Kodiak Posted May 23, 2019 Posted May 23, 2019 I am having issue finding either nioveride.ini or Netimmersion.ini. where are those files supposed to be located?
PubliusNV Posted May 24, 2019 Posted May 24, 2019 6 hours ago, Kodiak said: I am having issue finding either nioveride.ini or Netimmersion.ini. where are those files supposed to be located? I misspelled it, it's nioverride.ini (two r's). It comes with RaceMenu, depending on what mod manager you're using it could be a number of places, but it should be in an SKSE\Plugins folder - in your Data folder if you are not using a mod manager. 1
Kodiak Posted May 24, 2019 Posted May 24, 2019 13 hours ago, PubliusNV said: I misspelled it, it's nioverride.ini (two r's). It comes with RaceMenu, depending on what mod manager you're using it could be a number of places, but it should be in an SKSE\Plugins folder - in your Data folder if you are not using a mod manager. Ah you are awesome thank you ^_^ Race Menu wouldnt have been a place I thought to check and Win Search failed horribly. Thank you!
Kanealpha Posted May 24, 2019 Posted May 24, 2019 i'd like to request help about my previous post here are 2 screenshots https://imgur.com/a/zWUs6Vo you can see that the tattoos are only visible from a certain angle and distance, what could cause that? 1
NotAnAccount Posted May 26, 2019 Posted May 26, 2019 Does anyone have an idea what would cause Slavetats to be unable to apply tattoos to a particular body? The CBBE Bodyslide body included in the All-In-One hdtSkinnedMeshPhysics Setup 2.0b file isn't showing any Slavetats tattoos applied to it. Slavetats still works for other bodies, including the prebuilt CBBE body included in the All-In-One HDTSMP pack, as well as faces/hands/feet, just not the Bodyslide enabled body.
snipers69 Posted May 27, 2019 Posted May 27, 2019 Which ones are main files. I tried installing a few but there was no change to mod configuration menu. after unpacking one of the mods and searching through it I discovered that there was no esp file.
WaxenFigure Posted May 28, 2019 Posted May 28, 2019 12 hours ago, snipers69 said: Which ones are main files. I tried installing a few but there was no change to mod configuration menu. after unpacking one of the mods and searching through it I discovered that there was no esp file. Download the one that saysSlaveTats-1.3.0-beta-2.7z It's the third from the bottom. All other files are older versions or packs of tattoos. Unless you re Chinese, don't download the ones with the _CN at the end of the filename as those are Chinese translated versions of a few packs.
Aki K Posted June 4, 2019 Posted June 4, 2019 I have a question. Let's say I had a set of overlays/tattoos that I wanted to use through this mod, rather than applying them via racemenu. Is there a way I can add them into this mod?
WaxenFigure Posted June 5, 2019 Posted June 5, 2019 8 hours ago, Aki K said: I have a question. Let's say I had a set of overlays/tattoos that I wanted to use through this mod, rather than applying them via racemenu. Is there a way I can add them into this mod? Yes. Look at the first post. It has a section labeled "For Artists", expand that hidden section and read it.
murfk Posted June 6, 2019 Author Posted June 6, 2019 I just wanted to say thanks to WaxenFigure for providing help and support in this thread for years.
murfk Posted June 7, 2019 Author Posted June 7, 2019 8 hours ago, XarisZ said: The latest version for LE is still 1.2.3 right? Correct, unless you want to count the beta. 1
WaxenFigure Posted June 8, 2019 Posted June 8, 2019 On 6/6/2019 at 7:31 PM, XarisZ said: The latest version for LE is still 1.2.3 right? The Beta works fine, I've been using it since it came out. It has nice upgrades from the 1.2.3 version.
elzee Posted June 10, 2019 Posted June 10, 2019 Hi, does the SE version support face tattoo? I remember that skee hasn't support face overlay yet.
Kristus Kringle Posted June 10, 2019 Posted June 10, 2019 5 hours ago, elzee said: Hi, does the SE version support face tattoo? No.
SexDwarf2250 Posted June 15, 2019 Posted June 15, 2019 Does slavetats have mod events that I can call?
shadowfox29 Posted June 16, 2019 Posted June 16, 2019 greetings i'm having a little trouble if someone can help me out i would be thankful, i just finished downloading some tats and of course the requirements for this mod to run and when i try to put a tat on it says i need NIoverride, racemenu, or SKEE... how i know i have racemenu and NIoverride and they are running but what is SKEE and if i dont need it why arn't my chosen tats showing up.
murfk Posted June 18, 2019 Author Posted June 18, 2019 On 6/15/2019 at 12:40 PM, SexDwarf2250 said: Does slavetats have mod events that I can call? Mod Events are for cases where the receiving mod is not known when we compile. SlaveTats sends a number of mod events that you can hook into and respond to. However, there's no need for using Mod Events in the other direction; you already know you want to talk to SlaveTats. All you have to do is call the SlaveTats.* functions as normal; if SlaveTats is not installed, nothing will go wrong. If you're not happy with that, you can also use various SKSE functions to check whether SlaveTats is present before calling the functions, but really there's no need for that.
SexDwarf2250 Posted June 19, 2019 Posted June 19, 2019 5 hours ago, murfk said: SlaveTats sends a number of mod events that you can hook into and respond to. However, there's no need for using Mod Events in the other direction; you already know you want to talk to SlaveTats. SLTriggers has a function to call events from other mods, so I was considering to try out SlaveTats for that purpose. Are you saying SLTriggers will be unable to use events to make things happen in SlaveTats?
murfk Posted June 20, 2019 Author Posted June 20, 2019 On 6/18/2019 at 5:24 PM, SexDwarf2250 said: SLTriggers has a function to call events from other mods, so I was considering to try out SlaveTats for that purpose. Are you saying SLTriggers will be unable to use events to make things happen in SlaveTats? Yeah, that doesn't sound like it would work.
GenioMaestro Posted June 20, 2019 Posted June 20, 2019 On 6/19/2019 at 2:24 AM, SexDwarf2250 said: SLTriggers has a function to call events from other mods, so I was considering to try out SlaveTats for that purpose. Are you saying SLTriggers will be unable to use events to make things happen in SlaveTats? Do you know SlaveTats Events Bridge? It does exactly that. Listen to events and call the slavetats API to put the tattoos.
SexDwarf2250 Posted June 20, 2019 Posted June 20, 2019 5 hours ago, GenioMaestro said: Do you know SlaveTats Events Bridge? It does exactly that. Listen to events and call the slavetats API to put the tattoos. Oh! Thank you!
Aki K Posted June 22, 2019 Posted June 22, 2019 On 6/5/2019 at 1:05 AM, WaxenFigure said: Yes. Look at the first post. It has a section labeled "For Artists", expand that hidden section and read it. Okay. I have been following the instructions and did everything I was told. It isn't showing up in the MCM and I can't figure out what I am doing wrong. I even looked at the folder setup and JSON data from other published slavetat mods as examples AND IT STILL WON'T WORK. So... what am I doing wrong? I assume it has to be something to do with the .json text, which is the part I am least clear on. I have: The folder is textures/actors/characters/slavetats/Pennywise The DDS is called Pennywise and located inside the /Pennywise. The JSON text file is in /slavetats (Which I saw many other slavetat mods do.) "[ {"name": Pennywise", "section":"Pennywise", "texture":"Pennywise\\face_Pennywise.dds", "area":"Face"}]"
DocClox Posted June 22, 2019 Posted June 22, 2019 Hmm.... Mismatch between the JSON file name and the texture folder? Mismatch between the file name in the JSON and the name of the texture file? Error in the DDS file? Post the pack here and I'll take a look at it.
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