lcewolf Posted April 7, 2022 Posted April 7, 2022 I am using SE edition with AE. I got the version and i can't change the number of Tattoo. With the Racemenu AE edition i don't have Nioverride.ini in the SKSE\Plugins Folder. I try to add nioverride.ini manually and it dosen't have any effect. I have also download the Modder package and modifiy NiOverride.psc I copy the whole file inside this one and dosen't have any effect either I am using Vortex My game version is SkyrimSe.exe 1.6.353.0 My Skse is 0.2.1.5 SlaveTatsSE-1.3.7.7z RaceMenu Anniversary Edition v0-4-19-9 https://www.nexusmods.com/skyrimspecialedition/mods/19080?tab=files JContainers SE V4.2.2 https://www.nexusmods.com/skyrimspecialedition/mods/16495 SkyUI_5_2_SE https://www.nexusmods.com/skyrimspecialedition/mods/12604?tab=files Modders Package-19080-0-1-1 https://www.nexusmods.com/skyrimspecialedition/mods/19080?tab=files What did i Miss?
murfk Posted April 7, 2022 Author Posted April 7, 2022 1 hour ago, lcewolf said: I am using SE edition with AE. I got the version and i can't change the number of Tattoo. With the Racemenu AE edition i don't have Nioverride.ini in the SKSE\Plugins Folder. I try to add nioverride.ini manually and it dosen't have any effect. I have also download the Modder package and modifiy NiOverride.psc I copy the whole file inside this one and dosen't have any effect either I am using Vortex My game version is SkyrimSe.exe 1.6.353.0 My Skse is 0.2.1.5 SlaveTatsSE-1.3.7.7z RaceMenu Anniversary Edition v0-4-19-9 https://www.nexusmods.com/skyrimspecialedition/mods/19080?tab=files JContainers SE V4.2.2 https://www.nexusmods.com/skyrimspecialedition/mods/16495 SkyUI_5_2_SE https://www.nexusmods.com/skyrimspecialedition/mods/12604?tab=files Modders Package-19080-0-1-1 https://www.nexusmods.com/skyrimspecialedition/mods/19080?tab=files What did i Miss? For the SE version, you want skee.ini rather than nioverride.ini
lcewolf Posted April 8, 2022 Posted April 8, 2022 2 hours ago, murfk said: For the SE version, you want skee.ini rather than nioverride.ini Thank you. It work well when you know where to look! If i could make you a suggestion you should add this info in the description. For SE user you have to make some change in skee64.ini contrary to NiOverride.ini for LE Thank you again!
Alturistix Posted April 8, 2022 Posted April 8, 2022 @murfk Hey, can you tell me which files Slavetats accesses? I have an old backup from which I can take files from. IF im right, the problem somehow stems from the AE update. I have already replaced my .exe binaries, along with the basic esps.
Calaun Posted April 8, 2022 Posted April 8, 2022 8 hours ago, lcewolf said: Thank you. It work well when you know where to look! If i could make you a suggestion you should add this info in the description. For SE user you have to make some change in skee64.ini contrary to NiOverride.ini for LE Thank you again! What changes do you need to make? I keep getting this issue and i have skee64.ini just no idea what i need to change in it.
Hadbien Posted April 8, 2022 Posted April 8, 2022 (edited) I know this topic has probably been talked about to death, but slavetats isn't appearing on the MCM menu. the mod works fine when triggered by another, like the Branding Device of Doom or Paradise Hall, but its just... not showing up. I've tried the MCM kicker, tried the ManageConfigInstance command and nothing seems to make it want to budge. any ideas? Edit - Running AE with all prerequisites up to date far as I can tell Edited April 8, 2022 by Hadbien
Alturistix Posted April 8, 2022 Posted April 8, 2022 10 hours ago, Calaun said: What changes do you need to make? I keep getting this issue and i have skee64.ini just no idea what i need to change in it. try downgrading to 1.36. Thats what worked for me
murfk Posted April 8, 2022 Author Posted April 8, 2022 20 hours ago, Alturistix said: @murfk Hey, can you tell me which files Slavetats accesses? I have an old backup from which I can take files from. IF im right, the problem somehow stems from the AE update. I have already replaced my .exe binaries, along with the basic esps. The files are in textures/actor/character/slavetats
donttouchmethere Posted April 8, 2022 Posted April 8, 2022 Is SlaveTats-1.3.6.7z for SE? It fails to start it's MCM on LE on a new game. It causes CTD on opening slavetats MCM if used to update from 1.2.3.
metalhead_hr Posted April 9, 2022 Posted April 9, 2022 By doing a minimal load order I was able to get it to show the mcm menu again so it looks like there is a conflict with one of the many mods I am running. Are there any known conflicts to try checking for?
Alturistix Posted April 9, 2022 Posted April 9, 2022 22 hours ago, murfk said: The files are in textures/actor/character/slavetats Idk why, but my game works on ST 1.3.6 SE wheras ST 1.3.7. doesnt detect racemenu. Another thing is that the scripts are not showing up in CK, and champolion also doesnt detect it. Might be a problem with the decompression or smt. any idea where it couldve gone wrong?
murfk Posted April 10, 2022 Author Posted April 10, 2022 16 hours ago, Alturistix said: Idk why, but my game works on ST 1.3.6 SE wheras ST 1.3.7. doesnt detect racemenu. Another thing is that the scripts are not showing up in CK, and champolion also doesnt detect it. Might be a problem with the decompression or smt. any idea where it couldve gone wrong? Why would you even use champollion when I included the original source code in the zip? Anyhow, no, what you're describing isn't familiar to me. It seems pretty messed up.
Alturistix Posted April 10, 2022 Posted April 10, 2022 (edited) 8 hours ago, murfk said: Why would you even use champollion when I included the original source code in the zip? Anyhow, no, what you're describing isn't familiar to me. It seems pretty messed up. yeah i cant find the source files in CK cuz im a noob and didn't realize that only those attached to an object can be shown in CK lul. Edit : I checked the source files, but the error im getting is due to this : SKSE.GetPluginVersion("NiOverride") < 1, but the script version (from the racemenu source extracted from bsa) shows 7 from nioverride int Function GetScriptVersion() global return 7 EndFunction im not sure how the papyrus-skse interaction works, but the function in NiOverride is a GetScriptFunction. This error would not occur in 1.3.6 cause it checked for version of SKEE, and not NiOverride. Edited April 10, 2022 by Alturistix
metalhead_hr Posted April 10, 2022 Posted April 10, 2022 After incrementally rebuilding my load order I still have the mcm menu without finding any specific mod that was conflicting. The only times I lost the menu during the rebuild was when I tried reenabling a lot of mods at once or when I reenabled all of my merged mods at once. Still don't know what caused it to not show the mcm menu or why it is now showing with everything reenabled.
murfk Posted April 12, 2022 Author Posted April 12, 2022 On 4/10/2022 at 12:53 PM, Alturistix said: yeah i cant find the source files in CK cuz im a noob and didn't realize that only those attached to an object can be shown in CK lul. Edit : I checked the source files, but the error im getting is due to this : SKSE.GetPluginVersion("NiOverride") < 1, but the script version (from the racemenu source extracted from bsa) shows 7 from nioverride int Function GetScriptVersion() global return 7 EndFunction im not sure how the papyrus-skse interaction works, but the function in NiOverride is a GetScriptFunction. This error would not occur in 1.3.6 cause it checked for version of SKEE, and not NiOverride. The current version of SlaveTats does the check like this, trying to be compatible with both SE and LE: if SKSE.GetPluginVersion("skee") < 1 && SKSE.GetPluginVersion("NiOverride") < 1 In other words, if SKSE can't find skee or nioverride then we're unable to proceed.
Alturistix Posted April 12, 2022 Posted April 12, 2022 (edited) 14 hours ago, murfk said: The current version of SlaveTats does the check like this, trying to be compatible with both SE and LE: if SKSE.GetPluginVersion("skee") < 1 && SKSE.GetPluginVersion("NiOverride") < 1 In other words, if SKSE can't find skee or nioverride then we're unable to proceed. Thats the AND operator, the OR operator for papyrus is || . So, your code would check for both skee and NiOverride and cannot proceed if either are missing. Edit : Was wanting to compile with new changes to see if it works then, but i realized that papyrus is fucked up when setting it up in external editors. cant seem to get it to work on either Sublime or Atom. Can you help me with it? What do you use? Edited April 13, 2022 by Alturistix
murfk Posted April 13, 2022 Author Posted April 13, 2022 19 hours ago, Alturistix said: Thats the AND operator, the OR operator for papyrus is || . So, your code would check for both skee and NiOverride and cannot proceed if either are missing. Edit : Was wanting to compile with new changes to see if it works then, but i realized that papyrus is fucked up when setting it up in external editors. cant seem to get it to work on either Sublime or Atom. Can you help me with it? What do you use? Look closer. The code inside the if runs if it can't find SKEE and it can't find NiOverride, as you say. The code inside the if prints an error message and aborts. I use emacs, but you may prefer atom or notepad++
Alturistix Posted April 13, 2022 Posted April 13, 2022 (edited) 10 hours ago, murfk said: Look closer. The code inside the if runs if it can't find SKEE and it can't find NiOverride, as you say. The code inside the if prints an error message and aborts. I use emacs, but you may prefer atom or notepad++ Ahh, I see what you mean. The version I had only checked for NiOverride, so Ill try this code then. Thanks! Edit: Ugh im getting a lot of errors compiling the script. Can you send me a compiled version of the script. Its very frustrating setting up the compiler and stuff. Nvm reinstalling SKSE and Papyrusutil did the trick Edit 2 : I dont get the error now, but its still not working. The section tab doesnt show any of the packs. It might be cause of saved game script attached, so im uninstalling and saving and all that shiz. Edit 3 : Still not working. Edited April 14, 2022 by Alturistix
zebes Posted April 19, 2022 Posted April 19, 2022 Not sure if I’m misremembering or something changed, but recently reinstalled skyrim, and last I remember, Slavetats had a menu that showed the selected character as you selected and adjusted the tattoos, with the tattoos appearing and changing on the character as you did so. Am I misremembering, was that previously a thing that changed, or was that from another mod?
murfk Posted April 20, 2022 Author Posted April 20, 2022 On 4/19/2022 at 7:14 AM, zebes said: Not sure if I’m misremembering or something changed, but recently reinstalled skyrim, and last I remember, Slavetats had a menu that showed the selected character as you selected and adjusted the tattoos, with the tattoos appearing and changing on the character as you did so. Am I misremembering, was that previously a thing that changed, or was that from another mod? You are possibly thinking of the Racemenu overlay selection? SlaveTats's interface has been largely unchanged for a decade.
Ghoulz Posted April 21, 2022 Posted April 21, 2022 Where can I find a small pack that comes with hand textures?
Hadbien Posted April 26, 2022 Posted April 26, 2022 On 4/8/2022 at 12:07 PM, Hadbien said: I know this topic has probably been talked about to death, but slavetats isn't appearing on the MCM menu. the mod works fine when triggered by another, like the Branding Device of Doom or Paradise Hall, but its just... not showing up. I've tried the MCM kicker, tried the ManageConfigInstance command and nothing seems to make it want to budge. any ideas? Edit - Running AE with all prerequisites up to date far as I can tell So I ran ReSaver and its saying "This savefile has 1 script instances whose data is missing. SlaveTatsMCMMenu" Any idea what caused this or how to fix i?
Morgoth Bauglir Posted April 30, 2022 Posted April 30, 2022 I have this weird issue where all slave tats dissapear from all NPC ( but not from the plaer) each time i restart skyrim. If i go in to the MCM menu the tats are still there and simply clicking on the MCM restores them. But they do not load from the start. Any one know how to adress this? plugins.txt
murfk Posted May 1, 2022 Author Posted May 1, 2022 20 hours ago, Morgoth Bauglir said: I have this weird issue where all slave tats dissapear from all NPC ( but not from the plaer) each time i restart skyrim. If i go in to the MCM menu the tats are still there and simply clicking on the MCM restores them. But they do not load from the start. Any one know how to adress this? plugins.txt 1.84 kB · 0 downloads It may be that Skin Feature Overlays is setting overlay slot values without consideration for SlaveTats. Just a hypothesis. Also, I love your sig.
Morgoth Bauglir Posted May 1, 2022 Posted May 1, 2022 1 hour ago, murfk said: It may be that Skin Feature Overlays is setting overlay slot values without consideration for SlaveTats. Just a hypothesis. Also, I love your sig. First of all thanks for the response and appreciation for sig I actually already tried deactivating the Skin Feature Overlays mod but still the problem persists
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