bnub345 Posted July 19, 2022 Posted July 19, 2022 1 hour ago, danta said: I seem to have an odd bug . Slave tats is working as in I can get tattoos to appear on the pc but only the default ones. No tattoo pack from this mods downloads or any from other mods seems to be working. I don't even get the respective tattoos showing up in the mcm menu to put them on the character . I am using SE You have to check the add tattoo option in the MCM setup page every time you change the tattoo packs you are using.
madmunky8080 Posted July 20, 2022 Posted July 20, 2022 (edited) On 7/12/2022 at 1:43 AM, chris312 said: It works it's just that when you exit and reeneter the game the tats aren't visible. If u just change the tats color or choose another tattoo will load them all back in. Having this too, also AE. I've noticed if you just click the "update" as if you've added or removed tats, it also re-applies them when you back out of the MCM EDIT: Infact, you don't even need to click update. Click the MCM for SlaveTats, let it load up (so you see setup, body tattoos, face tattoos etc.) then just back right out. My follower's tats appear. Edited July 20, 2022 by madmunky8080 Additional 1
walkingfree2020 Posted July 23, 2022 Posted July 23, 2022 has anyone ever figured out why the slavetats menu doesnt show up? i've been searching for quite a while and i've tried LO adjustments, and a number of other tricks but to no avail. was thinking it might be like the yuriana mcm where the menu doesnt show up sometimes due to mod clash with SDA and BBLS but i still cannot for the life of me find what mod is clashing iwht it. i'm still on SE. waiting on a few other mods to update their dll's before i go full ham on update. and i'm running about a 1200 esp mod setup. actually have had a large setup for a while and it has been the only mcm menu i have yet to get it to show up.
Crewdoh Posted July 27, 2022 Posted July 27, 2022 So I recently swapped out to the latest slavetats as I was in need of more than 12 overlays. Slavetats works with mods that apply tats to the character but when I go to the MCM I can only see the available slots, either empty or used, but cannot access any of the tat files. I'm still on LE so I don't know if that is the hang up. Is this a common issue with the latest and LE? Thanks.
LTK1 Posted July 30, 2022 Posted July 30, 2022 Sometimes the tattoo keeping switching from display normally/disappear under transparent equipments, anyone figured out how to solve that?
bnub345 Posted July 30, 2022 Posted July 30, 2022 15 minutes ago, LTK1 said: Sometimes the tattoo keeping switching from display normally/disappear under transparent equipments, anyone figured out how to solve that? Skyrim doesn't like rendering things through transparent meshes, not really anything to do with slavetats. 1
Bastak21 Posted July 31, 2022 Posted July 31, 2022 (edited) Hello How can I remove a Tattood npc from MCM menu? It doesnt disappear even though I remove all tattos. Is there any way to remove an npc from list? Edited August 1, 2022 by bastak2341
Asrienda Posted August 3, 2022 Posted August 3, 2022 Why do some armors that replace the body (slot 32) show slave tats but others do not?
zhuguannan123 Posted August 3, 2022 Posted August 3, 2022 how come the slave tats mcm menu's body panel suddenly decided to not have pages(I changed the ini file to expand the slots up to 14)
drboomalwaysop Posted August 3, 2022 Posted August 3, 2022 (edited) Does SE version of Slavetats compatible with the LE version's tattoo pack mod? I tried to throw some of them into SE from my oldrim mod files and none of them worked. Does anyone know what could go wrong or how to fix it? Edit: Figured it out that I forgot click the "Add/Remove Tattoo" button, silly me lol. Edited August 3, 2022 by drboomalwaysop figured it out myself
ahsdg Posted August 4, 2022 Posted August 4, 2022 I'm coming from the SE side because of a new armor release that is the Dwarven Devious Cuirass 3BA by Asrienda (who looks like they also asked about this as well a few post up) It appears that wearing the cuirass causes all racemenu overlays and slavetats to disappear. They reappear when the armor is removed. Is there a common cause for this? Thanks
Asrienda Posted August 4, 2022 Posted August 4, 2022 (edited) In case anyone is wondering, racemenu uses the first nitrishape it finds in the nif to apply overlays on. If your replacement body (in a slot 32 armor for example) isn't at the top of the list of meshes in the nif, it might not work properly. Luckily it's an easy fix in outfit studio. Edited August 4, 2022 by Asrienda 1
kantoboii Posted August 5, 2022 Posted August 5, 2022 (edited) On 4/7/2022 at 3:32 PM, Alturistix said: Hello, I am having an issue where I can use racemenu, but slavetats is saying that racemenu or NiOverride is required to use slave tats. I downgraded completely using the patcher, and I still have this issue. Any Idea on what I can do? I'm still having this problem too, with 1.3.6 and 1.3.7, and the most recent SE versions (latest) of RaceMenu and JContainers. It comes up in the MCM okay and everything, but whenever I try to register my packs, it just complains I don't have RaceMenu (I definitely do). I've gotten it to work occasionally, but I don't know what I've been doing different. Have tried removing all three and making sure everything is installed right many times, no dice. I have the most recent RapeTattoos and Tweak overwriting it. Didn't see anything about order for any of em, so I assume that's right. ETA: A log if it may be helpful. ETA2: WELP I swapped the order of RT/RTV/ST and that fixed it. Guess it has to go in that order. If anyone is having trouble, SlaveTats should overwrite Rape Tattoos and the Tweak - if that happens to be your set of mods. Papyrus.0.log Edited August 5, 2022 by kantoboii
Fuscia Posted August 6, 2022 Posted August 6, 2022 I’m using SlaveTatsSE 1.3.7 and noticed that in recent versions so was the AndroolSub, AndroolSlut and AndroolPetPlay tattoo packages not showing up in the Slavetats menu. All the Androol slave tats packages comes with .js files, changing them to .json files got them working with SlaveTatsSe 1.3.7 again. 3
adle Posted August 7, 2022 Posted August 7, 2022 Hello Folks, i have a problem that some Slavetats, are resetting themself when applying. When i go to slavetat, select for example stockings. Tab out of MCM, the appear. But while i wait for the message that slavetats is done with PC, i cant open Menu (TAB). And when Slavetats is done, the Stocking Tat, disappears. After i go to Slavetat MCM again, the stocking is still selected, but not on the character itself. Worked before. dont know what i have done
adle Posted August 8, 2022 Posted August 8, 2022 (edited) 11 hours ago, adle said: Hello Folks, i have a problem that some Slavetats, are resetting themself when applying. When i go to slavetat, select for example stockings. Tab out of MCM, the appear. But while i wait for the message that slavetats is done with PC, i cant open Menu (TAB). And when Slavetats is done, the Stocking Tat, disappears. After i go to Slavetat MCM again, the stocking is still selected, but not on the character itself. Worked before. dont know what i have done Found out that in Racemenu, the Stocking was selected but fully transparent. So the color wont show. Seems to be on the character, but not visible. The Stocking was visible before, but after message, that its done with the PC, it went transparent. Also, that i cant click TAB is very weird. worked Before. Anybody got a solution? SOLUTION: found the problem. Simple Wear and Tear Mod was the problem. Removed it. After that, tats stayed visible. TAB button still not work while loading Tats. But thats okay. Anybody know how to fix it with Simple WnT? Edited August 8, 2022 by adle
murfk Posted August 10, 2022 Author Posted August 10, 2022 6 hours ago, WraithSlayer said: In the synchronize_tattoos function, Game.DisablePlayerControls() is only called if silent=false, but the multiple calls to Game.EnablePlayerControls() are always done regardless of the state of the silent parameter. Is there a technical reason why it's done this way? If not, it would be better for SlaveTats to only enable controls if it had previously disabled them at the start of the tattoo sync. This would eliminate issues when tattoos are silently applied while another mod is expecting controls to be disabled. No, there's no technical reason. Skipping disabling the player controls was done by a user request; nobody has previously mentioned any problem stemming from enabling them. I'll make the enabling conditional in the next release.
Erris1123 Posted August 16, 2022 Posted August 16, 2022 I am having an issue with the added tats. The default tats and the Public Whore tats are showing up, but none of the "expansion packs", if you would, are.
Schalli1980 Posted August 17, 2022 Posted August 17, 2022 The Version 1.3.7SE seems not to work correctly with the legendary edition of skyrim wich i still use. After installing that version i can access the mcm menu and i also can select the pages of tattoos depending on how much overlays are configured in the nioverride.ini. But when i click on a section or pattern (doesn't matter wich one) to apply a tattoo, all the installed tattoos aren't showing up. Just an empty window appear as if no tattoos were installed. I do a rollback to version 1.3.6 until this is fixed. Too bad because the possibility to add more then 12 overlays is a really nice feature.
Schalli1980 Posted August 17, 2022 Posted August 17, 2022 On 3/4/2022 at 7:01 PM, wangmaheng626 said: I tried to override the 1.36LE version with LinaHirata's patch, and it works fine. Seems there could still be some potential compatibility issue. care to share this patch so that others (like me) could do what you have done?
Roast_toast Posted August 19, 2022 Posted August 19, 2022 I have an issue with the mod and I don't know what I did wrong. I downloaded the requirements then SlaveTats. All In Vortex. I got the MCM menu and it seemed fine, then I clicked on the add/remove button with the criminal paack on and it said "working..." and after a while, nothing, no tattoo's at all. I tried it with other packs and nothing appeared. However everytime I would close the MCM menu and the pause menu In the top left a message would appear telling me "Slavetats requires N0verride, Racemenu or SKEE" Which I have Racemenu. Am I missing something here? I have Jcontainers and Skse. Should I downgrade the SlaveTats? I simply don't know what I'm missing for nothing to show up apart form the SlaveTats MCM menu
murfk Posted August 19, 2022 Author Posted August 19, 2022 2 hours ago, Roast_toast said: I have an issue with the mod and I don't know what I did wrong. I downloaded the requirements then SlaveTats. All In Vortex. I got the MCM menu and it seemed fine, then I clicked on the add/remove button with the criminal paack on and it said "working..." and after a while, nothing, no tattoo's at all. I tried it with other packs and nothing appeared. However everytime I would close the MCM menu and the pause menu In the top left a message would appear telling me "Slavetats requires N0verride, Racemenu or SKEE" Which I have Racemenu. Am I missing something here? I have Jcontainers and Skse. Should I downgrade the SlaveTats? I simply don't know what I'm missing for nothing to show up apart form the SlaveTats MCM menu Check your version of Racemenu, and make sure it's the right one for your version of Skyrim. Racemenu for Skyrim Legendary Edition won't work for Skyrim Special Edition, and Racement for Special Edition 1.5 won't work for Special Edition 1.6 (the version that came out along with Anniversary Edition)
duy123a Posted August 28, 2022 Posted August 28, 2022 (edited) Get 2 warnings when using the newest SE version of SlaveTat, I am using Skyrim AE newest version. The tattoo apply as normal. Edited August 28, 2022 by duy123a
Corvo269 Posted September 2, 2022 Posted September 2, 2022 (edited) On 7/12/2022 at 7:43 AM, chris312 said: Yeah I'm not sure what the problem could be. Its not like the mod isn't outright working. It works it's just that when you exit and reeneter the game the tats aren't visible. If u just change the tats color or choose another tattoo will load them all back in. I thought that maybe it could also be my textures which is "The Pure," or maybe it could've been wet function redux but those weren't an issue in SE Edit: Something that I didn't really have a problem with that might also be a clue was that any modded character in the game that had tats would have them turn invisible when I added a new mod to Special Edition. Any npc that was from the base game or a replacer was unaffected by this "Bug". Don't know if its related though I didn't really have too much of a problem with it cause as long as didn't add a new mod it worked just fine. I've had the same problem that I mentioned months ago. Slavetats simply doesn't start working on game load on AE for me. If I go to the MCM and exit it again, it starts to function normallly and all slavetats get applied. Any advice with this is appreciated. One thing I do use and it caused the character I was using it on go invisible for a bit was wet function redux. edit: tried it without Wet Function on a fresh save. no changes. not the cause of the issue EDIT 2: I have done further testing. So slavetats itself works on AE and applies previously applied slavetats on player. However, it loses all the slavetats applied to any NPC or follower added by mods or had a replacer used on them, which, unfortunately, is every NPC in my modlist. Edited September 2, 2022 by Corvo269
murfk Posted September 2, 2022 Author Posted September 2, 2022 2 hours ago, Corvo269 said: I've had the same problem that I mentioned months ago. Slavetats simply doesn't start working on game load on AE for me. If I go to the MCM and exit it again, it starts to function normallly and all slavetats get applied. Any advice with this is appreciated. One thing I do use and it caused the character I was using it on go invisible for a bit was wet function redux. edit: tried it without Wet Function on a fresh save. no changes. not the cause of the issue I've been using SlaveTats on AE for a while now, without finding any way to reproduce this issue. It's got to be an interaction with another mod, but I don't know what.
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