Obryanov Posted May 3, 2025 Posted May 3, 2025 (edited) 2 hours ago, greebo1 said: Seconded, 0.6.11 is required by Nefaram. A reupload would be much appreciated. Does it have to be 0.6.11.7 as mentioned or will this suffice?NG-0.6.11.7z 8 hours ago, nopse0 said: Can you try out, if this SlaveTatsNG-Windows8-Test-1.7zloads on Windows 8 ? It's a minimal SKSE plugin, with just a main.cpp, which just contains a "SKSEPluginLoad" function, nothing else. If even this fails to load on Windows 8, then something is wrong with commonlibsse-ng. I'll give it a shot in a few mins Don't several of the plugins listed earlier use that? EDIT: it loads in that form. A step towards progress. I wonder what the culprit is going to be. Edited May 3, 2025 by Obryanov
greebo1 Posted May 3, 2025 Posted May 3, 2025 12 minutes ago, Obryanov said: Does it have to be 0.6.11.7 as mentioned or will this suffice?NG-0.6.11.7z That's exactly what's needed, thanks a lot.
nopse0 Posted May 3, 2025 Author Posted May 3, 2025 43 minutes ago, Obryanov said: Does it have to be 0.6.11.7 as mentioned or will this suffice?NG-0.6.11.7z I'll give it a shot in a few mins Don't several of the plugins listed earlier use that? EDIT: it loads in that form. A step towards progress. I wonder what the culprit is going to be. Ah, thanks, good too know. Sorry, I am planning to use you as my laboratory rat . Next test will be, adding the remaining dependencies I use, apart from commonlibsse-ng, to the vcpkg.json, and see if this also loads: "dependencies": [ "commonlibsse-ng", "fmt", "rapidcsv", "spdlog", "xbyak", "magic-enum", "nlohmann-json", "clib-util", "ms-gsl" ],
Obryanov Posted May 3, 2025 Posted May 3, 2025 37 minutes ago, nopse0 said: Ah, thanks, good too know. Sorry, I am planning to use you as my laboratory rat . Next test will be, adding the remaining dependencies I use, apart from commonlibsse-ng, to the vcpkg.json, and see if this also loads: "dependencies": [ "commonlibsse-ng", "fmt", "rapidcsv", "spdlog", "xbyak", "magic-enum", "nlohmann-json", "clib-util", "ms-gsl" ], As long as I get the goods. A shame I'm unlikely to get the BFCO dude(s) to do the same.
nopse0 Posted May 3, 2025 Author Posted May 3, 2025 31 minutes ago, Obryanov said: As long as I get the goods. A shame I'm unlikely to get the BFCO dude(s) to do the same. Next test: SlaveTatsNG-Windows8-test-2.7z If this loads, then the problem may have been "OpenVR.h", or that I compiled my stuff without the preprocessor definitions ""-DWIN32_LEAN_AND_MEAN -DNOMINMAX", maybe this got me into the wrong "#ifdef"'s in Windows.h.
Obryanov Posted May 3, 2025 Posted May 3, 2025 2 hours ago, nopse0 said: Next test: SlaveTatsNG-Windows8-test-2.7z If this loads, then the problem may have been "OpenVR.h", or that I compiled my stuff without the preprocessor definitions ""-DWIN32_LEAN_AND_MEAN -DNOMINMAX", maybe this got me into the wrong "#ifdef"'s in Windows.h. This one loads too.
nopse0 Posted May 4, 2025 Author Posted May 4, 2025 11 hours ago, Obryanov said: This one loads too. Does this also works SlaveTatsNG-Windows8-test-3.7z? It's a full build with everything. If it works, I make an "official" release.
Obryanov Posted May 5, 2025 Posted May 5, 2025 12 hours ago, nopse0 said: Does this also works SlaveTatsNG-Windows8-test-3.7z? It's a full build with everything. If it works, I make an "official" release. It does, everything is working like a charm.
DrSeptimus Posted May 11, 2025 Posted May 11, 2025 I use version 6.4 and if I update it to 7.3, do I need to start new game with it? Which version is currently a stable version?
nopse0 Posted May 11, 2025 Author Posted May 11, 2025 1 hour ago, DrSeptimus said: I use version 6.4 and if I update it to 7.3, do I need to start new game with it? Which version is currently a stable version? You can update anytime to any version you want, because SlaveTats is just a bunch of global functions (no quest or so involved), and the JContainers tattoo data is identical to the Papyrus version, never changed. The newest is the most stable, I recommend using this, because: 7.0 (most important): Fixed the crashes, when synchronize_tattoos was called concurrently (or other mods were doing NIOverride calls at the same time as SlaveTats). 7.2: Quality of life improvement, automatically registers new tattoo packages, when a save-game is loaded. Very useful, because most times users (including me) forget to manually click "Add/remove tattoos" after having installed a new tattoo pack. 7.3: More compatible plugin initialization, runs on Windows 8 (and Windows 7, Linux ?).
Guest Posted May 22, 2025 Posted May 22, 2025 Bathing in Skyrim - Renewed at Skyrim Special Edition Nexus - Mods and Community SlaveTats Although BISR is technically compatible with SlaveTats, not least that FadeTats depends on SlaveTats, the subject mod in its latest version contains an issue: If the MCM is opened at least once in a playthrough, SlaveTats will populate Racemenu overlay slots with "blank.dds" and prevent BISR from properly applying dirt overlays. This is an issue on SlaveTats' end that BISR can't workaround. I highly recommend using SlaveTatsNG atop SlaveTats because this dll conversion lets SlaveTats properly release overlay slots, blank.dds or otherwise. However, do not use nopse's SlaveTatsNG "patch" for BiS Tweaked - this is not made for BISR. The alternative to using SlaveTatsNG is to avoid opening the SlaveTats MCM at all. thought I'd drop the newest version here.
crajjjj Posted May 28, 2025 Posted May 28, 2025 Hey there @nopse0. Just shared with you some potential improvements to avoid potential game freeze cases.
no_way Posted May 28, 2025 Posted May 28, 2025 Any chance you could fix Spank that Ass so that the tears and drool actually reset after the timer set in MCM? mine once applied NEVER fade, seems a common problem. Anyone else?
nopse0 Posted May 28, 2025 Author Posted May 28, 2025 5 minutes ago, no_way said: Any chance you could fix Spank that Ass so that the tears and drool actually reset after the timer set in MCM? mine once applied NEVER fade, seems a common problem. Anyone else? No, for me this works, they fade away. I guess, after installing my patch, you didn't remove the old RaceMenu overlays from before the patch, so you have both, the SlaveTats tattoos + the old RaceMenu overlays, just remove the RaceMenu ones (this are the ones, whose texture names don't start with "sta_").
no_way Posted May 29, 2025 Posted May 29, 2025 5 hours ago, nopse0 said: No, for me this works, they fade away. I guess, after installing my patch, you didn't remove the old RaceMenu overlays from before the patch, so you have both, the SlaveTats tattoos + the old RaceMenu overlays, just remove the RaceMenu ones (this are the ones, whose texture names don't start with "sta_"). Oh this has always been a bug for me and some others from the original spank that ass. What old patch are you referring to? I only have spankthatass 4.8Beta and then slavetatsSE overwritten by SlaveTatsNG overwritten by your patch installed.
nopse0 Posted May 29, 2025 Author Posted May 29, 2025 2 hours ago, no_way said: Oh this has always been a bug for me and some others from the original spank that ass. What old patch are you referring to? I only have spankthatass 4.8Beta and then slavetatsSE overwritten by SlaveTatsNG overwritten by your patch installed. I thought you were using "SlaveTats - Spank That Ass.7z" from the files section. This patches STA, so that it uses SlaveTats, instead of applying overlays with RaceMenu. If you install this mid game, you must remove the RaceMenu overlays, otherwise you have both (and the RaceMenu overlays aren't updated anymore afterwards, always keep the same intensity, this would explain, why you have this problem).
no_way Posted May 29, 2025 Posted May 29, 2025 15 hours ago, nopse0 said: I thought you were using "SlaveTats - Spank That Ass.7z" from the files section. This patches STA, so that it uses SlaveTats, instead of applying overlays with RaceMenu. If you install this mid game, you must remove the RaceMenu overlays, otherwise you have both (and the RaceMenu overlays aren't updated anymore afterwards, always keep the same intensity, this would explain, why you have this problem). I am using "SlaveTats - Spank That Ass.7z". By remove racemenu overlays you mean in game, using racemenu right? Cause I've done that.
nopse0 Posted May 30, 2025 Author Posted May 30, 2025 7 hours ago, no_way said: I am using "SlaveTats - Spank That Ass.7z". By remove racemenu overlays you mean in game, using racemenu right? Cause I've done that. Yes, exactly. Strange, that you still have this problem, then. Maybe you didn't do this for all 4 body areas ? (head,body,hands,feet)
NismoMan Posted May 30, 2025 Posted May 30, 2025 Heya @nopse0 Just a heads up; Someone posted a fix patch for SpankThatAss that has some really good sanitary checks to prevent NPCs from Defeat/PAH and NPCs in some Zaz devices from getting pooled in to spank the PC. I compared your patch with theirs and sure enough, they overwrite each other (Both edit _STA_SpankUtil.pex). It would be awesome if you could patch the fix in too. I would have done it myself, but my CK's been on strike for the past couple of weeks 😓
no_way Posted May 30, 2025 Posted May 30, 2025 (edited) 16 hours ago, nopse0 said: Yes, exactly. Strange, that you still have this problem, then. Maybe you didn't do this for all 4 body areas ? (head,body,hands,feet) Yeah it happens for a brand new game too though. So it's not an upgrade issue. It's always been an issue and looking in the old spank that ass thread it affects more than me. Honestly I'm surprised it works fine for you, I always assumed it was a glitch in the original Mod Edited May 30, 2025 by no_way
nopse0 Posted May 31, 2025 Author Posted May 31, 2025 (edited) 10 hours ago, no_way said: Yeah it happens for a brand new game too though. So it's not an upgrade issue. It's always been an issue and looking in the old spank that ass thread it affects more than me. Honestly I'm surprised it works fine for you, I always assumed it was a glitch in the original Mod Ah, I think I misunderstood you, you are talking about tears and drools! I didn't even know, that STA has tears and drool effects at all. I only knew about the spank ass and tits tattoos/overlays, and this works fine, with or without SlaveTats. If I look at my char with the SlaveTats MCM, it currenty has no tears and drools tattoos, when are they supposed to be applied ? I know that Apropos2 also uses tears and drool, but I don't have this installed atm., so this cannot interfere. Edit: This happens in ModifyTears, which is called in _STA_SexDialogUtil.psc: Event OnAnimationStart(int tid, bool HasPlayer) If HasPlayer IsPlayerMasochist = SpankUtil.GetIsPlayerMasochist() BuffMinActorValues() SpankCooldown = 3 ConflictingDialogCooloff = 0 CanDoRegularComment = true IsPlayerBroken = false _STA_DialogQueue.Revert() ; Just in case _STA_NearOrgasmCommentDone.Revert() GatherAnimDetails(tid, HasPlayer) If IsPlayerVictim; && !IsPlayerMasochist ModifyTears(true) EndIf PlayerRef.RemoveSpell(_STA_TearsCooldownSpell) PlayerRef.RemoveSpell(_STA_DroolCooldownSpell) If !IsMasturbation DoAnimationStartComment() If IsNpcTheSpankyType && IsSlsoInstalled Utility.Wait(2.0) DoNpcDialogOut(_STA_SpankingNpcDialogForceSlutTopic, SexPartner) EndIf EndIf RegForKeys() EndIf EndEvent Easy to understand. Since I currently have no tears, I guess, removing the tears after a while, works for me, too. Edited May 31, 2025 by nopse0
no_way Posted May 31, 2025 Posted May 31, 2025 16 hours ago, nopse0 said: Ah, I think I misunderstood you, you are talking about tears and drools! I didn't even know, that STA has tears and drool effects at all. I only knew about the spank ass and tits tattoos/overlays, and this works fine, with or without SlaveTats. If I look at my char with the SlaveTats MCM, it currenty has no tears and drools tattoos, when are they supposed to be applied ? I know that Apropos2 also uses tears and drool, but I don't have this installed atm., so this cannot interfere. Edit: This happens in ModifyTears, which is called in _STA_SexDialogUtil.psc: Event OnAnimationStart(int tid, bool HasPlayer) If HasPlayer IsPlayerMasochist = SpankUtil.GetIsPlayerMasochist() BuffMinActorValues() SpankCooldown = 3 ConflictingDialogCooloff = 0 CanDoRegularComment = true IsPlayerBroken = false _STA_DialogQueue.Revert() ; Just in case _STA_NearOrgasmCommentDone.Revert() GatherAnimDetails(tid, HasPlayer) If IsPlayerVictim; && !IsPlayerMasochist ModifyTears(true) EndIf PlayerRef.RemoveSpell(_STA_TearsCooldownSpell) PlayerRef.RemoveSpell(_STA_DroolCooldownSpell) If !IsMasturbation DoAnimationStartComment() If IsNpcTheSpankyType && IsSlsoInstalled Utility.Wait(2.0) DoNpcDialogOut(_STA_SpankingNpcDialogForceSlutTopic, SexPartner) EndIf EndIf RegForKeys() EndIf EndEvent Easy to understand. Since I currently have no tears, I guess, removing the tears after a while, works for me, too. Yeah Spank that ass applies tears after aggressive sex, and drool after aggressive oral. They are supposed to get progressively sloppier if you get a new scene within the timer limits as well. But they never reset unfortunately. Which is too bad cause its better than apropos
dragonbane1776 Posted June 7, 2025 Posted June 7, 2025 Here's an interesting issue to ponder over. I'm using the mod "There is no umbra" which creates an NPC named Daumbra which starts as a sword but eventually can take over a unique deceased NPC. What the mod does is it makes a new refid actor from the baseid of the body and transfers items, etc over to it. I've already discussed with the mod author and they do this because of engine limitations where resurrecting the original refid actor would make it a thrall, causing it to grunt. Anyways, when Daumbra reuses a body, slavetats are not present on the new instance. In addition, the Slave Tats MCM ends up with multiple entries for every time you go back to add in the tats. After a few times, it's hard to track which is the new instance. The second issue seems like a bug, or there's a cleanup process I need to run that I'm currently unaware of. If there was a way of attaching the tats to the base record, that would be awesome.
nopse0 Posted June 8, 2025 Author Posted June 8, 2025 17 hours ago, dragonbane1776 said: the Slave Tats MCM ends up with multiple entries for every time you go back to add in the tats. After a few times, it's hard to track which is the new instance. You mean by that, that if you try to select the 'Daumbra' in the SlaveTats MCM, it appears as multiple actors (refid's)? I read on the mod page: "Body management: Up to ten different bodies can be summoned and 'worn' on command.". I guess, that's the 10 bodies then. I wonder how they are doing this. SlaveTats simply stores in a JContainers JFormDB: Actor(=refid) -> JArray(tattoos).
dragonbane1776 Posted June 8, 2025 Posted June 8, 2025 4 hours ago, nopse0 said: You mean by that, that if you try to select the 'Daumbra' in the SlaveTats MCM, it appears as multiple actors (refid's)? I read on the mod page: "Body management: Up to ten different bodies can be summoned and 'worn' on command.". I guess, that's the 10 bodies then. I wonder how they are doing this. SlaveTats simply stores in a JContainers JFormDB: Actor(=refid) -> JArray(tattoos). It doesn't appear as Daumbra, it appears as the original NPC name (it might depend on the timing of how quickly you get into the MCM). I'm only on the first body. Every time you summon and then go to reset the tattoos, it creates a new entry. It looks like to patch, would have to tie into the summon script and copy the tattoos onto the new refid and remove the old. The script already does a similar thing for the inventory. I'm thinking looping through the slots and using get_applied_tattoo_in_slot. Then use add_tattoo on the new refid for each slot and remove_tattoos on original refid when loop is done. Doesn't look like that would clear the refid from the JFormDB though, just clear the tattoos from that entry. After a precursory look at JContainers, I'm not seeing a way of removing entries, so I'm unsure on that point currently. Also, not clear yet on how the slots order since neither get_applied_tattoo_in_slot or add_tattoo take the body area. I know there are 6 slots for the body, and 3 each for face, hands, and feet.
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