 2025 (edited) The wording here should likely be corrected, as it is inaccurate - someone looking to find the answer will be let on a goose-chase trying to find the answer, when it should be "Q1 of the FAQ". (Incase the photo breaks again, it's the "Indirect Integration" "SLSF Fame comments" section.) Big bold red letters do nothing to solve an issue when the problem is created by small gray text beside the issue point. Edited April 23, 2025 by VeraDra photo brik
NymphoElf Posted April 23, 2025 Author Posted April 23, 2025 (edited) 15 hours ago, VeraDra said: The wording here should likely be corrected, as it is inaccurate - someone looking to find the answer will be let on a goose-chase trying to find the answer, when it should be "Q1 of the FAQ". (Incase the photo breaks again, it's the "Indirect Integration" "SLSF Fame comments" section.) Big bold red letters do nothing to solve an issue when the problem is created by small gray text beside the issue point. Well when you have a bunch of people asking the same question over and over again, you get annoyed. So I answered the question the best way I could, and put the answer in multiple spots - one of which being the very first FAQ post. However, people still don't read that, so I also put it in the "Supported Mods" section but labelled it as "indirect" since I have very little control over that compatibility. Also, TECHNICALLY my mod supports SLSF Comments IF you have legacy overwrite enabled, because then the fame that's used by SLSF Comments is dictated by SLSF Reloaded instead of the old mod. So, no. It's not going to be 'corrected' because it's not incorrect and is doing what I intended it to do. At this point, it's the user's fault for ignoring the information provided. If you've gone on a "goose chase" then you're the only one to blame. Lastly, if Gristle ever updates SLSF Comments to use SLSF Reloaded, then I'm still right. Edited April 23, 2025 by NymphoElf
Brittany11101 Posted April 23, 2025 Posted April 23, 2025 On 4/16/2025 at 2:54 PM, NymphoElf said: The last time "(None)" was used was in version 2.5. The mod now uses "-None-". This proves again that you need to clean your save. Perhaps you forgot that you used an older version. Perhaps I updated too quickly. Who knows. I'm not necessarily blaming you, but the point remains that you need to clean your save. Please follow the cleaning instructions listed on the main page. Hmm maybe. Anyway I followed cleaning instructions and all issues are gone. Sorry for taking your time. Thanks again 1
VeraDra Posted April 23, 2025 Posted April 23, 2025 5 hours ago, NymphoElf said: Well when you have a bunch of people asking the same question over and over again, you get annoyed. So I answered the question the best way I could, and put the answer in multiple spots - one of which being the very first FAQ post. However, people still don't read that, so I also put it in the "Supported Mods" section but labelled it as "indirect" since I have very little control over that compatibility. Also, TECHNICALLY my mod supports SLSF Comments IF you have legacy overwrite enabled, because then the fame that's used by SLSF Comments is dictated by SLSF Reloaded instead of the old mod. So, no. It's not going to be 'corrected' because it's not incorrect and is doing what I intended it to do. At this point, it's the user's fault for ignoring the information provided. If you've gone on a "goose chase" then you're the only one to blame. Lastly, if Gristle ever updates SLSF Comments to use SLSF Reloaded, then I'm still right. I don't think you understood what I meant, and took what I said as an insult rather than a suggestion to improve the documentation. The previous wording, present before being edited, pointed a user to the guidebook, which would give them no useful information to answer their question. This should have been changed to "See FAQ Q1" instead of a still unhelpful for this purpose blog post. The FAQ is not, and never has been, a pass-off for answering questions - it should be used as a reference for common issues that you can point someone to if they are having issues. For instance, if X is a common issue, and is covered under FAQ Q13, a far better response to someone asking about X, is to point them to FAQ Q13, instead of just "read the FAQ", which the user has likely already skimmed over and was not able to quickly find their problem or the fix. If the manual tells me to do X and I do X, but I should have done Y which is specified elsewhere, I have been lead on a goose chase entirely by the manual - it is no different here, for when I have been told to go look in one place (the guidebook), but the answer is someplace else (the FAQ).
NymphoElf Posted April 24, 2025 Author Posted April 24, 2025 @VeraDra the guidebook and FAQ effectively tell you to do the same thing. So idk where you're getting the idea that the guidebook is telling you to do something different. I updated the info slightly to make it more clear, but the FAQ is pointed at multiple times before the information you're suggesting is incorrect. I intentionally want everyone to read the FAQ before posting anything, because it is very likely their question will be answered. I cannot predict every question or variation of a question, and I also will not sit and respond with "FAQ #x" either. And what do you mean FAQs are not a "pass off" for answering questions? What do you think an FAQ section is for? If I have to point you to the FAQ every time a question is asked then why have it in the first place? If you didn't read the FAQ properly, again that's your own fault. If you're too lazy to find the answer I've already provided then I'm too lazy to answer it for the 1000th time. Ultimately, the point is you're still suggesting something pointless. You would have to ignore multiple areas telling you to read the FAQ, and the particular issue you mentioned is THE FIRST FAQ ANSWERED. You don't have to read each individual answer, you just have to find the question the most closely relates to yours. Yes, there's a lot of information crammed on the first page, but as I said before, I don't have time to respond to everyone asking the same question for the 1000th time. It's better to have people read the FAQ first to filter out repeated issues and then deal with what remains afterwards. 1
matekun Posted May 10, 2025 Posted May 10, 2025 Maybe you already know,or maybe is just a "me" problem,but I stopped getting fame in some activities,even if I had sex in the middle of whiterun. Turned out it was the Pandora Framework,changed back to FNIS and so far everything normal. This may help someone else.
Arasu69 Posted May 19, 2025 Posted May 19, 2025 how do i disable the hiding thing for devices and tattoos
NymphoElf Posted May 19, 2025 Author Posted May 19, 2025 8 minutes ago, Arastal said: how do i disable the hiding thing for devices and tattoos Disabling Device and Tattoo visibility checks is not an option as of 3.1. Apologies for any inconvenience. On 5/10/2025 at 7:57 PM, matekun said: Maybe you already know,or maybe is just a "me" problem,but I stopped getting fame in some activities,even if I had sex in the middle of whiterun. Turned out it was the Pandora Framework,changed back to FNIS and so far everything normal. This may help someone else. I don't see how a particular behavior engine (FNIS/Nemesis/Pandora) would cause problems with mods that don't have any animations. I just switched to Pandora, but haven't done any actual playing with it. I'll see if anything starts going wrong.
B3juc0 Posted May 20, 2025 Posted May 20, 2025 Recommended Settings in PapyrusTweaks.ini SpeedUpNativeCalls = True I noticed stutters with this true because the CPU utilization will hit 100% on heavily modded Skyrim (I have an 8 core 7800x3D). If I set it to false, CPU utilization never goes above 90% (still bottleneck but not stutters). Heck I can't even get my 4090 to hit 80% GPU utilization because I'm bottleneck by the CPU. When you have so many SKSE, SMP, and every code known to man Skyrim becomes a multi-threaded monster.
NymphoElf Posted May 20, 2025 Author Posted May 20, 2025 1 hour ago, B3juc0 said: Recommended Settings in PapyrusTweaks.ini SpeedUpNativeCalls = True I noticed stutters with this true because the CPU utilization will hit 100% on heavily modded Skyrim (I have an 8 core 7800x3D). If I set it to false, CPU utilization never goes above 90% (still bottleneck but not stutters). Heck I can't even get my 4090 to hit 80% GPU utilization because I'm bottleneck by the CPU. When you have so many SKSE, SMP, and every code known to man Skyrim becomes a multi-threaded monster. I'm not sure what you want me to say. You either have too many mods doing too many things and you should really sit down and ask yourself if you really need all of those mods or something else is causing your PC to not keep up (possibly malware or some other application you have running, or some other hardware issue). There IS such a thing as over-modding. It's impossible for mod authors to do anything about that,
B3juc0 Posted May 20, 2025 Posted May 20, 2025 10 hours ago, NymphoElf said: I'm not sure what you want me to say. You either have too many mods doing too many things and you should really sit down and ask yourself if you really need all of those mods or something else is causing your PC to not keep up (possibly malware or some other application you have running, or some other hardware issue). There IS such a thing as over-modding. It's impossible for mod authors to do anything about that, There indeed is such a thing as over-modding. My comment is just a personal observation from a heavy LO user to other users with similar set ups. I know in this website, most people have 50 to 300 mods... or play on LE... but for the users with thousand plus mods, setting SpeedUpNativeCalls to True = stutters (which is why is in the experimental section of Papyrus Tweaks NG ini). From a heavy LO user don't do it or at least monitor CPU usage if you do. And no there's no malware, hardware issues, only 1 background application (WSL2 connecting to an LLM to get AI comments on game events... probably 30-40% CPU usage here, but there's no way I would play the game without it). I already off loaded the XTTS voice generation to a second PC via LAN to keep the primary PC happier. 1
NymphoElf Posted May 21, 2025 Author Posted May 21, 2025 2 hours ago, B3juc0 said: My comment is just a personal observation from a heavy LO user to other users with similar set ups. I see. I'm used to people asking for fixes, so I initially took it as some kind of bug/issue report. Thank you for the clarification. 1
B3juc0 Posted May 21, 2025 Posted May 21, 2025 3 hours ago, NymphoElf said: I see. I'm used to people asking for fixes, so I initially took it as some kind of bug/issue report. Thank you for the clarification. BTW- Great mod. In my game (using ChIM/MinAI) the LLM uses SLSF reloaded as the player reputation and the NPCs around her can make a comment or make a snarky remark if she has enough of a reputation in a certain category. 1
NymphoElf Posted May 21, 2025 Author Posted May 21, 2025 10 hours ago, B3juc0 said: BTW- Great mod. In my game (using ChIM/MinAI) the LLM uses SLSF reloaded as the player reputation and the NPCs around her can make a comment or make a snarky remark if she has enough of a reputation in a certain category. Lol that's probably where all of your CPU power is going then
B3juc0 Posted May 23, 2025 Posted May 23, 2025 Yes, a big portion goes to running ChIM/MinAI. With SMP/CBPC being almost as demanding. I use the quality preset in FSMP running on AVX512 instructions. With all this I can get up to about 90% CPU utilization across all cores (ranging from 40-90% depending on the situation). If I go to Papyrus Tweaks NG and toggle SpeedUpNativeCalls to True, the CPU goes to 100% a lot... and every time it get's there it will stutter.
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