Marcolisden Posted January 26, 2020 Posted January 26, 2020 GenioMaestro, THX A LOT for providing such a complete answer. Thanks to you, I now know that I left the Alternate Start cell too early which must've been the problem all along. (Good job on being able to play with 375 mods though, I can barely play with less then half that. No need for help in that regard, i'm good with what I have)
GenioMaestro Posted January 26, 2020 Posted January 26, 2020 1 hour ago, Marcolisden said: I now know that I left the Alternate Start cell too early which must've been the problem all along NO ... It is the exact opposite. You have understood my words in inverse way. On 1/25/2020 at 8:52 AM, GenioMaestro said: The extended idea of not move ... NOT have any sense. You can exit the Alternate Start cell as quickly as you can without any problem. Leaving the alternative start cell can NOT break the game or the MCM's or the quests or the scripts. The initialization of the game, the quest, the MCM's and the scripts can NOT be stopped in any way. Nothing you can do to break those things. If something is not initialized correctly in your game it is because you have a problem in a mod.
Aki K Posted January 26, 2020 Posted January 26, 2020 Having an unusual experience. Sometimes randomly during sex animations some of the tats suddenly vanish. Usually the face, and usually on animations where the position has the characters lying down (but sometimes not, and sometimes other body parts). I can't seem to figure out why this is happening. At first I thought it was just the tats I made (I only learned about mipmaps recently so most of my tats don't have them) but it's happening with all tats, even ones I didn't make. It's not a terrible glitch, just one I can't find the cause for. I'd like it if my tats weren't camera angle dependent during sex scenes. (This includes using the free camera, not just the came camera. The angle of the free camera can cause tats to suddenly go missing or return). They always return when the animation ends. It only happens during sex animations (to my knowledge).
GenioMaestro Posted January 26, 2020 Posted January 26, 2020 20 minutes ago, Aki K said: Having an unusual experience. Sometimes randomly during sex animations some of the tats suddenly vanish. Usually the face, and usually on animations where the position has the characters lying down (but sometimes not, and sometimes other body parts). I can't seem to figure out why this is happening. At first I thought it was just the tats I made (I only learned about mipmaps recently so most of my tats don't have them) but it's happening with all tats, even ones I didn't make. Your problem not have any relation to nothing that you made and, sadly, not have solution. Read my investigation about that exact problem.
Aki K Posted January 27, 2020 Posted January 27, 2020 2 hours ago, GenioMaestro said: Your problem not have any relation to nothing that you made and, sadly, not have solution. Read my investigation about that exact problem. Unfortunate, but it's not terrible. Thank you for the quick answer. Your expertise is always appreciated by me. ^-^
venomwolfsbain Posted January 27, 2020 Posted January 27, 2020 Hey there, i'm really sorry if i missed something, but i downloaded the mod and it seems to work, as i have the mcm section, but once i go in there i only have a few tattoos and things and if i look in my console i have these error messages, any help would be appreciated, thanks!
Aki K Posted January 27, 2020 Posted January 27, 2020 2 hours ago, venomwolfsbain said: H Spoiler ey there, i'm really sorry if i missed something, but i downloaded the mod and it seems to work, as i have the mcm section, but once i go in there i only have a few tattoos and things and if i look in my console i have these error messages, any help would be appreciated, thanks! I've been using this mod for a long time and get errors like those (usually all saying the same thing yours are a bit different) but the tats still work just fine for me. But ultimately I believe it means the .json file is typed a bit weird. It might be functional, but just off format. Like an extra space or a typo. In regards to your tattoos, assuming you only downloaded the mod itself you'll need to download additional tattoo packs. Many of which are available alongside the original download. If you click on the link in my signature you can also check out the tat packs I've made. ^-^
venomwolfsbain Posted January 27, 2020 Posted January 27, 2020 11 minutes ago, Aki K said: I've been using this mod for a long time and get errors like those (usually all saying the same thing yours are a bit different) but the tats still work just fine for me. But ultimately I believe it means the .json file is typed a bit weird. It might be functional, but just off format. Like an extra space or a typo. In regards to your tattoos, assuming you only downloaded the mod itself you'll need to download additional tattoo packs. Many of which are available alongside the original download. If you click on the link in my signature you can also check out the tat packs I've made. ^-^ Ah ok, but some of the things it's suggesting, like drool, and other things aren't showing, up i have only downloaded the slavetats main mod, but should i not see some of the things that the console is referring too? And they look great, i'll have to get them if i can get this working!
Aki K Posted January 27, 2020 Posted January 27, 2020 2 minutes ago, venomwolfsbain said: Ah ok, but some of the things it's suggesting, like drool, and other things aren't showing, up i have only downloaded the slavetats main mod, but should i not see some of the things that the console is referring too? And they look great, i'll have to get them if i can get this working! I might know what the problem is, but first I'll need you to do a test. Download some tat packs and see if it's only the face/head tats that doesn't work. If so, it means you need to open a specific ini file and make a small edit. Specifically nioverride's ini file (which should come with racemenu if you have it, or downloaded separately if you don't use racemenu). Head/face overlays are usually diabled by default except the ones that come with Skyrim, because there is a glitch with some face overlays. The glitch being that when a character is decapitated with custom face overlays the game will CTD. I got around this by enabling them but only giving the player face tats, and then used the mod Violens to disable player death animations. That way I can still decapitate NPCs as long as I don't apply custom face tats to them. Any character I know I won't kill/essentials I can give face tats to or just disable decapitations alltogether in violens. But I digress. Most likely you just have face overlays disabled in NIOverride. But test for me. If body, hand, or feet tats aren't working the problem is something else that I might not know about.
Aki K Posted January 27, 2020 Posted January 27, 2020 If it's just the face I recommend opening your nioverride.ini and setting it to look like this: Notice the one I put in bold. Spoiler [Overlays] ; Applies to only the player, or all humanoid actors NOT RECOMMENDED changing this, you can add overlays to certain actors via script bPlayerOnly=1 ; Default[1] ; Determines whether face overlays are enabled ; disabling this disables the hook ; Note: face overlays are known to crash when decapitated bEnableFaceOverlays=1 ; Default[0] ; Determines whether to immediately apply shader changes ; when overlays are installed on an ArmorAddon bImmediateArmor=1 ; Default[1] ; Determines whether to immediately attach and apply shader changes ; when overlays are installed to the face bImmediateFace=0 ; Default[0] [Overlays/Body] ; "Body [Ovl#]" and "Body [SOvl#]" ; Determines how many body overlays there should be iNumOverlays=12 ; Default[6] iSpellOverlays=0 ; Default[0] [Overlays/Hands] ; "Hands [Ovl#]" and "Hands [SOvl#]" ; Determines how many hand overlays there should be iNumOverlays=3 ; Default[3] iSpellOverlays=0 ; Default[0] [Overlays/Feet] ; "Feet [Ovl#]" and "Feet [SOvl#]" ; Determines how many feet overlays there should be iNumOverlays=3 ; Default[3] iSpellOverlays=0 ; Default[0] [Overlays/Face] ; "Face [Ovl#]" and "Face [SOvl#]" ; Determines how many face overlays there should be iNumOverlays=6 ; Default[3] iSpellOverlays=0 ; Default[0] FYI, if you change the ones that say "iNumOverlays=" that's how many tats it will let you apply to a given category. So I can apply 12 body tats and 3 feet tats with my current setup for example. Just in case you want a tat covered character, those are some numbers worth knowing. I don't know if there's a limit or not to how high they can go. I don't know ispelloverlays so I've never touched it, but I know people who've set the value to 1, so you can if you want, I just didn't. It's also worth noting that the rules I've mentioned regarding to decapitation and the number of overlays allowed also applies to Racemenu and other forms of body/face paint mods, not just slavetats.
venomwolfsbain Posted January 27, 2020 Posted January 27, 2020 26 minutes ago, Aki K said: If it's just the face I recommend opening your nioverride.ini and setting it to look like this: Notice the one I put in bold. Reveal hidden contents [Overlays] ; Applies to only the player, or all humanoid actors NOT RECOMMENDED changing this, you can add overlays to certain actors via script bPlayerOnly=1 ; Default[1] ; Determines whether face overlays are enabled ; disabling this disables the hook ; Note: face overlays are known to crash when decapitated bEnableFaceOverlays=1 ; Default[0] ; Determines whether to immediately apply shader changes ; when overlays are installed on an ArmorAddon bImmediateArmor=1 ; Default[1] ; Determines whether to immediately attach and apply shader changes ; when overlays are installed to the face bImmediateFace=0 ; Default[0] [Overlays/Body] ; "Body [Ovl#]" and "Body [SOvl#]" ; Determines how many body overlays there should be iNumOverlays=12 ; Default[6] iSpellOverlays=0 ; Default[0] [Overlays/Hands] ; "Hands [Ovl#]" and "Hands [SOvl#]" ; Determines how many hand overlays there should be iNumOverlays=3 ; Default[3] iSpellOverlays=0 ; Default[0] [Overlays/Feet] ; "Feet [Ovl#]" and "Feet [SOvl#]" ; Determines how many feet overlays there should be iNumOverlays=3 ; Default[3] iSpellOverlays=0 ; Default[0] [Overlays/Face] ; "Face [Ovl#]" and "Face [SOvl#]" ; Determines how many face overlays there should be iNumOverlays=6 ; Default[3] iSpellOverlays=0 ; Default[0] FYI, if you change the ones that say "iNumOverlays=" that's how many tats it will let you apply to a given category. So I can apply 12 body tats and 3 feet tats with my current setup for example. Just in case you want a tat covered character, those are some numbers worth knowing. I don't know if there's a limit or not to how high they can go. I don't know ispelloverlays so I've never touched it, but I know people who've set the value to 1, so you can if you want, I just didn't. It's also worth noting that the rules I've mentioned regarding to decapitation and the number of overlays allowed also applies to Racemenu and other forms of body/face paint mods, not just slavetats. I'm really sorry, i honestly think i was just being stupid, i just checked found the rest in face, they're working, the test pack i got worked too, (Face Included) i think i just expected loads of tat mods to be included, thanks so much for your help and i'll be sure to check out your mod.
Aki K Posted January 27, 2020 Posted January 27, 2020 1 hour ago, venomwolfsbain said: I'm really sorry, i honestly think i was just being stupid, i just checked found the rest in face, they're working, the test pack i got worked too, (Face Included) i think i just expected loads of tat mods to be included, thanks so much for your help and i'll be sure to check out your mod. Cool. I have a bunch, feel free to let me know what you think. I also take requests if I have the time. So depending on how complicated, I can make some custom ones.
Marcolisden Posted January 27, 2020 Posted January 27, 2020 Update: Slavetats 1.2.3 and higher are still not showing in MCM, however 1.2.1 does show up, but it can't seem to detect other mods (Dibellan Defender) and can't read the TattoPack_CN (It's a bunch of blank squares). Strangely enough, since I use NMM I put both versions in the menu and made the program update versions; i.e. double click 1.2.3 while 1.2.1 is still active. The game still detects SlaveTats, but it's menu is gone after I switched versions.
PubliusNV Posted January 27, 2020 Posted January 27, 2020 1 hour ago, Marcolisden said: TattoPack_CN (It's a bunch of blank squares All tattoo packs with _CN in the name are Chinese translations of other tattoo packs.
Super Villain Posted January 28, 2020 Posted January 28, 2020 Began a new game and version 1.3.0 SE doesn't register in MCM, placed last in load order no change.
GenioMaestro Posted January 28, 2020 Posted January 28, 2020 31 minutes ago, A~Dark~Place said: Began a new game and version 1.3.0 SE doesn't register in MCM, placed last in load order no change. Make a test in a New Game. If the MCM appears in a new game it is a problem in your SaveGame. Try cleaning it with ReSaver. If the MCM is not shown in a new game, one of the requirements has failed. Check your installation.
Super Villain Posted January 28, 2020 Posted January 28, 2020 2 minutes ago, GenioMaestro said: Make a test in a New Game. If the MCM appears in a new game it is a problem in your SaveGame. Try cleaning it with ReSaver. If the MCM is not shown in a new game, one of the requirements has failed. Check your installation. I have all requirements installed, racemenu, jcontainers, skyui, skse etc. But still on a new game it isn't showing up in MCM.
GenioMaestro Posted January 28, 2020 Posted January 28, 2020 19 minutes ago, A~Dark~Place said: I have all requirements installed, racemenu, jcontainers, skyui, skse etc. But still on a new game it isn't showing up in MCM. I presume you have the ESP enabled and the pluging SlaveTats.esp is inside your pluging list, but verify it with LOOT or Tes5Edit. If you have the pluging SlaveTats.esp and the MCM not shown enable log in Skyrim.ini and attach your Papyrus.0.log to your next message.
Super Villain Posted January 29, 2020 Posted January 29, 2020 16 hours ago, GenioMaestro said: I presume you have the ESP enabled and the pluging SlaveTats.esp is inside your pluging list, but verify it with LOOT or Tes5Edit. If you have the pluging SlaveTats.esp and the MCM not shown enable log in Skyrim.ini and attach your Papyrus.0.log to your next message. Yes I have the esp plugin enabled & it is in my list. I've ran LOOT too let it sort Slavetats as well but it still isn't showing up in MCM. There are several Errors regarding Slavetats in my Papyrus.0.log such as "Error: Unable to call RegisterForUpdate - no native object bound to the script object, or object is of incorrect type", I've attached the Papyrus.0 log so you can check it out. I'm running game version 1.5.80 & Ver 2 0016 of SKSE if that info is in anyway helpful. Papyrus.0.log
GenioMaestro Posted January 29, 2020 Posted January 29, 2020 6 hours ago, A~Dark~Place said: Yes I have the esp plugin enabled & it is in my list. I've ran LOOT too let it sort Slavetats as well but it still isn't showing up in MCM. There are several Errors regarding Slavetats in my Papyrus.0.log such as "Error: Unable to call RegisterForUpdate - no native object bound to the script object, or object is of incorrect type", I've attached the Papyrus.0 log so you can check it out. I'm running game version 1.5.80 & Ver 2 0016 of SKSE if that info is in anyway helpful. Effectively you have the ESP active because the game show errors about SlaveTats but that errors are the cause of yours problems. The errors: Unable to bind script SlaveTatsMCMMenu to SlaveTatsMenu (A8000800) because their base types do not match SlaveTatsMCMMenu.OnInit() being called on an invalid object, aborting function call are critical and exactly mean that the script that create the MCM can not be executed and, of course, the MCM not shown. Something is not correctly installed in your game. Take a look to the log file of SKSE and verify that you NOT have errors or warnings about DLL's files. Revise the installation of SkyUi and SKSE and be sure all yours MCM's from others mods shown. Revise the installation of SlaveTats. Be sure you not have multiple versions of the mod actives at the same time. Always make test in a New Game. Is the only way to be sure the savegame is not causing problems.
Super Villain Posted January 30, 2020 Posted January 30, 2020 Okay I'll do that thanks, yeah the strange thing is Slavetats was working for me before I started a new game. Where exactly should for the log file of SKSE, where is that located?
GenioMaestro Posted January 30, 2020 Posted January 30, 2020 1 hour ago, A~Dark~Place said: Okay I'll do that thanks, yeah the strange thing is Slavetats was working for me before I started a new game. Where exactly should for the log file of SKSE, where is that located? I only have legendary and my SKSE.log is in Documents\My Games\Skyrim\SKSE\skse.log I think the location is the same in SE but the file is called something like skse64.log I read many posts in many sections and I believe that any problem in a DLL can cause your problem. Verify that you have the correct version of each DLL and that it is compatible with your version of the game and your version of SKSE. If the MCM of SlaveTats is displayed when load the savegame but not shown in a new Game, it is probably because you have made changes to the mods and some change is wrong.
Amatum Posted January 30, 2020 Posted January 30, 2020 On 9/9/2019 at 12:43 PM, babylight41 said: Hi thank you for making a SSE version of this but I would like to report two glitches glitch number 1 it keep flickering black along my character and glitch number 2 when loading a save half the screen is black when I take out the mod the screen goes back to normal. I am having the same issue as the black screen above - whenever I load a save, over half of my screen starting from the left is pitch black. It doesn't matter if I have any tats equipped at the moment or not. I can fix it only by going into the MCM menu for Slavetats, exiting (after going up and down the options to make sure there are no tats on), waiting for Slavetats to show its "Slavetats is working on character, etc", then changing the cell. Even with no tats currently equipped, this seems to happen. I haven't had any issues at all other than this single solitary single one, as far as I know. Any ideas?
eclipsed7774 Posted February 1, 2020 Posted February 1, 2020 Only issue I'm having with this Mod on SSE is when you change any NPC's hair colour using SlaveTats, NPC faces turn pretty wonky with texture mismatch and Custom Followers or NPC mods get real wonky with misshapen faces and in some cases CTD upon getting close to a standalone Follower. This all happens from using the hair colour even once on one NPC.
GenioMaestro Posted February 1, 2020 Posted February 1, 2020 On 1/30/2020 at 5:46 PM, mattardo said: It doesn't matter if I have any tats equipped at the moment or not. On 1/30/2020 at 5:46 PM, mattardo said: Even with no tats currently equipped, this seems to happen. That mean the problem is NOT caused by SlaveTats. The tats are only pure textures that show over the craracter and can not cause any similar problem. Probably, you have an HDT problem and that strange things that you see in the screen can be mesh streched to the infinite. Revise your HDT configuration, try disable mods with HDT hair, clothes, earrings, necklaces ... Aditionally, can be and ENB problem. Try disable your ENB and make test.
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