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Posted (edited)

Does this backward compatible with mods that required old SlaveTats SE like Apropos2? It say no StaveTats found in mcm menu.

Edited by assassin394
Posted (edited)
52 minutes ago, assassin394 said:

Does this backward compatible with mods that required old SlaveTats SE like Apropos2? It say no StaveTats found in mcm menu.

I've noticed the same issue with SLSF Reloaded. I guess it checks for Slavetats.esp, but since i want to use the catmenu I don't have the esp installed. I also noticed that when Slavetats.esp is enabled, the catmenu can't change tats (atleast on the old version of the slavetats gui, not sure if it has changed in the new version).

 

Would be great if we had a slavetat-dummy-esp or something without the MCM, but in a way that the catmenu still works.

 

Also I really love the catmenu implementation, it's so cool to see all the slavetat variables at once. The HSV color picker is much appreciated. (except for having to click "ok" after every change)

Edited by verydarknut
Posted
4 hours ago, verydarknut said:

I've noticed the same issue with SLSF Reloaded. I guess it checks for Slavetats.esp, but since i want to use the catmenu I don't have the esp installed. I also noticed that when Slavetats.esp is enabled, the catmenu can't change tats (atleast on the old version of the slavetats gui, not sure if it has changed in the new version).

 

Would be great if we had a slavetat-dummy-esp or something without the MCM, but in a way that the catmenu still works.

 

Also I really love the catmenu implementation, it's so cool to see all the slavetat variables at once. The HSV color picker is much appreciated. (except for having to click "ok" after every change)

 

Yep, you are right, had a look at the apropos scripts:

Apropos2SystemConfig.psc:438:        Return Game.GetModByName("Slavetats.esp") != 255

So, if you have no Slavetats.esp, it thinks SlaveTats isn't installed.

 

But, in my experience you can have both, the old MCM and the new ImGui gui, they don't exclude each other.

The difference between the old catmenu gui and the new one is, that in the new one everything is synchronized automatically, while in the old one you had to click the refresh buttons all the time, to update what is shown in combo boxes, etc. So, I think, it only seemed so, as if you couldn't change tats with Slavetats.esp enabled, because refresh wasn't clicked

 

Posted
On 3/13/2026 at 2:46 PM, nopse0 said:

But, in my experience you can have both, the old MCM and the new ImGui gui, they don't exclude each other.

To report back:

Tried using the recent version of Slavetats Gui with the old Slavetats.esp, it works for me too now on the recent version of the GUI.

Both tattoo selection with the catmenu as well as .esp-recognition from mods like Slaverun, SLSF Reloaded. Glad to see that I was misinformed XD

  • 4 weeks later...
Posted

I got a weird purple skin bug after reloading saves. turns out SlaveTats sets free slots to a blank texture, and that texture is just in the old mod, not in the NG mod. I didn't install the old mod because this line in the description: "Original Papyrus SlaveTats, if you want to use it's MCM" implied it wasn't needed if one just uses the new UI.

[09:33:00:566] blank_texture_name = Actors\Character\slavetats\blank.dds

Posted (edited)
7 hours ago, zb123thecat said:

I got a weird purple skin bug after reloading saves. turns out SlaveTats sets free slots to a blank texture, and that texture is just in the old mod, not in the NG mod. I didn't install the old mod because this line in the description: "Original Papyrus SlaveTats, if you want to use it's MCM" implied it wasn't needed if one just uses the new UI.

[09:33:00:566] blank_texture_name = Actors\Character\slavetats\blank.dds

Ah, thanks, this makes sense. Will add the blank.dds.

But you can configure the name of the texture which is used for clearing overlay slots in SlaveTatsNG.ini:

[Config]

### If your RaceMenu dll has a different name than "skee64.dll"/"skeevr.dll", you can define it here,
### and the address offsets for custom dlls (e.g. the UBE skee dll), can be set in skee_addresses.json

# skeeDllName="skee_custom.dll"


### Texture name used for clearing unused overlay slots: ###

# SlaveTats empty texture (is used per default)
# blankTextureName="Actors\Character\slavetats\blank.dds"

# Empty texture from RaceMenu
# blankTextureName="actors\character\overlays\default.dds"

# Same without path, probably also works
# blankTextureName="default.dds"


### Enable this, when you want to calculate the address offsets for a new skee dll,
### you probably also have to rename "SlaveTatsNG.dll" to "aaSlaveTatsNG.dll", or so
### (it must be loaded before the skee dll, otherwise the addresses are not dumped)
 
vmHook=false

 

Just use "actors\character\overlays\default.dds" (that's the blank texture from RaceMenu, which always should exist)

Edited by nopse0
Posted
On 9/29/2025 at 9:26 PM, nopse0 said:

 

Yes, I can reproduce this, guess it's debugging time. But, btw., the lipstick tattoo doesn't look that bad on the upper chest, doesn't it ? :)

 

489830_20250929182144_1.png


Hey I had this same issue today, for the fix do I need use the GUI or can it be done with the Add/Remove in MCM?

Posted

Is this compatible with Apropos2's sex-effect tats? After a sex scene, the mod applies Mascara Left and Right to face but for some reason with NG installed, the mascara applies to body instead. When I try and disable NG and run Slavetats as is, it applies normally to the face.

Posted
6 hours ago, Kingslayer101 said:


Hey I had this same issue today, for the fix do I need use the GUI or can it be done with the Add/Remove in MCM?

 

Are you using the newest SlaveTatsNG version ? Because I fixed this shortly after my Screenshot above from 9/29/2025 (was a simple copy&paste error).

Posted (edited)
1 hour ago, nopse0 said:

 

Are you using the newest SlaveTatsNG version ? Because I fixed this shortly after my Screenshot above from 9/29/2025 (was a simple copy&paste error).

Yes. I'll reinstall and check again though.

Nope its the same version, still happening.

It's working properly now? Strange

Edited by Kingslayer101
Posted
2 hours ago, Kingslayer101 said:

Yes. I'll reinstall and check again though.

Nope its the same version, still happening.

It's working properly now? Strange

 

Yes, strange. Cannot believe you had the version with this bug, because it was only up for a few days, very improbable. Maybe a bug in the Apropos scripts ? But anyway, glad it works now.

Posted

Hi and many thanks for your work.

I'm a little lost with latest GUI, i'm used to 0.1.1 version and there was this synchronize visuals visible by default in CatMenu, but not with latest GUI version on my side, that was very helpful for me cause i didn't have to go to MCM to reapply chosen make-up when reloading a save (guess it's a known issue since first Slavetats or maybe just me dunno but always happened to me on NG or not with every saves or even new game).

I'm not into tattoo just make-up (i use YPS but not the mod, just its make-up file) and synchronize visuals tick was just immmediatly reapplying my make-up choices made through MCM.

Just had to choose wich follower having make-up not reapplyed after a reload in Cat Menu, not having to choose any slot or whatever, and bam chosen make-up was immediatly back. Many  thanks for this !!

It's a great feature/saves a lot of time for me as you can guess but with latest CatMenu gui i don't see anymore that synchronize visuals.

Maybe i'm missing something already said or have to play with CatMenu UI dunno, and it's not a big deal as previous GUI version suits my needs, just wondering as i wanted to test latest GUI.

 

Posted
On 4/13/2026 at 6:53 PM, Bejda said:

Hi and many thanks for your work.

I'm a little lost with latest GUI, i'm used to 0.1.1 version and there was this synchronize visuals visible by default in CatMenu, but not with latest GUI version on my side, that was very helpful for me cause i didn't have to go to MCM to reapply chosen make-up when reloading a save (guess it's a known issue since first Slavetats or maybe just me dunno but always happened to me on NG or not with every saves or even new game).

I'm not into tattoo just make-up (i use YPS but not the mod, just its make-up file) and synchronize visuals tick was just immmediatly reapplying my make-up choices made through MCM.

Just had to choose wich follower having make-up not reapplyed after a reload in Cat Menu, not having to choose any slot or whatever, and bam chosen make-up was immediatly back. Many  thanks for this !!

It's a great feature/saves a lot of time for me as you can guess but with latest CatMenu gui i don't see anymore that synchronize visuals.

Maybe i'm missing something already said or have to play with CatMenu UI dunno, and it's not a big deal as previous GUI version suits my needs, just wondering as i wanted to test latest GUI.

 

 

If I understand you right, you mean after loading the game, applied make-ups sometimes don't show up on your followers (or to be more precise, the actors somehow lost their overlays), and you solved the problem by simply opening the gui, selecting the follower, and then pressing "Synchronize visuals" ?

 

As far as I understand (I just ported the SlaveTats stuff to C++), there is no mechanism to automatically call 'synchronize_tattoos' on newly loaded actors (maybe I should add such a mecahanism?), so if they somehow loose their Racemenu overlays, the tattoos are invisible. But anyway, I can add the button back, so that it's possible to manually enforce a 'synchronize_tattoos' on actors. 

 

Posted
On 4/10/2026 at 3:55 AM, nopse0 said:

But you can configure the name of the texture which is used for clearing overlay slots in SlaveTatsNG.ini:

 

Just use "actors\character\overlays\default.dds" (that's the blank texture from RaceMenu, which always should exist)

 

I was testing out SlaveTatsNG today and also ran into the purple body issue, and then found the discussion here, and tried this work-around.  However, it seems that there is an issue with how this line in the INI is parsed, because when I simply un-commented the line in question (removing the leading "# "), it still did not work.  And when I checked through the console on what textures were being loaded, it seemed like the double quotation marks were somehow becoming part of the texture path.

 

I then tried updating the line to remove the quotation marks (since there are no spaces in the path, it seemed like it should be OK):

 

blankTextureName = actors\character\overlays\default.dds

 

... and that did seem to work correctly.

Posted

I'm having an issue with this mod and Lewdmarks. I use Slavetats 1.3.9, Slavetats NG 0.8.1, Lewdmarks 2.02 for Slavetats.

 

When I use the MCM to apply a Lewdmark to my PC, it shows up for maybe half a second and then vanishes. I can however apply tattoos from other tattoo packs to the PC permanently without problems. I can also apply a Lewdmark tattoo to a follower without it vanishing. This is on a new game. I don't even know where to start looking for a solution, do you have any suggestions?

Posted
19 hours ago, 42randomname42 said:

 

I was testing out SlaveTatsNG today and also ran into the purple body issue, and then found the discussion here, and tried this work-around.  However, it seems that there is an issue with how this line in the INI is parsed, because when I simply un-commented the line in question (removing the leading "# "), it still did not work.  And when I checked through the console on what textures were being loaded, it seemed like the double quotation marks were somehow becoming part of the texture path.

 

I then tried updating the line to remove the quotation marks (since there are no spaces in the path, it seemed like it should be OK):

 

blankTextureName = actors\character\overlays\default.dds

 

... and that did seem to work correctly.

 

Hmm, I will check this. Maybe the '\' is used for special characters in strings, e.g. "\n" for LINEFEED, so '\\' has to be used if a BACKSLASH is wanted:

blankTextureName = "actors\\character\\overlays\\default.dds"

 

Posted (edited)

I recently started to have quite a weird issue where GUI seems to work fine, I can choose slots etc. but all the buttons are actually gone. I can't apply any tatoos. If I use regular slavetats to apply something, and then try to use GUI to edit that, game instantly crashes to desktop. Any ideas what could be causing this? I did not have that problem before, it only started to occur after I batch removed a handful of other mods, so I suspect I might have deleted something important for this to be working. I have JContainers and CatMenu alongside pretty much all papyrus mods (extender, tweaks etc.) so I'm a bit lost. What would be complete requirements for this to work? 

 

Skyrim 1.6.1170

Edited by koza1234567
Posted
On 4/22/2026 at 10:23 PM, koza1234567 said:

I recently started to have quite a weird issue where GUI seems to work fine, I can choose slots etc. but all the buttons are actually gone. I can't apply any tatoos. If I use regular slavetats to apply something, and then try to use GUI to edit that, game instantly crashes to desktop. Any ideas what could be causing this? I did not have that problem before, it only started to occur after I batch removed a handful of other mods, so I suspect I might have deleted something important for this to be working. I have JContainers and CatMenu alongside pretty much all papyrus mods (extender, tweaks etc.) so I'm a bit lost. What would be complete requirements for this to work? 

 

Skyrim 1.6.1170

 

Do you also have this on a new game ? Maybe the actor has tattoos applied with section/tattoo names, which don't exist anymore (though I would have thought, that at least the "Remove tattoo" button would appear in this case).  

Posted (edited)
12 hours ago, nopse0 said:

 

Do you also have this on a new game ? Maybe the actor has tattoos applied with section/tattoo names, which don't exist anymore (though I would have thought, that at least the "Remove tattoo" button would appear in this case).  

Yeah testing on new game and clean characters with nothing applied. I wish I could get a log but it seems the last version that generated one for me was v0-6-11-0. I don't even know if that one was already GUI or not, regardless I have no access to it. Can I somehow turn on debugging on newer versions?  

 

I fixed it. I had original stats, GUI, but didn't actually have NG files besides GUI cat menu lol. It totally forgot there were 3 files and not 2. Sorry for bothering you.

Edited by koza1234567
  • 3 weeks later...
Posted

Do i need to install both SlaveTatsNG-0.8.1.7z and SlaveTatsGUI-0.2.0.7z or only GUI version? 

Posted
6 hours ago, SssdVX said:

Do i need to install both SlaveTatsNG-0.8.1.7z and SlaveTatsGUI-0.2.0.7z or only GUI version? 

both, gui is only the gui

Posted

Currently pressing f6, with all requirements installed does not produce a gui to interact with. Any thoughts? From reading the comments on Cat Menu, there are a lot of issues/it's abandonware for the most part. Considered converting the mod to be an SKSE menu framework plugin?

Posted
On 5/13/2026 at 6:30 AM, Tiptopbunman said:

Currently pressing f6, with all requirements installed does not produce a gui to interact with. Any thoughts? From reading the comments on Cat Menu, there are a lot of issues/it's abandonware for the most part. Considered converting the mod to be an SKSE menu framework plugin?

I don't like CatMenu that much, too. But I want to use ImGUI, and  you have to provide a DirectDraw render surface for its DirectX backend, and, much more difficult, you have to hook into the keyboard/mouse handling from Skyrim, to provide it with input events. This requires all a lot of knowledge, I don't have, so at the moment I stick with CatMenu :)  

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