megusta Posted February 10, 2015 Posted February 10, 2015 Sorry for a noob question. Where can I find UV-map for UNPB body texture?
murfk Posted February 10, 2015 Author Posted February 10, 2015 How hard is it to add tattoos into this mod (from another existing mod)? any chance it's just copying a few files into some folders? Instructions are in the original post, under the artist section.
murfk Posted February 10, 2015 Author Posted February 10, 2015 Sorry for a noob question. Where can I find UV-map for UNPB body texture? Download any compatible skin texture, for example http://www.nexusmods.com/skyrim/mods/36425/?
WaxenFigure Posted February 10, 2015 Posted February 10, 2015 How hard is it to add tattoos into this mod (from another existing mod)? any chance it's just copying a few files into some folders? Pretty close but no cookie, the biggest difficulty in those instructions in the original post is that .JSON files are quite specific in how things are organized and it is really, really easy to make a mistake so you should know to paste the contents of your .JSON file to a validator like http://json-validator.com/to check it and save yourself a lot of grief. murfk, Using a validator ought to be a part of your instructions in the original post.
arronXP Posted February 11, 2015 Posted February 11, 2015 I've been coming across a problem where most of the tattoo options come out as squares.Pretty sure that is the result of installing the CN files and you aren't a Chinese language user. Happens so often that the files probably ought to be renamed *_Chinese instead of the *_CN. Some people never quite understand and they sure as hell didn't read the instructions. Translations: Chinese translation is in the files ending with _CN. If you don't speak Chinese, you don't need those. Oh god I'm stupid. Thanks guys (I should read the instructions more often, sorry).
Sunsetter Posted February 11, 2015 Posted February 11, 2015 How hard is it to add tattoos into this mod (from another existing mod)? any chance it's just copying a few files into some folders? Pretty close but no cookie, the biggest difficulty in those instructions in the original post is that .JSON files are quite specific in how things are organized and it is really, really easy to make a mistake so you should know to paste the contents of your .JSON file to a validator like http://json-validator.com/to check it and save yourself a lot of grief. murfk, Using a validator ought to be a part of your instructions in the original post. In other words - too hard for noobs
megusta Posted February 11, 2015 Posted February 11, 2015 Is UV map a (scary, in my opinion) dds file, like femalebody_1.dds? Why the heck my CS5 cannot open it... 'not the right kind of document,' urg my head.
SCarverOrne Posted February 11, 2015 Posted February 11, 2015 Photoshop requires a plugin to open .dds files.
Budroi Posted February 11, 2015 Posted February 11, 2015 or just get Paint.net which is a free program designed to handle .dds files...
murfk Posted February 11, 2015 Author Posted February 11, 2015 How hard is it to add tattoos into this mod (from another existing mod)? any chance it's just copying a few files into some folders? Pretty close but no cookie, the biggest difficulty in those instructions in the original post is that .JSON files are quite specific in how things are organized and it is really, really easy to make a mistake so you should know to paste the contents of your .JSON file to a validator like http://json-validator.com/to check it and save yourself a lot of grief. murfk, Using a validator ought to be a part of your instructions in the original post. In other words - too hard for noobs It's really not. JSON's rules are strict, but not complicated.
WaxenFigure Posted February 11, 2015 Posted February 11, 2015 or just get Paint.net which is a free program designed to handle .dds files... Paint.NET is not designed to handle DDS files and also requires a plugin to handle them, that said both Paint.NET and the plugin are free so it is a better deal for the cash strapped person.
Gh0sTG0 Posted February 11, 2015 Posted February 11, 2015 Umm, hi, had a email about update, was there real file changes, or only text changes?
megusta Posted February 11, 2015 Posted February 11, 2015 Sorry again, but one more question. I am not sure what you mean by 'select the color #444544.' I do not think you are referring to the RGB bars on the right side... Is it one Image tab? or Select->Color Range?
Doomsman Posted February 11, 2015 Posted February 11, 2015 Sorry again, but one more question. I am not sure what you mean by 'select the color #444544.' I do not think you are referring to the RGB bars on the right side... Is it one Image tab? or Select->Color Range? If you are using GIMP then you can manually enter in that number (color id) when choosing a color in the color selection menu. 444544 produces a "color" which the mod uses to make your tattoo whatever color you choose. It looks grey while you are in GIMP. I don't recommend making your tattoo a solid color though if you do not use 444544. If you change the color to say red, then your tattoo in game will be red. White if you make your tattoo white, etc.
murfk Posted February 11, 2015 Author Posted February 11, 2015 Umm, hi, had a email about update, was there real file changes, or only text changes? I added a few tattoos to the slut package.
crudo Posted February 12, 2015 Posted February 12, 2015 Is UV map a (scary, in my opinion) dds file, like femalebody_1.dds? Why the heck my CS5 cannot open it... 'not the right kind of document,' urg my head. Megusta, as others mentioned, simply download Paint.net and Gimp. I personally use PhotoShop and Illustrator professionally on a Mac but for my gaming PC I needed those two programs. If you are used to the Adobe Suite then Paint.net will be much easier to work with. Gimp is more powerful but the interface, logic and menu system drive me crazy. Neither program is as intuitive as Adobe stuff and some simple things, like selecting colors or objects in a layer and then moving them is very frustrating. You can always create your art in PhotoShop, save as a tiff and open up the files in Paint.net to save as .dds. That's what I have been doing with anything that is a bit more complicated. Good luck. Don't let the json stuff throw you. Once you get the logic it will all come together.
BlacKaos Posted February 13, 2015 Posted February 13, 2015 Sorry, got a question regarding slavetats. I'm using apropos and was wondering why all body slots in slavetats are blanked "external" I can't apply anything to the body but can apply to other areas such as face, hands and feet. Did i do something wrong when I installed it? Thanks
srayesmanll Posted February 13, 2015 Posted February 13, 2015 Sorry, got a question regarding slavetats. I'm using apropos and was wondering why all body slots in slavetats are blanked "external" I can't apply anything to the body but can apply to other areas such as face, hands and feet. Did i do something wrong when I installed it? Thanks The slave tats and RaceMenu both use the overlays. So if you fill up the slots in RaceMenu with tats, then there is no room for Slave Tats. There is a way around it - see my previous post: http://www.loverslab.com/topic/25398-slavetats/?p=1068028
Primus321 Posted February 16, 2015 Posted February 16, 2015 I think the data when placing into nexus manager is causing it to get other mods from somewhere else, like music and texture for a skull. I can't get the real tats from the optional ones, mostly the sexual ones.
Altrawup Posted February 17, 2015 Posted February 17, 2015 Sorry, got a question regarding slavetats. I'm using apropos and was wondering why all body slots in slavetats are blanked "external" I can't apply anything to the body but can apply to other areas such as face, hands and feet. Did i do something wrong when I installed it? Thanks The slave tats and RaceMenu both use the overlays. So if you fill up the slots in RaceMenu with tats, then there is no room for Slave Tats. There is a way around it - see my previous post: http://www.loverslab.com/topic/25398-slavetats/?p=1068028 Wouldn't it be possible for SlaveTats to recognize more overlay slots when they are available (through the editing of nioverride.ini)? I'm no modder so I have no idea, but it does seem like a neat function to have if Skyrim allows it...
srayesmanll Posted February 18, 2015 Posted February 18, 2015 Sorry, got a question regarding slavetats. I'm using apropos and was wondering why all body slots in slavetats are blanked "external" I can't apply anything to the body but can apply to other areas such as face, hands and feet. Did i do something wrong when I installed it? Thanks The slave tats and RaceMenu both use the overlays. So if you fill up the slots in RaceMenu with tats, then there is no room for Slave Tats. There is a way around it - see my previous post: http://www.loverslab.com/topic/25398-slavetats/?p=1068028 Wouldn't it be possible for SlaveTats to recognize more overlay slots when they are available (through the editing of nioverride.ini)? I'm no modder so I have no idea, but it does seem like a neat function to have if Skyrim allows it... I would assume so, but the way it is currently designed is hard-coded to a specific number of overlay slots. Even then, you would still be sharing those slots with RaceMenu, so being able to detect 12 slots in the nioverride.ini won't help if you assign 10 tattoos to slots in RaceMenu. You would still have only 2 slots left to use in SlaveTats. The main problem is the fact that they are shared slots. Remember also that this does not affect using SlaveTats on NPCs. The slots used by RaceMenu for your PC do not take away the slots available for an NPC in SlaveTats.
SCarverOrne Posted February 18, 2015 Posted February 18, 2015 Sorry, got a question regarding slavetats. I'm using apropos and was wondering why all body slots in slavetats are blanked "external" I can't apply anything to the body but can apply to other areas such as face, hands and feet. Did i do something wrong when I installed it? Thanks The slave tats and RaceMenu both use the overlays. So if you fill up the slots in RaceMenu with tats, then there is no room for Slave Tats. There is a way around it - see my previous post: http://www.loverslab.com/topic/25398-slavetats/?p=1068028 Wouldn't it be possible for SlaveTats to recognize more overlay slots when they are available (through the editing of nioverride.ini)? I'm no modder so I have no idea, but it does seem like a neat function to have if Skyrim allows it... I was just thinking about that today as well. Not sure if it's already been answered.
srayesmanll Posted February 18, 2015 Posted February 18, 2015 It was answered, right above your post. Of course it's possible, but again regardless of how many slots it finds, the slots are shared between ST and RM. Any slots you use for RM reduces the number of slots available for ST for the PC. For NPCs, RM doesn't come into play. The real only issue with adjusting for the number of slots is the ability to display a variable number of slots in the MCM, or more specifically the max amount of slots it could display in a page and still be usable/user friendly.
SCarverOrne Posted February 18, 2015 Posted February 18, 2015 It was answered, right above your post. Of course it's possible, but again regardless of how many slots it finds, the slots are shared between ST and RM. Any slots you use for RM reduces the number of slots available for ST for the PC. For NPCs, RM doesn't come into play. The real only issue with adjusting for the number of slots is the ability to display a variable number of slots in the MCM, or more specifically the max amount of slots it could display in a page and still be usable/user friendly. Haha, whoops. I left the tab open for a long while before I posted; never saw your response. Sorry about that. I get what you are saying, but in regards to my own experience (sorry, other people) I increased, for instance, max slots on the body from the default 6 to... Idunno without looking, let's say I doubled it, 12. Now I have six slots open and available if I open RaceMenu. In SlaveTats I still only have six, and they are (obviously) full... with slave tats. Being as one can increase from six to twelve globally (for RM, respectively) is there a workaround to have twelve (or more in general) slots available in SlaveTats, or would that require cut and paste and cut and paste in the script? Because I don't fuck with scripts. If you told me you were going to shoot my mother unless I edited a script, I would begin the mourning process ahead of schedule.
murfk Posted February 18, 2015 Author Posted February 18, 2015 It was answered, right above your post. Of course it's possible, but again regardless of how many slots it finds, the slots are shared between ST and RM. Any slots you use for RM reduces the number of slots available for ST for the PC. For NPCs, RM doesn't come into play. The real only issue with adjusting for the number of slots is the ability to display a variable number of slots in the MCM, or more specifically the max amount of slots it could display in a page and still be usable/user friendly. Haha, whoops. I left the tab open for a long while before I posted; never saw your response. Sorry about that. I get what you are saying, but in regards to my own experience (sorry, other people) I increased, for instance, max slots on the body from the default 6 to... Idunno without looking, let's say I doubled it, 12. Now I have six slots open and available if I open RaceMenu. In SlaveTats I still only have six, and they are (obviously) full... with slave tats. Being as one can increase from six to twelve globally (for RM, respectively) is there a workaround to have twelve (or more in general) slots available in SlaveTats, or would that require cut and paste and cut and paste in the script? Because I don't fuck with scripts. If you told me you were going to shoot my mother unless I edited a script, I would begin the mourning process ahead of schedule. This basically comes down to how MCM works. SlaveTats uses MCM's state-based API to code the menu system. The state-based API is superior in almost every way, but it does not support having a dynamic number of UI elements on a menu page, which means that the menu can't adapt to having more tattoo slots than expected. Even if I used the otherwise inferior stateless API, MCM only supports a limited number of user interface elements per page, which would start causing trouble at the upper end of the numbers of slots that people might think are reasonable.
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