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Posted

 I am able to add face tats to my character, but they don't show up on my character's head. I've checked and face overlays are enabled in race menu. No other slots are affected, its only the face tats im having this issue with. any help would be appreciated (I'm using skyrim vr)

Posted (edited)

I'm having an issue where the only tats I'm able to select for my PC are one slot on hands and another on feet.. The rest (body etc) are just greyed out and cannot select anything. There's not even any options within the face tat menu. 

 

If I select an NPC, all tats show for each category (body/face/etc) as it should for the PC

 

I've updated my skee64.ini overlays to 48, and now 100 for each. Still same issue though

 

Does anyone have a suggestion? 

 

Edited by sierrra
Posted
On 6/29/2024 at 4:47 PM, no_way said:

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. 

Did you find a fix for this ?

Posted (edited)
On 12/30/2024 at 11:41 PM, Kashirinzan said:

I found the fix to my problem. For anyone who is using Linux and MO2, in order to have Racemenu recognize the changes to the overlays in the skee64 ini you'll need this mod. I'm using Skyrim SE v1.5.97 so I used the 5.3 version of that mod.

I'm having this same issue on AE 1.6.1170, but PrivateProfileRedirector.dll is failing to load (000003E6). I looked through the comments and I have all the required libraries except dotnet6 and 7, whose installers are failing to run, no matter what version of Proton I use, with an error that returns no search results (status 131). I know I'm not gonna get help with those here, though...

 

I'm not sure why Redirector would fix this anyway, since it's just a load time optimization mod. Is there any other workaround?

Edited by not_a_waluigi
  • 2 weeks later...
Posted
On 2/24/2025 at 2:53 PM, not_a_waluigi said:

I'm having this same issue on AE 1.6.1170, but PrivateProfileRedirector.dll is failing to load (000003E6). I looked through the comments and I have all the required libraries except dotnet6 and 7, whose installers are failing to run, no matter what version of Proton I use, with an error that returns no search results (status 131). I know I'm not gonna get help with those here, though...

 

I'm not sure why Redirector would fix this anyway, since it's just a load time optimization mod. Is there any other workaround?

Ah, I assume you read RicardoEvans's comment then. Yeah, it looks like dotnet 6 & 7 are hard requirements. I'm using Proton 9.0-4, if that helps any. From what I can understand, the Redirector reads and stores the ini info, which is why without that mod the ini info is dumped, or not read at all in time, before loading the game. For clarification, you're trying to install dotnet 6 & 7 through ProtonTricks and it's failing?

Posted
7 hours ago, Kashirinzan said:

Ah, I assume you read RicardoEvans's comment then. Yeah, it looks like dotnet 6 & 7 are hard requirements. I'm using Proton 9.0-4, if that helps any. From what I can understand, the Redirector reads and stores the ini info, which is why without that mod the ini info is dumped, or not read at all in time, before loading the game. For clarification, you're trying to install dotnet 6 & 7 through ProtonTricks and it's failing?

Yep, the installer exits with "exit code 131". I'm on 9.0-4 also, and I've tried downgrading to 5.0, upgrading to Experimental, installing newer and older versions of dotnet instead, same result. All my other mods seem to work just fine with mono.

 

I suspect I may just have to delete my prefix, which I'm reluctant to do because I'd need to redo a lot of setup, and probably reinstall all of my mods, just so I can do slightly more with one of them

Posted (edited)
On 3/8/2025 at 9:13 AM, not_a_waluigi said:

Yep, the installer exits with "exit code 131". I'm on 9.0-4 also, and I've tried downgrading to 5.0, upgrading to Experimental, installing newer and older versions of dotnet instead, same result. All my other mods seem to work just fine with mono.

 

I suspect I may just have to delete my prefix, which I'm reluctant to do because I'd need to redo a lot of setup, and probably reinstall all of my mods, just so I can do slightly more with one of them

If you want, I can try sending you my dotnet7 folder/files and you can try manually placing it in your Skyrim's compatdata folder and see if that works.

 

This is the dotnet7 lib, guess we don't need dotnet6. Try putting that in your compatdata

489830.zip

Edited by Kashirinzan
Posted
20 minutes ago, Kashirinzan said:

If you want, I can try sending you my dotnet7 folder/files and you can try manually placing it in your Skyrim's compatdata folder and see if that works

Sure, why not.

Posted
On 3/9/2025 at 12:19 AM, Kashirinzan said:

If you want, I can try sending you my dotnet7 folder/files and you can try manually placing it in your Skyrim's compatdata folder and see if that works.

 

This is the dotnet7 lib, guess we don't need dotnet6. Try putting that in your compatdata

489830.zip 126.87 MB · 0 downloads

Still fails to load with the same error code. Oh well.

Posted
On 3/11/2025 at 6:36 PM, not_a_waluigi said:

Still fails to load with the same error code. Oh well.

Dang, sorry to hear that. It might help to try downgrading to the other versions of that mod, like 0.6 or 0.61 or even 0.53 for v1.6.629 if you haven't tried that already. I've seen too many people have issues with 0.62. Otherwise, I'm not sure why it's giving so much trouble. I checked my protontricks to make sure I didn't do anything extra and I only have comctl32, dotnet7, and dotnet7desktop (not sure why I installed that, maybe try that as well).

 

Another workaround to install dotnet7 that I've found from others is to manually download the .net 7 installer from the official website, add it to steam, and then select it in protontricks -> select default prefix -> run executable

Posted
18 hours ago, Kashirinzan said:

Dang, sorry to hear that. It might help to try downgrading to the other versions of that mod, like 0.6 or 0.61 or even 0.53 for v1.6.629 if you haven't tried that already. I've seen too many people have issues with 0.62. Otherwise, I'm not sure why it's giving so much trouble. I checked my protontricks to make sure I didn't do anything extra and I only have comctl32, dotnet7, and dotnet7desktop (not sure why I installed that, maybe try that as well).

 

Another workaround to install dotnet7 that I've found from others is to manually download the .net 7 installer from the official website, add it to steam, and then select it in protontricks -> select default prefix -> run executable

Already tried all those workarounds. dotnet7desktop fails for the same reason, the executable doesn't do anything when run directly with protontricks (just instantly exits), and PrivateProfileRedirector 0.61 has the same issue as 0.62

 

But now that you mention it, I never tried downgrading as far as 0.53 (because my experience is that usually SKSE mods will fail unless you have the exact right version of Skyrim), and it works somehow! Thanks so much.

  • 3 weeks later...
Posted

Can I pack SlaveTats packs in .bsa archives? Or they can only be shown if in loose files? Cause I have like 40 GB of SlaveTats and want to speed up my modlist boot

Posted
On 4/11/2025 at 6:56 AM, SIKguy said:

Can I pack SlaveTats packs in .bsa archives? Or they can only be shown if in loose files? Cause I have like 40 GB of SlaveTats and want to speed up my modlist boot

 

I haven't tried it, but I think you can pack the dds files. The json files need to be loose for sure.

Posted
On 4/13/2025 at 6:03 PM, murfk said:

 

I haven't tried it, but I think you can pack the dds files. The json files need to be loose for sure.

Give it a try, thanks :)

  • 2 weeks later...
Posted

How do you make colored tattoos, like on your images? Is there any particular .DDS format setting needed for this? I'm asking because I tried to replace tattoos from one mod, but they always end up pure black... I export .dds files as DXT5 interpolated alpha - is this the correct format for that?
 

Posted
16 hours ago, lovergover said:

How do you make colored tattoos, like on your images? Is there any particular .DDS format setting needed for this? I'm asking because I tried to replace tattoos from one mod, but they always end up pure black... I export .dds files as DXT5 interpolated alpha - is this the correct format for that?
 

 

Check the details on the file page, in the "For Artists" section.

Posted
On 4/29/2025 at 6:12 AM, shiagwen said:

How can you move a tatoo on the body to another spot ?

 

That's not easily done, because the positioning of the tattoo is part of the image file. To move a tattoo, you need to edit the DDS file for that tattoo.

  • 4 weeks later...
Posted (edited)

could you please make  new scripts i think i found the 12 slot limit to slavetats

 

slavetats psc
line 1340         i = SLOTS("Body")
line 1341         if i >12
line 1342            i = 12

 

i found that in notepad++ line is the line i saw it on sadly when i try to turn the edited psc into a pex skyrim creation kit and notepad++ cant do it :(

 

could you please make a body 30 or body 50 slot ?

Edited by badbat111
Posted
On 5/28/2025 at 10:33 PM, badbat111 said:

could you please make  new scripts i think i found the 12 slot limit to slavetats

 

slavetats psc
line 1340         i = SLOTS("Body")
line 1341         if i >12
line 1342            i = 12

 

i found that in notepad++ line is the line i saw it on sadly when i try to turn the edited psc into a pex skyrim creation kit and notepad++ cant do it :(

 

could you please make a body 30 or body 50 slot ?

 

That wasn't the limit, it was just protecting you from wreaking havoc if you passed the limit.

 

However, the current SE version of SlaveTats doesn't have the limit. If you're still using LE... consider upgrading.

Posted
On 5/31/2025 at 10:04 AM, murfk said:

 

That wasn't the limit, it was just protecting you from wreaking havoc if you passed the limit.

 

However, the current SE version of SlaveTats doesn't have the limit. If you're still using LE... consider upgrading.

thank you :)  i can now have more than 12 :)

  • 2 weeks later...
Posted (edited)

 

On 5/31/2025 at 9:04 AM, murfk said:

 

That wasn't the limit, it was just protecting you from wreaking havoc if you passed the limit.

 

However, the current SE version of SlaveTats doesn't have the limit. If you're still using LE... consider upgrading.

 

Greetings, esteemed Murfk. I am replying to you to get your attention.

In another life I was a modlist author with Wabbajack and there were a lot of adult mods that I absolutely love but feared to use due to an accumulating script overhead, especially in Special Edition. In my experience most of the time maintaining a stable crash free list that DOESN'T corrupt saves is KNOWING WHEN TO STOP adding stuff. For that reason your mod SlaveTats was always low on my list of priorities...

Anyway I've left that life so I thought I might get into the habit of using Vibe Coding (coding with the help of Generative AI) to micro-optimize a lot of those "favorite" mods that I just couldn't afford to use. I don't have much of a pedigree, having taken only two years of coding education, but I focused on Python so I would have more relevant information about Papyrus, which is quite similar. Thus I can generally suss out when the AI is "hallucinating" (making stuff up) and ask it pointed questions or wipe its memory to get a correct answer.

With that in mind I was requested to "improve" the MCM menu for SlaveTats SE so it wasn't quite as sluggish. Whether or not this an improvement I leave to you. My AI bot "caco-bot" suggested two primary improvements -- moving the area scan for NPCs into a button function manually chosen by the player instead of activating each time the menu loads, and registering a refresh of the available tattoos only on MCM page load instead of every time an option is chosen.

Before I make these two scripts available, I would like to know how open you are to collaboration or external contribution. I acknowledge that your work on SlaveTats represents a huge time investment and a significant logical and creative effort, and I definitely don't wish to minimize that in any way. I merely wish to tweak the mod via optional alterations so that it would be more appropriate for use in a large modlist (I'm talking 1,000 - 1,500 mods here, where issues that would normally never arise in more reasonable setups become commonplace). If you wish to directly rip my code from the scripts I have created you can feel free to do so with no credit necessary, I simply want to make more options available to the end user.

I look forward to your reply and thank you for your time!

 

Edited by John Calumnus

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