Loller99 Posted December 30, 2024 Posted December 30, 2024 8 minutes ago, nopse0 said: One gets this, when on older Skyrim versions address tables for the functions in the NiOverride DLL are used, and the addresses are wrong. On which Skyrim version are you ? Can you install CrashDump and post a CrashDump log ? Ahem, the stupid me didn't notice that this was exclusive to AE, so i am guessing that's why
Herowynne Posted December 30, 2024 Posted December 30, 2024 46 minutes ago, Loller99 said: this was exclusive to AE Not sure about that. This mod works well for me with SE 1.5.97.
Merlin Wizzard Posted January 3, 2025 Posted January 3, 2025 Might have it working now. My followers were all getting tattooed, but I wasn't. I removed all tats from player and seem to have gotten a tattoo afterward, so hopefully that's working now. However I am getting this error. Where is the nioverride.ini file? It doesn't exist on my system.
chaimhewast Posted January 3, 2025 Posted January 3, 2025 5 hours ago, Merlin Wizzard said: Where is the nioverride.ini file? It doesn't exist on my system. In SE, it's called skee64.ini and lives in /SKSE/Plugins. 1
nopse0 Posted January 3, 2025 Author Posted January 3, 2025 (edited) 3 hours ago, yobistan said: Does anybody know how to fix that? What's your Skyrim version and OS (Windows/Linux) ? Is there more information in the skse.log/SlaveTatsNG.log ? SlaveTatsNG is compiled with CommonLibSSE which supports all Skyrim/SKSE versions, so this should not be the problem, I think. A special case is the RaceMenu DLL (skee64.dll), which only has a version independent reflection interface since Skyrim > 1.6.659 (>= 1.6.1130 ?), for older skee.dll versions address tables are used, and there are only address tables for 1.6.640 1.5.97 1.6.659 1.4.15 (=VR) So, it could be that you are having an unusual, exotic version, because per default the 1.6.640 table is used, if the version doesn't match one of the above. Or the name of the JContainer DLL, which is used when loading the JContainers reflection interface, is wrong. Three names are possible, JContainers64/JContainersVR/JContainersGOG, only the GOG patch versions 659 and 1179 are detected, don't know, is there a new one, or are there older ones ? But I doubt that something of the above can cause a "SKSE Plugin Loader" error (the program would rather crash _after_ the dll's are loaded). Edited January 3, 2025 by nopse0
Dovahbear91 Posted January 6, 2025 Posted January 6, 2025 It seems that when I install this plus SLACS it overrides the slots and doesnt allow cum on my character on their body. Does anyone have tips here on how I can use both?
Unknown22923 Posted January 6, 2025 Posted January 6, 2025 13 minutes ago, Dovahbear91 said: It seems that when I install this plus SLACS it overrides the slots and doesnt allow cum on my character on their body. Does anyone have tips here on how I can use both? I am using SCOE just realized its main page is now deleted, but would had said it was working fine for me with SlaveTatsNG. can only find this post about it now
Dovahbear91 Posted January 6, 2025 Posted January 6, 2025 43 minutes ago, Unknown22923 said: I am using SCOE just realized its main page is now deleted, but would had said it was working fine for me with SlaveTatsNG. can only find this post about it now Thanks, it looks like SLACS might be having problems generally. Not sure if its update related
Dovahbear91 Posted January 7, 2025 Posted January 7, 2025 18 hours ago, Unknown22923 said: I am using SCOE just realized its main page is now deleted, but would had said it was working fine for me with SlaveTatsNG. can only find this post about it now Thanks! SCOE works with Slavetats, hopefully SLACS Plus gets an update soon
lovalter Posted January 7, 2025 Posted January 7, 2025 Hey don't really know if this is the right place to ask but some people suggested this could be an overlays issue, basically I have this weird black flicker on my character that happens pretty randomly, any ideas what it could be caused by? https://files.catbox.moe/n0yqeo.mp4
Merlin Wizzard Posted January 11, 2025 Posted January 11, 2025 On 1/3/2025 at 3:01 AM, chaimhewast said: In SE, it's called skee64.ini and lives in /SKSE/Plugins. I tried to increase the face overlays to 4 from 3 and I keep getting the same error.
metoo Posted February 15, 2025 Posted February 15, 2025 (edited) On 11/14/2024 at 7:36 PM, metoo said: It's the same for me. I downloaded it last week. I have Engine Fixes installed (both parts) and the plugin won't load. tried to debug it and I think it's somehow related to the VC++ runtime library, but I'm not sure. Also I'm running it in Linux, more or less successfully until today. It gives an 0xC0000005 exception (ACCESS VIOLATION): 0758:Call ntdll.LdrDisableThreadCalloutsForDll(03e20000) ret=7b01a2d9 0758:Ret ntdll.LdrDisableThreadCalloutsForDll() retval=c0000135 ret=7b01a2d9 0758:Call ntdll.RtlNtStatusToDosError(c0000135) ret=7b01a2f8 0758:Ret ntdll.RtlNtStatusToDosError() retval=0000007e ret=7b01a2f8 0758:Ret KERNEL32.DisableThreadLibraryCalls() retval=00000000 ret=03e7a9b5 0758:Ret PE DLL (proc=0000000003E7A0EC,module=0000000003E20000 L"AASlaveTatsNG.dll",reason=PROCESS_ATTACH,res=0000000000000000) retval=1 0758:Ret ntdll.LdrLoadDll() retval=00000000 ret=7b07f569 0758:Call ntdll.RtlReleasePath(004fb3b0) ret=7b07f579 0758:Ret ntdll.RtlReleasePath() retval=00000001 ret=7b07f579 0758:Ret KERNEL32.LoadLibraryA() retval=03e20000 ret=01711baf 0758:Call KERNEL32.GetProcAddress(03e20000,0176d030 "SKSEPlugin_Load") ret=01711bcc 0758:Ret KERNEL32.GetProcAddress() retval=03e7f830 ret=01711bcc 0758:warn:seh:dispatch_exception backtrace: --- Exception 0xc0000005. 0758:trace:seh:dispatch_exception code=c0000005 flags=0 addr=0000000000698C34 ip=698c34 0758:trace:seh:dispatch_exception info[0]=0000000000000000 0758:trace:seh:dispatch_exception info[1]=0000000000000000 0758:warn:seh:dispatch_exception EXCEPTION_ACCESS_VIOLATION exception (code=c0000005) raised 0758:trace:seh:dispatch_exception rax=0000000000000000 rbx=0000000003ee44d0 rcx=0000000003ee44d0 rdx=0000000000000000 0758:trace:seh:dispatch_exception rsi=0000000001751480 rdi=7fffffffffffffff rbp=000000000011f7f0 rsp=000000000011f6e0 0758:trace:seh:dispatch_exception r8=0000000000000000 r9=000000007fee3445 r10=00007f1a5fd4b600 r11=0000000000000202 0758:trace:seh:dispatch_exception r12=0000000000000000 r13=8ad8f2fba9386823 r14=0000000003ee44d0 r15=0000000000000000 0758:trace:seh:call_vectored_handlers calling handler at 000000035906B320 code=c0000005 flags=0 0758:trace:seh:call_vectored_handlers handler at 000000035906B320 returned 0 0758:trace:seh:call_vectored_handlers calling handler at 00000002EDF1C050 code=c0000005 flags=0 0758:trace:seh:call_vectored_handlers handler at 00000002EDF1C050 returned 0 0758:warn:seh:virtual_unwind backtrace: 0000000000698C34: L"MSVCP140.dll" + 0000000000018C34. 0758:trace:seh:call_handler calling handler 00000000006CB180 (rec=000000000011F4E0, frame=000000000011F6E0 context=000000000011EA40, dispatch=000000000011E910) 0758:trace:seh:call_handler handler at 00000000006CB180 returned 1 0758:warn:seh:virtual_unwind backtrace: 0000000003E3BC6A: L"AASlaveTatsNG.dll" + 000000000001BC6A. 0758:warn:seh:virtual_unwind backtrace: 0000000003E54F5A: L"AASlaveTatsNG.dll" + 0000000000034F5A. 0758:trace:seh:call_handler calling handler 0000000003E7AD60 (rec=000000000011F4E0, frame=000000000011F780 context=000000000011EA40, dispatch=000000000011E910) 0758:Call vcruntime140_1.__CxxFrameHandler4(0011f4e0,0011f780,0011eff0,0011e910) ret=17000ef74 0758:Call KERNEL32.GetModuleHandleW(2ac817588 L"ntdll.dll") ret=2ac814084 0758:Call ntdll.RtlInitUnicodeString(0011e480,2ac817588 L"ntdll.dll") ret=7b02d422 I'm glad I'm not alone. Habitually these errors are my fault because I don't have some requirements installed, but in this case VC2015 runtime is installed and used as native. Also, I'm running this in a Ryzen 9. Oh, and not Slavetats.log present afterwards. Hello, I'm sorry for not following on my problem for a long time; but this week finally had time to test this. And as I suspected (and the traces mentioned), the problem seems to relate to the version of Visual C++ Runtime 2022 installed with Steam. I forced the reinstallation of vcrun2022 (VC++ Runtime 2022 as it's called on Winetricks/Protontricks), and after tinkering a bit with the proton version (I settled in the end with 8.0, reinstalling vcrun2022 again), I was able to remove the error and start Skyrim with this plugin installed. Now testing if it makes a difference. So, in the end, to whoever has problems with it failing to load in SKSE: Update your Visual C++ Runtime! Even when you are running it in Windows. Edited February 15, 2025 by metoo
nopse0 Posted February 16, 2025 Author Posted February 16, 2025 (edited) 12 hours ago, metoo said: Hello, I'm sorry for not following on my problem for a long time; but this week finally had time to test this. And as I suspected (and the traces mentioned), the problem seems to relate to the version of Visual C++ Runtime 2022 installed with Steam. I forced the reinstallation of vcrun2022 (VC++ Runtime 2022 as it's called on Winetricks/Protontricks), and after tinkering a bit with the proton version (I settled in the end with 8.0, reinstalling vcrun2022 again), I was able to remove the error and start Skyrim with this plugin installed. Now testing if it makes a difference. So, in the end, to whoever has problems with it failing to load in SKSE: Update your Visual C++ Runtime! Even when you are running it in Windows. Thank you, that you investigated this! I had a look at the Visual Studio project file generated by CMake, and it has the setting: "Platform toolset: Visual Studio 2022 (v143)", so the VC 2022 compiler and linker is used to generate the DLL. But "dumpbin /dependents SlaveTatsNG.dll" shows, that it is linked with the runtime v140 (MSVCP140.dll and VCRUNTIME140.dll), so I would have assumed it's compatible with everything >= Visual Studio 2015. Strange, that this isn't the case. But "platform toolset" also means a certain Windows SDK version (Vc 2022 comes with Windows SDK 10.0.22621.0), maybe this isn't compatible with the "Windows" system libraries of Wine/Proton. Edited February 16, 2025 by nopse0
encall Posted February 17, 2025 Posted February 17, 2025 Not sure where to ask this question, but I'm having a problem with SlaveTats overlays on NPCs. Sometimes, when looking at an NPC with overlays, my FPS drops from 60 to around 15. This only happens to NPCs, not the player. I'm not sure if the issue is caused by the overlays or SlaveTats itself, but any help in pointing where I should look into would be appreciated.
nopse0 Posted February 17, 2025 Author Posted February 17, 2025 7 hours ago, encall said: Not sure where to ask this question, but I'm having a problem with SlaveTats overlays on NPCs. Sometimes, when looking at an NPC with overlays, my FPS drops from 60 to around 15. This only happens to NPCs, not the player. I'm not sure if the issue is caused by the overlays or SlaveTats itself, but any help in pointing where I should look into would be appreciated. Maybe this has to do with physics ((Faster-) HDT/SMP + KS Hairdos HDT/SMP). I once had this some years ago, especially at the marketplace in Whiterun, that the frame rate dropped to ~ 4 frames per second or so. Don't remember what I did then, I think I reduced the number of skeletons with physics to 1 (only the player). But later on, I never had this again, not sure what exactly was the cause for this. Or maybe the number of Papyrus threads is exploding, because an event handler takes too long, or so.
encall Posted February 18, 2025 Posted February 18, 2025 17 hours ago, nopse0 said: Maybe this has to do with physics ((Faster-) HDT/SMP + KS Hairdos HDT/SMP). I once had this some years ago, especially at the marketplace in Whiterun, that the frame rate dropped to ~ 4 frames per second or so. Don't remember what I did then, I think I reduced the number of skeletons with physics to 1 (only the player). But later on, I never had this again, not sure what exactly was the cause for this. Or maybe the number of Papyrus threads is exploding, because an event handler takes too long, or so. After I removed all SlaveTats overlays on that NPC, the fps came back though.
nopse0 Posted February 18, 2025 Author Posted February 18, 2025 (edited) 23 hours ago, encall said: After I removed all SlaveTats overlays on that NPC, the fps came back though. Then it sounds like something like an endless loop in the synchronize_tattoos function (though I guess the frame rate would drop to 0 then and the game would be frozen, if it really were "endless"). Do you have a "SlaveTatsNG.log" from the error scenario and can upload it ? May also be a bug in the NiOverride dll, i.e. that the NiNode tree gets a cycle. You can dump a list of overlays and overrides to the skee.log file with the skee console functions (do a "skee help" in the console). Edit: One idea I had, maybe simply the max number of overlay slots is calculated wrong. Because this number is taken directly from the skee64.ini file, instead of calling the respective NiOverride functions for retuning the max number of overlay slots (simply copied this code from Ponzipyramid). Maybe, if parsing the skee64.ini file fails, an error code or uninitialized value is interpreted as max number of overlay slots (this would explain why it's getting slow, because then 2,000,000,000 slots, or so, would be checked if they have a SlaveTats tattoo applied). Just an idea, will check this, at the next opportunity. Edited February 19, 2025 by nopse0
encall Posted February 19, 2025 Posted February 19, 2025 16 hours ago, nopse0 said: Then it sounds like something like an endless loop in the synchronize_tattoos function (though I guess the frame rate would drop to 0 then and the game would be frozen, if it really were "endless"). Do you have a "SlaveTatsNG.log" from the error scenario and can upload it ? May also be a bug in the NiOverride dll, i.e. that the NiNode tree gets a cycle. You can dump a list of overlays and overrides to the skee.log file with the skee console functions (do a "skee help" in the console). Edit: One idea I had, maybe simply the max number of overlay slots is calculated wrong. Because this number is taken directly from the skee64.ini file, instead of calling the respective NiOverride functions for retuning the max number of overlay slots (simply copied this code from Ponzipyramid). Maybe, if parsing the skee64.ini file fails, an error code or uninitialized value is interpreted as max number of overlay slots (this would explain why it's getting slow, because then 2,000,000,000 slots, or so, would be checked if they have a SlaveTats tattoo applied). Just an idea, will check this, at the next opportunity. Here is the log. I don't think synchronize_tattoos is the problem as it works just fine. The tattoo did get applied after all. I can only dump overlay and some of the override before my game crashed. I did test with new save,but the fps still drop. I also found another problem that if I applied SlaveTats when looking at one of my follower, my game crash also instantly. SlaveTatsNG-fps.log skee64-ctd.log
nopse0 Posted February 20, 2025 Author Posted February 20, 2025 17 hours ago, encall said: Here is the log. I don't think synchronize_tattoos is the problem as it works just fine. The tattoo did get applied after all. I can only dump overlay and some of the override before my game crashed. I did test with new save,but the fps still drop. I also found another problem that if I applied SlaveTats when looking at one of my follower, my game crash also instantly. SlaveTatsNG-fps.log 89.88 kB · 2 downloads skee64-ctd.log 162.7 kB · 1 download The SlaveTatsNG log and the skee64.log (at least what was written into the file before the game crashed) look fine. But I saw you have "LewdMarks" in the log file, are you using this ? Because LewdMarks comes with a patched SlaveTats.psc. So, if you install LewdMarks after my mod, you have a Papyrus-SlaveTats and my SlaveTatsNG running concurrently, I think this cannot work. Not sure, but DA (DeviouslyAccessible) probably also is a problem with it's "SlaveTats_glowextension.psc" (because it's tattoos are in the SlaveTats texture folder, and it manipulates the same JContainer data structure as SlaveTats). If you have these mods, can you try to temporarily disable them and check in a new game, if you still have this problem without them ?
Herowynne Posted February 20, 2025 Posted February 20, 2025 6 hours ago, nopse0 said: DA (DeviouslyAccessible) probably also is a problem with it's "SlaveTats_glowextension.psc" (because it's tattoos are in the SlaveTats texture folder, and it manipulates the same JContainer data structure as SlaveTats). I use both DA and SlaveTatsNG. I haven’t noticed a problem, but now I am wondering whether I need a compatibility patch?
wHOaMiEH Posted February 21, 2025 Posted February 21, 2025 (edited) Hi, after installing your mod over original ST, my game ctd's on loading a save. Since I have read through this 11 pages, and seen that it works on 1.5.97 SSE, I am sure it is my fuckup, but I am not papyrus literate so help would be appreciated. PS- Reverted to regular ST, it loads normally. After installing latest version of NG separately, it again crashes... Papyrus.0.log Edited February 21, 2025 by wHOaMiEH
encall Posted February 21, 2025 Posted February 21, 2025 On 2/20/2025 at 3:55 PM, nopse0 said: The SlaveTatsNG log and the skee64.log (at least what was written into the file before the game crashed) look fine. But I saw you have "LewdMarks" in the log file, are you using this ? Because LewdMarks comes with a patched SlaveTats.psc. So, if you install LewdMarks after my mod, you have a Papyrus-SlaveTats and my SlaveTatsNG running concurrently, I think this cannot work. Not sure, but DA (DeviouslyAccessible) probably also is a problem with it's "SlaveTats_glowextension.psc" (because it's tattoos are in the SlaveTats texture folder, and it manipulates the same JContainer data structure as SlaveTats). If you have these mods, can you try to temporarily disable them and check in a new game, if you still have this problem without them ? SlaveTatsNG is installed after LewdMarks, I think only LewdMarks texture was loaded. To be sure I did disable that, there is still fps drop. Maybe it's not Slavetats issue but an overlay issue. But yeah the log does not indicate anything at all.
encall Posted February 22, 2025 Posted February 22, 2025 16 hours ago, encall said: SlaveTatsNG is installed after LewdMarks, I think only LewdMarks texture was loaded. To be sure I did disable that, there is still fps drop. Maybe it's not Slavetats issue but an overlay issue. But yeah the log does not indicate anything at all. I found the problem, it was skin texture. If followers have their own skin texture and Slavetats was applied to that followers, there will be massive fps drop. I did not found a way to fix so I use my own texture if there was an option.
nopse0 Posted February 22, 2025 Author Posted February 22, 2025 5 hours ago, encall said: I found the problem, it was skin texture. If followers have their own skin texture and Slavetats was applied to that followers, there will be massive fps drop. I did not found a way to fix so I use my own texture if there was an option. Interesting. How did you change the skin of your followers, with the NiOverride AddSkinOverride functions ? I don't understand, why combining AddSkinOverride and AddNodeOverride functions makes the frame rate drop. As far as I understand https://geek-of-all-trades.neocities.org/programming/skyrim/nioverride-textures-03-skin skin overrides directly work on the nodes of the body, e.g. something like "HIMBO - Hands" or "3BA", while node overrides are some sort of abstract layers, which don't directly modify the nodes of the skinned armor you are wearing, but instead the fleshy part (the part which isn't covered by the armor mesh) of the (skinned) armor (regardless of the concrete node names the armor has), e.g. a node override name is something like "[Ovl Body 123]". Maybe this is a engine or NiOverride problem.
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