GraysW Posted March 26, 2025 Posted March 26, 2025 (edited) In fact I was too quick with my respond... The new version was working on my game after the tats were applied without it. Before version 10 your mod was breaking them, the upgrade fixed this. But since I had to delete / upgrade several mods, when starting a new games only few tats are fully available. I can choose the first box, then a default option is applied inside the second box but when I try to change it, it's empty... I have only this issue with Dibellan Defender, other tats seems to work without any problem. Edited March 26, 2025 by GraysW
nopse0 Posted March 26, 2025 Author Posted March 26, 2025 (edited) 5 hours ago, GraysW said: In fact I was too quick with my respond... The new version was working on my game after the tats were applied without it. Before version 10 your mod was breaking them, the upgrade fixed this. But since I had to delete / upgrade several mods, when starting a new games only few tats are fully available. I can choose the first box, then a default option is applied inside the second box but when I try to change it, it's empty... I have only this issue with Dibellan Defender, other tats seems to work without any problem. Can/did you click Add/Remove tattoos in the SlaveTats MCM ? This updates SlaveTats cache of installed tattoo packages, maybe the Dibellan tattoos are just not registered. Can you post the "slavetats_cache.json" resulting from this, it should contain the Dibellan tattoos with all their fields, if everything works correctly. Edit: Yes, I can reproduce this in my Skyrim testlab installation, I have the same. Will have a look. Spoiler Spoiler Strange, the slavetats_cache.json looks perfect, don't understand why the MCM is showing nothing. Maybe this is because of the "required" and "excluded" fields in the Dibellan tattoos, may be you have to do some quest first, before you can add Dibellan tattoos. Because after having installed DibellanDefender, i have this in my SlaveTatsNG.log: [19:24:48:259] SlaveTats: Beginning synchronization for Prisoner [19:24:48:259] According to JFormDB, nothing ´has changed. Cancelling synchronization. [19:24:48:259] ni_node_override_unlock: lastValue = 1 [19:24:48:259] result is false [19:24:57:942] acquire_cache(): cache is 0 [19:24:57:943] acquire_cache: result is 1190 [19:25:02:192] acquire_cache(): cache is 1190 [19:25:02:192] acquire_cache: result is 1190 [19:25:12:774] Asked to add a tattoo (tattoo = 1247) [19:25:12:774] { [19:25:12:774] "AREA": BODY [19:25:12:774] "color": 14107392 [19:25:12:774] "dibellan_buff": 1 [19:25:12:774] "dibellan_skinmagic": 1 [19:25:12:774] "dibellan_tattoo": 1 [19:25:12:774] "excluded_by": dibellan_buff [19:25:12:774] "name": Emblem of Magic [19:25:12:774] "requires": dibellan_calling [19:25:12:774] "section": Dibellan Skinmagic [19:25:12:774] "spell_formid": 24160 [19:25:12:774] "spell_plugin": DibellanDefender.esp [19:25:12:774] "texture": dibellandefender\dibellan_skill_magic.dds [19:25:12:774] } [19:25:15:325] acquire_cache(): cache is 1190 [19:25:15:325] acquire_cache: result is 1190 [19:25:31:423] acquire_cache(): cache is 1190 [19:25:31:423] acquire_cache: result is 1190 [19:25:40:623] acquire_cache(): cache is 1190 [19:25:40:623] acquire_cache: result is 1190 [19:26:28:837] acquire_cache(): cache is 1190 [19:26:28:837] acquire_cache: result is 1190 [19:26:37:404] in papyrus synchronize_tattoos, a_target = 0x1f5a60f3040 [19:26:37:404] ni_node_override_lock: lastValue = 0 [19:26:37:404] SlaveTats: Beginning synchronization for Prisoner [19:26:37:404] Applied deferred Face [Ovl0] = Actors\Character\slavetats\scrawl\forehead_slut.dds:0:0:false [19:26:37:404] blank_texture_name = Actors\Character\slavetats\blank.dds Edited March 26, 2025 by nopse0
nopse0 Posted March 26, 2025 Author Posted March 26, 2025 (edited) 58 minutes ago, nopse0 said: Can/did you click Add/Remove tattoos in the SlaveTats MCM ? This updates SlaveTats cache of installed tattoo packages, maybe the Dibellan tattoos are just not registered. Can you post the "slavetats_cache.json" resulting from this, it should contain the Dibellan tattoos with all their fields, if everything works correctly. Edit: Yes, I can reproduce this in my Skyrim testlab installation, I have the same. Will have a look. Reveal hidden contents Reveal hidden contents Strange, the slavetats_cache.json looks perfect, don't understand why the MCM is showing nothing. Maybe this is because of the "required" and "excluded" fields in the Dibellan tattoos, may be you have to do some quest first, before you can add Dibellan tattoos. Because after having installed DibellanDefender, i have this in my SlaveTatsNG.log: [19:24:48:259] SlaveTats: Beginning synchronization for Prisoner [19:24:48:259] According to JFormDB, nothing ´has changed. Cancelling synchronization. [19:24:48:259] ni_node_override_unlock: lastValue = 1 [19:24:48:259] result is false [19:24:57:942] acquire_cache(): cache is 0 [19:24:57:943] acquire_cache: result is 1190 [19:25:02:192] acquire_cache(): cache is 1190 [19:25:02:192] acquire_cache: result is 1190 [19:25:12:774] Asked to add a tattoo (tattoo = 1247) [19:25:12:774] { [19:25:12:774] "AREA": BODY [19:25:12:774] "color": 14107392 [19:25:12:774] "dibellan_buff": 1 [19:25:12:774] "dibellan_skinmagic": 1 [19:25:12:774] "dibellan_tattoo": 1 [19:25:12:774] "excluded_by": dibellan_buff [19:25:12:774] "name": Emblem of Magic [19:25:12:774] "requires": dibellan_calling [19:25:12:774] "section": Dibellan Skinmagic [19:25:12:774] "spell_formid": 24160 [19:25:12:774] "spell_plugin": DibellanDefender.esp [19:25:12:774] "texture": dibellandefender\dibellan_skill_magic.dds [19:25:12:774] } [19:25:15:325] acquire_cache(): cache is 1190 [19:25:15:325] acquire_cache: result is 1190 [19:25:31:423] acquire_cache(): cache is 1190 [19:25:31:423] acquire_cache: result is 1190 [19:25:40:623] acquire_cache(): cache is 1190 [19:25:40:623] acquire_cache: result is 1190 [19:26:28:837] acquire_cache(): cache is 1190 [19:26:28:837] acquire_cache: result is 1190 [19:26:37:404] in papyrus synchronize_tattoos, a_target = 0x1f5a60f3040 [19:26:37:404] ni_node_override_lock: lastValue = 0 [19:26:37:404] SlaveTats: Beginning synchronization for Prisoner [19:26:37:404] Applied deferred Face [Ovl0] = Actors\Character\slavetats\scrawl\forehead_slut.dds:0:0:false [19:26:37:404] blank_texture_name = Actors\Character\slavetats\blank.dds Interpretation: Opening the section "Dibellan Skinmagic" automatically adds the first tattoo in the section ("Emblem of Magic"), but his tattoo excludes everything else (including itself), because of {"dibellan_buff": 1, "excluded_by": dibellan_buff }. Or this is because of { "requires": dibellan_calling }, and you don't have dibellan_calling ? Dunno, what the logic of D.Defender is. Anyway, I think this isn't a bug, but intended by D.Defender. Edited March 26, 2025 by nopse0
GraysW Posted March 26, 2025 Posted March 26, 2025 Dibellan Defender originally had a quest to launch it, it was in the first Skyrim. It was later ported to SE and the quest was removed. Now to only way to activate it, is by using Slavetats menu.
nopse0 Posted March 26, 2025 Author Posted March 26, 2025 1 hour ago, GraysW said: Dibellan Defender originally had a quest to launch it, it was in the first Skyrim. It was later ported to SE and the quest was removed. Now to only way to activate it, is by using Slavetats menu. I experimented a bit. This seems to be a pure MCM problem, it doesn't show tattoos which have a "requires" condition, which initially isn't met, and this list of tattoos is never updated, even if the requirement is fullfilled later on. There are 4 tattoos in the "Dibellan Calling" section: "Dibellan Warrior's Mark" "Dibellan Assassin's Mark" "Dibellan Wizard's Mark" "Dibellan Scholar's Mark" All of them are displayed in the MCM, and you can only add one of them to your character, because all of them have the "dibellan_calling" flag set to 1, and the condition "excluded_by": dibellan_calling, so they are mutually exclusive; if you have added one of them to one slot, you cannot add another one to another slot. So, this works perfectly fine. The problem are the other tattoos, which all have the "requires": dibellan_calling condition, i.e. you are only able to add them, if you have an "Dibellan Calling" tattoo applied. Problem is, the MCM doesn't show them, even if you later on have a dibellan_calling tattoo As a workaround, you could remove all lines which start with a "requires" from the dibellandefender.json (and do a "Add/Remove tattoos" in the SlaveTats MCM to update the cache), then you should see the tattoos in the MCM abnd be able to add them (regardless of if you have a "Dibellan Calling" tattoo or not). Maybe you can ask Murfk to fix the SlaveTatsMCMMenu.psc, I would be glad to merge his changes :))
sidfu1 Posted March 27, 2025 Posted March 27, 2025 ok took a breakl from skyrim for a few days now to get back into it.
nopse0 Posted March 27, 2025 Author Posted March 27, 2025 10 hours ago, nopse0 said: Maybe you can ask Murfk to fix the SlaveTatsMCMMenu.psc, I would be glad to merge his changes :)) Fixed the MCM, works now. No changes in dibellandefender.json neccessary. 1
sidfu1 Posted March 29, 2025 Posted March 29, 2025 so after 100+ hours roughly here is how everything stands SlaveTatsSE-1.3.7 = no crashes SlaveTatsSE-1.3.9= rouhgly a crash every hour or 2 if you ever open the mcm SlaveTatsSE-1.3.7+ NG (before 3dloaded) crashes like 1.3.9 SlaveTatsSE-1.3.9+ NG (before 3dloaded) same as before crashing SlaveTatsSE-1.3.7+ NG (after 3dloaded) still crashes but crashes happen alot less rouhgly every 8-10 hours depending on mods used SlaveTatsSE-1.3.9+ NG (after 3dloaded) still crashes but crashes happen alot less rouhgly every 8-10 hours depending on mods used the mods i use overlays/slave tats rape tattoos continued fade tattoos continued scoe blush when aroused Apropos2 wet function redux ones that apply but they dont fade or go away home sweet home (only interacts with it when it needs to change them when they put in HSH or they finish training) diary of mine(have function disabled) would be good if others could chime in with similar checking. ive done about all i can do on a existing save and would need to start a new save to do any further indept testing. especially since how the crash can be hours apart at times. SlaveTatsSE-1.3.7+ NG (after 3dloaded) setup is rouhgly a crash every 15-20 hours roughly. every time it crashed i checked to find which mod and each time it was a differnt mod. one time was deu to wet redux couldnt apply wet to face. another time blush when aroused couldnt remove blush. another 3 times was when striped to bath. the only thing ive been able to gather is the crash will happen when something causes the overlays to update. 1
nopse0 Posted March 29, 2025 Author Posted March 29, 2025 2 hours ago, sidfu1 said: SlaveTatsSE-1.3.7 = no crashes SlaveTatsSE-1.3.9= rouhgly a crash every hour or 2 if you ever open the mcm This is the most astonishing thing, imo, because if you compare the scripts of 1.3.7 and 1.3.9, there's almost no difference between them. The only thing I see, is that in 1.3.7 in the function "apply_per_cell_customizations" SlaveTats calls "act.QueueNiNodeUpdate()" after it has changed the hair color or weight of an actor in a cell customization (this whole feature isn't supported anymore in 1.3.9). So, maybe, it's a similiar problem like with the "Is3DLoaded" thing, just that the model is loaded, but the node structure is different to what NiOverride thinks (because there has been a facegen, weight change, hair color change, or whatever in between adding node overrides and applying them).
sidfu1 Posted March 31, 2025 Posted March 31, 2025 yeah its weird as nua doesnt have any crashes for 1.3.9 the only thng he doesnt do is ever access the slave tats mcm. im wondering if its a racemenu bug that just gets triggered by slave tats maybe. for example maybe racemenu has issues with mods that keep accessing overlays which causes a overlay to possibly bug and cause ctd when it gets accessed.
monsta88 Posted April 4, 2025 Posted April 4, 2025 Hi there, I tried this mod with yps Fashion. That mod applies Eye Shadow and Lipstick as tattoos. It worked fine with ST v1.3.9, but now they don't appear. In the MCM the Head slots are greyed out and empty. I tried the Add/Remove tats option in the Setup menu too, it didn't help. I saw you released some patches for some other mods, is it possible that yps Fashion also needs one?
nopse0 Posted April 5, 2025 Author Posted April 5, 2025 (edited) 6 hours ago, monsta88 said: I saw you released some patches for some other mods, is it possible that yps Fashion also needs one? No, the other other mods, BIS and STA, weren't using SlaveTats at all, they were directly adding overlays with RaceMenu (NiOverride) functions. But YPS is already using SlaveTats, should require no changes. You wrote, "the head slots are greyed out and empty", this sounds very strange. Don't know how this is possible. If the slots would contain an external tattoo, they would be greyed out, but not be empty. And if they would not contain an external tattoo, they would not be greyed out, but be empty. But both, greyed out and empty, is very strange. I saw, YPS is using this for adding tattoos instead of simple_add_tattoo, but this looks Ok to me: Function STEBAddTattoo(Form _form, String _section, String _name, int _color, bool _last, bool _silent, int _glowColor, bool _gloss, bool _lock) ; ; +++ The code of this function is derived from the "SlaveTats Event Bridge" mod by Weird. Courtesy of the author. Many thanks! ; if !_form as Actor return endIf string poolName = "STEB_OnAddTattoo" ;where the search results are int foundTattoos = JValue.addToPool(JArray.object(), poolName) ;the search template, based on the tattoo json int searchTemplate = JValue.addToPool(JValue.objectFromPrototype("{\"name\": \"" + _name + "\", \"section\":\"" + _section + "\"}"), poolName) int tattoo = 0 ;search for the template if SlaveTats.query_available_tattoos(searchTemplate, foundTattoos) ;returns true if an error ocurred debug.trace("[YPS] [STEB] ERROR: OnAddTattoo query error") JValue.cleanPool(poolName) return endIf ;set the optional parameters tattoo = JArray.getObj(foundTattoos, 0) JMap.setInt(tattoo, "color", _color) if _glowColor > 0 JMap.setInt(tattoo, "glow", _glowColor) endif if _gloss JMap.setInt(tattoo, "gloss", 1) endIf if _lock JMap.setInt(tattoo, "locked", 1) endIf if SlaveTats.add_tattoo(_form as Actor, tattoo) debug.trace("[YPS] [STEB] ERROR: OnAddTattoo add_tattoo error") JValue.cleanPool(poolName) return endIf if _last if SlaveTats.synchronize_tattoos(_form as Actor, _silent) shownotification("[STEB] ERROR: OnAddTattoo synchronize_tattoos failed") JValue.cleanPool(poolName) return endif endIf JValue.cleanPool(poolName) EndFunction Ps: That the slots are greyed out, probably is because of the _lock parameter in the function above: if _lock JMap.setInt(tattoo, "locked", 1) and in the YPS code for example: ypsPiercingTicker.psc:4538: STEBAddTattoo(PlayerActor,"YpsFashion","Lipstick"+Pct+Smudged,CurrentLipstickColor,true,true,0,MCMValues.LipstickGloss,MCMValues.SlaveTatLock) ypsPiercingTicker.psc:4807: STEBAddTattoo(PlayerActor,"YpsFashion","Eyeshadow"+Style+Pct+Smudged,CurrentEyeshadowColor,true,true,0,false,MCMValues.SlaveTatLock) ypsPiercingTicker.psc:5437: STEBAddTattoo(PlayerActor,"YpsFashion","Toenails"+ToenailNumberString,CurrentToenailColor,last,true,0,ToenailGlossy,MCMValues.SlaveTatLock) ypsPiercingTicker.psc:5909: STEBAddTattoo(PlayerActor,"YpsFashion","PubicStage"+Stage,GetBodyHairColor(PlayerActor),true,true,0,false,MCMValues.SlaveTatLock) So, I guess, there are applied tattoos with {"locked": 1} and {"name": ""} (or name not set), bug in YPS perhaps ? You could try to switch off the "MCMValues.SlaveTatLock" in the YPS MCM (whereever it may be there :)) Edited April 5, 2025 by nopse0
monsta88 Posted April 5, 2025 Posted April 5, 2025 (edited) 6 hours ago, nopse0 said: So, I guess, there are applied tattoos with {"locked": 1} and {"name": ""} (or name not set), bug in YPS perhaps ? You could try to switch off the "MCMValues.SlaveTatLock" in the YPS MCM (whereever it may be there :)) Thank you for the answer. I know where that setting is in the MCM. I think it is just for immersion, you need to remove old makeup before you can apply new one. Yps mod behaves like the Eye Shadow is applied btw, it just doesn't appear on the character. I tried it with both locked and not locked anyway, same result. Here is how the MCM looks like, when there should be both Eye Shadow and Lipstick applied: Spoiler I'd also like to mention that yps also has a tattoo method to apply Stockings, that one works. Although that method is considered the "old way" and now there is a new, equipped item based application for Stockings too. I also reported this to Emily (the creator of yps Fashion). Edited April 5, 2025 by monsta88
nopse0 Posted April 5, 2025 Author Posted April 5, 2025 23 minutes ago, monsta88 said: Here is how the MCM looks like, when there should be both Eye Shadow and Lipstick applied: Hide contents Oh, can it be, that you simply don't have enough face overlay slots ? Because your screenshot shows, that you only have 3 face slots, and all three are blocked by external (non-SlaveTats) overlays. Try to raise the number of face Slots to 20 or so (in Data\SKSE\plugins\skee64.ini) 1
monsta88 Posted April 5, 2025 Posted April 5, 2025 (edited) 20 minutes ago, nopse0 said: Oh, can it be, that you simply don't have enough face overlay slots ? Because your screenshot shows, that you only have 3 face slots, and all three are blocked by external (non-SlaveTats) overlays. Try to raise the number of face Slots to 20 or so (in Data\SKSE\plugins\skee64.ini) That was it, thank you very much for the help. After increasing the slots (I increased the slots for the other body areas as well, while I was there), they appeared at once (well, not once, I had to reapply them). Edited April 5, 2025 by monsta88
thiccthighs03 Posted April 8, 2025 Posted April 8, 2025 This mod won't allow my slave tats to go above the default number of overlays, I have changed the number in my racemenu overlays and those are up to 20 but before I downloaded this mod slave tats would follow what I had set for racemenu but now it keeps the default values after using the mod. Disabling the mod returns slave tats to being 20 possible overlays but being back to how awful and slow regular slave tats is not good at all.
nopse0 Posted April 8, 2025 Author Posted April 8, 2025 (edited) 4 hours ago, thiccthighs03 said: This mod won't allow my slave tats to go above the default number of overlays, I have changed the number in my racemenu overlays and those are up to 20 but before I downloaded this mod slave tats would follow what I had set for racemenu but now it keeps the default values after using the mod. Disabling the mod returns slave tats to being 20 possible overlays but being back to how awful and slow regular slave tats is not good at all. Must have something to do with your setup, normally detecting the number of overlays set in racemenu works (e.g. see mail from monsta88 above). The difference to Papyrus SlaveTats is, that the Papyrus version calls NiOverride functions to get the number of overlays, while NG SlaveTats parses "skee64.ini" to get the number (because I don't know the addresses of the functions returning the number of overlays). Must have something to do with that, I guess, perhaps in your setup Racemenu uses another config file, e.g. skeevr.ini, skeegog.ini or so. Send log file SlaveTatsNG.log, I think it prints out what number of slots it detects. Edited April 8, 2025 by nopse0
no_way Posted April 8, 2025 Posted April 8, 2025 On 3/6/2025 at 6:27 PM, aim4it said: Should be since it doesn't use slave and instead says this: "Apply dirt textures via Racemenu overlays specific to each body part" You'd probably just out of usable overlays depending on what you have setting in the Racemenu ini. Yeah can confirm its not working. Any chance of a patch for BISR?
nopse0 Posted April 8, 2025 Author Posted April 8, 2025 (edited) 4 hours ago, no_way said: Yeah can confirm its not working. Any chance of a patch for BISR? My patch was a quick hack, I just copied the default textures of BIS into the textures/actors/slavetats folder, made a .json file for them, and when BIS wants to add a dirt texture, apply the dirt tattoos from the slavetats folder instead. But BIS does more, it has the feature to dynamically add additional dirt texture packages at runtime, and then chooses randomly a dirt texture from one of the installed dirt packages, when it adds dirt. Doing this dynamically with SlaveTats is nearly impossible, because of the fixed folder structure and .json files. Maybe calling some .bat or .python or so file, you would have to call, if you want to install new texture packs, is the only idea I would have, to make it possible to install additional dirt packs. Or, on second thought, the additional dirt packages, would have to be converted to SlaveTats tattoo packages, then BIS would only have to know the SlaveTats section names of them Edited April 8, 2025 by nopse0
kkanbu420 Posted April 9, 2025 Posted April 9, 2025 (edited) Would anyone know what causes tats and any other overlays to not update to morphs? For example: Using Baka FHU (and SLIF) to expand belly morph, and tats around that area disappear/don't update with the morph. It will update when saving and loading. Same occurs when reducing belly morph back to normal- the belly/abdomen tats stay floating around as if no deflation occurred. Am also noticing that CBPC belly jiggle also occurs where the tats are, if that's another clue. Edited April 9, 2025 by kkanbu420
nopse0 Posted April 9, 2025 Author Posted April 9, 2025 2 hours ago, kkanbu420 said: Would anyone know what causes tats and any other overlays to not update to morphs? For example: Using Baka FHU (and SLIF) to expand belly morph, and tats around that area disappear/don't update with the morph. It will update when saving and loading. Same occurs when reducing belly morph back to normal- the belly/abdomen tats stay floating around as if no deflation occurred. Am also noticing that CBPC belly jiggle also occurs where the tats are, if that's another clue. Did you build your armor/clothes/naked skin with morphs enabled in Bodyslide ? NodeOverrides are operating on skinned armors.
kkanbu420 Posted April 9, 2025 Posted April 9, 2025 16 hours ago, nopse0 said: Did you build your armor/clothes/naked skin with morphs enabled in Bodyslide ? NodeOverrides are operating on skinned armors. Yep. Will mention that starting a new save fixed the issue, at least no issues for the few hours I've played it so far. I did add Ysp + SLSO + SLIF mid save when this started to become an issue, but theoretically I don't know how these would've caused it. I thought SLIF could've been a likely candidate for the cause, but I am of the understanding that it's just a framework that doesn't operate without active input from other mods being triggered (like FHU or FM v3). Had a bitch of a time google searching reddit/LL for an answer.
nopse0 Posted April 13, 2025 Author Posted April 13, 2025 (edited) Uploaded a small patch for BISR to use SlaveTats. You still have to copy the dirt textures, you installed BISR with, into the folders "mzin_bathe_set1_f" and "mzin_bathe_set1_m". If you install additional dirt texture sets, you likewise have to copy their textures into "set2", ..., "set6" folders, and copy the .json files and edit them accordingly. Don't forget to click "Add/Remove Tattoos" in the SlaveTats MCM to register the texture packs. The functionality can be quickly tested, by modifying the two sliders in the MCM for the start dirtiness level and opacity of the dirt overlays. Ps: And, of course, you should click "remove all dirt overlays" in BISR before installing my patch (because the directly with NiOverride applied overlays from before aren't updated/removed anymore afterwards). Edited April 13, 2025 by nopse0
crajjjj Posted April 14, 2025 Posted April 14, 2025 5 hours ago, nopse0 said: Uploaded a small patch for BISR to use SlaveTats. You still have to copy the dirt textures, you installed BISR with, into the folders "mzin_bathe_set1_f" and "mzin_bathe_set1_m". If you install additional dirt texture sets, you likewise have to copy their textures into "set2", ..., "set6" folders, and copy the .json files and edit them accordingly. Don't forget to click "Add/Remove Tattoos" in the SlaveTats MCM to register the texture packs. The functionality can be quickly tested, by modifying the two sliders in the MCM for the start dirtiness level and opacity of the dirt overlays. Ps: And, of course, you should click "remove all dirt overlays" in BISR before installing my patch (because the directly with NiOverride applied overlays from before aren't updated/removed anymore afterwards). Not working for me. Can apply textures in the slavetats mcm manually, but they are not appearing otherwise.
nopse0 Posted April 14, 2025 Author Posted April 14, 2025 (edited) 22 hours ago, crajjjj said: Not working for me. Can apply textures in the slavetats mcm manually, but they are not appearing otherwise. The functions ApplyDirt, CleanDirt and UpdateAlpha are working, the problem is, to get Nua to call them. I added log output to those functions, they simply aren't called, Last time, when I tested this, I could trigger those functions by modifying the "Begin Applying Dirt At" and "Starting Opacity" sliders in the BIS MCM, but this time, after saving and reloading, I wasn't able to do this, like you. There seem to be problems in BISR, BIS Tweaked from Monoman is much more reliable in this regard. From my side, I did everything I can do, the above mentioned functions are working, the rest is Nua's problem. I forgot to say, when I first installed my patch, I saw that my char had two times the same external dirt overlay in the two top body slots applied (slot 29 and 30 for me). Well, I thought, a bug in BISR, it applies the dirt texture two times. But now I think, that BISR really depends on this bug, because the original ClearDirt function from BISR cleared only one dirt slot instead of all. First of all, in SlaveTats it's not possible to apply the same tattoo multiple times to different slots (in the same area). And second, in the ClearDirt function I clear all dirt textures in an area (all tattoos with the attribute mzin=1). So this doesn't work with my patch. Maybe you better should use BIS Tweaked. Edited April 14, 2025 by nopse0
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