Alenin Posted June 15, 2025 Posted June 15, 2025 (edited) Is there anyway to stop slavetats from running after loading? I am having an issue where it locks me out my menus until it finishing checking my character. It also takes way too long considering I don't even have any tats. The annoying part is if I don't ever open the mod menu in the mcm the script never launches and I can play the game fine. It sucks though because I am about to lose several hours of work because of a forced feature I don't need since I only got this for fade tats. Now I got to start over and and avoid the mcm menu like the plague.  Never mind. I downloaded SlaveTatsNG and it fixed the issue and it's now working fine. Edited June 15, 2025 by Alenin
murfk Posted June 19, 2025 Author Posted June 19, 2025 On 6/14/2025 at 6:22 PM, John Calumnus said: Â Â 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! Â Â Â That's funny. I have in fact never had a mod list shorter than a thousand mods for the entire time I've been working on this. SlaveTats scripts only run while the MCM is open, so it doesn't really impact the things you were worried about in the first place. Â Anyway, feel free to make whatever changes you like for personal use, but I'm not eager to add AI-generated code to SlaveTats itself. I've experimented with AI-assisted coding, and found it to be useful up to a complexity threshold, after which it just makes a mess.
John Calumnus Posted June 20, 2025 Posted June 20, 2025 On 6/19/2025 at 10:43 AM, murfk said: Â Â That's funny. I have in fact never had a mod list shorter than a thousand mods for the entire time I've been working on this. SlaveTats scripts only run while the MCM is open, so it doesn't really impact the things you were worried about in the first place. Â Anyway, feel free to make whatever changes you like for personal use, but I'm not eager to add AI-generated code to SlaveTats itself. I've experimented with AI-assisted coding, and found it to be useful up to a complexity threshold, after which it just makes a mess. Â Oh, no worries at all! I just wanted to see what it could do, and offer the scripts to you in case you could glean some ideas from them. It does seem like there are some decent ideas in there! And clearly you aren't opposed to forks or alternate approaches given the postings of FastTats and SlaveTats NG. My experience with AI coding has been the same. Works okay with a small context window, but any really "meaty" tasks it starts to choke and generate nonsense. And you can't really pass things function by function because it "forgets" what else it was working on. Thanks for the response, I'll think about this!
LLCK2user Posted June 21, 2025 Posted June 21, 2025 (edited) On 6/15/2024 at 12:32 PM, Will55 said: 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? Have been trying to recompile the SlavetatsMCMMenu.psc with the edits described above on lines 207 and 323 (the relevant code begins on those lines, anyway), with absolutely zero luck. compiler errors for everything imaginable in the psc. I'm no programmer (even the simple stuff is hard), and don't expect anyone to fix my mess or teach me this stuff. Any chance somebody has a compiled version of the edited MCM script I can download? I'm using ver SE 1.3.7 because it plays nicer with my heavily-modded 1.5.97 Se setup, but am willing to upgrade slavetats to a higher version, if needed. I also get that If I bloat my cosave to oblivion, that's on me, not my benefactor. I am fine with starting a fresh game (My current 200+hour save is mostly about determining which mods to keep in my next run, anyway). Thanks in advance, and no hard feelings if I don't hear back.  **Edit** Figured it out. Needed to track down an ancient companion behavior mod on the Nexus to supply required scripts to recompile Slavetats 1.3.7 with the requisite changes. If anyone else has similar trouble, I found it via generic web search (think it was something like "better companion stealth behavior").  @murfk: I doubt you have much interest in a modified, recompiled script from one of your previous releases, but I'm happy to send you my modified copy if you need it for any reason. Thanks again for the spectacular mod. **Edit** Edited October 13, 2025 by LLCK2user
mymasterartoria Posted June 22, 2025 Posted June 22, 2025 (edited) On 11/23/2024 at 5:59 AM, Seeker999 said: I'm playing SSE v. 1.6.1130 and using SlaveTats v. 1.3.9. And I use Vortex mod manager. I can see all my tats in the slavetats menu. I have 38 body slots available. Â You might want to do a search in your "My documents" folder and your game directory to make sure you only have one copy of skee64.ini. My skee64.ini is in "...Steam\steamapps\common\Skyrim Special Edition\Data\SKSE\Plugins". I made a backup and pasted it on a different drive where it could not possibly affect gameplay. Â Here are my settings in skee64.ini for body slots: Â After I changed the skee64.ini I deployed mods in Vortex. Probably not necessary, but it doesn't hurt. Â When I open the Slavetats menu I can see all the slots, but I have to go to different pages - only 12 will show up on a page. The page menu is at the top of the tattoo page. Â I don't know if there's a page feature in LE, it's been way too long since I played Oldrim. I hope this helps. I also cannot find a page feature in SE , how can i add this feature? I am sorry, I forget to update my slavetat file. Edited June 22, 2025 by mymasterartoria
brololo Posted July 1, 2025 Posted July 1, 2025 i ran into a little problem with this mod idk if anyone had the same one time and managed to fix it but the mcm of this mod disappeared it was working fine but then i wanted to check the mcm to see what the tattoo was called that my character had on her forehead and to my surprise the mcm was gone the mod is still there i even reinstalled the mod to be sureÂ
darkblackbad Posted July 10, 2025 Posted July 10, 2025 (edited) guys im kinda cooked. its been long time i havent play skyrim and when i launch again my slavetats tattoo kinda empty... like even the basic tattoo that should come with the mod is nowhere too. im using ube body but before that i use the same modlist but using 3BA/CBBE and slavetats is working normally so i thought its working fine. slavetats also was loading non-existent texture for UBE and stuttering so i make blank dds file for temporary. now i found someone made UBE Conversion of the mod i use but it just dont show anything and slavetats mcm menu show no tattoo even after add/remove button and change to vanilla race. edit 1: yeah removed ube patch for slavetatts and it work correctly again (but well the texture will only work for ube characters and im fine with it since i only use it for player). but when applying tattoo it showed up and gone again instantly and in console there is "Warning: Access to non-existing object with id 0x######" log. edit 2: nvm, it work correctly for the mod. it just cant apply manually in mcm menu. Edited July 10, 2025 by darkblackbad
A_guy_with_the_plan Posted August 21, 2025 Posted August 21, 2025 my slave tat is stuck saying busy try again in 15sec and havent change for awhile any suggestions
xyzxyz Posted August 28, 2025 Posted August 28, 2025 The face section in the mcm is completly empty. I can't apply tattooes there. Why? I have seen some mods applying face tats just fine.
badbat111 Posted August 28, 2025 Posted August 28, 2025 1 hour ago, xyzxyz said: The face section in the mcm is completly empty. I can't apply tattooes there. Why? I have seen some mods applying face tats just fine. is your jc containers uptodate i know that if jc containers isnt uptodate the slavetats menu will be blank with no tattoo for selections with no tattoos loading in the mcm menu
xyzxyz Posted August 28, 2025 Posted August 28, 2025 (edited) 14 minutes ago, badbat111 said: is your jc containers uptodate i know that if jc containers isnt uptodate the slavetats menu will be blank with no tattoo for selections with no tattoos loading in the mcm menu I use 3.3.0. That is the latest version for LE on nexus. Racemenu is also the newest Strangely all other body part tats work perfectly fine Edited August 28, 2025 by xyzxyz
badbat111 Posted August 28, 2025 Posted August 28, 2025 is all slots for the face filled in ie grayed out in mcm menu ? if yes it might be a mod is using those slots
xyzxyz Posted August 28, 2025 Posted August 28, 2025 (edited) 23 hours ago, badbat111 said: is all slots for the face filled in ie grayed out in mcm menu ? if yes it might be a mod is using those slots I don't have any rules in my mod setup for slavetats and Vortex doesn't show any conflicts. It looks like this ingame @murfk Any ideas? Edited August 29, 2025 by xyzxyz
xyzxyz Posted August 30, 2025 Posted August 30, 2025 @murfk Sorry for the ping but I'm really confused. I use LE version 1.3.6 and all the requirement are up to date. Everything works fine except the face section. As posted above it is empty. I don't know of any mod conflicts and vortex doesnt show any. Can you help me?
murfk Posted August 31, 2025 Author Posted August 31, 2025 9 hours ago, xyzxyz said: @murfk Sorry for the ping but I'm really confused. I use LE version 1.3.6 and all the requirement are up to date. Everything works fine except the face section. As posted above it is empty. I don't know of any mod conflicts and vortex doesnt show any. Can you help me?  There's a RaceMenu ini file which can disallow face tats or set their number to zero. It's a bigger problem in SE where the settings disallow the tats by default, but even on LE it's worth checking given the problem you're having.
xyzxyz Posted August 31, 2025 Posted August 31, 2025 (edited) 2 hours ago, murfk said: Â There's a RaceMenu ini file which can disallow face tats or set their number to zero. It's a bigger problem in SE where the settings disallow the tats by default, but even on LE it's worth checking given the problem you're having. Never heard of that. Thx. Do you know the name of the file or where to look? There is no racemenu file with the ini ending in my game folder. What do I need to do? I noticed Racemenu overwrites Jcontainer in my modlist. Edited August 31, 2025 by xyzxyz
chaimhewast Posted August 31, 2025 Posted August 31, 2025 1 hour ago, xyzxyz said: Do you know the name of the file or where to look? nioveride.ini in LE, or skee64.ini in SE 1
xyzxyz Posted August 31, 2025 Posted August 31, 2025 (edited) 2 hours ago, chaimhewast said: nioveride.ini in LE, or skee64.ini in SE Found it  What do I have to change for the face tats to work? Like this?  Or do I need to change more? Edited August 31, 2025 by xyzxyz
chaimhewast Posted August 31, 2025 Posted August 31, 2025 10 hours ago, xyzxyz said: Or do I need to change more? That's all you need to get them working, but you'll probably want to go down to the sections that set the number of overlays for body/hands/feet/face because by default you don't get a lot of them. 1
Seeker999 Posted September 1, 2025 Posted September 1, 2025 9 hours ago, xyzxyz said: What is blocking the slots? That means one of your mods (or two different ones) require slave tats slots to always be available. When the right event occurs, the slots will be filled with specific tattoos. If you want to see more tattoos then edit the nioveride.ini in LE, or skee64.ini in SE to change the number of face tats from 3 to whatever.
SlutMolly Posted September 2, 2025 Posted September 2, 2025 Hi! I am having the weirdest thing here. I am have the MCM menu shows I can have 12 tats but anything past slot 3 in any part of the body is invisibile even though they are there. I don't think anyone has mentioned this issue on the internet but can anyone take a guess why this is the case? Thanks.
ChillyTaco12 Posted September 9, 2025 Posted September 9, 2025 On 2/10/2025 at 11:28 AM, andruusha said: When entering the game it says: SlaveTats requires NiOverride, RaceMenu, or SKEE. I have installed all the required mods for Skyrim SE. All mods are for the correct version of the game. Does anyone know how to fix this? I have the latest versions of RaceMenu, JContainers, and SlaveTats installed on SE and it still doesn't want to work. I've tried using different versions of all of them and none have worked either. 2
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