Arthur Arcadia Posted June 14, 2018 Posted June 14, 2018 4 hours ago, GenioMaestro said: SlaveTats have some problems when work over generic generated NPC's like bandit's, forworn's, guard's... or Slave's generated from this mod, because they are generic and ALL have the same NAME. If you can select it in the MCM you can't know what npc are aimed AND every time the ORDER of the npc's in the MCM can be diferent. When appear the message "Wait while Slavetats work ..." the tats can appear in other npc's with the same name or simply not appear by error. AND can disappear some time after when change cell. You can try with my mod STMM that allow paint and clear npc's with spell's. I pass the target from the spell directly to the internal functions of SlaveTats and normaly work. The only problem can be the color, because my mod not make color management. But you can steal the tats from the npc and put it over your player for change the colors. Then store it again and apply the config with the new colors to the npc. It worked! Wow thank you so much!
WaxenFigure Posted June 14, 2018 Posted June 14, 2018 16 hours ago, UncleQrow said: yes there greyed out and say external, why does that matter Because that means some other mod has grabbed all those slots and is using them. If you use a slot in Racemenu then obviously that slot is not available for use in SlaveTats. Find your NIIOVERIDE.INI file and edit it to allow more slots and then you'll have some available for Slavetats to use.
Dojo_dude Posted June 14, 2018 Posted June 14, 2018 Is Sanguinge Debauchery the only mod that applies SlaveTats?
GenioMaestro Posted June 14, 2018 Posted June 14, 2018 23 minutes ago, Dojo_dude said: Is Sanguinge Debauchery the only mod that applies SlaveTats? Hooo... nooo.... I constanly use the Wear and Tear option of Apropos that dinamically apply specific tats with SlaveTats to player and npc's depeding of what type of sex make and remove it when time passed. I love Wear and Tear... I make a very fun and usseful mod called STMM that allow apply a stored configuration of tats to any npc with a simple spell. Have more but i not use it.. Thinking a bit, remember Being a Cow that have a conection with SlaveTats but appear the autor remove it in recent version. 1
Frosty01 Posted June 14, 2018 Posted June 14, 2018 1 hour ago, WaxenFigure said: Because that means some other mod has grabbed all those slots and is using them. If you use a slot in Racemenu then obviously that slot is not available for use in SlaveTats. Find your NIIOVERIDE.INI file and edit it to allow more slots and then you'll have some available for Slavetats to use. hey I just wanna say that when I had this issue, this solution didn't actually work for me. However, completely removing the mod and reinstalling it did. I had actually uninstalled and reinstalled every mod I had because I wanted to move from NMM to MO and wanted a fresh start, so it's possible other mods I had weren't installed properly or something.
WaxenFigure Posted June 14, 2018 Posted June 14, 2018 13 minutes ago, Frosty01 said: hey I just wanna say that when I had this issue, this solution didn't actually work for me. However, completely removing the mod and reinstalling it did. I had actually uninstalled and reinstalled every mod I had because I wanted to move from NMM to MO and wanted a fresh start, so it's possible other mods I had weren't installed properly or something. Glad to know you've got it working.
Rogue_Kitsune Posted June 14, 2018 Posted June 14, 2018 Would anyone have any idea why I'm getting these errors printed to the console, even though the tattoos do work? Spoiler Ignore the odd picture quality; Imgur didn't seem to want to let me upload it in its original .bmp format. As far as I can tell the error message shouldn't even be getting displayed - all of those tattoos do show up correctly in both SlaveTats and RapeTattoos. Everything seems to work, so this isn't particularly important... it's just bugging me not knowing why it's throwing that error. And I've already skimmed through this thread a little - updated SlaveTats itself to v1.3 beta 2 (which I hadn't realized existed, since the download page seems to list v1.2.3 as the latest), made sure both JContainers and PapyrusUtil were up to date (then unpacked the .bsa from Campfire to remove some of its files which were overwriting PapyrusUtil)... I don't see any other conflicts, and the .json files look right... Should I just try to ignore those error messages, since they don't seem to actually be affecting anything, or is there something else I might be able to try to fix them?
GenioMaestro Posted June 14, 2018 Posted June 14, 2018 22 minutes ago, Rogue_Kitsune said: Would anyone have any idea why I'm getting these errors printed to the console, even though the tattoos do work? Reveal hidden contents Ignore the odd picture quality; Imgur didn't seem to want to let me upload it in its original .bmp format. .... Should I just try to ignore those error messages, since they don't seem to actually be affecting anything, or is there something else I might be able to try to fix them? Not see the errors, the image not show, then, really can't answer. If all work, not look more, not waste time... but the human nature is know... true?
karlpaws Posted June 15, 2018 Posted June 15, 2018 11 hours ago, Dojo_dude said: Is Sanguinge Debauchery the only mod that applies SlaveTats? Content Consumer's Alternate Start mod has an option that will add a tattoo if you're looking for an option, and not a source for filled slots. Dibellan Defender will also add tats you select through an MCM 4 hours ago, Rogue_Kitsune said: Would anyone have any idea why I'm getting these errors printed to the console, even though the tattoos do work? Hide contents Ignore the odd picture quality; Imgur didn't seem to want to let me upload it in its original .bmp format. As far as I can tell the error message shouldn't even be getting displayed - all of those tattoos do show up correctly in both SlaveTats and RapeTattoos. Everything seems to work, so this isn't particularly important... it's just bugging me not knowing why it's throwing that error. And I've already skimmed through this thread a little - updated SlaveTats itself to v1.3 beta 2 (which I hadn't realized existed, since the download page seems to list v1.2.3 as the latest), made sure both JContainers and PapyrusUtil were up to date (then unpacked the .bsa from Campfire to remove some of its files which were overwriting PapyrusUtil)... I don't see any other conflicts, and the .json files look right... Should I just try to ignore those error messages, since they don't seem to actually be affecting anything, or is there something else I might be able to try to fix them? Uploading BMPs is just a bad idea all around. They aren't really any better quality, they just haven't been processed at all to make them more space efficient. Convert to a JPEG for all of the quality in 1//4 the space. Speculating here since I can't see the BMP either, but do the lines end with " .json " or just a folder name? That was mentioned a few pages back, related to how a new version of ... JContainers I think, handles things. It is harmless but accurate: the folder doesn't meet JSON syntax but since it isn't a json file and isn't being looked at as such, nothing is broken. 1
GenioMaestro Posted June 15, 2018 Posted June 15, 2018 1 hour ago, chidaruma said: Hey guys I just want to know if all the textures is suppose to be 3gb. I mean I downloaded all the tattoos + slavetats and it's only 62mb but after extracting the texture folder is 3.03gb. I can install and use the mod normally but I think from 62mb to more than 3gb is rather insane. The desing of skyrim make the character in four parts as head, body, hands and feets. Each tattoo is a image that cover the full part, not matter if the image have only one small note. The body tats are full from the neck to the knees and the wrists and each tat can have only one small image on breast or butt, but the image is complete. The file format use by skyrim is DDS that only support compression DTX, normaly use version 5, and this compresion is small for keep the image quality. The advantage of dds format is have 10 times the same image with mipmap in diferent resolutions inside the same file. That allow the game to read one file and have at the same time all the diferent resolutions for the diferent LOD (Level Of Detail). We try others image format but only give problems. Really only work good with dds files. But the DDS files are big.. too big... and not have good internal compresion... The only way for reduce size is use a compression utility and the only supported by skyrim is BSA. Any dds file compresed inside a BSA file have from 5% to 10% of the size. SlaveTats enable support of BSA files in september 2016 but the creator of the pack tats must change the format of the file and is a lot of work in a pack that work perfect ONLY for save hard disk space. The only real solution for save hard disk space is using the compress utility integrated with windows... go to the folder SKYRIM\DATA\TEXTURES\actors\character\slavetats and compress the folder. If you are ussing NMM must say that you are wasting the same space in the folder located in the VirtualInstall of nexus (in my machine is located in X:\Games\Nexus Mod Manager\Skyrim\Mods). Not know how work MO but probably have the same.
Rogue_Kitsune Posted June 15, 2018 Posted June 15, 2018 11 hours ago, karlpaws said: Uploading BMPs is just a bad idea all around. They aren't really any better quality, they just haven't been processed at all to make them more space efficient. Convert to a JPEG for all of the quality in 1//4 the space. Speculating here since I can't see the BMP either, but do the lines end with " .json " or just a folder name? That was mentioned a few pages back, related to how a new version of ... JContainers I think, handles things. It is harmless but accurate: the folder doesn't meet JSON syntax but since it isn't a json file and isn't being looked at as such, nothing is broken. Huh. Weird the image isn't being displayed... I uploaded it as a .gif since I thought that took up less memory, but... I don't get it. It displays for me just fine in Firefox, but not in Internet Explorer. Maybe it's because it's on Imgur - I would've just posted it here directly, but couldn't figure out how to do that. >> Ah well. Anyways, yes, sounds like you got it exactly! The error messages are showing the file path, ending at a folder, not a .json file, the only exception being it does the same thing for blank.dds which came with the base SlaveTats itself - which makes sense then, if I'm right - I guess it just tries to read everything in Textures/Actors/Character/SlaveTats as if it were a .json file? So, sounds like it's a mild annoyance, but harmless. Glad to know it's nothing to worry about; thank you!
karlpaws Posted June 15, 2018 Posted June 15, 2018 5 hours ago, chidaruma said: Thanks GenioMaestro! I understand now @@. It's not like I'm running out of disk space or anything but it's always good to learn something new tho ~~ It probably isn't the DDS files and all the rest (although image compression and file compression are why some archives absolutely balloon when you unpack them) as most of the tats are not all that large, but one tat pack was highly detailed and is much larger than the rest. It also takes a while to apply in game. 1 hour ago, Rogue_Kitsune said: I would've just posted it here directly, but couldn't figure out how to do that. >> it just tries to read everything in Textures/Actors/Character/SlaveTats as if it were a .json file? There should be a paperclip in a large grey bar below the edit window. It may or may not show up depending on your flash settings (but I think that was the old forum software). There should be a line saying "Drag files here to attach, or choose files..." If you have a Windows Explorer window open you can drag the image to the bar like you would drag it to another folder, or click the underlined and get a file browsing window. Find your file and click Open.
Rogue_Kitsune Posted June 15, 2018 Posted June 15, 2018 1 hour ago, karlpaws said: There should be a paperclip in a large grey bar below the edit window. It may or may not show up depending on your flash settings (but I think that was the old forum software). There should be a line saying "Drag files here to attach, or choose files..." If you have a Windows Explorer window open you can drag the image to the bar like you would drag it to another folder, or click the underlined and get a file browsing window. Find your file and click Open. Yep, I tried that. And, trying it again now... hmm. Seems the internet in general just doesn't really like .bmps! Spoiler Tried to upload the original .bmp, it just did this: enb 2018_06_14 18_19_06_71.bmp But then, tried converting it to a .jpg, and got this! So, now I know I can ignore that error message, and not to try uploading .bmps on here! XD Thanks again!
karlpaws Posted June 15, 2018 Posted June 15, 2018 4 hours ago, Rogue_Kitsune said: Yep, I tried that. And, trying it again now... hmm. Seems the internet in general just doesn't really like .bmps! Hide contents Tried to upload the original .bmp, it just did this: enb 2018_06_14 18_19_06_71.bmp But then, tried converting it to a .jpg, and got this! So, now I know I can ignore that error message, and not to try uploading .bmps on here! XD Thanks again! Yeah, it was mentioned elsewhere I think that LL does not allow BMPs at all, probably for the reason I listed (bloated, no benefit) but I think the reason most video games used BMP as a screenshot format is that very lack of compression (less for the game to do) and potentially legal (no licensing fees paid to companies holding a ~30 year old patent).
sattyre Posted June 17, 2018 Posted June 17, 2018 it would be really cool if NPCs could comment on tats. My female character has the Tat "whore and Cunt on her cheaks" as well as others and it would be cool if someone made a mod to recognize tattoo's and comment on them. I don't know if that could be part of the slave tats mod or not or if it would be a complementary mod. Comments could be racy, humiliating, complementary, degrading or whatever. I just think it would complement this mod beautifullly. If it is already out there I would like to know about it.
GenioMaestro Posted June 18, 2018 Posted June 18, 2018 17 hours ago, sattyre said: it would be really cool if NPCs could comment on tats. My female character has the Tat "whore and Cunt on her cheaks" as well as others and it would be cool if someone made a mod to recognize tattoo's and comment on them. I don't know if that could be part of the slave tats mod or not or if it would be a complementary mod. Comments could be racy, humiliating, complementary, degrading or whatever. I just think it would complement this mod beautifullly. If it is already out there I would like to know about it. Do you know Apropos? Is a very good mod that show coments in screen about each sex act and have 4 or 5 independent zones for each type of sex. Include a fantastic Wear and Tear system that apply specifics tats with slavetats depending of type sex made and remove it with time. Is a very good inmersion mod. The best that i saw. Of course, Apropos not see tats, only type of sex, but is very good. I make a very fun and usseful mod called STMM that allow apply a stored configuration of tats to any npc with a simple spell. Not make comments about tats but try it, is really usseful and can be too fun put 6 or 12 tats over any npc in 1 second. About you request i can't make it because im not natural english and sure my comments can't be good. But i can help with the developement if any want.
Lorenzobandini Posted June 18, 2018 Posted June 18, 2018 All, I'm returning after a little time away from the mod. I released a pack of 'skintight' clothing and asked a question a while ago. It was concerning how to make the tattoos super shiny. I think I get the gloss function of slavetatts and that it uses the specular map of the characters skin to make the tattoo appear glossy. I am trying to use slavetatts as a means to rapidly (for me anyway) create shiny skintight clothing that looks kind of like latex, real shiny. Is there anything anyone knows that I can do to get something of a reflective look like you see when some mod creators make latex shiny clothing in Skyrim? or is that simply not possible within the bounds of slavetatts because of how it works. Any advice is greatly appreciated.
GenioMaestro Posted June 18, 2018 Posted June 18, 2018 4 hours ago, Lorenzobandini said: All, I'm returning after a little time away from the mod. I released a pack of 'skintight' clothing and asked a question a while ago. It was concerning how to make the tattoos super shiny. I think I get the gloss function of slavetatts and that it uses the specular map of the characters skin to make the tattoo appear glossy. I am trying to use slavetatts as a means to rapidly (for me anyway) create shiny skintight clothing that looks kind of like latex, real shiny. Is there anything anyone knows that I can do to get something of a reflective look like you see when some mod creators make latex shiny clothing in Skyrim? or is that simply not possible within the bounds of slavetatts because of how it works. Any advice is greatly appreciated. My knowledge in image manipulation is limited but i think you need a specular map for make a real shiny and appear that this is imposible in a tat because the tat is only one image and the specular map is aplied only to textureset (with some images in it for make the effect) But take a look to Wet Function Redux because make some special efects over the body only with textures (without texture set). Maybe you can make 2 tats, one for cloth and another for the effect. The mod have code in psc and appear that make the specular changing some special keys in niOverride, then i dude you can make the same only with images. Note that you can have some problem with Slavetats because the colors available are limited and the glossy is make with a select (yes/no) while in RaceMenu you have access to the full spectre color and have more options. Take a look to the RaceMenu tats.
sattyre Posted June 18, 2018 Posted June 18, 2018 cool will try apropos and thanks for the reply will check out STMM as well
Lari207 Posted June 25, 2018 Posted June 25, 2018 Hey, I'v got a problem. SlaveTats doesn't see tattoos.
GenioMaestro Posted June 26, 2018 Posted June 26, 2018 2 hours ago, Lari207 said: Hey, I'v got a problem. SlaveTats doesn't see tattoos. A bit more clear??? can you explain it a bit more???
sophiextime Posted June 26, 2018 Posted June 26, 2018 Hi. i am no modder and have zero understanding on editing scripts etc and would end up blundering and breaking it if i did. lol. Could someone who knows how create a usable version of this for SSE? i read further back that its something to do with JContainers and that its scripts need editing. Thats way beyond me little mind. I loved this mod in Oldrim and the nordic tats was always used. I would now love to have those on my Nord girl in SSE. I know this is going to seem like a lazy request but i trully am not gifted with converting or editing of mods or scripts. Thanks.
GenioMaestro Posted June 26, 2018 Posted June 26, 2018 1 hour ago, sophiextime said: Hi. i am no modder and have zero understanding on editing scripts etc and would end up blundering and breaking it if i did. lol. Could someone who knows how create a usable version of this for SSE? i read further back that its something to do with JContainers and that its scripts need editing. Thats way beyond me little mind. I loved this mod in Oldrim and the nordic tats was always used. I would now love to have those on my Nord girl in SSE. I know this is going to seem like a lazy request but i trully am not gifted with converting or editing of mods or scripts. Thanks. Only a very small group of persons can make this and i not are one of them because need a very very high knowledge of C++. Really, the only qualified person is expired6978, is the creator of RaceMenu and NiOverride. The base problem is the dll of NiOverride. That has not been totally ported to 64 bits version. Some part of the functionality of NiOverride has been included in SKSS, the 64 bits version of SKSE, but not the overlay's. Then you can't have Overlays with Racemenu in SSE, and SlaveTats use this overlays for show the tats. Until we have a 64 bits version of NiOverride with Overlays functionality we can make none, sorry.
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