botticelli Posted April 14, 2021 Posted April 14, 2021 9 hours ago, murfk said: Sure can. Uploading a new SE version soon. What I can't do, anymore, is compile the LE version for an updated release. Thus, this will be another small divergence between the LE and SE versions. Damn, I'd be needing this for LE anyway. Is it ok to distrubute a modified version of the 1.3.0 beta SlaveTats.pex, then? 1
murfk Posted April 14, 2021 Author Posted April 14, 2021 13 hours ago, botticelli said: Damn, I'd be needing this for LE anyway. Is it ok to distrubute a modified version of the 1.3.0 beta SlaveTats.pex, then? How about you compile the patched version and send it to me, and I'll put it up as an official LE release. 1
Aki K Posted April 16, 2021 Posted April 16, 2021 Can I safely swap into the update or will is the change significant enough to require new saves?
murfk Posted April 17, 2021 Author Posted April 17, 2021 18 hours ago, Aki K said: Can I safely swap into the update or will is the change significant enough to require new saves? It should be safe to swap. 1
muzhaoliji Posted April 21, 2021 Posted April 21, 2021 hello ,i use custom body the tatoos not display on the body but on the vigna? how to deal?
Lisette11 Posted April 22, 2021 Posted April 22, 2021 Mods that apply these? I have all the tattoo packs a friend could find, but I don't want to just manually put them on, I want the one dominating my character to put them on me.
PubliusNV Posted April 23, 2021 Posted April 23, 2021 23 hours ago, gnarlygag said: I don't know why but some of the tattoo packs I've downloaded don't even show up, and I keep getting an error in the console saying "non-existent object" and then my the option to "load" a save goes away. Any ideas why? The tattoo packs with _CN in the name are Chinese. No idea if that is your problem, but it is something you should be aware of.
PubliusNV Posted April 23, 2021 Posted April 23, 2021 10 hours ago, Lisette11 said: Mods that apply these? I have all the tattoo packs a friend could find, but I don't want to just manually put them on, I want the one dominating my character to put them on me. Look for a mod on this site called Rape Tats or Rape Tattoos
Lisette11 Posted April 23, 2021 Posted April 23, 2021 9 hours ago, PubliusNV said: Look for a mod on this site called Rape Tats or Rape Tattoos Thanks!
skyrimsucks Posted April 24, 2021 Posted April 24, 2021 so i upgraded the slavetats today to try out rapetat. while rapetat works/adds tats when i enter slavetat mcm menu there is no tat selection whatsover in any category just empty space. any clue what causes it? i restored old slavetat files and now both mod works (sort of) but each time rapetat even is triggered it removes slavetats layers. edit -version 1.1.1 seems to work
Jessica_Degurechaff Posted April 24, 2021 Posted April 24, 2021 Thanks for this mod, have been using it since the ol days of Olrim, a must be for realistic modlist or high lewd fantasy. However i have just a single little question, theres a certain tatoo with lips (like the lipstick mark of a kiss and a simple normal heart) that i remember always using, but i cant find it, no matter where i look i just cant find it, and after checking almost all the files here (plus a few famous ones like Lewd Marks) i have run out of ideas, so i have come to bother here. I dont even need it that much but i just cant get it out of my head. Pls halp. Thanks for your work, or the time of anyone reading.
Nymra Posted April 24, 2021 Posted April 24, 2021 Would it be possible to have a mod version/patch that supports 24 slots? mainly for body? I use 24 overlay slots in racemenu, but mods that add tattoos via slavetats still only use 12. just took a short look at the code yet and it looks like a copy paste job basically, but of course I am wrong as always, hehe. maybe the 1.3.6 already solves this, tho? Noticed that my Naked Defeat Rapehands that I apply via Slavetats do not apply while excluded in RapeTats and also do not get applied when 12 slots in slavetats are full. Also sometimes the fade detection fails, so now I wonder if I have to change ALL the three mods to support 24 slots. hmm sorry for the confusing post, I am only just starting to look into these problems.
AnnaShapard Posted April 26, 2021 Posted April 26, 2021 On 2/21/2018 at 5:07 PM, WaxenFigure said: So if you set higher values make sure the high end slots are the ones that RaceMenu is using leaving the first 12 available for use by Slavetats. could you Please tell me how to do that?:P
JahReit Posted April 26, 2021 Posted April 26, 2021 On 4/24/2021 at 11:46 AM, Nymra said: ... Slavetats do not apply while excluded in RapeTats and also do not get applied when 12 slots in slavetats are full. Also sometimes the fade detection fails, so now I wonder if I have to change ALL the three mods to support 24 slots. hmm sorry for the confusing post, I am only just starting to look into these problems. Is this why I only have 12 slots for bocy? I've beat my head against the wall trying to figure out how to add more.
crudo Posted April 26, 2021 Posted April 26, 2021 I'm using an older version of slavetats, running LE and using ECE for character creation. I've had a long standing issue that I've essentially ignored for some time as it didn't really impact the visuals too much until I updated Sexlab Survival and the trauma tats feature started working. The tats appear as they should it's just that instead of nicely designed bruises and scratches they appear as grey spots or blobs of varying sizes depending on the artwork. However, if I console, showracemenu and get to the character screen all the grey blobs become the proper slavetat artwork and stay that way when I go back into the game until slavetats updates. I've had the same issue with appropos artwork as well but it's not as noticeable. Any thoughts? Is this more a Sexlab Survival mod question?? Thanks.
wilks82 Posted April 29, 2021 Posted April 29, 2021 Hey I really like this mod but thought it was worth mentioning, after reading some of the other posts. I too have a problem with a bunch of errors when applying tats from the DL section. And nothing even shows up for face options. I play on LE. New problem: Tried removing all of slavetats from my game and I saved a clean save. Tried putting older, and the newer one for LE back on. Now the NPC wont update showing only the NPCs I had before I was having trouble from updating to the newest LE version. I start up a fresh helgen save, reuploading everything and it will function. So it's done something to my current play through save and I cant find it and remove it. Anyone know what I am talking about?
Nikudev Posted April 30, 2021 Posted April 30, 2021 Playing on SE some of the downloads/extra's don't seem to work. I downloaded Elf Meets Orc, but it doesn't show up on the menu.
PubliusNV Posted April 30, 2021 Posted April 30, 2021 If you bothered to search for why face tats don't work, you'd find that they are disabled by default, and which .ini files (one for LE, a different one for SE) can be changed to enable them.
WaxenFigure Posted May 1, 2021 Posted May 1, 2021 On 4/25/2021 at 7:38 PM, AnnaShapard said: could you Please tell me how to do that?:P The number of Tattoo slots for each section of the body is controlled by editing the \skse\plugins\nioverride.ini of the Racemenu mod. This is the same file you have to edit to enable overlays for Face tattoos as well. If you enable facial tattoos though you should also install a mod like "Violens" to turn OFF decapitations since an NPC (or PC) who gets decapitated will also cause a CTD of the game without a save. Personally I turn off all the kill moves, they tend to be a nuisance during a pitched battle IMO. Also note that the latest version of Slavetats no longer has the same limits that were discussed when I made that post in 2018.
Nymra Posted May 1, 2021 Posted May 1, 2021 13 minutes ago, WaxenFigure said: The number of Tattoo slots for each section of the body is controlled by editing the \skse\plugins\nioverride.ini of the Racemenu mod. This is the same file you have to edit to enable overlays for Face tattoos as well. If you enable facial tattoos though you should also install a mod like "Violens" to turn OFF decapitations since an NPC (or PC) who gets decapitated will also cause a CTD of the game without a save. Personally I turn off all the kill moves, they tend to be a nuisance during a pitched battle IMO. Also note that the latest version of Slavetats no longer has the same limits that were discussed when I made that post in 2018. hmm, you sure? I seem to have an issue of having 24 override slots, but whenever slavetats is at 12, all additional tattoos either fail to apply or some things go wrong (like fading not applying from Fade Tattoos).
WaxenFigure Posted May 1, 2021 Posted May 1, 2021 57 minutes ago, Nymra said: hmm, you sure? I seem to have an issue of having 24 override slots, but whenever slavetats is at 12, all additional tattoos either fail to apply or some things go wrong (like fading not applying from Fade Tattoos). Just looked at the menu, it stops at 12. Looked deeper, it's now ONLY a limit on the MCM menu which could be changed rather easily. I've not looked at the Slavetats MCM menu for quite some time, instead I've been looking at list of tattoos in Fade Tattoos which will show MORE than 12 and those tattoos already DO show on the PC and NPCS. Now the tattoos from Fade Tattoos also include hands, feet and head tattoos you can look at the location and see more than 12 BODY tattoos (mine stops at 15 tattoos but I think that's because the "zones" used in Rape tattoos are rather arbitrary and miss large zones (like the backs, sides and fronts of legs which could be broken down further to upper and lower legs and even the knees).
AnnaShapard Posted May 1, 2021 Posted May 1, 2021 3 hours ago, WaxenFigure said: The number of Tattoo slots for each section of the body is controlled by editing the \skse\plugins\nioverride.ini of the Racemenu mod. This is the same file you have to edit to enable overlays for Face tattoos as well. If you enable facial tattoos though you should also install a mod like "Violens" to turn OFF decapitations since an NPC (or PC) who gets decapitated will also cause a CTD of the game without a save. Personally I turn off all the kill moves, they tend to be a nuisance during a pitched battle IMO. Also note that the latest version of Slavetats no longer has the same limits that were discussed when I made that post in 2018. Well, actually I meant how I can manage that racemenu keeps the first 12 slots free for "Slavetats"!:P and second, which version do you mean? 1.3.6?
Xuvish Posted May 1, 2021 Posted May 1, 2021 I installed the new version of slave tats and now get an error message when I open console. Can't parse JSON file as 'Data/Textures/actors/character/Slave Tats/... What do I need to do to fix? This is in LE version
murfk Posted May 2, 2021 Author Posted May 2, 2021 On 4/30/2021 at 7:06 PM, WaxenFigure said: Just looked at the menu, it stops at 12. Looked deeper, it's now ONLY a limit on the MCM menu which could be changed rather easily. I've not looked at the Slavetats MCM menu for quite some time, instead I've been looking at list of tattoos in Fade Tattoos which will show MORE than 12 and those tattoos already DO show on the PC and NPCS. Now the tattoos from Fade Tattoos also include hands, feet and head tattoos you can look at the location and see more than 12 BODY tattoos (mine stops at 15 tattoos but I think that's because the "zones" used in Rape tattoos are rather arbitrary and miss large zones (like the backs, sides and fronts of legs which could be broken down further to upper and lower legs and even the knees). Yes, the limit of twelve isn't a problem with the core code, it's with the menu. When I made the menu, I made the seemingly smart choice of using the state-based MCM API. That's a clever system that simplifies the menu handling code a lot, BUT it also means that the number of available slots can't be increased programmatically; each slot needs to be defined in its own code. When I bowed to pressure and increased the limit to twelve, the experience proved that this way of doing the menu handling will not scale well to larger numbers of slots. Until such time as I get motivation to do a major rewrite of the menu code, the limit is going to stay at twelve.
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