GenioMaestro Posted August 2, 2018 Posted August 2, 2018 25 minutes ago, Content Consumer said: ... Everything has been working fine since then. It's only today that I tried a new tattoo. At first I thought it was the new tattoo I created, but then every tattoo started doing the same thing. I'm wondering if anyone else has ever had this problem before, and how they fixed it. Put the file that have you give problems or the link to the pack for see it and make some test. Try load a savegame from yesterday for discard problems in the savegame. Or better, start a NEW GAME and make a test with the same tat. I not know why you have this problem but look like a problem in the texture of the body.
bicobus Posted August 2, 2018 Posted August 2, 2018 Yeah remove the texture file you are working on then test again. Most likely, it is racemenu failing at something and continues without breaking. To make extra sure check your logs, maybe there is something in there.
Content Consumer Posted August 2, 2018 Posted August 2, 2018 The texture file in that last screenshot is not the one I've tried today. Today I've tried several tattoos including stuff from the basic pack that comes with slavetats, various other tattoo packs, etc. I just deleted all my savedgames this morning (I do that a lot, I rarely reach level 10 before deleting and starting a new game any more). The first screenshot, the one where my body is all white, is a new game. Including just COC to qasmoke from the main menu and try it there. It might like a body texture problem, but I'd have no idea why that would be. IIRC they're just the regular body textures that come with UNP. My guess is that it is racemenu somehow. I haven't updated racemenu though, so no idea why. When using racemenu in-game (player.showracemenu) the white overlay disappears from the head, but comes back immediately as soon as I exit racemenu. Here are some screenshots: Spoiler 1. Start the game 2. At main menu, COC to QASMOKE 3. player.showracemenu, switch to female 4. Screenshot: 5. Open up slavetats MCM, pick a tattoo. In this example, I picked a slutmark tattoo. 6. Screenshot: What the body looks like: 7. player.showracemenu again, and the bad overlay disappears on the head. 8. Screenshot: 9. Exit racemenu, and the overlay comes back on the head.
bicobus Posted August 2, 2018 Posted August 2, 2018 It's not white, it's kind of pink. That means missing stuff. Question: if you apply your tat then quicksave and reload, what do you get? Most likely you'll either get your proper body texture, or something that quickly switch to the pink blank (as slavetats apply itself).
GenioMaestro Posted August 2, 2018 Posted August 2, 2018 2 hours ago, Content Consumer said: ... It might like a body texture problem, but I'd have no idea why that would be. IIRC they're just the regular body textures that come with UNP. My guess is that it is racemenu somehow. I haven't updated racemenu though, so no idea why. When using racemenu in-game (player.showracemenu) the white overlay disappears from the head, but comes back immediately as soon as I exit racemenu. Here are some screenshots: Try updating RaceMenu and re-install your body texture. Maybe go corrupt for a strange problem. And make a test without ENB if you have it. Some players have reported problems with ENB and slavetats.
Content Consumer Posted August 2, 2018 Posted August 2, 2018 Just for the hell of it, I decided to reinstall Slavetats and Racemenu. And that fixed it. So I must have screwed up something in one of those somehow. O_o I seriously don't remember doing anything of the sort, but it's fixed now, that's good enough for me. Thanks for the attention everyone.
crudo Posted August 2, 2018 Posted August 2, 2018 8 hours ago, GenioMaestro said: Already made. Try FadeTattoos 1.0 This is interesting and I remember looking at this mod before you could manually fade the tats. I was looking to change the opacity of the mod on a permanent basis not have it fade away though I like that for different reasons. I think because of the limited number of colors that some tattoos look better at a reduced opacity, especially depending on skin color. I've made a few tattoo packs and have purposely set the opacity and different percentages and think it looks more like an actual tattoo rather than body paint. Again, thanks for the tip on the other mod, I think I will try that out for a different purpose than what I was thinking.
Content Consumer Posted August 5, 2018 Posted August 5, 2018 I wish I could attach normal maps to the slavetat texture... would help make it look like a brand. 1
GenioMaestro Posted August 5, 2018 Posted August 5, 2018 9 minutes ago, Content Consumer said: I wish I could attach normal maps to the slavetat texture... would help make it look like a brand. I'm sorry but you can't. The normal maps and the specular map are independent images. I'm not sure, but I think they only process correctly when they're inside a TextureSet. You can try to add each image as an independent tattoo, but I doubt they have the desired effect.
Content Consumer Posted August 6, 2018 Posted August 6, 2018 3 hours ago, GenioMaestro said: I'm sorry but you can't. The normal maps and the specular map are independent images. I'm not sure, but I think they only process correctly when they're inside a TextureSet. You can try to add each image as an independent tattoo, but I doubt they have the desired effect. I was being wistful.
Alter Native Posted August 6, 2018 Posted August 6, 2018 3 hours ago, Content Consumer said: I wish I could attach normal maps to the slavetat texture... would help make it look like a brand. 3 hours ago, GenioMaestro said: I'm sorry but you can't. The normal maps and the specular map are independent images. I'm not sure, but I think they only process correctly when they're inside a TextureSet. You can try to add each image as an independent tattoo, but I doubt they have the desired effect. In the end it's based on NetImmerse Override which claims to be able to apply Texture Sets. Would be great if it worked though. But by using texture sets you'd probably had exchange the whole normalmap of the whole body and not just a single layer, which makes it kind of useless.
Mormegil0121 Posted August 7, 2018 Posted August 7, 2018 Hi ! I am currently setting up a new skyrim playthrough, and slavetat being one of my favorite mod, I installed it as always but I have a minor problem with it. Tattoos are not applied to non unique NPC (so far I tried bandits, vigilent of Stendar, poachers...) I don't remember the mod having such limitation, am I missing something ? They work just find on the player and unique NPC both male and female but for any non unique, the notification will run normally ("slavetats is done with bandit" for exemple) but the tattoo never shows. I am playing with the "rapetattoos" and "Fadetattos" mods but even without them the problem remains. I don't think it is linked with a body mod either since both unique and non unique npc have the same body. Any idea where this could come from ? and how to fix it ? Many thanks in advance and sorry if the question has already been asked, couldn't find an answer so far.
Chwbccah Posted August 7, 2018 Posted August 7, 2018 I'm having an issue with one of the tattoos. It seems like the tattoo is getting cut off on one of the corners, This is the only tattoo that does this, Any help?
GenioMaestro Posted August 7, 2018 Posted August 7, 2018 5 hours ago, Mormegil0121 said: Hi ! I am currently setting up a new skyrim playthrough, and slavetat being one of my favorite mod, I installed it as always but I have a minor problem with it. Tattoos are not applied to non unique NPC (so far I tried bandits, vigilent of Stendar, poachers...) I don't remember the mod having such limitation, am I missing something ? They work just find on the player and unique NPC both male and female but for any non unique, the notification will run normally ("slavetats is done with bandit" for exemple) but the tattoo never shows. I am playing with the "rapetattoos" and "Fadetattos" mods but even without them the problem remains. I don't think it is linked with a body mod either since both unique and non unique npc have the same body. Any idea where this could come from ? and how to fix it ? Many thanks in advance and sorry if the question has already been asked, couldn't find an answer so far.
Mormegil0121 Posted August 8, 2018 Posted August 8, 2018 14 hours ago, GenioMaestro said: Oh thanks man ! Sorry, I realize it was just a few pages before but I missed it entirely somehow. I will give your mod a try. I am guessing now that there is no way of making "rapetattoo" work on unamed NPC since it is an automated process. That's too bad but thanks again !
GenioMaestro Posted August 9, 2018 Posted August 9, 2018 On 8/2/2018 at 10:20 PM, crudo said: This is interesting and I remember looking at this mod before you could manually fade the tats. I was looking to change the opacity of the mod on a permanent basis not have it fade away though I like that for different reasons. I think because of the limited number of colors that some tattoos look better at a reduced opacity, especially depending on skin color. I've made a few tattoo packs and have purposely set the opacity and different percentages and think it looks more like an actual tattoo rather than body paint. Again, thanks for the tip on the other mod, I think I will try that out for a different purpose than what I was thinking. I'm sorry ... I did not see your message when you published it ... I read it now doing a revision... excuse me... SlaveTats uses the NiOverride overlays to put the tattoos. You can use RaceMenu to manually change the exact color and the alpha of the tats. And it is saved in your Savegame and it is restored in the load because the paint of the tats when the game load is not made by SlaveTats, is a job that depends on NiOverride. SlaveTats only change the tats when you open the mcm console and change a tat. And i think ONLY change the modified tat while leave the others untouched. Not sure, but i think is the way for made it. Why delete all the tat's and reaply it if only change one? Of course, this is only valid for manually applied tats. If the tats are applied by a mod, such as Apropos or Sanguine Debauchery, the solution is not valid because the mod change the tats and loses the changes that you made. In this case, the only permanent solution is to edit the images of the tattoos that use the mod. But have in mind that this changes are lost if you re-install the mod.
GenioMaestro Posted August 9, 2018 Posted August 9, 2018 On 8/7/2018 at 7:54 PM, Chwbccah said: I'm having an issue with one of the tattoos. It seems like the tattoo is getting cut off on one of the corners, This is the only tattoo that does this, Any help? Your problem appear to be caused by a bad tat. Post the link to the pack. The exact position of this tat is merged with two zones of the body. The faulting part of the tat must be in other zone of the image. If not show only can be by bad tat or by deformed body. Have in mind that some times this problems happend for use exagerated deformations in the body, like the super big ass that you show. Make a try on a default body and look if happend.
Ensom Posted August 10, 2018 Posted August 10, 2018 Racemenu recently updated with support for overlays, any news of slavetats coming to sse? 2
hawkins3903 Posted August 13, 2018 Posted August 13, 2018 ECE users really need this mod to work on SE... Apparently NiOverride on SE is not compatible. Any workaround?
GenioMaestro Posted August 13, 2018 Posted August 13, 2018 Look at the RaceMenu SE page, updated 11 August 20185:27PM and HAVE overlay functionality: Supports body/hand/feet/face overlays Save/Load color Change overlay glow color Change overlay glow strength And the first post updated 06 August 2018 say: Features not functional• Face Overlays (Body, Hands, Feet should work) BUT IT REFERS TO THE OVERLAY FUNCTIONALITY INSIDE RACEMENU That mean, all tat's packs for RaceMenu work except for face. SlaveTats use NIOVERRIDE FUNCTIONALITY. Is too diferent. The NiOverride.dll has not been ported to 64 bits. Until Expired give us a NiOverride.dll for 64 bits we can make NOTHING. 56 minutes ago, hawkins3903 said: ECE users really need this mod to work on SE... Apparently NiOverride on SE is not compatible. Any workaround? The only workaround for now is use RaceMenu Tats.
Tron91 Posted August 13, 2018 Posted August 13, 2018 1 hour ago, GenioMaestro said: Look at the RaceMenu SE page, updated 11 August 20185:27PM and HAVE overlay functionality: Supports body/hand/feet/face overlays Save/Load color Change overlay glow color Change overlay glow strength And the first post updated 06 August 2018 say: Features not functional• Face Overlays (Body, Hands, Feet should work) BUT IT REFERS TO THE OVERLAY FUNCTIONALITY INSIDE RACEMENU That mean, all tat's packs for RaceMenu work except for face. SlaveTats use NIOVERRIDE FUNCTIONALITY. Is too diferent. The NiOverride.dll has not been ported to 64 bits. Until Expired give us a NiOverride.dll for 64 bits we can make NOTHING. The only workaround for now is use RaceMenu Tats. SlaveTats is already ported to SE, no face tattoos though.
GenioMaestro Posted August 13, 2018 Posted August 13, 2018 2 hours ago, Tron91 said: SlaveTats is already ported to SE, no face tattoos though. LINK???? PLEASE??? I do not have SE, but a large group of people can be VERY GRATEFUL.
Tron91 Posted August 13, 2018 Posted August 13, 2018 8 minutes ago, GenioMaestro said: LINK???? PLEASE??? I do not have SE, but a large group of people can be VERY GRATEFUL. SlaveTats SE Port Here you go, all tat packs from oldrim are compatible as well.
GenioMaestro Posted August 13, 2018 Posted August 13, 2018 54 minutes ago, Tron91 said: SlaveTats SE Port Here you go, all tat packs from oldrim are compatible as well. WOW... i come from see the github repository updated by Expired 7 days ago... Appear that near all the functionality of NiOverride is included now in the skee64.dll of RaceMenu for SE, including the body morphs.
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