nopse0 Posted May 14 Author Posted May 14 About your 'F6' problem, are you on Linux ? On Windows, virtual keycodes are used, which are the same for all keyboards, but on Unix the real keycodes from the hardware are used, which are different for each keyboard, you need the correct driver
XDbored Posted May 16 Posted May 16 for some reason this gives me CTD on startup which is shame because regular slavetats is pretty slow i am using address library "All in one (all game versions)-32444-11-1770897704" game version steam 1.6.1170.0 SKSE 0.2.2.6skse64.log slavetats 1.3.9 slavetatsNG 0.8.9 it loads in SKSE64.log, and then it crashes on "sending message type 8 to plugin 20" with plugin 20 being SlaveTatsNG.dll
nopse0 Posted May 16 Author Posted May 16 6 hours ago, XDbored said: for some reason this gives me CTD on startup which is shame because regular slavetats is pretty slow i am using address library "All in one (all game versions)-32444-11-1770897704" game version steam 1.6.1170.0 SKSE 0.2.2.6skse64.log slavetats 1.3.9 slavetatsNG 0.8.9 it loads in SKSE64.log, and then it crashes on "sending message type 8 to plugin 20" with plugin 20 being SlaveTatsNG.dll Hm, I think 8 is 'kDataLoaded', and there happens this: The JContainers and NiOverride (RaceMenu) interfaces get initialized. Do you have JContainers and RaceMenu installed ? If yes, what versions, latest from NexusMods ? Maybe redownloading and reinstalling helps, maybe a dll file is corrupt.
XDbored Posted May 16 Posted May 16 (edited) 1 hour ago, nopse0 said: Hm, I think 8 is 'kDataLoaded', and there happens this: The JContainers and NiOverride (RaceMenu) interfaces get initialized. Do you have JContainers and RaceMenu installed ? If yes, what versions, latest from NexusMods ? Maybe redownloading and reinstalling helps, maybe a dll file is corrupt. that is definitely it, i couldn't get my 4-2-9 SE version of jcontainers to load without CTD, so i was using the VR version of jcontainers 4-2-11 which caused CTD as soon as some other mod like slavetats NG tried to use it. somehow i had installed a 8.1.0? renamed to a 4.2.9, probably via misclick in the MO2 name dropdown, new download real jcontainers 4.2.9 fixed the problem. Edited May 16 by XDbored typo 1
nehrgumb Posted May 17 Posted May 17 Hey there, sorry to bother you but we just noticed that SlaveTatsNG takes iNumOverlays only from skee64.ini and ignores skee64_custom.ini see https://github.com/nopse0/SlaveTatsNG/blob/v0.8.1/src/nioverride_wrapper.cpp vs SKEE64GetConfigOption https://github.com/expired6978/SKSE64Plugins/blob/master/skee64/main.cpp#L258 workaround is obviously making sure the correct number is also set in skee64.ini. just letting you know and putting the info out here in case some people have weird overlay problems, like us using the skee64_custom.ini to increase the number of slots and wondering why it didnt work. Thank you for an awesome mod and all your hard work! 2
TrollAutokill Posted May 19 Posted May 19 (edited) Hi, I am using SlaveTats calls in my mod with: JMap.setInt(map, "color", colorTint) JMap.setFlt(map, "invertedAlpha", 1.0 - alpha) JMap.setInt(map, "glow", glow) JMap.setInt(map, "gloss", 1) Slavetats.add_tattoo(anActor, map, slot) Could you confirm that your SlaveTats NG is just a drop in in this case? Or do I need to do some adjustments? Cheers and thanks for the good work. TAK Edited May 19 by TrollAutokill
nopse0 Posted May 19 Author Posted May 19 9 hours ago, TrollAutokill said: Hi, I am using SlaveTats calls in my mod with: JMap.setInt(map, "color", colorTint) JMap.setFlt(map, "invertedAlpha", 1.0 - alpha) JMap.setInt(map, "glow", glow) JMap.setInt(map, "gloss", 1) Slavetats.add_tattoo(anActor, map, slot) Could you confirm that your SlaveTats NG is just a drop in in this case? Or do I need to do some adjustments? Cheers and thanks for the good work. TAK Yes, confirmed. SlaveTatsNG overwrites SlaveTats.pex, and 'SlaveTats.add_tattoo' calls the native SlaveTatsNG function. If this works with SlaveTats, it will also work with SlaveTatsNG (but I don't know how you initialize your 'map', it must also contain a valid 'texture', 'area' and 'section' from an installed SlaveTats tattoo) 1
TrollAutokill Posted May 20 Posted May 20 21 hours ago, nopse0 said: Yes, confirmed. SlaveTatsNG overwrites SlaveTats.pex, and 'SlaveTats.add_tattoo' calls the native SlaveTatsNG function. If this works with SlaveTats, it will also work with SlaveTatsNG (but I don't know how you initialize your 'map', it must also contain a valid 'texture', 'area' and 'section' from an installed SlaveTats tattoo) Thanks for the prompt reply. The map is initialized, with Int map = JMap.object() JValue.retain(map) JMap.setStr(map, key1, value1) ... And that is used by SlaveTats to get the correct file and settings from the JSON file. Said JSON file you can only update through the SlaveTats MCM.
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