sidfu1 Posted July 10 Posted July 10 (edited) should this need a update since racemen is 4.2 version? which version is this for 1.3.9 or .7 the major differnce is one being a eslifed Edited July 10 by sidfu1 question added
nopse0 Posted July 10 Author Posted July 10 9 hours ago, sidfu1 said: should this need a update since racemen is 4.2 version? which version is this for 1.3.9 or .7 the major differnce is one being a eslifed No, this works with RaceMenu v0-4-20-0 (this has an SKSE interface to query the function addresses, no address tables are needed like for the older versions). Papyrus SlaveTats is only needed for the MCM, but I developed based on 1.3.9, so I don't know if the 1.3.7 MCM is compatible with SlaveTatsNG, so better use 1.3.9.
sidfu1 Posted July 10 Posted July 10 found a bit of a incomp with skyrim souls mod that unauses most menus. if used with cat menu when the menu is open for slave tats menu for it fps can drop to single digets. no idea iwhich side the incomp is on as dont have time to deep test righ tnow
nopse0 Posted July 10 Author Posted July 10 If you have time again, can you test if you also have this without Souls ? I think it's safer to pause the game anyway, when applying tattoos with the CatMenu gui, so that there are no racing conditions with other mods. But I don't know how to pause the game programmatically (I think the only way to do this, is to create an invisible CustomMenu, and then open it in blocking mode, I think I saw this in the Souls source code a while ago). So, atm., the only way to pause the game, is opening the console or the MCM before opening the catmenu gui (except you make these non-blocking with souls, haha, then there is no way)
sidfu1 Posted July 11 Posted July 11 have you tried using skse menu framework instead of cat menu? alot of mods alr4eady use it.
nopse0 Posted July 11 Author Posted July 11 (edited) 1 hour ago, sidfu1 said: have you tried using skse menu framework instead of cat menu? alot of mods alr4eady use it. Yes, I tried it first, but I didn't like the look. They try (or tried, don't know if its still so) to mimic the looks of the old MCM, and waste a lot of screen space and sacrifice a lot of other nifty things ImGUI can do, to enforce this layout, with CatMenu you have total freedom and can do everything you want, it just provides the DirectX and Input backend for ImGui. The only thing which I don't like with CatMenu, is the menu bar, it's so clumsy to open something, a simple popup menu would be more appropriate. Was your problem an incompatibility between CatMenu and MCP ? Edited July 11 by nopse0
initforthebewbs Posted July 13 Posted July 13 having a strange one, tattoos are applying correctly, but they send the rest of the body to either full blue or purple. Is there some texture that needs downloading adjusting?
initforthebewbs Posted July 13 Posted July 13 13 minutes ago, initforthebewbs said: having a strange one, tattoos are applying correctly, but they send the rest of the body to either full blue or purple. Is there some texture that needs downloading adjusting? ok looking though other comments here, the issue seems to be the blank slots that slavetats generates when you apply a tattoo to any slot, have max transparency glow. You can solve this clunkily by going into everyslot in racemenu and dropping opacity to zero. I need to go to bed haha, if there's a simple fix please let me know or I'll have a poke in the morning.
nopse0 Posted July 13 Author Posted July 13 Not sure, maybe thats this blank texture problem, see some posts above. When SlaveTats clears a slot, it sets the texture of the slot to an empty texture. For this, a texture named "blank.dds" is used. This "blank.dds" comes from the original Papyrus SlaveTats. If the texture is missing, well, then the texture is missing (then you get this well known bluish/whitish/purplish look, depending on the lighting). Copy "blank.dds" from Papyrus SlaveTats over, or change the blank texture name in SlaveTatsNG.ini to "default.dds", which always exists. (Some day I will change the default, "blank.dds" is nonsense, if there already exists a default empty texture from RaceMenu).
nopse0 Posted July 22 Author Posted July 22 (edited) 8 hours ago, LillyxFox said: is this safe to remove mid game? I think so. It's just a dll which provides native functions, and a patched SlaveTats.pex, which calls these native functions. But the JContainers tattoo records stay in the save game, and I don't know if Papyrus SlaveTats can handle them, because I added some additional fields (tattoos have version="2.0" set now, instead of "1.0" in the original Papyrus SlaveTats). From my understanding, Papyrus SlaveTats checks the version, and migrates the tattoos back to version 1.0, so this should work, but I never actually tried this, so not 100% sure, if this works. In case there are problems, you can clear all SlaveTats JContainer records by calling 'JDB.setObj(".SlaveTats", 0)' from a Papyrus script and remove all applied texture overrides with 'NiOverrideClean' from Nexusmods Edited July 22 by nopse0
nokresno Posted July 25 Posted July 25 On 7/11/2026 at 5:59 AM, nopse0 said: Yes, I tried it first, but I didn't like the look. They try (or tried, don't know if its still so) to mimic the looks of the old MCM, and waste a lot of screen space and sacrifice a lot of other nifty things ImGUI can do, to enforce this layout, with CatMenu you have total freedom and can do everything you want, it just provides the DirectX and Input backend for ImGui. The only thing which I don't like with CatMenu, is the menu bar, it's so clumsy to open something, a simple popup menu would be more appropriate. Was your problem an incompatibility between CatMenu and MCP ? There's too many menu frameworks, and limited amount of keybinds, and seeing as how SKSE menu framework is the most common and popular choice, and I already have a lot of mods using it, it seems counter intuitive to install another menu framework, lose another keybind just for one mod. Also, that thing is deprecated, and comments suggest there are CTD's caused by it.
nopse0 Posted July 26 Author Posted July 26 10 hours ago, nokresno said: There's too many menu frameworks, and limited amount of keybinds, and seeing as how SKSE menu framework is the most common and popular choice, and I already have a lot of mods using it, it seems counter intuitive to install another menu framework, lose another keybind just for one mod. Also, that thing is deprecated, and comments suggest there are CTD's caused by it. Yes, 3 different menu frameworks is a pain, MCM, MCP and CatMenu. But, I tried MCP first, and the little window for applying tattoos filled already the whole display area of MCP, while the bigger controls are almost impossible with MCP (I had to heavily scale down the bar and wheel color pickers, so they fit into the displayed area (and this looked terrible), and MCP makes almost all styles of ImGui inaccessible (for horizontal rules, tree items, etc.). So, after a while, I was heavily fed up, and was lucky to have found CatMenu. And I think, CatMenu is heavily underrated, I never had crashes with it, and it works on all Skyrim versions (1.5.97, etc.), maybe people didn't install it properly. Maybe I do a MCP version some day, just for compatibility, but most things will be almost unusable (because you have to use the scroll bars to access them) and look terrible.
Mashi Posted July 27 Posted July 27 20 hours ago, nopse0 said: Yes, 3 different menu frameworks is a pain, MCM, MCP and CatMenu. At least 4 now, SKSE Menu Framework based on Dear ImgGUI and Faster SMP has switched to it which is a hell of a thing since it makes going from Faster SMP 3.x to 4.x almost impossible. SKSE Menu Framework at Skyrim Special Edition Nexus - Mods and Community
nopse0 Posted July 27 Author Posted July 27 3 minutes ago, unwashed biomass said: i guess gui doesnt work on 1.5.97? No, CatMenu works fine on 1.5.97, I ran it on 1.5.97. It just needs DirectX, almost completely independent of Skyrim.
nopse0 Posted July 27 Author Posted July 27 18 minutes ago, Mashi said: At least 4 now, SKSE Menu Framework based on Dear ImgGUI and Faster SMP has switched to it which is a hell of a thing since it makes going from Faster SMP 3.x to 4.x almost impossible. SKSE Menu Framework at Skyrim Special Edition Nexus - Mods and Community MCP is another name of "SKSE Menu Framework", its the same, so it's only 3.
wareware Posted July 27 Posted July 27 Latest version(0.8.2) has issues with glowing racemenu overlays Pic related happens with Active Overlays + Lewdmarks with the overlay set to glow at high arousal.
nopse0 Posted July 27 Author Posted July 27 (edited) 1 hour ago, wareware said: Latest version(0.8.2) has issues with glowing racemenu overlays Pic related happens with Active Overlays + Lewdmarks with the overlay set to glow at high arousal. You are using the lewdmarks Racemenu mode (applying directly Racemenu overlays, instead of applying Slavetats tattoos), if I understood you right, right ? I changed the following in the new version, when clearing unused overlay slots (neither used by SlaveTats nor externally by other mods): 1.) I use the exact texture name for clearing texture node overrides, as the one, which RaceMenu uses as default texture name (looked this up in the RaceMenu source code): "textures\actors\character\overlays\default.dds". (make sure you update not only the dll, but also "SlaveTatsNG.ini", because it contains a line that this texture name shall be used for clearing slots). 2.) I set the alpha value of the node to 0 (so that every texture whatsoever is completely invisible). In my experience this is sufficient, so that RaceMenu (and the Shaders) detect this slot as unused again (otherwise, I had the same problem others already mentioned here, that sometimes, after adding or removing a tattoo, unused overlay slots appear as purple (texture missing)). If you can describe as exact as possible, how to reproduce this problem, I will have a look. Edited July 27 by nopse0
wareware Posted July 27 Posted July 27 (edited) 18 minutes ago, nopse0 said: You are using the lewdmarks Racemenu mode (applying directly Racemenu overlays, instead of applying Slavetats tattoos), if I understood you right, right ? I changed the following in the new version, when clearing unused overlay slots (neither used by SlaveTats nor externally by other mods): 1.) I use the exact texture name for clearing texture node overrides, as the one, which RaceMenu uses as default texture name (looked this up in the RaceMenu source code): "textures\actors\character\overlays\default.dds". 2.) I set the alpha value of the node to 0 (so that every texture whatsoever is completely invisible). In my experience this is sufficient, so that RaceMenu (and the Shaders) detect this slot as unused again (otherwise, I had the same problem others already mentioned here, that sometimes, after adding or removing a tattoo, unused overlay slots appear as purple (texture missing)). If you can describe as exact as possible, how to reproduce this problem, I will have a look. Yes I am using Lewdmarks Racemenu mode. I have applied the 88th lewdmark to slot 27 and its glow mark equivalent to slot 28 and edited their color and glow to be pink In Active Overlay I have set the glowing intensity to increase with character arousal from OSL Aroused. Screenshots of settings and how it looks on 0.8.1 Spoiler Spoiler Spoiler Edited July 27 by wareware
Mashi Posted July 27 Posted July 27 13 hours ago, nopse0 said: MCP is another name of "SKSE Menu Framework", its the same, so it's only 3. Insert joke here about 3 competing standards then. lol
nopse0 Posted July 27 Author Posted July 27 (edited) 2 hours ago, wareware said: Yes I am using Lewdmarks Racemenu mode. I have applied the 88th lewdmark to slot 27 and its glow mark equivalent to slot 28 and edited their color and glow to be pink In Active Overlay I have set the glowing intensity to increase with character arousal from OSL Aroused. Screenshots of settings and how it looks on 0.8.1 Hide contents Hide contents Hide contents I guess you start counting from 1, and active overlay starts counting from 0 ? (because you wrote, you applied the overlays to slot 27 and 28, but the active overlay settings are for slot 26 and 27). I have no problems so far. If I use your settings, and change arousal with OSLAroused "Puppeteer" and apply and remove tattoos with the SlaveTats Gui (MCP version :)), it works ok, the Lewdmarks tattoos are greyed out and not touched by SlaveTats. Does something overwrite the SlaveTats.pex ? Do you also have this with a new game ? Maybe this are concurrency problems. SlaveTats starts searching for free slots from the bottom (0,1,2,3,...), while Bathing in Skyrym Renewed searches from the top (30,29,28,27,...), maybe BISR is the culprit ? Spoiler Edited July 27 by nopse0
wareware Posted July 28 Posted July 28 8 hours ago, nopse0 said: I guess you start counting from 1, and active overlay starts counting from 0 ? (because you wrote, you applied the overlays to slot 27 and 28, but the active overlay settings are for slot 26 and 27). I have no problems so far. If I use your settings, and change arousal with OSLAroused "Puppeteer" and apply and remove tattoos with the SlaveTats Gui (MCP version :)), it works ok, the Lewdmarks tattoos are greyed out and not touched by SlaveTats. Does something overwrite the SlaveTats.pex ? Do you also have this with a new game ? Maybe this are concurrency problems. SlaveTats starts searching for free slots from the bottom (0,1,2,3,...), while Bathing in Skyrym Renewed searches from the top (30,29,28,27,...), maybe BISR is the culprit ? Reveal hidden contents Disabling BISR does fix the issue yeah
nopse0 Posted July 28 Author Posted July 28 13 hours ago, wareware said: Disabling BISR does fix the issue yeah Ah, nice, this explains a lot! My theory is this then: You have a broken BISR, which tries to apply its dirt alpha value to an empty slot. Previously, this didn't matter, because of the bug, I fixed in the latest version, the diffuse texture property of the shaders of unused overlay slots was set to "blank.dds" (a real, existing texture, which comes with Slavetats). But now, since empty slots are properly cleared, and have no texture set, setting alpha > 0 for an empty slot is fatal (no texture, alpha > 0 => purple body). You could try to update to the newest BISR version (with clean-save in between), Nuascara fixed a lot of bugs in the overlay code of the old BIS, so chances are good, everything works fine together then. But be cautious, and make a backup of Skyrim before trying this.
wareware Posted July 28 Posted July 28 (edited) 51 minutes ago, nopse0 said: Ah, nice, this explains a lot! My theory is this then: You have a broken BISR, which tries to apply its dirt alpha value to an empty slot. Previously, this didn't matter, because of the bug, I fixed in the latest version, the diffuse texture property of the shaders of unused overlay slots was set to "blank.dds" (a real, existing texture, which comes with Slavetats). But now, since empty slots are properly cleared, and have no texture set, setting alpha > 0 for an empty slot is fatal (no texture, alpha > 0 => purple body). You could try to update to the newest BISR version (with clean-save in between), Nuascara fixed a lot of bugs in the overlay code of the old BIS, so chances are good, everything works fine together then. But be cautious, and make a backup of Skyrim before trying this. I have the latest version of BISR from Nexus but I guess I could try reinstalling it EDIT: Reinstalling on a preexisting save didn't really fix it. Edited July 28 by wareware
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