Miloujpp Posted January 8, 2017 Posted January 8, 2017 (sorry for my bad english, im french) Hello ! I have a little problem with "Face Tattoo" i dont have "target" and other option.
PubliusNV Posted January 8, 2017 Posted January 8, 2017 (sorry for my bad english, im french) Hello ! I have a little problem with "Face Tattoo" i dont have "target" and other option. Your question is answered about four posts up from yours. You have to edit the nioverride.ini file.
Radon Posted January 9, 2017 Posted January 9, 2017 Okay, having a few annoyances. Firstly, can I increase how many tattoos I can add to my characters in any way? I know it mentions it in the mod description but is there a way that doesn't risk my breaking stuff by fiddling with code I don't understand? Also, I have many many tat packs, probably all the ones on the site, but some of them stop appearing, for example, I was messing around and I wanted to use the Dom Tats, but they aren't there anymore and neither are some others, looking on a hunch I found they remove themselves in my install order, can the mod only load a certain amount of packs? Papyrus arrays are limited to 128 elements. That means that while SlaveTats can load more tat packs, it can't display more than 128 sections, or 128 tats in a section. Does this mean 128 tats total or per menu type? I am having issues where I can't things like the Criminal category tattoo pack to show up at all in slave tats and a couple random other ones. I even removed some im not using and re-installed it and its still not showing those categories for w/e reason.
WaxenFigure Posted January 9, 2017 Posted January 9, 2017 Okay, having a few annoyances. Firstly, can I increase how many tattoos I can add to my characters in any way? I know it mentions it in the mod description but is there a way that doesn't risk my breaking stuff by fiddling with code I don't understand? Also, I have many many tat packs, probably all the ones on the site, but some of them stop appearing, for example, I was messing around and I wanted to use the Dom Tats, but they aren't there anymore and neither are some others, looking on a hunch I found they remove themselves in my install order, can the mod only load a certain amount of packs? Papyrus arrays are limited to 128 elements. That means that while SlaveTats can load more tat packs, it can't display more than 128 sections, or 128 tats in a section. Does this mean 128 tats total or per menu type? I am having issues where I can't things like the Criminal category tattoo pack to show up at all in slave tats and a couple random other ones. I even removed some im not using and re-installed it and its still not showing those categories for w/e reason. With six menu items for each TAT the limit right now is about 20 tattoos. The MCM menu would have to be redesigned to accommodate a larger number of TATs. Right now if you want more tats combined than the mod allows I'd suggest you merge several tattoos that you want to have the same color into sets and then add them to a tattoo pack so you can add a group of tattoos as a single one.
murfk Posted January 9, 2017 Author Posted January 9, 2017 Okay, having a few annoyances. Firstly, can I increase how many tattoos I can add to my characters in any way? I know it mentions it in the mod description but is there a way that doesn't risk my breaking stuff by fiddling with code I don't understand? Also, I have many many tat packs, probably all the ones on the site, but some of them stop appearing, for example, I was messing around and I wanted to use the Dom Tats, but they aren't there anymore and neither are some others, looking on a hunch I found they remove themselves in my install order, can the mod only load a certain amount of packs? Papyrus arrays are limited to 128 elements. That means that while SlaveTats can load more tat packs, it can't display more than 128 sections, or 128 tats in a section. Does this mean 128 tats total or per menu type? I am having issues where I can't things like the Criminal category tattoo pack to show up at all in slave tats and a couple random other ones. I even removed some im not using and re-installed it and its still not showing those categories for w/e reason. That means 128 categories (menu types), each with 128 tattoos Edit: which means at a maximum the menu can make 16384 tattoos available
PubliusNV Posted January 13, 2017 Posted January 13, 2017 I have an idea for a tattoo pack, and I'm trying to learn how to create them, but am running into a problem I hope someone can help me with. I'm a complete noob at modding, so please forgive any stupid questions. Anyway, I installed Gimp 2.8, opened up a femalebody_1.dds from the UUNP body I'm currently using, and then did this: 1. Added a new layer, making sure it was transparent (which was the default) 2. Used the pencil tool to make a test tattoo on my new layer 3. Deleted the "main surface" layer that I got from the femalebody_1.dds, leaving all other layers (including mipmap layers) intact 4. Exported as a dds file 5. Created a json file as instructed 6. Packaged the dds and json file as instructed 7. Started a new game, used Slavetats to apply the tattoo 8. Profit! However, since my hand is pretty shaky, I really want to use the text tool in Gimp instead of the pencil tool. So I repeated the above steps except for using the text tool to create a tat instead of the pencil tool. When I apply the resulting tat, though, it looks like the scaling is off somehow, as it looks like it is huge and smeared over the whole body instead of being the size and placement that I done in Gimp. Is there something about the text tool in Gimp that I have to be careful of? Any advice is appreciated. Edit: Ok, it seems that the text tool creates its own layer, which needs to be resized to the image size. I think I'm making progress, but slowly.
karlpaws Posted January 14, 2017 Posted January 14, 2017 I have an idea for a tattoo pack, and I'm trying to learn how to create them, but am running into a problem I hope someone can help me with. I'm a complete noob at modding, so please forgive any stupid questions. Anyway, I installed Gimp 2.8, opened up a femalebody_1.dds from the UUNP body I'm currently using, and then did this: 1. Added a new layer, making sure it was transparent (which was the default) 2. Used the pencil tool to make a test tattoo on my new layer 3. Deleted the "main surface" layer that I got from the femalebody_1.dds, leaving all other layers (including mipmap layers) intact 4. Exported as a dds file 5. Created a json file as instructed 6. Packaged the dds and json file as instructed 7. Started a new game, used Slavetats to apply the tattoo 8. Profit! However, since my hand is pretty shaky, I really want to use the text tool in Gimp instead of the pencil tool. So I repeated the above steps except for using the text tool to create a tat instead of the pencil tool. When I apply the resulting tat, though, it looks like the scaling is off somehow, as it looks like it is huge and smeared over the whole body instead of being the size and placement that I done in Gimp. pnvtat2017-01-13_1323.png Is there something about the text tool in Gimp that I have to be careful of? Any advice is appreciated. Edit: Ok, it seems that the text tool creates its own layer, which needs to be resized to the image size. I think I'm making progress, but slowly. You got farther than I did. Managed to get an edited tat show up, but big like that, once and in the wrong colors. Then I couldn't manage to export one or did something else wrong the several more times I tried. Probably been long enough I can try again and forget everything I learned wrong.
PubliusNV Posted January 14, 2017 Posted January 14, 2017 You got farther than I did. Managed to get an edited tat show up, but big like that, once and in the wrong colors. Then I couldn't manage to export one or did something else wrong the several more times I tried. Probably been long enough I can try again and forget everything I learned wrong. I'm getting them to show up now, but I'm not satisfied with the placement. I think I need to rotate them a bit, so I'm trying to figure out how to do that. My first attempt failed miserably. I did find out that I don't need the mipmap layers, though.
karlpaws Posted January 14, 2017 Posted January 14, 2017 You got farther than I did. Managed to get an edited tat show up, but big like that, once and in the wrong colors. Then I couldn't manage to export one or did something else wrong the several more times I tried. Probably been long enough I can try again and forget everything I learned wrong. I'm getting them to show up now, but I'm not satisfied with the placement. I think I need to rotate them a bit, so I'm trying to figure out how to do that. My first attempt failed miserably. I did find out that I don't need the mipmap layers, though. My understanding was that you needed only the layer with the tat on it. Also either here or in another thread, or maybe a blog (Doc Clox or someone on that pony cart race S.L.U.T.S. mod) had an example of a grid design on the base layer you could use as a reference for placement.
WaxenFigure Posted January 14, 2017 Posted January 14, 2017 You got farther than I did. Managed to get an edited tat show up, but big like that, once and in the wrong colors. Then I couldn't manage to export one or did something else wrong the several more times I tried. Probably been long enough I can try again and forget everything I learned wrong. I'm getting them to show up now, but I'm not satisfied with the placement. I think I need to rotate them a bit, so I'm trying to figure out how to do that. My first attempt failed miserably. I did find out that I don't need the mipmap layers, though. My understanding was that you needed only the layer with the tat on it. Also either here or in another thread, or maybe a blog (Doc Clox or someone on that pony cart race S.L.U.T.S. mod) had an example of a grid design on the base layer you could use as a reference for placement. http://www.loverslab.com/blog/50/entry-1736-tattoo-workshop/ That blog tells how to project the tat onto the body so it isn't distorted.
PubliusNV Posted January 14, 2017 Posted January 14, 2017 Thanks, that blog post looks like it will be very useful once I figure out what half the words mean.
PubliusNV Posted January 14, 2017 Posted January 14, 2017 I've been trying to follow DocClox's blog post. It seems that in order to get a nif file into Blender, I need to import it into Blender 2.5.9 using nif tools that require the installation of Python 2.6.6, pfyyi 2.2.3, and blender nif scripts 2.5.9.77. However, the install.bat for pfyyi says that it needs Python 3.0 or above, and even after installing both Python 2.6.6 and 3.6.0, the install.bat still can't find any installed Python. Some of the posts I've been reading are now 4 years old, is this still all necessary? Is it still necessary to import the nif into Blender 2.5.9 and then export it as a blend file, then import it into Blender 2.78? If so, does anyone know if pfyyi is still needed, and how to install it?
WaxenFigure Posted January 15, 2017 Posted January 15, 2017 I've been trying to follow DocClox's blog post. It seems that in order to get a nif file into Blender, I need to import it into Blender 2.5.9 using nif tools that require the installation of Python 2.6.6, pfyyi 2.2.3, and blender nif scripts 2.5.9.77. However, the install.bat for pfyyi says that it needs Python 3.0 or above, and even after installing both Python 2.6.6 and 3.6.0, the install.bat still can't find any installed Python. Some of the posts I've been reading are now 4 years old, is this still all necessary? Is it still necessary to import the nif into Blender 2.5.9 and then export it as a blend file, then import it into Blender 2.78? If so, does anyone know if pfyyi is still needed, and how to install it? Ask Doc, he's still active and visiting.
PubliusNV Posted January 15, 2017 Posted January 15, 2017 Ask Doc, he's still active and visiting. Didn't realize that, I thought he was gone. Thanks, I've added a comment to his blog.
uba_409 Posted January 15, 2017 Posted January 15, 2017 UHm..i followed all the instructions, i have racemenu, skse and everythig. But i can't find any tattoo under the sliders of showracemenu. I'm checking body-foot-hand-face paint using t to add texture but i just have the deafult 124 tattoo from skyrim i think. I also don't have a mcm menu. Does anyone know why? UHm..i followed all the instructions, i have racemenu, skse and everythig. But i can't find any tattoo under the sliders of showracemenu. I'm checking body-foot-hand-face paint using t to add texture but i just have the deafult 124 tattoo from skyrim i think. I also don't have a mcm menu, neither a slavetats.esp file. Does anyone know why?
karlpaws Posted January 15, 2017 Posted January 15, 2017 UHm..i followed all the instructions, i have racemenu, skse and everythig. But i can't find any tattoo under the sliders of showracemenu. I'm checking body-foot-hand-face paint using t to add texture but i just have the deafult 124 tattoo from skyrim i think. I also don't have a mcm menu. Does anyone know why? UHm..i followed all the instructions, i have racemenu, skse and everythig. But i can't find any tattoo under the sliders of showracemenu. I'm checking body-foot-hand-face paint using t to add texture but i just have the deafult 124 tattoo from skyrim i think. I also don't have a mcm menu, neither a slavetats.esp file. Does anyone know why? These tattoos are added through the MCM menu of the mod, not RaceMenu. If you don't have the Esp, double check the file you downloaded. There should be one for the mod itself and several more for various tattoo packs, but ignore the _CN pack, as that is Chinese.
CuriousGent Posted January 15, 2017 Posted January 15, 2017 This is probably a stab in the dark, but is there a way to get more than 3 head slots? I have multiple mods that apply tattoos/textures to the head using those slots and 3 just isn't enough.
LazyBoot Posted January 15, 2017 Posted January 15, 2017 This is probably a stab in the dark, but is there a way to get more than 3 head slots? I have multiple mods that apply tattoos/textures to the head using those slots and 3 just isn't enough. I'm fairly sure you just need to edit the .ini you used to enable the face overlays to add more slots.
DocClox Posted January 15, 2017 Posted January 15, 2017 Ask Doc, he's still active and visiting. Didn't realize that, I thought he was gone. Thanks, I've added a comment to his blog. I'm still around but it can be a while in between visits. Last year was a bit mad, and I didn't get much time for modding. Blender: anything that gets the mesh into blender is fine. At the time I wrote the tut, I think the import scripts were only reliable for the older version. I'm fairly certain they fixed that in more recent releases. I'd try just importing it into 2.78 and see if that works. Anything that gives you a mesh is good.
CuriousGent Posted January 16, 2017 Posted January 16, 2017 This is probably a stab in the dark, but is there a way to get more than 3 head slots? I have multiple mods that apply tattoos/textures to the head using those slots and 3 just isn't enough. I'm fairly sure you just need to edit the .ini you used to enable the face overlays to add more slots. Editing the overlay counts in nioverride.ini seemed to work.
oli3d Posted January 16, 2017 Posted January 16, 2017 Short Tutorial: 1. Download and install latest Blender(2.7+) 2. Download Blender plugin from here and install: https://github.com/niftools/blender_nif_plugin/releases 3. Make a directory where you store the blends: in this directory make subfolder(s) textures/actors/character/SlaveTats/whatEveNameYouGiveItSubfolder also a textures/actors/character/female subfolder and store the body/head/hands textutres you are using in skyrim Import Body/Head/hands/feet, save ..... Blender in texturepaint mode make a new (paint)slot...(4096x4096 ore bigger, alpha 0.. as far as i remember) (i hope you all now how to make a new paintslot and so on...) 4. Paint a tattoo and save the slot/image in the textures/actors/characters/SlaveTats/whatEveNameYouGiveIt subfolder 5. Resize/export/alter the images in Gimp or Photoshop and expoert as dds. 6. Copy dds to skyrim sub folder (should be the same as for the blend file texture dir) 7. edit json file acording to your folder/whatever/dds... 8. Profit! Moin Oli You may ask questions ....
PubliusNV Posted January 17, 2017 Posted January 17, 2017 @Oli, since you said questions could be asked ... I'm starting as a complete noob who just installed Gimp and Blender, and have never used them before. I have created a tattoo using Gimp and gotten it to show up in game. However, it did not look good, as it needs to be fitted to the curves of the body. I've been trying to follow DocClox's blog post here, and after an hour of viewing tutorials on Blender I'm able to import the femalebody_1.nif file and move it to the origin so that I can attempt to apply the tat as Doc describes. And there it all fell apart. I want a text tattoo in a Skyrim font (which I have), but I suspect I'll have to view several more hours of tutorials before I can understand what Doc and you are trying to tell me. Edit: Forgot to paste in the link to Doc's post. 1
oli3d Posted January 17, 2017 Posted January 17, 2017 Ok... i see... You should make your text tattoo a brush..... I see if i can make a more in depht tutorial(with pictures) .... but you have to wait for the weekend. Or better... i make a nice basic blendfile an you and others can use it for tattoos. I think that is the fastest way to explain things.. Moin Oli
DocClox Posted January 17, 2017 Posted January 17, 2017 If you can explain them better than I did, Oli, go for it. I still find the process a bit hit and miss when I do it, if I'm honest.
oli3d Posted January 17, 2017 Posted January 17, 2017 If you can explain them better than I did, Oli, go for it. I still find the process a bit hit and miss when I do it, if I'm honest. tricky workflow ... yep ... it is... the limitations of blender you have to think of... i try a tutorial with screenshots and stuff... i hope you can add some of your experience if needed... Moin Oli Example:
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