Leela2076 Posted May 10, 2024 Posted May 10, 2024 How did I not find this mod for 10 years. This should have been the first thing I installed. Awesome and thanks. 1
murfk Posted May 18, 2024 Author Posted May 18, 2024 On 5/9/2024 at 7:09 PM, Leela2076 said: How did I not find this mod for 10 years. This should have been the first thing I installed. Awesome and thanks. Thanks, you made me smile. 1
pinky6225 Posted May 26, 2024 Posted May 26, 2024 On 5/9/2024 at 9:17 PM, Opheila1 said: Hey, so Im new to Loverslab and havent modded skyrim for years, just started up again, I was wondering if I download the latest mod, does all of the other slavetattoos get included or do I have to download them all individually if I want them all as options so go through. On mod organizer if I download them individually then seem to say they all have updated variants or they say they overwrite each other or are marked as redundant. I tried looking threw your main page but didnt see anything that answered my questions. You need to download the actual tattoo's (textures) seperately as the main file is the framework itself with only a couple of tattoo's in it The tattoo packs are like this one which add the criminal pack
evil-I-r-n00b Posted June 7, 2024 Posted June 7, 2024 For some reason slavetats keeps showing messages on startup about working on a dead npc. Is there any json or something I can clean up to stop this?
Will55 Posted June 15, 2024 Posted June 15, 2024 (edited) Considering for just how long I have used this mod, this has to be a dumb question but it has to be asked; What is the upper limit of NPCs who are on my active "slavetats" list, where is the list for such (i.e. the json) and can this be increased? WHY? Because I use slavetats on all followers and hookers: for makeup, nail polish and stocking on all and, as well, piercings on the hookers. I noticed recently that my 6 retired hookers and my oldest followers all had the "pink face" disease requiring a Proteus change on "face paint" and/or a removal/replacement of all slavetats on the affected ones. This adds hours to my gametime if it continues to occur and I have had a stable game platform for some time now (>2 months). I had the same problem before and in the end had to begin a new game blaming the upgraded YPS but now I am uncertain of this. Any clues? Addendum: Right Page MO2 mod placement order (all masters checked): Slavetats 404, YPS 433, Equippable Stockings 725, Slavetats Event Bridge 726. Should the order here be adjusted? Edited June 15, 2024 by Will55
pinky6225 Posted June 15, 2024 Posted June 15, 2024 3 hours ago, Will55 said: Considering for just how long I have used this mod, this has to be a dumb question but it has to be asked; What is the upper limit of NPCs who are on my active "slavetats" list, where is the list for such (i.e. the json) and can this be increased? WHY? Because I use slavetats on all followers and hookers: for makeup, nail polish and stocking on all and, as well, piercings on the hookers. I noticed recently that my 6 retired hookers and my oldest followers all had the "pink face" disease requiring a Proteus change on "face paint" and/or a removal/replacement of all slavetats on the affected ones. This adds hours to my gametime if it continues to occur and I have had a stable game platform for some time now (>2 months). I had the same problem before and in the end had to begin a new game blaming the upgraded YPS but now I am uncertain of this. Any clues? Addendum: Right Page MO2 mod placement order (all masters checked): Slavetats 404, YPS 433, Equippable Stockings 725, Slavetats Event Bridge 726. Should the order here be adjusted? Unless something has changed (don't think it has after a quick look at the slavetatsMCMMenu.psc) the upper limit is 127 as the select actor drop down stores previous and thats limited to the skyrim array size of 127 Murfk explained how to change that to me so it would only show nearby actors here (quoted part plus the extra bit i had to edit) but as the actual tat data is stored in the skse co save having an absolute shed load of tatted NPC's will bloat the co save so its a use at your own risk 2
Will55 Posted June 15, 2024 Posted June 15, 2024 (edited) 3 hours ago, pinky6225 said: Unless something has changed (don't think it has after a quick look at the slavetatsMCMMenu.psc) the upper limit is 127 as the select actor drop down stores previous and thats limited to the skyrim array size of 127 Murfk explained how to change that to me so it would only show nearby actors here (quoted part plus the extra bit i had to edit) but as the actual tat data is stored in the skse co save having an absolute shed load of tatted NPC's will bloat the co save so its a use at your own risk Many thanks for that. It has been quite helpful. TBH I only have some 37 tat users currently as I drop the tats on ex hookers and the rest are followers occupying houses or housecarls and current hookers (none currently). It seems that slavetats tends to choke at high numbers and those "in storage" i.e., followers on long wait/relax or housecarls both of whom my char has not used for some time nor taken anywhere are the ones who seem suffer from pink faces and limbs. It is easily correctable (usually) if time wasting. I feel rather than know that it is innate to slavetats and probably incurable. I use the NI co save "debloater" already. So if that is where the json list of NPC names are well hidden then it is a right pain as I have no idea how to "tinker" with a cosave file even to just look at its contents. Ah well, heavily modded SSE was not meant to be easy so it serves me right. Addendum: Murfk posted: "It's stored in the SKSE co-save file. If you know of a co-save editor (I don't) you could use that to edit it. Maybe simpler, you can change line 207 of SlaveTatsMCMMenu.psc from int known = JDB.solveObj(".SlaveTatsMenu.known_targets") to int known = 0 and recompile the script. After that, SlaveTats will forget the recent list each time you open the MCM menu." If slavetats "forgets: the list it seems to mean that it will also forget the tats on those NPCs and the tats/piercings/stockings will be removed or suffer the pink/blue face syndrome. is that a correct assumption? Or (hopefully) will the NPCs keep their adornments? Edited June 15, 2024 by Will55
pinky6225 Posted June 15, 2024 Posted June 15, 2024 (edited) 38 minutes ago, Will55 said: If slavetats "forgets: the list it seems to mean that it will also forget the tats on those NPCs and the tats/piercings/stockings will be removed or suffer the pink/blue face syndrome. is that a correct assumption? Or (hopefully) will the NPCs keep their adornments? NPC's will keep there tats long as the SKSE co-save has the data for them, the bit mentioned/changed is the slave tat MCM (where you select the actor to apply the tats to) as thats an array so once it has 127 NPC's in it (from the known target list) it won't add anymore so you can't select in the MCM to apply tats to new NPC's (i.e. number 128 onwards as that exceeds the array limit) The change makes that array forget previous actors only but thats purely for the MCM/applying tats I'm afraid i never looked/tried to work out how the data is stored in the SKSE co save though, i just know that the one time i used as SKSE co save cleaner, every single NPC i'd applied a slave tat to lost them so i quickly went back to a previous save It was Netimmerse override cleaner i used, while it looks like you can enter a form id to ignore (00000014 is always the PC) doing that and how it should be done sounds like a pain as it looks like you'd need the form id for each Edit: I suppose a better answer to your original question about the limit is.. Number of NPC's you can select in the MCM to apply tats to : 127 (papyrus array limit unless you make the change i mentioned) Actual number of NPC's that can have slave tats : Atleast 200+ (that i've had) or more likely unlimited as thats held in the SKSE co save Edited June 15, 2024 by pinky6225 1
Will55 Posted June 15, 2024 Posted June 15, 2024 (edited) 17 hours ago, pinky6225 said: NPC's will keep there tats long as the SKSE co-save has the data for them, the bit mentioned/changed is the slave tat MCM (where you select the actor to apply the tats to) as thats an array so once it has 127 NPC's in it (from the known target list) it won't add anymore so you can't select in the MCM to apply tats to new NPC's (i.e. number 128 onwards as that exceeds the array limit) The change makes that array forget previous actors only but thats purely for the MCM/applying tats I'm afraid i never looked/tried to work out how the data is stored in the SKSE co save though, i just know that the one time i used as SKSE co save cleaner, every single NPC i'd applied a slave tat to lost them so i quickly went back to a previous save It was Netimmerse override cleaner i used, while it looks like you can enter a form id to ignore (00000014 is always the PC) doing that and how it should be done sounds like a pain as it looks like you'd need the form id for each Edit: I suppose a better answer to your original question about the limit is.. Number of NPC's you can select in the MCM to apply tats to : 127 (papyrus array limit unless you make the change i mentioned) Actual number of NPC's that can have slave tats : Atleast 200+ (that i've had) or more likely unlimited as thats held in the SKSE co save Once again I thank thee 😁. That might explain the problem i had before about pink and blue NPCs as I did a "debloat" ( a whole 78 bytes) just before it happened. In F4 I currently have 654 slaves but I never bother with slavetats or its like there . In SSE I think I hit > 300 thx to DOM and HSH but unlike in F4 managing them in SSE is a right pain so now I only keep certain ones and never waste slavetats on them so I can get all to the magic 5 x100 and actually use them. Followers will be kept at <100. This has been very useful. many thanks. Addendum Feeling hopeful I opened my latest co-save with notepad and it choked for some 3 mins then produced a large page with some readable material and a whole host of "nulls" (funny that!). I searched for slavetat and found about 40 but I could not recognise who it was they applied to. It is a real pity that the info is stored on the co-save but a greater pity that no bright light has made an editor for them (FGS do not look at me there as I once though C++ was a lazy way of typing C squared☺️) Edited June 16, 2024 by Will55
no_way Posted June 29, 2024 Posted June 29, 2024 Im back with an old problem that I forget how to fix. Every time slavetats updates/applies a new overlay, it shows a super ugly black flicker of texture over the body as it updates. Using Slavetats SE 1.3.9 on 1.6.1170. I've tried generating mipmaps or whatever with CAO for slavetats and Apropos2, no luck. Anyone know what this is or how to fix? I had it fixed a long time ago but erased all my stuff on a break.
t0shima Posted July 2, 2024 Posted July 2, 2024 Does anybody have any idea why some packs work for me and others don't?
notfriendsftw Posted July 3, 2024 Posted July 3, 2024 when i use this mod i have some problems, it says stuff about access to non-existent object with id and the id changes based on the tat my character wears and says there is also the problem with jcontainers. anyone know a fix? did i install it wrong?
seancdaug Posted July 9, 2024 Posted July 9, 2024 On 7/2/2024 at 9:50 PM, notfriendsftw said: when i use this mod i have some problems, it says stuff about access to non-existent object with id and the id changes based on the tat my character wears and says there is also the problem with jcontainers. anyone know a fix? did i install it wrong? I'm similarly flummoxed. It's not giving me any complaints about JContainers, per se, but nothing ever shows up, and the only output indicating that anything's amiss is a console line about access to an non-existent object. I'm using Skyrim 1.6.1170, SKSE 2.2.6, JContainers 4.2.9, RaceMenu 0.4.19.16, and I've tried both SlaveTats 1.3.9 and, when that wasn't working, 1.3.8 just to be sure. I've also run it on a completely vanilla setup to see if there was some kind of mod conflict at play, but got the same issue. I had everything working a month ago on my downgraded 1.5.97 setup. Does it just not work with 1.6.1170?
Martianman686 Posted July 10, 2024 Posted July 10, 2024 Hi I've made packs with this in the past, but for some reason I tried making a new one and it doesn't show up in the Slavetats database. I did the same thing (as far as I can tell) by making a folder and text file with the tattoos listed out like in my other tat packs, but when I load up the game and tell the Slavetats MCM to rebuild, the new pack still doesn't show up in the available tattoos. Am I missing a step somewhere that I forgot about? I don't see what I could be missing when I look at the instructions.
Seeker999 Posted July 10, 2024 Posted July 10, 2024 (edited) 59 minutes ago, Martianman686 said: Hi I've made packs with this in the past, but for some reason I tried making a new one and it doesn't show up in the Slavetats database. I know when I haven't seen a tattoo package it's because 1) I didn't hit the 'add/remove tattoos' button in the Slavetats setup tab (for SE) or 2) the file extension was wrong for SE. Is yours tattoopack.json (works) or tattoopack.js (doesn't work for SE)? I've renamed a couple of .js files to .json to make the tattoos work. And if you made your pack based on LE, you may need to convert the textures for SE. And that's as far as my knowledge goes. Edited July 10, 2024 by Seeker999 1
Sparta312 Posted July 11, 2024 Posted July 11, 2024 Hello guys, do you have a possible solution for Slave Tats not showing new targets? I only have Tats on 7 NPCs, so I am nowhere near the limit. I tried the override cleaner and setting int known = JDB.solveObj(".SlaveTatsMenu.known_targets") to int known = 0 but with no effect. Thanks in advance.
AnonyGirl Posted July 12, 2024 Posted July 12, 2024 Incase anyone else continues to be stupid(I myself am a victim of this) and installs the CN tattoopack. If you realize your mistake and delete the translation pack and the issue persists, go into your files and delete the "slavetats_cache" file. It'll fix after that. (You may need to reapply tattoos afterwards. Not sure, I was testing on a "fresh" save.)
wantmesomemods Posted July 18, 2024 Posted July 18, 2024 (edited) Would anyone know how to fix an issue where slave tats are only showing up on the hands, feet and face of a character? I recently change the bodyslots of a few articles of clothing, recognized that the slavetats for the body no longer appear, then proceeded to both try unequipping the clothing and changing the slots back to make it show, but nothing seems to work. Does anyone have any idea how I could get them to appear on the 'body' section again? Edited July 19, 2024 by wantmesomemods
Leela2076 Posted July 24, 2024 Posted July 24, 2024 Is there a way to remove an NPC from the tattoo list? Some custom NPCs just refuse to wear tats. even though they no longer have tats it still "Works" on them for every startup.
Cerral Posted July 26, 2024 Posted July 26, 2024 (edited) On 7/3/2024 at 3:50 AM, notfriendsftw said: when i use this mod i have some problems, it says stuff about access to non-existent object with id and the id changes based on the tat my character wears and says there is also the problem with jcontainers. anyone know a fix? did i install it wrong? So all these messages come from this mod? I've been trying to find out where it's coming from for weeks. At least I've got my answer. By the way, does anyone know why the mod no longer works at all for pnjs but works for my character? Spoiler edit: Since I know where the logs are coming from, I tested one thing. I uninstalled a patch for slavetats and 2 things happened: 1 the tattoos on my followers have reappeared 2 I no longer have a log for missing items The patch in question is this one: Edited July 26, 2024 by Cerral 1
Guest Posted July 27, 2024 Posted July 27, 2024 Hello, I have a little problem. I get always the message that I need NiOverride or racemenu, but I do have racemenu and am using it. Can someone help ? Thanks in advance
murfk Posted July 28, 2024 Author Posted July 28, 2024 On 7/26/2024 at 8:33 AM, Cerral said: So all these messages come from this mod? I've been trying to find out where it's coming from for weeks. At least I've got my answer. By the way, does anyone know why the mod no longer works at all for pnjs but works for my character? Reveal hidden contents edit: Since I know where the logs are coming from, I tested one thing. I uninstalled a patch for slavetats and 2 things happened: 1 the tattoos on my followers have reappeared 2 I no longer have a log for missing items The patch in question is this one: Yes, while Fast Tats is a nice idea in concept, it's not currently ready for use.
Dorabella Posted July 28, 2024 Posted July 28, 2024 On 7/27/2024 at 2:00 PM, SilentPain99 said: Hello, I have a little problem. I get always the message that I need NiOverride or racemenu, but I do have racemenu and am using it. Can someone help ? Thanks in advance Try reinstall JContainers
samplewall Posted August 6, 2024 Posted August 6, 2024 Hi, i was wondering if theres a way to change the default colors in the color box the mod comes with? I basically wanted to make the default black a bit lighter so the tattoos look a bit less vibrant on your character.
murfk Posted August 7, 2024 Author Posted August 7, 2024 On 8/6/2024 at 9:43 AM, samplewall said: Hi, i was wondering if theres a way to change the default colors in the color box the mod comes with? I basically wanted to make the default black a bit lighter so the tattoos look a bit less vibrant on your character. The color box is pretty inflexible, but you could edit the JSON files to choose any 24 bit RGB color for a tattoo. 1
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