Bejda Posted August 29 Posted August 29 8 hours ago, Spacehaven said: And what exsactly do I add there? I found several settings but they were intended for nioverride If i understood your question right it's visually described here :
Bejda Posted August 29 Posted August 29 (edited) Maybe already known or even already linked by here as it's an old mod sorry but there's this on Nexus : https://www.nexusmods.com/skyrimspecialedition/mods/76931 One of them for instance Edited August 29 by Bejda
nopse0 Posted August 29 Author Posted August 29 10 hours ago, Spacehaven said: And what exsactly do I add there? I found several settings but they were intended for nioverride Yes, thats right, the nioverride settings are for this. The settings are named "iNumOverlays" in the respective sections, e.g. "Overlays/Body" "iNumOverlays". Looked into the source, SlaveTatsNG reads them with this: clib_util::ini::get_value(skeeConfig, _numBodyOvls, "Overlays/Body", "iNumOverlays", ";"); clib_util::ini::get_value(skeeConfig, _numHandsOvls, "Overlays/Hands", "iNumOverlays", ";"); clib_util::ini::get_value(skeeConfig, _numFeetOvls, "Overlays/Feet", "iNumOverlays", ";"); clib_util::ini::get_value(skeeConfig, _numFaceOvls, "Overlays/Face", "iNumOverlays", ";");
eldr3d Posted August 29 Posted August 29 Would it be possible to add archive (bsa) support to this, or support for any other compressed format? Alpia's Slavetats Pack is ~90MB when compressed, and 11.1GB when uncompressed. MO2 performance would likely also benefit from this, since there'd be a considerably smaller amount of total files in my load order. I've used CompactGUI to shrink the folders down at filesystem level, which worked remarkably well, but I think solving it at this level would be better.
Spacehaven Posted August 29 Posted August 29 (edited) 11 hours ago, Bejda said: If i understood your question right it's visually described here : I want to set the amount of tattoo slots for face and body to 12 and for hands and feet to 6 I opened the race menu mod in MO2, went into the SKSE folder and edited SKSE64.ini : Here I edited four lines like: iNumOverlays=3 ; Default[3] to iNumOverlays=6 or InNumOverlays=12 respectively. I then used MO2s ini editor to add the following to the end of the skyrim ini: [Overlays] iNumOverlays=12 ; Default[6] [Overlays/Hands] iNumOverlays=6 ; Default[3] [Overlays/Feet] iNumOverlays=6 [Overlays/Face] iNumOverlays=12 However, show race menue still only shows 3 slots for face, legs and hands. The increase for the body also did not work. I tried everything on a new save. What have I done wrong? Edit: I want to keep using MO2, so i would prefer to know how edits there work instead of dirctly editing game files Edited August 29 by Spacehaven
nopse0 Posted August 29 Author Posted August 29 3 hours ago, Spacehaven said: What have I done wrong? Edit: I want to keep using MO2, so i would prefer to know how edits there work instead of dirctly editing game files skee64.ini is the right place, except you are on VR, then its named "skeevr.ini". skyrim.ini is totally wrong. Best you post your .ini, maybe we see some errors. Perhaps you have multiple skee64.ini, and you edited the wrong one. Best you navigate in MO2 in the Data tab to the SKSE\Plugins folder and open skee64.ini with right click from there. Then you definitely hit the right file, wherever it might be located in the virtual file system of MO2
Bejda Posted August 30 Posted August 30 (edited) Check if you installed NioverideSE too at some point, it also has a skee64.ini file. I have a mod that wanted me to install it don't remember which mod and why but i made sure the Racemenu one was winning the conflict because.. because well it just seemed safer too me lol Anyway as nopse0 said the best way, and a useful habit when sometimes you don't know where a file could be/can be in overwrite folder, to locate a file is MO2 Data tab. In MO2 right panel>Data tab>search bar at bottom right>type skee64 and you will see the SKSE folder containing it. I said skee64 but you can stop at skee as soon as you see the SKSE folder it's just that some other folders have files with a "skee" in some files name but a very few anyway, by typing skee64 only the SKSE folder will be displayed. And no need to type the .ini or any file extension when you search that way, it only shows the folders. You have to expand them with double-click until you see the file. Right-click the file>open in explorer, it brings you to the RaceMenu SKSE Plugins folder where you can do your edits (Notepad++ if you don't have already, maybe not needed here but way better free option than windows one). Btw if you see part of the line in red (RaceMenu .... here) it means there's a conflict. Letting your mouse on the file will show a pop-up telling in which mod's folder the same file is present but not which one wins. MO2 left panel shows if there's a conflict with a green + (it's ok, we have a winner) or a red - (damn, who dare touch my skee!). Really sorry if i'm telling you obvious things i just want to try to cover it all just in case. Edited August 30 by Bejda
nopse0 Posted August 30 Author Posted August 30 An 10 hours ago, nopse0 said: skee64.ini is the right place, except you are on VR, then its named "skeevr.ini". skyrim.ini is totally wrong. Best you post your .ini, maybe we see some errors. Perhaps you have multiple skee64.ini, and you edited the wrong one. Best you navigate in MO2 in the Data tab to the SKSE\Plugins folder and open skee64.ini with right click from there. Then you definitely hit the right file, wherever it might be located in the virtual file system of MO2 Another idea, maybe you made a syntax error, and RaceMenu couldn't load the file and took defaults instead. If you are sure you edited the right file, and it still doesn't load, post it.
no_way Posted August 31 Posted August 31 On 8/17/2026 at 11:34 PM, nopse0 said: Is it literally saying this Yes literally saying this. The mods I have related to slavetatsng are Slavetats SE being overwritten by SlavetatsNG and thats it.
shrtjsrtj Posted August 31 Posted August 31 On 8/30/2026 at 3:48 AM, Spacehaven said: However, show race menue still only shows 3 slots for face, legs and hands. The increase for the body also did not work. I tried everything on a new save. What have I done wrong? Edit: I want to keep using MO2, so i would prefer to know how edits there work instead of dirctly editing game files Are you on Linux? It has this issue, the formatting of that are of the .ini is scuffed so you need to fix that for it to work. Easy to see in a decent editor that the comments are borked when compared to the rest of the document. An alternative is to download something like this mod, edit the numbers how you like and it should work. 3
Ddowney14 Posted August 31 Posted August 31 I have a question. Does this mod by chance fix the menu locking bug cause by SlaveTats Overlays being applied to multiple NPCs? There is a fix for it at which replaces the .PEX file but the replacement script isn't up to date with version 1.3.9 of SlaveTats SE.
Spacehaven Posted August 31 Posted August 31 8 hours ago, shrtjsrtj said: Are you on Linux? It has this issue, the formatting of that are of the .ini is scuffed so you need to fix that for it to work. Easy to see in a decent editor that the comments are borked when compared to the rest of the document. An alternative is to download something like this mod, edit the numbers how you like and it should work. I am on linux and will look into the replies I have received soon. Haven't had the chance to get back to my PC the last 3 days. Also, thanks for the offer nopse0. I will post my cofig file if i still have issues.
Spacehaven Posted August 31 Posted August 31 8 hours ago, shrtjsrtj said: Are you on Linux? It has this issue, the formatting of that are of the .ini is scuffed so you need to fix that for it to work. Easy to see in a decent editor that the comments are borked when compared to the rest of the document. An alternative is to download something like this mod, edit the numbers how you like and it should work. It worked. It is really a linux syntax problem. thank you. this stumbed me for way to long. 2
StuffedNinga Posted September 2 Posted September 2 (edited) SKSE Menu Framework is now available in VR. Might we get a version that works for us poor, starving, VR players? Really, I'm just trying to find a way to preview the tat before application. It takes forever to apply each tat one at a time just so I can see what it actually is. I started removing large tattoo packs because it was way to blah to have to cycle through each one to see what they even were. Opps, I should explain myself better. The .dll for the MCP version will not load in VR and will crash the game at start up. The .dll for the papyrus replacement still works in VR without issue. Edited September 2 by StuffedNinga
no_way Posted September 2 Posted September 2 On 8/17/2026 at 11:34 PM, nopse0 said: Is it literally saying this ? Because I don't find this message in the sources. Probably you don't have SlaveTatsNG installed, or something overwrites SlaveTats.pex from SlaveTatsNG. If NIOverride/RaceMenu is not found, when SlaveTatsNG.dll is loaded, Skyrim won't start at all, because I call 'abort', if I don't find it. So, I guess it isn't loaded at all. std::string dll_name = config->skee_dll_name; if (dll_name.empty()) { std::string default_dll_name; if (GetModuleHandleA("skee64.dll") != NULL) default_dll_name = "skee64.dll"; else if (GetModuleHandleA("skeevr.dll") != NULL) default_dll_name = "skeevr.dll"; else { logger::info("skee dll name undefined"); abort(); } dll_name = default_dll_name; } HMODULE base_module = GetModuleHandleA(dll_name.c_str()); if (!base_module) { logger::info("Module {} is not loaded", dll_name); abort(); } logger::info("NIOverride base address: GetModuleHandleA({}) = {}", dll_name, (uintptr_t)base_module); char* base_addr = (char*)base_module; auto hash = slavetats_ng::utility::System::md5_hash("data/skse/plugins/" + dll_name); logger::info("{} md5 hash = {}", dll_name, hash); if (hash.empty()) { logger::info("Unable to calculate hash for dll {}", dll_name); abort(); } auto table_it = offset_tables.find(hash); if (table_it == offset_tables.end()) { logger::info("Found no skee offset table for dll with hash {}", hash); abort(); }
nopse0 Posted September 2 Author Posted September 2 3 hours ago, no_way said: As I said, no idea where this is coming from, this is not from SlaveTatsNG
nopse0 Posted September 2 Author Posted September 2 12 hours ago, StuffedNinga said: SKSE Menu Framework is now available in VR. Might we get a version that works for us poor, starving, VR players? Really, I'm just trying to find a way to preview the tat before application. It takes forever to apply each tat one at a time just so I can see what it actually is. I started removing large tattoo packs because it was way to blah to have to cycle through each one to see what they even were. Opps, I should explain myself better. The .dll for the MCP version will not load in VR and will crash the game at start up. The .dll for the papyrus replacement still works in VR without issue. I probably only have to update 'SKSEMenuFrameWork.h' (SKSEMenuFrameWork is a 'header-only' library, it has no lib/dll), and recompile SlaveTatsGUI-MCP, because otherwise it has the same dependencies as SlaveTatsNG, no difference.
Bejda Posted September 5 Posted September 5 (edited) There's a standalone Slavetats pack in YPS mod dowload files Name is "yps-SoundTexturePackage 241123 SE" It's really good for me as i'm more into make-up and it's the best one regarding lipsticks and eyeshadows cause it has different values (25,50,75,100) and also they're way better applied/looking than any others ones i tried. Additionally, and more generally, you can tweak your applied slavetats overlays with Standalone EFF Cosmetic Menu or Proteus mod if you prefer/already have it. Both has a reduced Racemenu for NPC but has overlays tabs. Edited September 5 by Bejda
Cannaisseur Posted Tuesday at 08:08 PM Posted Tuesday at 08:08 PM (edited) No idea why, but this mod is currently causing a CTD with no log for me at start up; seemingly right after, or during animations being loaded. I only updated 3 mods since the last time I wasn't having the issue: JContainers NG, Billyy's Animations for Ostim, and Temple of Molag Bal. It also persists without either of those 3 mods being enabled, so I have no idea what's happening here. **EDIT** As i initially suspected, the problem isn't actually this mod, it's JContainers. The author has messed something up with the last update and is aware. Edited Wednesday at 02:35 AM by Cannaisseur Root of issue found, is not this mod.
nopse0 Posted Wednesday at 08:00 AM Author Posted Wednesday at 08:00 AM 11 hours ago, Cannaisseur said: No idea why, but this mod is currently causing a CTD with no log for me at start up; seemingly right after, or during animations being loaded. I only updated 3 mods since the last time I wasn't having the issue: JContainers NG, Billyy's Animations for Ostim, and Temple of Molag Bal. It also persists without either of those 3 mods being enabled, so I have no idea what's happening here. **EDIT** As i initially suspected, the problem isn't actually this mod, it's JContainers. The author has messed something up with the last update and is aware. Ah, ok, thanks. I guess, it's because his new 1.7.104 version doesn't work with Skyrim 1.6.1170
Darth Deathclaw Posted Thursday at 06:20 AM Posted Thursday at 06:20 AM Hello, I keep getting this error when trying launch SKyrim with this mod installed. It doesn't matter if I use SlaveTatsNG or SlaveTatsGUI, I get the same error. Does anyone know how to fix?
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