Jump to content

Recommended Posts

Posted

I'm not going to do that. If the time ever comes when pack makers can pick their own BSA names, I'll support loading textures from them. Until then, no.

Posted

I'm not going to do that. If the time ever comes when pack makes can pick their own BSA names, I'll support loading textures from them. Until then, no.

 

or you can hack a function from sexlab framework that allow modders to add to existing frame work functions .. like : animations, sounds , and so on ..

 

this way a small pex  file included in the pack would add the bsa name to slavtats mod script.

in this case pack maker would have to include a small pex file as well as the json file no big deal!

 

for example how to do this you can check the sexlab  pex file ( and its source file .psc) included in zaz animations !  that works on function in sexlab called extend animations!

 

or   same  files in nubsie voices add on for sex lab ( simpler actually )    those works on function RegisterVoices

 

 

 

scriptname NusbieAlias extends ReferenceAlias

 

NusbieFactory property Factory auto

 

event OnInit()

    Factory.RegisterForModEvent("SexLabSlotVoices", "RegisterVoices")

endEvent

event OnPlayerLoadGame()

    Factory.RegisterForModEvent("SexLabSlotVoices", "RegisterVoices")

endEvent

 

 

 the only  draw back would be that mod makers would have to compile the psc source using any compiler ( like creation kit)   but that is only an option for those who wants to pack in BSA!  the others still can do it normally!

It is up to you but I do not see any  other way to include bsa in packs unless the mod is ready for it!

at least have the function with a dummy bsa name in there and let us try to hack it!

it is the difference of about  300   mb of disk space per one of my packs!  IF I EVER PACK SAME QUALITY LIKE THE HAIG!

  

Posted

There's only two ways to load a .bsa:

1) use a .esp/.esm with the identical name

2) insert your .bsa into sResourceArchiveList inside Skyrim.ini.

First option will consume a bunch of load order slots.

Second one requires sane users. And sane users are not compatible with loverslab.

Posted

 

There's only two ways to load a .bsa:

1) use a .esp/.esm with the identical name

2) insert your .bsa into sResourceArchiveList inside Skyrim.ini.

First option will consume a bunch of load order slots.

Second one requires sane users. And sane users are not compatible with loverslab.

 

lol

but I really hope that this is not accurate :)   I ll look into it !knowing skyrim engine  authors that MIGHT be true but really stupid!  I hope not!

 

edit:

 

Posted 06 December 2011 - 04:22 PM

Substitute Stunt-Double

  • photo-1372985.jpg?_r=1396569396
  • Premium Member
  • icon_green_premium.png
  • 2,847 posts
The normal method is to create a (blank) ESM or ESP with the same name as the BSA archive and load that plugin. The BSA name can be longer than the name of the plugin, so all of the "Skyrim - _________.BSA" archives are loaded by Skyrim.ESM even without sResourceArchiveList.

 

Try removing all the records from one of the plugins from a Skyrim mod with TESSnip and renaming it to match your BSA.

 
 
 

______

 

 

EDIT 2

 

Since I am replacing all the original textures in the game, I did not want extra ESP/ESM files. I added mine to the Archive lists in the INIs, and my textures are loading without the ESP/ESM. Since I removed all the Vanilla textures (both the BSA and all loose files), my game is forced to run my textures. When the BSAs were not working I get all purple wrapped on the Meshes.

Purple objects = missing textures, Triangle exclamation points = missing meshes (which inform you the BSA is not working).

 

http://forums.nexusmods.com/index.php?/topic/484267-how-to-load-a-custom-bsa-file-in-skyrim/page-2______

 

 

 

SO I GUESS we have to try making a bsa file with some textures and adding its name to sharedresources list in   skyrim ini!  !!

 

 

Ok  then first thank you guys for this now I ll back my own skyrim textures :)  !

second there is a lot of  popular mods out there  that requires editing  skyrim.ini or sjyrim prefrences.ini     or both!    and since this is optional for people who care about size ;)    I ll be making my  packs in 2 options from now on :)!  assuming I get this to work of course!

 

Posted

If Skyrim loaded bsa's solely because they begin with the same name (Skyrim*.bsa), then why are all these extra bsas listed by default in the skyrim.ini under sResourceArchiveList?

And again, Of course it's possible to load bsa manually. With ModOrganizer it's even just a matter of setting a checkmark in the Archives tab.

But I trust, users fit enough to load their bsas manually, are also fit enough to pck their bsas manually, and I don't want the users not fit enough to do so come whining why their Overlays don't work. So, I stand by my earlier statement...as long as there is no easy way to have bsas loaded automatically, I won't be offering bsas for my repacks ;)

Posted

If Skyrim loaded bsa's solely because they begin with the same name (Skyrim*.bsa), then why are all these extra bsas listed by default in the skyrim.ini under sResourceArchiveList?

And again, Of course it's possible to load bsa manually. With ModOrganizer it's even just a matter of setting a checkmark in the Archives tab.

But I trust, users fit enough to load their bsas manually, are also fit enough to pck their bsas manually, and I don't want the users not fit enough to do so come whining why their Overlays don't work. So, I stand by my earlier statement...as long as there is no easy way to have bsas loaded automatically, I won't be offering bsas for my repacks ;)

 

- opening a note pad in \user\Documents\My Games\Skyrim   and adding one word to

an *.ini   file  ( or 2)  is a much  less complicated operation than installing mod organizer ( an oblivion application really)   and finding how to refresh bsa list in that ( it took me half an hour to do it a couple of years ago  and of course it was for oblivion not skyrim)

 

 

mods that require  editing ini files that I know of

 

- flora overhaul mods

- all point of view camera mods

- all performance customization mods

- almost all archery tweaking  and targeting mods

so if pack makers can just make mypack.bsa file in there distribution and expect downloaders to add  add " , mypack.bsa "   to their   sResourceArchiveList2=   line in skyrim.ini file!  that would be  a beautiful  option indeed !    but still  I need to test  this I have not tried personally yet!

 

Posted

- opening a note pad in \user\Documents\My Games\Skyrim   and adding one word to

an *.ini   file  ( or 2)  is a much  less complicated operation than installing mod organizer ( an oblivion application really)   and finding how to refresh bsa list in that ( it took me half an hour to do it a couple of years ago  and of course it was for oblivion not skyrim)

Maybe you should try it again nowadays and with Skyrim... ;)

 

And seems I just have a different opinion on how complicated the addition of a simple tattoo addon for another mod should be... ;)

Posted

Right now, SlaveTats checks for the loose texture file, which would prevent loading from BSAs. I can remove that check, if there's actually a demand for BSA-archived tattoos.

Posted

Right now, SlaveTats checks for the loose texture file, which would prevent loading from BSAs. I can remove that check, if there's actually a demand for BSA-archived tattoos.

 

that would be great :)

 

also if there is any way to prevent any ink from being applied to a tatoo .. some thing that would make color= "none"   that would make slavetat a skin adding mod too :)!

 

Posted

 

Right now, SlaveTats checks for the loose texture file, which would prevent loading from BSAs. I can remove that check, if there's actually a demand for BSA-archived tattoos.

 

that would be great :)

 

also if there is any way to prevent any ink from being applied to a tatoo .. some thing that would make color= "none"   that would make slavetat a skin adding mod too :)!

 

 

 

Just don't use #444544 for your skin color. Since even orcs aren't a strange shade of greenish grey, that shouldn't be a hardship :)

 

Posted

 

 

Right now, SlaveTats checks for the loose texture file, which would prevent loading from BSAs. I can remove that check, if there's actually a demand for BSA-archived tattoos.

 

that would be great :)

 

also if there is any way to prevent any ink from being applied to a tatoo .. some thing that would make color= "none"   that would make slavetat a skin adding mod too :)!

 

 

 

Just don't use #444544 for your skin color. Since even orcs aren't a strange shade of greenish grey, that shouldn't be a hardship :)

 

 

 

Perhaps I did not make my self clear here :)

there is a lot   of NICE  full body tatoos out there whose author has gone awol! gave no permission to change there work in any way ...and they made it into a skin file ( femalebod..dds)

here is an example   ....

 

 

 

Well Sakura 's author is kind of not around anymore

but he has his mod ready withno bsa or esp files to change

in fact you can use this json to apply the whole body tatoo into slvetats as long as you know how to copy his files into your data directory

 

 

1- go download thepackage from http://www.nexusmods.com/skyrim/mods/19622/?tab=2&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fskyrim%2Fajax%2Fmodfiles%2F%3Fid%3D19622&pUp=1

2- get this json file and directory structure here and unrar them into your skyrim\data directory!( this will create the necessary directory in yor skurim folder as well and give slavetats the map to the tatoos)

 

 

3- his rar file has 2 options clear and tan .... each has 2 options compressed and non compressed .. extract the femalebody.dds in \clear\compressed into slavetats\sakura\clear\compressed

aso extract his femalebody.dds in \with tan\compressed into slavetats\sakura\with tan\compressed

 

 

you could just unrar the hole thing in sakura's file into Skyrim\Data\textures\actors\character\slavetats\sakura

 

but you would have wasted 160 mb extra in your hard drive for no reason :)

 

 

note: do not change any file names

 

By the way this works on my   skyrim :) about 80 % of the time if I choose white color with  json

set to color=5194041

the variation between his skin and my target npc is almost not visibile ... but it is not good enough to share!!    I  already use pc universal  body changer for applying skin but I figured if there was no limitation from   racemenu code that is forcing the ink .. it might have been a good idea to have that  so we can  make json files for people   depending of those authors downloads without having to enable there esp's!

 

 

Posted

It keeps telling me I don't have JContainers installed, but I've installed it twice now.

 

What version of JContainers are you installing?

 

Posted

I don't know if this will help anyone or not, however. I was having the same problem as others with the tats not showing up and all. I read through all these posts and saw what was said about something like j containers not being up to date. So I updated all requirements again. I noticed when i re-installed J containers that it asked me if I wanted to over-write the J containers in the mod call Apropos-beta. What ever I choose will mean one of those to mods Slavetats or Apropos will not work correctly because they call for 2 different J containers. If someone finds a fix for this please let me know. If Apropos is not installed, Slave tats works perfect. If Apropos is installed then Slave tats will not work correctly.

Posted

I don't know if this will help anyone or not, however. I was having the same problem as others with the tats not showing up and all. I read through all these posts and saw what was said about something like j containers not being up to date. So I updated all requirements again. I noticed when i re-installed J containers that it asked me if I wanted to over-write the J containers in the mod call Apropos-beta. What ever I choose will mean one of those to mods Slavetats or Apropos will not work correctly because they call for 2 different J containers. If someone finds a fix for this please let me know. If Apropos is not installed, Slave tats works perfect. If Apropos is installed then Slave tats will not work correctly.

 

It's bad form on Apropos's part to bundle JContainers like that :/

 

This API change from 0.67 to 3.0 is troublesome. Hopefully that won't be happening again, but until all the mods using JContainers update, this is going to be a recurring problem.

 

That's why I left 1.0.3 up for download. It uses the older version of JContainers, so it should be compatible with other mods that also rely on the older version.

Posted

 

I don't know if this will help anyone or not, however. I was having the same problem as others with the tats not showing up and all. I read through all these posts and saw what was said about something like j containers not being up to date. So I updated all requirements again. I noticed when i re-installed J containers that it asked me if I wanted to over-write the J containers in the mod call Apropos-beta. What ever I choose will mean one of those to mods Slavetats or Apropos will not work correctly because they call for 2 different J containers. If someone finds a fix for this please let me know. If Apropos is not installed, Slave tats works perfect. If Apropos is installed then Slave tats will not work correctly.

 

It's bad form on Apropos's part to bundle JContainers like that :/

 

This API change from 0.67 to 3.0 is troublesome. Hopefully that won't be happening again, but until all the mods using JContainers update, this is going to be a recurring problem.

 

That's why I left 1.0.3 up for download. It uses the older version of JContainers, so it should be compatible with other mods that also rely on the older version.

 

Thanks for the fast response. That is exactly what I did. I uninstalled J containers, Apropos, and Slave tats and went down to J containers 0.67, the same Apropos, and Slave tats 1.03 and everything works perfect. I'll just keep my eye on Apropos for an update or someone posting a patch. Thanks again for all the Hard work on this mod. 

Posted

 

I don't know if this will help anyone or not, however. I was having the same problem as others with the tats not showing up and all. I read through all these posts and saw what was said about something like j containers not being up to date. So I updated all requirements again. I noticed when i re-installed J containers that it asked me if I wanted to over-write the J containers in the mod call Apropos-beta. What ever I choose will mean one of those to mods Slavetats or Apropos will not work correctly because they call for 2 different J containers. If someone finds a fix for this please let me know. If Apropos is not installed, Slave tats works perfect. If Apropos is installed then Slave tats will not work correctly.

 

It's bad form on Apropos's part to bundle JContainers like that :/

 

This API change from 0.67 to 3.0 is troublesome. Hopefully that won't be happening again, but until all the mods using JContainers update, this is going to be a recurring problem.

 

That's why I left 1.0.3 up for download. It uses the older version of JContainers, so it should be compatible with other mods that also rely on the older version.

 

Thank you for leaving 0.67 JContainers compatible version up. Apropos and Radiant Prostitution Tweaked both bundle JContainers. (and neither will work well with the other mods version)

 

It gets even worse with PapyrusUtil, Sexlab Framework and Schlongs of Skyrim both bundle it.

 

Just a quick report, version 1.03 of this mod and latest Dibellan Defender run just fine on PapyrusUtil version 2.5 and the Beta of SexLab Framework 1.59 (2 or 3).

 

Thanks!

Posted

There's a new version of Dibellan Defender coming soon, by the way, which (among other changes) depends on JContainers 3

Posted

I like the mod, granted not a huge fan of slavery and humiliation, so I intend to use it to add tattoos to my followers. Is there a guide on how to convert racemenu overlays into this mod? The one I like the most so far is this one. Especially if it allows me to add the tan lines. http://www.nexusmods.com/skyrim/mods/48705/?tab=3&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fskyrim%2Fajax%2Fmodimages%2F%3Fid%3D48705%26user%3D2&pUp=1

Posted

I like the mod, granted not a huge fan of slavery and humiliation, so I intend to use it to add tattoos to my followers. Is there a guide on how to convert racemenu overlays into this mod? The one I like the most so far is this one. Especially if it allows me to add the tan lines. http://www.nexusmods.com/skyrim/mods/48705/?tab=3&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fskyrim%2Fajax%2Fmodimages%2F%3Fid%3D48705%26user%3D2&pUp=1

 

Yeah, this started off as a RaceMenu overlay package of tattoos for slaves, and the name has stuck as it evolved. It's much more generic now.

 

Converting RaceMenu tattoos is easy. All you have to do is create the .json file and package them up. Follow the guide on the download page (the For Artists section): http://www.loverslab.com/files/file/619-slavetats/

Posted

I have a problem  with this mod .It says on the mod menu that  JContainers is not installed but I have installed version 3.0 of   JContainers. Has anyone experienced this problem ? thanks

 

Other people have had that problem because they were using another mod that bundled an older version of JContainers.

 

Try using SlaveTats 1.0.3 until you figure out which other mod is causing your problem... and it gets updated to use the new version of JContainers.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...