Guest Posted September 15, 2021 Share Posted September 15, 2021 Are these female only? Link to comment
YojimboRatchet Posted September 15, 2021 Share Posted September 15, 2021 Is there a reason why, when i go into the face menu to add a tattoo, it removed the body tattoos that i set up through racemenu ? my body freckles disappear totally whenever i do this. Link to comment
murfk Posted September 15, 2021 Author Share Posted September 15, 2021 7 hours ago, YojimboRatchet said: Is there a reason why, when i go into the face menu to add a tattoo, it removed the body tattoos that i set up through racemenu ? my body freckles disappear totally whenever i do this. That's not supposed to happen. Slave Tats tries to avoid messing with overlays added by other sources. Link to comment
murfk Posted September 15, 2021 Author Share Posted September 15, 2021 20 hours ago, bruhfrman said: Are these female only? Slave Tats isn't, but the positioning of a tattoo depends on the UV coordinates of the body mesh, so tats designed for, say, CBBE won't work too well on UNP, and may be very distorted on SAM. No reason you can't find tats that were made for SAM though. Link to comment
YojimboRatchet Posted September 15, 2021 Share Posted September 15, 2021 1 hour ago, murfk said: That's not supposed to happen. Slave Tats tries to avoid messing with overlays added by other sources. Shall I make note of all the items i use in my Racemenu preset, and share it, so you can confirm whether it's a bug on Slavetats end or not ? Link to comment
LinaHirata Posted September 15, 2021 Share Posted September 15, 2021 slavetats does try to avoid messing with "external" overlays but it may have issues with overlays that are present in both racemenu and slavetats at the same time, for example lewdmarks, dunno if this is applicable in this situation, just wanted to note Link to comment
YojimboRatchet Posted September 16, 2021 Share Posted September 16, 2021 I would image that would be a valid result if part of both places, as you surmise. However, in this case, it was 2 layers of body freckles from a Nexus mod, that is Racemenu only. Link to comment
DavidWillers Posted September 16, 2021 Share Posted September 16, 2021 I am using the CBBE Body for females and i am wondering why the toenail polish and finger nail polish not works (from the Makeup tats). It seems to barley be able to cover the toe nails for example. Could it be that the tats were designed for UNP only or smth? Link to comment
DavidWillers Posted September 16, 2021 Share Posted September 16, 2021 15 minutes ago, DavidWillers said: I am using the CBBE Body for females and i am wondering why the toenail polish and finger nail polish not works (from the Makeup tats). It seems to barley be able to cover the toe nails for example. Could it be that the tats were designed for UNP only or smth? And if I use the CBBE version I am unable to change the color from black to anything else Link to comment
stas2503 Posted September 16, 2021 Share Posted September 16, 2021 The mod stopped working for me. On version 1.3.6, tattoos are not added, I can select them, but they are not applied to the character. In particular, SLUTS does not apply their tattoos either. And with version 1.3.7 it is even worse - the package names are displayed (first line), but the menu of the tattoos themselves is empty. What to do? I play Skyrim LE. Link to comment
murfk Posted September 17, 2021 Author Share Posted September 17, 2021 On 9/16/2021 at 8:24 AM, stas2503 said: The mod stopped working for me. On version 1.3.6, tattoos are not added, I can select them, but they are not applied to the character. In particular, SLUTS does not apply their tattoos either. And with version 1.3.7 it is even worse - the package names are displayed (first line), but the menu of the tattoos themselves is empty. What to do? I play Skyrim LE. 1.3.7 has only been released for SE so far (compiling it for LE should work, but I only have the SE toolkit available anymore). What you're seeing there is the same as what others who have tried to use 1.3.7 on LE without recompiling have seen. The problem you're seeing on 1.3.6 is mysterious. I'm afraid I don't have an explanation for that. Link to comment
murfk Posted September 17, 2021 Author Share Posted September 17, 2021 On 9/16/2021 at 4:44 AM, DavidWillers said: And if I use the CBBE version I am unable to change the color from black to anything else It's quite possible that the makeup tats you're trying to use were designed for UNP and use different texture coordinates that the modern CBBE bodies. If the CBBE tattoos you're trying to use have the black color built in to them, you would not be able to change the color. Tats need to use a specific fill color to allow color changing. Link to comment
stas2503 Posted September 18, 2021 Share Posted September 18, 2021 (edited) 13 hours ago, murfk said: 1.3.7 has only been released for SE so far (compiling it for LE should work, but I only have the SE toolkit available anymore). What you're seeing there is the same as what others who have tried to use 1.3.7 on LE without recompiling have seen. That is, I can just run the CK LE and Compile the scripts of the mod? Upd: started recompilation and this error appears. Spoiler Starting 1 compile threads for 1 files... Compiling "SlaveTatsOnLoad"... E:\Steam\steamapps\common\Skyrim\Data\Scripts\Source\SlaveTatsOnLoad.psc(20,17): root is not a function or does not exist E:\Steam\steamapps\common\Skyrim\Data\Scripts\Source\SlaveTatsOnLoad.psc(20,17): cannot call the member function root alone or on a type, must call it on a variable E:\Steam\steamapps\common\Skyrim\Data\Scripts\Source\SlaveTatsOnLoad.psc(20,8): type mismatch while assigning to a int (cast missing or types unrelated) No output generated for SlaveTatsOnLoad, compilation failed. Batch compile of 1 files finished. 0 succeeded, 1 failed. Failed on SlaveTatsOnLoad int db = JDB.root() Is this from Jcontainers? I have it. 13 hours ago, murfk said: The problem you're seeing on 1.3.6 is mysterious. I'm afraid I don't have an explanation for that. I have solved this problem. It turns out Diary of Mine was overwriting SlaveTats.pex. Edited September 18, 2021 by stas2503 Link to comment
murfk Posted September 18, 2021 Author Share Posted September 18, 2021 52 minutes ago, stas2503 said: 13 hours ago, murfk said: 1.3.7 has only been released for SE so far (compiling it for LE should work, but I only have the SE toolkit available anymore). What you're seeing there is the same as what others who have tried to use 1.3.7 on LE without recompiling have seen. That is, I can just run the CK LE and Compile the scripts of the mod? Upd: started recompilation and this error appears. Reveal hidden contents Starting 1 compile threads for 1 files... Compiling "SlaveTatsOnLoad"... E:\Steam\steamapps\common\Skyrim\Data\Scripts\Source\SlaveTatsOnLoad.psc(20,17): root is not a function or does not exist E:\Steam\steamapps\common\Skyrim\Data\Scripts\Source\SlaveTatsOnLoad.psc(20,17): cannot call the member function root alone or on a type, must call it on a variable E:\Steam\steamapps\common\Skyrim\Data\Scripts\Source\SlaveTatsOnLoad.psc(20,8): type mismatch while assigning to a int (cast missing or types unrelated) No output generated for SlaveTatsOnLoad, compilation failed. Batch compile of 1 files finished. 0 succeeded, 1 failed. Failed on SlaveTatsOnLoad int db = JDB.root() Is this from Jcontainers? I have it. That's a problem with JContainers. If you have it, you should check that you have the most recent version. 53 minutes ago, stas2503 said: That is, I can just run the CK LE and Compile the scripts of the mod? Upd: started recompilation and this error appears. Reveal hidden contents Starting 1 compile threads for 1 files... Compiling "SlaveTatsOnLoad"... E:\Steam\steamapps\common\Skyrim\Data\Scripts\Source\SlaveTatsOnLoad.psc(20,17): root is not a function or does not exist E:\Steam\steamapps\common\Skyrim\Data\Scripts\Source\SlaveTatsOnLoad.psc(20,17): cannot call the member function root alone or on a type, must call it on a variable E:\Steam\steamapps\common\Skyrim\Data\Scripts\Source\SlaveTatsOnLoad.psc(20,8): type mismatch while assigning to a int (cast missing or types unrelated) No output generated for SlaveTatsOnLoad, compilation failed. Batch compile of 1 files finished. 0 succeeded, 1 failed. Failed on SlaveTatsOnLoad int db = JDB.root() Is this from Jcontainers? I have it. I have solved this problem. It turns out Diary of Mine was overwriting SlaveTats.pex. Why in the world does Diary of Mine overwrite SlaveTats.pex? Link to comment
stas2503 Posted September 18, 2021 Share Posted September 18, 2021 (edited) 2 hours ago, murfk said: That's a problem with JContainers. If you have it, you should check that you have the most recent version. I have 3.0RC1 worth 3.0RC3 for some reason does not work for me with SL Anim Loader. 2 hours ago, murfk said: Why in the world does Diary of Mine overwrite SlaveTats.pex? Do not know. Edited September 18, 2021 by stas2503 Link to comment
chaimhewast Posted September 18, 2021 Share Posted September 18, 2021 5 hours ago, murfk said: Why in the world does Diary of Mine overwrite SlaveTats.pex? Running its source through a diff-checker, it looks like it's from 1.3.6 but with all the notifications disabled. No idea why that's included in a seemingly unrelated mod though. Link to comment
murfk Posted September 18, 2021 Author Share Posted September 18, 2021 30 minutes ago, chaimhewast said: Running its source through a diff-checker, it looks like it's from 1.3.6 but with all the notifications disabled. No idea why that's included in a seemingly unrelated mod though. Especially since there's already a way to turn off the notification. Link to comment
Lusask2 Posted September 23, 2021 Share Posted September 23, 2021 On 9/4/2021 at 2:06 PM, murfk said: It's valid but needlessly complex. Just rename the .js file to .json i tried to do that a number of ways which didn't work so me and my fucking wrinkled giga brain had an autismo moment. Link to comment
Nerdsworth12 Posted September 29, 2021 Share Posted September 29, 2021 I am having a little trouble with this mod. Whenever I look in both the categories of tattoos and what the tattoos are called them selves, some just show up as blank boxes. I'm still able to select and use them but it doesn't tell me what they are. Does anyone else have this problem or know how to fix it? Link to comment
abcd123981 Posted October 6, 2021 Share Posted October 6, 2021 Is it possible to make slavetats work on outfit like an outfit overlay? Link to comment
xAlexxxxxx Posted October 8, 2021 Share Posted October 8, 2021 face tattoos don't work, what should I do? Link to comment
PubliusNV Posted October 8, 2021 Share Posted October 8, 2021 1 hour ago, xAlexxxxxx said: face tattoos don't work, what should I do? Face tats are turned off by default since in some cases they can cause CTDs on decapitation. For LE edit nioverride.ini, for SE edit skee64.ini. They are well commented, you should easily find the right line to change to enable face tats. Link to comment
YojimboRatchet Posted October 8, 2021 Share Posted October 8, 2021 9 hours ago, xAlexxxxxx said: face tattoos don't work, what should I do? 7 hours ago, PubliusNV said: Face tats are turned off by default since in some cases they can cause CTDs on decapitation. For LE edit nioverride.ini, for SE edit skee64.ini. They are well commented, you should easily find the right line to change to enable face tats. In MO2, the path is here: MO2\mods\RaceMenu Special Edition\SKSE\Plugins (assuming the path is identical on LE) As PubliusNV stated, look for the skee64.ini file (for SE) or the nioverride.ini (for LE) I've never played LE so not sure how the INI file looks, but on SE, there are 4 values you need to change. there is a max though for the overlays which is 12. This is what mine looks like (the values you need to change are bold green) Spoiler [Overlays/Body] ; "Body [Ovl#]" and "Body [SOvl#]" ; Determines how many body overlays there should be iNumOverlays=12 ; Default[6] iSpellOverlays=1 ; Default[1] [Overlays/Hands] ; "Hands [Ovl#]" and "Hands [SOvl#]" ; Determines how many hand overlays there should be iNumOverlays=12 ; Default[3] iSpellOverlays=1 ; Default[1] [Overlays/Feet] ; "Feet [Ovl#]" and "Feet [SOvl#]" ; Determines how many feet overlays there should be iNumOverlays=12 ; Default[3] iSpellOverlays=1 ; Default[1] [Overlays/Face] ; "Face [Ovl#]" and "Face [SOvl#]" ; Determines how many face overlays there should be iNumOverlays=12 ; Default[3] iSpellOverlays=0 ; Default[1] Hope this helps Link to comment
Samson Nite Posted October 16, 2021 Share Posted October 16, 2021 I have big problem in face tattoo. I have always two external tattoo greyed out. ( I have Apropos2 tears option eliminate, so have no tears on eyes.) Whenever my PC have sex, she has tears on her eyes, always, even if I have tears and wears off from MCM menu of Apropos2. How can permanently off the greyed external tattoo in Slavetats MCM menu? Thank you in advance for your support ! Link to comment
ChibiUser Posted October 18, 2021 Share Posted October 18, 2021 Hello there, So I am running into a strange bug that popped up lately and I cannot for the life of me figure out what could be the cause. I am running SkyrimSE (and using the SE version of slavetats). Initially it worked as it should, however, now tattoos do not show up on the body. The weird part is, they DO show up on the other parts (face, hands, feet). Any idea what could cause this behaviour and how to solve it? Link to comment
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