Cannaisseur Posted October 15, 2025 Posted October 15, 2025 I'm having an issue where slave tats don't persist when I exit the game. Everytime I load the game, I have to add/remove a tattoo to force the overlays to update. They're all still there in the MCM, and once I do this, its good until I close the game. Anyone have some insight as to why that's happening and how to fix it?
nopse0 Posted October 16, 2025 Author Posted October 16, 2025 (edited) 12 hours ago, Cannaisseur said: I'm having an issue where slave tats don't persist when I exit the game. Everytime I load the game, I have to add/remove a tattoo to force the overlays to update. They're all still there in the MCM, and once I do this, its good until I close the game. Anyone have some insight as to why that's happening and how to fix it? Could be a conflict between SlaveTatsNG and Papyrus SlaveTats. Are you sure the SlaveTats.pex from SlaveTatsNG overwrites all other SlaveTats.pex ? I raised the tattoo version of actors ("SlavetTats.version") from 1.0 to 2.0 (because I changed the boolean "gloss" field, and added some new fields), and Papyrus SlaveTats "upgrades" existing tattoos which are not version 1.0 to version 1.0, maybe this is causing the problem (though I don't understand why, imo. downgrading should work, but maybe not if both mods are trying to upgrade and downgrade at the same time)). Or, maybe, easier explanation, if you are using SlaveTatsGUI for adding tattoos, you have to click "Synchronize visuals" before the changes become visible. Edited October 16, 2025 by nopse0
Cannaisseur Posted October 16, 2025 Posted October 16, 2025 1 hour ago, nopse0 said: Could be a conflict between SlaveTatsNG and Papyrus SlaveTats. Are you sure the SlaveTats.pex from SlaveTatsNG overwrites all other SlaveTats.pex ? I raised the tattoo version of actors ("SlavetTats.version") from 1.0 to 2.0 (because I changed the boolean "gloss" field, and added some new fields), and Papyrus SlaveTats "upgrades" existing tattoos which are not version 1.0 to version 1.0, maybe this is causing the problem (though I don't understand why, imo. downgrading should work, but maybe not if both mods are trying to upgrade and downgrade at the same time)). Or, maybe, easier explanation, if you are using SlaveTatsGUI for adding tattoos, you have to click "Synchronize visuals" before the changes become visible. I'm not using GUI, and I'm pretty sure nothing is overwriting Slavetats. MO says nothing is overwriting NG.
nopse0 Posted October 17, 2025 Author Posted October 17, 2025 17 hours ago, Cannaisseur said: I'm not using GUI, and I'm pretty sure nothing is overwriting Slavetats. MO says nothing is overwriting NG. Hm, at least I can say this is not a SlaveTats problem. I just applied a tattoo with the Papyrus SlaveTats MCM, saved, quitted and reloaded, and the tattoo was still there and visible.
Cannaisseur Posted October 17, 2025 Posted October 17, 2025 7 hours ago, nopse0 said: Hm, at least I can say this is not a SlaveTats problem. I just applied a tattoo with the Papyrus SlaveTats MCM, saved, quitted and reloaded, and the tattoo was still there and visible. Im actually wondering now if it has something to do with cum overlays, because occasionally slavetats will say slots are occupied externally, and the issue usually pops up after a cum overlay is applied. Im gonna try removing all the tats from the first page and see if it works after that.
nopse0 Posted October 17, 2025 Author Posted October 17, 2025 (edited) 2 hours ago, Cannaisseur said: Im actually wondering now if it has something to do with cum overlays, because occasionally slavetats will say slots are occupied externally, and the issue usually pops up after a cum overlay is applied. Im gonna try removing all the tats from the first page and see if it works after that. Yes, sounds reasonable. Cum overlays thinks there is a cum overlay in the overlay slot and removes the texture in this slot on game load. Though normally there should be no clash, SlaveTats detects if slots are used externally (if a texture path doesn't start with "textures\actors\character\slavetats", it's "external") and doesn't use those slots. Or are the textures cum overlays uses inside the slavetats folder ? If so, move them somewhere else, if possible. Edited October 17, 2025 by nopse0
Cannaisseur Posted October 21, 2025 Posted October 21, 2025 On 10/17/2025 at 12:25 PM, nopse0 said: Yes, sounds reasonable. Cum overlays thinks there is a cum overlay in the overlay slot and removes the texture in this slot on game load. Though normally there should be no clash, SlaveTats detects if slots are used externally (if a texture path doesn't start with "textures\actors\character\slavetats", it's "external") and doesn't use those slots. Or are the textures cum overlays uses inside the slavetats folder ? If so, move them somewhere else, if possible. I was right: other mods I have applying overlays like SCO, BiSR, Wet Function, etc basically take up the first 14 body slots of slavetats for me. Moving the tattoos to later slots keeps them from getting overwritten. Thank you for the insight.
Lusciouslochs Posted October 25, 2025 Posted October 25, 2025 trying to troubleshoot an issue: randomlly after any sexllab scene, even solo ones, itll apply a default slavetat that comes with the mod. is this normal? how do i diable that option? (weird to masturbate then suddnelyl have words drawn on my PC)
nopse0 Posted October 26, 2025 Author Posted October 26, 2025 6 hours ago, Lusciouslochs said: have words drawn on my PC This sounds like RapeTats, but this shouldn't happen in solo or consensual scenes. How many ovelay slots do you have (set in skee.ini) ? Maybe you have too few. If the scene triggers a "synchronize_tattoos", SlaveTats searches for free slots to apply the tattoos the actor has. With SlaveTatsGUI you can check what SlaveTats tattoos an actor has, and what textures are in the overlay slots.
zong111 Posted October 27, 2025 Posted October 27, 2025 How to use CatMenu? I press F6 and the menu opened, but the SlaveTats GUI isn’t there. I only can see the CatMenu UI itself. I miss a step?
nopse0 Posted October 27, 2025 Author Posted October 27, 2025 (edited) 4 hours ago, zong111 said: How to use CatMenu? I press F6 and the menu opened, but the SlaveTats GUI isn’t there. I only can see the CatMenu UI itself. I miss a step? Do you have installed 'SlaveTatsGUI' ? (that's a separate download). If so, can you send the log file ? (SlaveTatsGUI creates a log like SlaveTatsNG). And, maybe, check or send the skse.log filoe to see if the SlaveTatsGUI.dll is loaded at all (maybe a required dependency is missing, or so). Edited October 27, 2025 by nopse0
Lusciouslochs Posted November 1, 2025 Posted November 1, 2025 On 10/25/2025 at 9:12 PM, nopse0 said: This sounds like RapeTats, but this shouldn't happen in solo or consensual scenes. How many ovelay slots do you have (set in skee.ini) ? Maybe you have too few. If the scene triggers a "synchronize_tattoos", SlaveTats searches for free slots to apply the tattoos the actor has. With SlaveTatsGUI you can check what SlaveTats tattoos an actor has, and what textures are in the overlay slots. afraid i dont have rapetats installed or ever used it. the texture in the file shows its from base Slavetats, the R breast "pleasure" and keeps applying after solo and normal scenes. overlays have been increased to 10+ since i use bathing/cum/spank multliple applier mods.
nopse0 Posted November 1, 2025 Author Posted November 1, 2025 8 hours ago, Lusciouslochs said: afraid i dont have rapetats installed or ever used it. the texture in the file shows its from base Slavetats, the R breast "pleasure" and keeps applying after solo and normal scenes. overlays have been increased to 10+ since i use bathing/cum/spank multliple applier mods. Just a few questions for better understanding. Can you see the R breast "pleasure" tattoo in the MCM (or the new SlaveTatsGUI) ? And after you remove it in the MCM (or GUI), it comes back after a sex scene ? If so, only a another mod can be doing this, because after removing a tattoo, SlaveTats doesn't know about the tattoo anymore.
Lusciouslochs Posted November 1, 2025 Posted November 1, 2025 7 hours ago, nopse0 said: Just a few questions for better understanding. Can you see the R breast "pleasure" tattoo in the MCM (or the new SlaveTatsGUI) ? And after you remove it in the MCM (or GUI), it comes back after a sex scene ? If so, only a another mod can be doing this, because after removing a tattoo, SlaveTats doesn't know about the tattoo anymore. yep thats the case to a T. any idea what mod could be causing it? been trying to widdle down the suspects.
nopse0 Posted November 1, 2025 Author Posted November 1, 2025 1 hour ago, Lusciouslochs said: yep thats the case to a T. any idea what mod could be causing it? been trying to widdle down the suspects. No idea, sounds like RapeTats/FadeTats, but you said, you don't have those. If you are using MO2, you can start a cmd.exe in the Data folder (just configure it like other MO2 applications, e.g. BodySlide, Loot, etc.). Then you can change into the scripts\src and src\scripts folders, and search with "findstr -in SlaveTats *.psc" alll scripts containing lines with "SlaveTats" (-in means case insensitive and print line numbers). Maybe this reveals the culprit. But it is also possible, that the source script is in a .bsa file, then you have to unpack all archives (according to your load order!) into a temporary folder, and do the same with the unpacked source scripts.
AlyssaAwoo Posted November 15, 2025 Posted November 15, 2025 Can Bathing in Skyrim Renewed be used with your patch somehow? It seems the author of that mod conversed about it in here shortly, but it seems nothing ever came of it. Can't get it to work in my game.
Lusciouslochs Posted November 16, 2025 Posted November 16, 2025 On 11/1/2025 at 11:24 AM, nopse0 said: No idea, sounds like RapeTats/FadeTats, but you said, you don't have those. If you are using MO2, you can start a cmd.exe in the Data folder (just configure it like other MO2 applications, e.g. BodySlide, Loot, etc.). Then you can change into the scripts\src and src\scripts folders, and search with "findstr -in SlaveTats *.psc" alll scripts containing lines with "SlaveTats" (-in means case insensitive and print line numbers). Maybe this reveals the culprit. But it is also possible, that the source script is in a .bsa file, then you have to unpack all archives (according to your load order!) into a temporary folder, and do the same with the unpacked source scripts. i continue to get random tats applied now during the application of others i have spank dat ass that applied a spanked tat applier, but randomly itll add another tattoo on the body (in this case is pulled one from public whore to apply during the spank alongside the spank texture)
nopse0 Posted November 16, 2025 Author Posted November 16, 2025 (edited) 13 hours ago, AlyssaAwoo said: Can Bathing in Skyrim Renewed be used with your patch somehow? It seems the author of that mod conversed about it in here shortly, but it seems nothing ever came of it. Can't get it to work in my game. No, the patch doesn't work with BISR. BISR does some dirty tricks in the "ClearDirt" function (removing node overrides, but not calling NiOverride.ApplyNodeOverrides to commit the changes afterwards under certain conditions), which are not possible to do with SlaveTats (see my message from June 30) Edited November 16, 2025 by nopse0
nopse0 Posted November 16, 2025 Author Posted November 16, 2025 4 hours ago, Lusciouslochs said: i continue to get random tats applied now during the application of others i have spank dat ass that applied a spanked tat applier, but randomly itll add another tattoo on the body (in this case is pulled one from public whore to apply during the spank alongside the spank texture) Maybe "public whore" is adding hold tattoos ? PW is sexy, but far too unstable for a longer playthrough, totally screws up the game after some time, I wouldn't use that.
nopse0 Posted November 16, 2025 Author Posted November 16, 2025 (edited) 4 hours ago, Lusciouslochs said: i continue to get random tats applied now during the application of others i have spank dat ass that applied a spanked tat applier, but randomly itll add another tattoo on the body (in this case is pulled one from public whore to apply during the spank alongside the spank texture) Maybe "public whore" is adding hold tattoos ? PW is sexy, but far too unstable for a longer playthrough, totally screws up the game after some time, I wouldn't use that. Logs from when this happens would be nice, SlaveTatsNG.log and Papyrus0.log, maybe one can see in them what's happening. Edited November 16, 2025 by nopse0
Nuascura Posted November 21, 2025 Posted November 21, 2025 On 11/16/2025 at 6:08 PM, nopse0 said: No, the patch doesn't work with BISR. BISR does some dirty tricks in the "ClearDirt" function (removing node overrides, but not calling NiOverride.ApplyNodeOverrides to commit the changes afterwards under certain conditions), which are not possible to do with SlaveTats (see my message from June 30) I've already since made the change.
Nuascura Posted November 21, 2025 Posted November 21, 2025 (edited) @nopse0 To be crystal clear, BiSR does not do any "dirty tricks" if you're trying to compare for idiosyncrasies between BiSR and monoman's BiS Tweaked. I've said something like this before - The clear dirt logic is near identical, and any missing nioverride calls you blame occur just the same in BiS Tweaked. So your comment is irrelevant because the subject script snippets are or were identical. You can very easily look at both what I changed to make it much more safer in totality, and how little I actually qualitatively changed for what is concerned by your comment. It's totally fair for there to not be a patch out of disinterest from both you and me (I've been happy using your SlaveTatsNG in my playthroughs so far, but I haven't bothered at all to look at a slavetatsNG-based dirt application since I don't get any issues with direct calls for nioverride). But to say the patch wouldn't work because of 'BiSR-specific issues' is quite unfair when your patch 1) overrides my overlayutility script, allowing you to make the changes you think are correct; and 2) simply isn't made with BiSR properly in mind. Edited November 21, 2025 by Nuascura
nopse0 Posted November 24, 2025 Author Posted November 24, 2025 (edited) On 11/21/2025 at 4:49 AM, Nuascura said: @nopse0 To be crystal clear, BiSR does not do any "dirty tricks" if you're trying to compare for idiosyncrasies between BiSR and monoman's BiS Tweaked. I've said something like this before - The clear dirt logic is near identical, and any missing nioverride calls you blame occur just the same in BiS Tweaked. So your comment is irrelevant because the subject script snippets are or were identical. You can very easily look at both what I changed to make it much more safer in totality, and how little I actually qualitatively changed for what is concerned by your comment. It's totally fair for there to not be a patch out of disinterest from both you and me (I've been happy using your SlaveTatsNG in my playthroughs so far, but I haven't bothered at all to look at a slavetatsNG-based dirt application since I don't get any issues with direct calls for nioverride). But to say the patch wouldn't work because of 'BiSR-specific issues' is quite unfair when your patch 1) overrides my overlayutility script, allowing you to make the changes you think are correct; and 2) simply isn't made with BiSR properly in mind. Oh, you are right, the overlay utility psc from Monos "Bathing in Skirim Tweaked" was almost identical to yours, but still, with Monos version, replacing the overlay functions with SlaveTats functions did work, while with yours, it didn't, so, I assume, either your version had relied on this behavior, or Monos version did only work with the patch because it was calling the apply tattoos functions too often (you once wrote that). But anyway, I saw (I am trying out SexLab P+ in a new MO2 instance folder, and tried out BISR alongside) that in your newest version you removed the special player handling in the overlay functions, and if this works, then it should also work with SlaveTats functions. BISR works fine, getting dirtier over time or when having sex and no CTDs so far, so maybe patching isn't neccessary. And before doing any patching, I want to implement another feature first. I always wanted to have more control about in which slots tattoos appear. For example, BISR and BIS-Tweaked apply the dirt tattoos on top of everything (and, I think, blood, sperm and tears should also be in the topmost overlay slots), while, I think, subcutane features, like spank tattoos or veins, should be below all other tattoos (overlays). I think, I will make three slot ranges configurable, "below the skin", "inside the skin" and "above the skin", and then you can define in your tattoos something like: slot_range: "top" (top most layer, dirt, blood, tears, sperm) slot_range: "middle" (the middle layer of tattoos, the majority of all tattoos will be in this layer, is the default, doesn't have to be specified) slot_range: "bottom" (bottom layer, spank overlays, veins, muscles, etc.) And since the three ranges are configurable, you can also reserve slots for external usage this way. Note: Order of transparent tattoos is important because of alpha blending: red,green alpha = 0.5 red on top: green on top: resulting color = 25% white + 25% green + 50% red resulting color = 25% white + 25% red + 50% green https://www.opengl-tutorial.org/intermediate-tutorials/tutorial-10-transparency/ Edited December 17, 2025 by nopse0 1
Alenin Posted November 24, 2025 Posted November 24, 2025 It says the drawback is No ModEvents are send. But what does this mean? Or what would it affect?
arbiter Posted November 28, 2025 Posted November 28, 2025 In SlaveTats SPID Distributor: https://www.nexusmods.com/skyrimspecialedition/mods/157498?tab=description The author highlights a problem applying tats via SPID to non-unique actors such as bandits that was fixed. I believe it fixes this by adjusting SlaveTats.psc, from GetActorBase() to GetLeveledActorBase() like so: ActorBase target_base = target.GetLeveledActorBase() It does this in the external_slots and synchronize_tattoos functions. It also makes some other change in that script that I don't understand. It's possible the changes in this file are unrelated to that specific fix and it does this for some other reason. Obviously this change isn't compatible with SlaveTatsNG due to overwriting the script, but for all I know you already fixed this problem, or it isn't a problem in your mod, or etc. Just FYI! Enjoying the mod, much faster and doesn't glitch out for some tats. Great job.
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now