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Posted

how to use slave tats as soft dependancie ?

 

that script can't ork, it said the slavetat sproperty is not registered

 

Function PrepareSlavesBodies()
    If Game.GetModByName("SlaveTats.esp")== 1
        SlaveTats.simple_add_tattoo(aDP_MiquoteREF, "zDeadlyPleasure", "Giant_Tatoo_Default")
        SlaveTats.simple_add_tattoo(aDP_MiquoteREF, "ccas", "Grine Woad")
    EndIf
Endfunction

Posted
1 hour ago, Delzaron said:

how to use slave tats as soft dependancie ?

 

that script can't ork, it said the slavetat sproperty is not registered

 

Function PrepareSlavesBodies()
    If Game.GetModByName("SlaveTats.esp")== 1
        SlaveTats.simple_add_tattoo(aDP_MiquoteREF, "zDeadlyPleasure", "Giant_Tatoo_Default")
        SlaveTats.simple_add_tattoo(aDP_MiquoteREF, "ccas", "Grine Woad")
    EndIf
Endfunction

 

The functions in the SlaveTats script are global, there's no need for a SlaveTats property in your script. You just need SlaveTats.psc to exist somewhere where the compiler can find it when you're compiling your own script.

Posted
24 minutes ago, murfk said:

 

The functions in the SlaveTats script are global, there's no need for a SlaveTats property in your script. You just need SlaveTats.psc to exist somewhere where the compiler can find it when you're compiling your own script.

I have slavetats, problem is that script don't compile.

And it's because CK can't find a variable named slavetats

Posted
38 minutes ago, murfk said:

 

The functions in the SlaveTats script are global, there's no need for a SlaveTats property in your script. You just need SlaveTats.psc to exist somewhere where the compiler can find it when you're compiling your own script.

you're right, i misintalled the source.

It's compiling now !

Posted

Let me ask you a question. What are the requirements for a nif file to show a tattoo? The tattoo is displayed in the nif file output by bodyslide, but not in the nif file with the number of vertices increased by blender. 

Sorry if my writing is wrong.

Posted (edited)

Guys, how do I remove pigeon from the actor list? I did't tattoo the pigeon but the pigeon been remain in the list for quite awhile. 

 

 

I would like to have unrelated actor remove from the list.

 

image.jpeg.cbcdfe5ea36a080271c5ebc9033c9c02.jpeg

Edited by DrSeptimus
Posted
16 hours ago, Nyamus8875 said:

Let me ask you a question. What are the requirements for a nif file to show a tattoo? The tattoo is displayed in the nif file output by bodyslide, but not in the nif file with the number of vertices increased by blender. 

Sorry if my writing is wrong.

 

I'm not surprised that changing the model breaks things. Tattoos are texures in the original model's UV space.

Posted
7 hours ago, Nyamus8875 said:

It seems I have asked a stupid question due to my ignorance. My apologies.?

 

It was a good question, actually. But, if you change the topology of the model, you need to change all of the textures too.

Posted

i'm having issues with the mod, i applied the same tattoos to 3 npcs, and whenever i leave my game and launch it again, only the last npc that i added tattoos gets their tattoos reloaded, the 2 others need me to remove/add another tattoo to make the other tattoos appear again

Posted
On 9/11/2023 at 11:01 PM, Endro said:

i'm having issues with the mod, i applied the same tattoos to 3 npcs, and whenever i leave my game and launch it again, only the last npc that i added tattoos gets their tattoos reloaded, the 2 others need me to remove/add another tattoo to make the other tattoos appear again

 

I just realize I have the same problem as well.. is this somehow related to using 3ba & hdt-smp?

 

It seems to be working fine if I am just using regular cbbe.

  • 2 weeks later...
Posted

Playing AE latest version. For some reason even after hitting install/whatever tattoos in game it doesn't show any of the tatoos I have installed. It shows the right amount of slots (expanded body to 20 for example in skee.ini) but section and pattern have no options once I click on them. I've reinstalled jContainers twice and tried a number of tattoo packs. Not sure what the issue could be. Any idea?

Posted (edited)
On 10/2/2023 at 10:57 PM, CataclysmRising said:

Playing AE latest version. For some reason even after hitting install/whatever tattoos in game it doesn't show any of the tatoos I have installed. It shows the right amount of slots (expanded body to 20 for example in skee.ini) but section and pattern have no options once I click on them. I've reinstalled jContainers twice and tried a number of tattoo packs. Not sure what the issue could be. Any idea?

i hate to break it to you but i believe strongly that it's user error, innocently so. no offense intended because I was having the same issue as you today.

TL;DR - basically what's happening is that old tweaks and patches have handicapped the latest iterations of rape and slave tats, combined with impatience from the end user, creates a situation where you get a stubborn non populating MCM in fits and starts.

solution: just don't use monoman's tweaks for both rape and slave tats. I'm sure the author's iterated on community feedback such as him and others to make those old patches obsolete.

If you go back to 1.3.9 and remove monoman's tweaks, you will find that rape tats populates instantly, and that slave tats still takes 3-15 seconds to populate its MCM. Now, if you click 'load tattoos' on rape tats' mcm it'll populate fully in a few seconds literally.
I'm fairly sure both you and myself fell victim to our own success in researching community improvements on mods. Hopefully more end users will spot both our conversations and unhobble MO2 from devious devices of their own making. lol


followup: btw, the rapetattoos iteration includes references to tramp stamps so feel free to add that to your portfolio without worrying about a patch for that
image.png.9157c2af4b03f22da2da0590293ec724.png

Edited by majorfreak
Tramp Stamps reference
Posted
5 hours ago, majorfreak said:

i hate to break it to you but i believe strongly that it's user error, innocently so. no offense intended because I was having the same issue as you today.

TL;DR - basically what's happening is that old tweaks and patches have handicapped the latest iterations of rape and slave tats, combined with impatience from the end user, creates a situation where you get a stubborn non populating MCM in fits and starts.

solution: just don't use monoman's tweaks for both rape and slave tats. I'm sure the author's iterated on community feedback such as him and others to make those old patches obsolete.

If you go back to 1.3.9 and remove monoman's tweaks, you will find that rape tats populates instantly, and that slave tats still takes 3-15 seconds to populate its MCM. Now, if you click 'load tattoos' on rape tats' mcm it'll populate fully in a few seconds literally.
I'm fairly sure both you and myself fell victim to our own success in researching community improvements on mods. Hopefully more end users will spot both our conversations and unhobble MO2 from devious devices of their own making. lol


followup: btw, the rapetattoos iteration includes references to tramp stamps so feel free to add that to your portfolio without worrying about a patch for that
 

Sadly I already figured out that the best version of Slavetats to use is the one posted here, and then used rapetats continued and fadetats continued. Since it seems like that's what you recommend I don't have anything else to test.

 

FWIW I ran a very trimmed down modlist and it still wouldn't work, unless there is a file in my overwrite folder causing issues I don't know what it could be. I used less tattoo packs, multiple combinations, and reinstalled the latest version of the mods and their requirements from scratch.

 

I wouldn't take offense at being told it's my fault. I assume it is, as it's working well for most users. Just wish I knew what to change.

Posted

@CataclysmRising, have you tried cleaning your save? I'm just wondering if maybe in your efforts to get it working some things got out of whack.

 

Anyway, a fwiw, I'm playing game version sse 1.6.640, SlaveTats SE v. 1.3.9, JContainers SE v. 4.2.3, RapeTattoos v. 1.4, and FadeTattoos v. 1. I made no changes to either RapeTattoos or FadeTattoos - they are the unconverted Oldrim mods. They are all working fine in my setup. (Now, I don't use the option to apply tattoos to other people so if that's not working I don't know.)

 

Try starting a new game to see if everything works with a fresh slate.  If it works, then maybe cleaning a save on your current playthrough will work. If not, post your modlist and load order (behind a spoiler). You may have something conflicting that you don't even realize might be an issue. I had to disable a Breezehome mod that I realized (after a lot of research) was messing up dungeons and even making it impossible to enter one.

Posted (edited)

I've been trying too upgrade this mod from v1.3.7 (to v1.3.9) all day but it keeps causing a CTD when I load my save. I tried letting it overwrite the old version without removing it first... then load save, CTD. I also tried making a clean save with re-saver first by removing SlaveTats, FadeTats and RapeTats, ignore missing esps on load save... game loads OK. Then save, clean save, load clean save, game load OK. But enabling the new version and loading the clean save still CTDs. The clean save will still load 1.3.7 and appears to be working fine. I'm on free AE (1.6.640 with all requirements current). Is the old version leaving some file around that the new version chokes on? I'm a bit puzzled.

Edited by hippie47
Posted (edited)

@murfk

The mod keep updating the actors that not longer have tattoos on the on load game event.

 

For example I set tattoos on some NPC's and for I remember never set tattoos on the player but at the load game event the SlaveTats ask me to wait until the player and the NPC's that have or not longer have tattoos get updated making me wait a lot for none reason.

 

I understand that after the tattoos get removed from the actor, that actor should be updated at least one time but they should also be removed at the end from the "known_targets" list and they aren't.

 

By the way the actors without SlaveTats that are being updated on the game load event, have external overlays detected by the SlaveTats on it's MCM so probably that be somehow related.

Edited by OsmelMC
Posted (edited)
On 10/8/2023 at 8:30 AM, hippie47 said:

I've been trying too upgrade this mod from v1.3.7 (to v1.3.9) all day but it keeps causing a CTD when I load my save. I tried letting it overwrite the old version without removing it first... then load save, CTD. I also tried making a clean save with re-saver first by removing SlaveTats, FadeTats and RapeTats, ignore missing esps on load save... game loads OK. Then save, clean save, load clean save, game load OK. But enabling the new version and loading the clean save still CTDs. The clean save will still load 1.3.7 and appears to be working fine. I'm on free AE (1.6.640 with all requirements current). Is the old version leaving some file around that the new version chokes on? I'm a bit puzzled.

On 10/7/2023 at 2:11 PM, CataclysmRising said:

Sadly I already figured out that the best version of Slavetats to use is the one posted here, and then used rapetats continued and fadetats continued. Since it seems like that's what you recommend I don't have anything else to test.

 

FWIW I ran a very trimmed down modlist and it still wouldn't work, unless there is a file in my overwrite folder causing issues I don't know what it could be. I used less tattoo packs, multiple combinations, and reinstalled the latest version of the mods and their requirements from scratch.

 

I wouldn't take offense at being told it's my fault. I assume it is, as it's working well for most users. Just wish I knew what to change.


perhaps you've inadvertently 'merged' (using mo2 i presume?) a patch file onto one of the three mods you named above? hard to keep track of which .zip/7z was extracted to where. Have you tried 'replacing' said mods with fresh downloads?

but, yeah, hard CTD (not merely freezes) are annoying as hell. Only time i have those are when i absolute have to change load order to enable a mod to work (i end up having to start a new game)...fucking with load order is a Bad Idea according to wise folks in the skyrim community. But, sounds like you have another problem since your old clean save loads fine.

btw, if you do decide to go through the headache of starting a new game, install "MCM recorder" - i have 440 active mods in left pane on MO2, and MCM recorder deals with 32 mods at start up (a couple things it can't do but those are simple things to click on anyways)...it saves me literally 100 clicks to remember.

Edited by majorfreak
caveat - i have AE installed
Posted
On 9/18/2023 at 10:20 AM, DrSeptimus said:

 

I just realize I have the same problem as well.. is this somehow related to using 3ba & hdt-smp?

 

It seems to be working fine if I am just using regular cbbe.

 

I'm having the same issues of having to manually add tattoos on actors to reload them with BHUNP

Posted
14 hours ago, majorfreak said:

perhaps you've inadvertently 'merged' (using mo2 i presume?) a patch file onto one of the three mods you named above? hard to keep track of which .zip/7z was extracted to where. Have you tried 'replacing' said mods with fresh downloads?

but, yeah, hard CTD (not merely freezes) are annoying as hell. Only time i have those are when i absolute have to change load order to enable a mod to work (i end up having to start a new game)...fucking with load order is a Bad Idea according to wise folks in the skyrim community. But, sounds like you have another problem since your old clean save loads fine.

 

I'm using Vortex and I haven't merged anything. With the clean save and only SlaveTats added (not fade or rape), it CTDs at the end of the save load (probably trying to render). The save does have lots of other mods enabled (3BA, CBPC, FastHDT among them), so it could certainly be a conflict with something else. Vortex does not say the new version conflicts with any other mods (no overwrite rules needed) but it only flags same file conflicts (that I know of anyway). If I use the 1.3.7 version with RapeTats and FadeTats upgraded (to Continued versions), both the old save and cleaned version will load fine and I can play for hours before I hit a CTD. Sometimes, these CTDs are mysterious, but most of them seem to have to do with something LotD changed or added.

Posted
7 hours ago, hippie47 said:

 

I'm using Vortex and I haven't merged anything. With the clean save and only SlaveTats added (not fade or rape), it CTDs at the end of the save load (probably trying to render). The save does have lots of other mods enabled (3BA, CBPC, FastHDT among them), so it could certainly be a conflict with something else. Vortex does not say the new version conflicts with any other mods (no overwrite rules needed) but it only flags same file conflicts (that I know of anyway). If I use the 1.3.7 version with RapeTats and FadeTats upgraded (to Continued versions), both the old save and cleaned version will load fine and I can play for hours before I hit a CTD. Sometimes, these CTDs are mysterious, but most of them seem to have to do with something LotD changed or added.

 

I suggest installing a crash logger tool to see what's actually happening when you get a CTD. (https://www.nexusmods.com/skyrimspecialedition/mods/59818 for example) I've found that the cause is rarely what I might have guessed.

 

Also, just so you all know, I use SlaveTats, 3BA, CBPC, and FasterHDT together all the time. It's definitely not a guaranteed CTD to combine them.

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