Otakuheb Posted January 29, 2022 Posted January 29, 2022 (edited) 14 hours ago, murfk said: If you're on SE, skee64 and nioverride is what you really need. I haven't tried adding ECE to the mix, but you should be able to make it work. Everything works normally except that I can't see anything on my character. Sometimes I get some errors in console like "no existing object with id .... ps: Yeah I use Skyrim Se Edited January 29, 2022 by Otakuheb
CheddarTrauma Posted January 31, 2022 Posted January 31, 2022 It would be nice if there was an MCM option to input a hex RGB value for ink and glow, instead of being limited to preset colors.
bnub345 Posted January 31, 2022 Posted January 31, 2022 9 hours ago, Hylysi said: It would be nice if there was an MCM option to input a hex RGB value for ink and glow, instead of being limited to preset colors. I think there are technical limitations that prevent that. You can edit the overlays in racemenu if you want, but obviously that doesn't work on NPCs.
chaimhewast Posted January 31, 2022 Posted January 31, 2022 3 hours ago, bnub345 said: I think there are technical limitations that prevent that. You can edit the overlays in racemenu if you want, but obviously that doesn't work on NPCs. To my knowledge, the only technical limitation is that SkyUI only has a small number of preset colors in its picker. YPS Fashion allows you to enter in custom hair colors that apply not only to the head hair but also the Slavetats overlays used for body hair.
murfk Posted January 31, 2022 Author Posted January 31, 2022 50 minutes ago, chaimhewast said: To my knowledge, the only technical limitation is that SkyUI only has a small number of preset colors in its picker. YPS Fashion allows you to enter in custom hair colors that apply not only to the head hair but also the Slavetats overlays used for body hair. You're right. It was my opinion that people weren't comfortable enough with hex color codes or other non-visual ways of mixing primary colors (sliders with no visual feedback, for example) to use that, and MCM's color picker is visual, despite its limitations.
Muschi Posted February 1, 2022 Posted February 1, 2022 Yeah, I find the preset colours very convenient, although I obviously wouldn’t be opposed if someone wanted to add an RGB hex input or colour wheel on top of that.
CheddarTrauma Posted February 1, 2022 Posted February 1, 2022 The convenience of a hex color picker in the MCM would solve multiple problems. Race menu only lets you use sliders to pick colors, preventing you from getting an exact hex format as well as the time it takes to get those values as close as possible to a desired value. Mods which use SlaveTats to add scripted overlays input their own hex value through scripting, which you then can't replicate through the MCM if you wanted to. This means that if you wanted to change that color temporarily, or use it with other overlays yourself, you must use RaceMenu (which means you will have to deal with the problem in the previous bullet.) A smaller point is that certain Devious Devices that hide your hands cause hand overlays to appear as floating objects. You would then have to go into race menu to change the transaprency, as there's no way to do so through the MCM without completely removing the overlay (which then loops back into the problems mentioned.)
pm00 Posted February 1, 2022 Posted February 1, 2022 (edited) Is it possible to use normals and speculars with slavetats, or pack those into the DDS files so that slavetats can use them? I know very little about doing any of this as I just recently started trying to make my own stuff. I tried searching before asking and didn't find an answer for this, maybe I wasn't wording it correctly. Edited February 1, 2022 by pm00
murfk Posted February 1, 2022 Author Posted February 1, 2022 6 hours ago, pm00 said: Is it possible to use normals and speculars with slavetats, or pack those into the DDS files so that slavetats can use them? I know very little about doing any of this as I just recently started trying to make my own stuff. I tried searching before asking and didn't find an answer for this, maybe I wasn't wording it correctly. When I made the mod originally, I spent quite a lot of effort trying to get normals to work, but it didn't. I haven't really put much effort into that part since. I do have some information that another poster dug up and posted a few months ago, and giving it a try is on my to-do list now, but it might take a while. I'm pretty busy these days.
mccolin43 Posted February 3, 2022 Posted February 3, 2022 I'll preface this with the fact that I may be dumb. I have a problem where when I open this mod in MCM, it says "Warning: This version of slavetats uses version 3 or greater of the Jcontainers API. You do not have Jcontainers installed." I have the latest version of slavetats installed, but the part that confuses me is that I have version 4.2.2 of Jcontainers. So basically I'm wondering why this is happening and if there's a way I can fix it. Thank you for your time.
murfk Posted February 3, 2022 Author Posted February 3, 2022 7 hours ago, mccolin43 said: I'll preface this with the fact that I may be dumb. I have a problem where when I open this mod in MCM, it says "Warning: This version of slavetats uses version 3 or greater of the Jcontainers API. You do not have Jcontainers installed." I have the latest version of slavetats installed, but the part that confuses me is that I have version 4.2.2 of Jcontainers. So basically I'm wondering why this is happening and if there's a way I can fix it. Thank you for your time. It's likely that you have JContainers for Skyrim AE but you're using Skyrim SE, or vice versa, or that you have a similar problem with SKSE.
mccolin43 Posted February 3, 2022 Posted February 3, 2022 4 hours ago, murfk said: It's likely that you have JContainers for Skyrim AE but you're using Skyrim SE, or vice versa, or that you have a similar problem with SKSE. Okay I found the problem. I had JContainers version 4.2.2 which was for SSE version 1.6.353, but I had used the downgrade patcher to go back to SSE version 1.5.97. I downloaded JContainers 4.1.13 which was for the correct version and it worked perfectly. (not sure if any of what I said made sense but whatever) In short, thank you for pointing that out to me.
Throwawayname10 Posted February 3, 2022 Posted February 3, 2022 On 4/5/2021 at 12:15 PM, FireSplitter said: Hello, I tried to use COTR mod (https://www.nexusmods.com/skyrimspecialedition/mods/27405) with SlaveTats and I saw that I saw that face paints don't align properly. Can they be made to work properly and align? Did you ever manage to fix this issue?
bnub345 Posted February 4, 2022 Posted February 4, 2022 20 hours ago, Throwawayname10 said: Did you ever manage to fix this issue? COTR uses a different head mesh than vanilla so the textures won't line up exactly. You would need to edit the face tats you wanted and line them up on a COTR head texture in GIMP/Photoshop/etc.
murfk Posted February 4, 2022 Author Posted February 4, 2022 2 hours ago, bnub345 said: COTR uses a different head mesh than vanilla so the textures won't line up exactly. You would need to edit the face tats you wanted and line them up on a COTR head texture in GIMP/Photoshop/etc. Yes. Much like you need different tats for UNP and CBBE, you need different tats for COTR face.
venxiciciala Posted February 5, 2022 Posted February 5, 2022 is there a way to add more "section" under the slavetats mcm?
murfk Posted February 5, 2022 Author Posted February 5, 2022 25 minutes ago, venxiciciala said: is there a way to add more "section" under the slavetats mcm? No, sorry. Those are built in to the Skyrim engine.
bc05 Posted February 6, 2022 Posted February 6, 2022 I have all the requirements but on mcm under slavetats theere's no selectable options
squiffyrogue Posted February 9, 2022 Posted February 9, 2022 Hello there! Is there a way to extend a number of available slots for tats? Or there are only 3 for head for example?
bnub345 Posted February 9, 2022 Posted February 9, 2022 7 minutes ago, squiffyrogue said: Hello there! Is there a way to extend a number of available slots for tats? Or there are only 3 for head for example? You can change this in the ini settings under SKSE plugins. It's in NiOverride.ini for LE and skee64.ini for SE/AE. 1
squiffyrogue Posted February 9, 2022 Posted February 9, 2022 18 minutes ago, bnub345 said: You can change this in the ini settings under SKSE plugins. It's in NiOverride.ini for LE and skee64.ini for SE/AE. Big thanks!
Martianman Posted February 11, 2022 Posted February 11, 2022 Here is a pack for barefoot realism, scroll down a couple of posts for the JSON file:
thegamemeister Posted February 12, 2022 Posted February 12, 2022 So, I'm playing AE updated version. The slavetats menu only has the base categories, and any new tats I try to install don't show up. Only Dirt, General, Scars, and Slave Marks. These work but nothing new does. How do I get the other tat packs to show up?
niotk12 Posted February 13, 2022 Posted February 13, 2022 (edited) I'm using the latest 1.3.7 version but for some reason only the basic categories shows up. I'm trying to add new tats but they are not showing up. I have the 1.6.353 version of the game and the 2.1.5 build of SKSE. Any help? Edited February 13, 2022 by niotk12
murfk Posted February 14, 2022 Author Posted February 14, 2022 (edited) 21 hours ago, niotk12 said: I'm using the latest 1.3.7 version but for some reason only the basic categories shows up. I'm trying to add new tats but they are not showing up. I have the 1.6.353 version of the game and the 2.1.5 build of SKSE. Any help? Make sure you're installing the tat packs in the right place, then click the install/remove button in the MCM. Edit: Also make sure you have the Skyrim 1.6 version of JContainers. Edited February 14, 2022 by murfk
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