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RapeTats Configurator


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Posted

RapeTats Configurator

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Simple GUI application to automatically generate the Rape Tattoos configuration file based on your installed tattoos.

Has full BSA support.

Has toggles for installed mods.

 

MO2 Instructions:

Add the executable to MO2 and run.

Enter the path to the Skyrim installation folder if needed.

 

Vortex Instructions:

Make sure that all files are deployed then run the executable.

The location of the executable should not matter.

Enter the path to the Skyrim installation folder if needed.

 

Also check out No Overlap for Rape Tattoo.

 

SlaveTattoo position exporter for RapeTattoos for the original idea.

 

Fully implemented in rust: source


  • Submitter
  • Submitted
    12/30/2025
  • Category
  • Requirements
  • Regular Edition Compatible
    No
  • Install Instructions

 

Posted

One suggestion I'll make right off the start is handling BSA files.

I've got most of my Slavetats BSA'ed since most packs take 1+ gigs unpacked and at most 200mb packed.

 

Also it'd probably be a good idea to back up any existing files before replacing them/asking the user if they want to replace the existing file on the off chance they see issues in the log as it's running and don't want to lose an existing file. 

 

Awesome program otherwise and thanks for putting it together!

Posted
2 hours ago, grosaprap said:

One suggestion I'll make right off the start is handling BSA files.

I've got most of my Slavetats BSA'ed since most packs take 1+ gigs unpacked and at most 200mb packed.

 

Also it'd probably be a good idea to back up any existing files before replacing them/asking the user if they want to replace the existing file on the off chance they see issues in the log as it's running and don't want to lose an existing file. 

 

Awesome program otherwise and thanks for putting it together!

Not a bad idea, but have you considered simply compressing them in Windows? Maybe BSA is better for load times, idk, but I've found using the folder compression function works pretty well for this.

Posted
9 hours ago, grosaprap said:

One suggestion I'll make right off the start is handling BSA files.

I've got most of my Slavetats BSA'ed since most packs take 1+ gigs unpacked and at most 200mb packed.

 

Also it'd probably be a good idea to back up any existing files before replacing them/asking the user if they want to replace the existing file on the off chance they see issues in the log as it's running and don't want to lose an existing file. 

 

Awesome program otherwise and thanks for putting it together!

I'll look into it

Posted
10 hours ago, MysticDaedra said:

Not a bad idea, but have you considered simply compressing them in Windows? Maybe BSA is better for load times, idk, but I've found using the folder compression function works pretty well for this.

 

https://imgur.com/a/a2Kecg8 - It's not even close. Folder compression is helpful but it's a generalized solution, BSA packing is a targeted solution.

Posted
2 hours ago, cybercheese said:

I'll look into it

 

Thanks! On the off chance that it isn't widely known, SlaveTats handles BSA files natively but you need to edit the JSON file to include the tag for it.

 

{
        "name": "I Was Used By All The Guards",
        "section": "SSS Stomach, Above - Arrow 2 The Knee",
        "texture": "Sexy_Supplemental\\attka5.dds",
        "area": "Body",
        "in_bsa": 1
    },

 

the "in_bsa": 1 tag is what tells SlaveTats to look into the BSA files instead of looking for a loose file. This is both the old school and NG versions of it.

Posted

Hi,

 

I'm using MO2, followed the instruction and added skyrim path to the skyrim.exe.

 

In the Art_Rutah.json of the Rutha Art tattoo pack, the body parts are written with lowercase letter, so the tool doesn't recognize them: it searchs for "Body" but found "body" and apparently they are totally different things. Other body parts have the same problem. Correcting them in the json solve the problem. 

 

The group "Lewdmarks" give error 3, I think it may be configured in a way not usual for Slavetats, since they are from nexus.  

Lyru Tattoo Pack Collection 2 Slavetats version STANDALONE instead causes crash. This too is from nexus. 

Posted
1 minute ago, vorongren said:

Hi,

 

I'm using MO2, followed the instruction and added skyrim path to the skyrim.exe.

 

In the Art_Rutah.json of the Rutha Art tattoo pack, the body parts are written with lowercase letter, so the tool doesn't recognize them: it searchs for "Body" but found "body" and apparently they are totally different things. Other body parts have the same problem. Correcting them in the json solve the problem. 

 

The group "Lewdmarks" give error 3, I think it may be configured in a way not usual for Slavetats, since they are from nexus.  

Lyru Tattoo Pack Collection 2 Slavetats version STANDALONE instead causes crash. This too is from nexus. 

 

Lewdmarks is packed as an BSA. That's why that error is occurring.

Posted (edited)

Hello, how exactly am I supposed to get this working on MO2? I put the .exe in my mods folder, added it as an exectuable "through file", then put the Skyrim SE folder for the "start in" field. When I launch it it doesn't do anything (in the sense that it puts MO2 in its usual blocked state when you launch an application through it, for about a second before going back to its normal state).

Edited by outercourseman565
Posted
22 minutes ago, outercourseman565 said:

Hello, how exactly am I supposed to get this working on MO2? I put the .exe in my mods folder, added it as an exectuable "through file", then put the Skyrim SE folder for the "start in" field. When I launch it it doesn't do anything (in the sense that it puts MO2 in its usual blocked state when you launch an application through it, for about a second before going back to its normal state).

 

Leave the start in blank. You tell it where the files are in the program itself. If that doesn't fix it, you've got something preventing the program from launching (perhaps an antivirus? or windows defender?) 

 

Posted (edited)
4 hours ago, MysticDaedra said:

It's crashing frequently during processing. Does it leave a log file anywhere I could share?

New version should fix it. I don't have system logs for now but will add them if needed.

If it's still not working let me know.

 

@grosaprap @vorongren

BSA support has been added.

 

Edited by cybercheese
Posted

Just a small thing that would make this better, an option to exclude certain mods. I have mods like Devious Training and BAC and they have tats I dont want to include. I ended up  manually editing the file to remove them. Easier than before though.

 

Still a great tool so thanks for making it. 

Posted
4 hours ago, Serverscrying said:

I should look into BSA packing because I've been using windows compression for all the tattoos myself

 

I use Cathedral Assets Optimizer with a separate profile to do it. On the BSA tab: check everything but delete backups. Set the max size to 2.0 and the game to SSE. The other tabs I would set to your preferences (if you are _just_ packing the BSA then I'd uncheck everything from them, otherwise I tend to tell it to optimize and do 'everything' on every tab just on the off chance a file needs to be converted from an LE format to an SE format.)

 

Once you are done, the texture folder should be empty except for the Slavetats JSON config file. If you have a text editor that handles find and replace (like Notepad++) find

}

 

and replace it with

 

,"in_bsa":1} 

 

If you are anal about things like me, install the JSONTools plugin for Notepad++ as well and then use that to pretty print the JSON as a double check for file formatting (the plugin will complain if you try to pretty print a malformed JSON).

 

CAO might leave an empty folder where the texture files were next to this file, you can safely delete it or leave it. 

 

The biggest 'caveat' to this, is that at least CAO seems to base the max BSA size on the uncompressed size of the files within not the actual BSA size.

 

So for for instance in the example I provided for Sexy Supplemental where the uncompressed file size was 8g, CAO created four separate BSA files with the texture files split among them. Each BSA came in around 10KB in size since everything compresses down so much.


Not a big deal, the dummy plugins are ESL flagged and if you are nearing the 4000+ limit of ESL files in your mod list, you probably have other problems you need to worry about. But it is something to be aware of with the large packs. I know at least Zaki's and Alpia's packs also needed multiple BSA files.

 

I haven't been motivated enough to hunt down someone who actually knows to find out if that's a misconfiguration on my part somehow, a bug, or working as intended. 

 

Posted
6 hours ago, cybercheese said:

New version should fix it. I don't have system logs for now but will add them if needed.

If it's still not working let me know.

 

@grosaprap @vorongren

BSA support has been added.

 

 

Thank you so much, downloaded and tested and overjoyed with the results. 😃

 

ATM since I'm also in the same position as obscured that I have a number of packs that shouldn't be used as rapetats, my final config file is actually going to be a hybrid of this app's output and output from the older Slavetats position exporter for the moment. But I'm overjoyed to see that you are handling the areas that it didn't. 

 

Have a wonderful New Years and looking forward to seeing where you take this. 🫡

Posted (edited)

Thank you for this. The program cannot deal with nfts compressed files though. In case any one else did compress their tats folder.

 

Update: It seems to actually not be the cause, but that the program can't find the files in the folder, as they are not actually there. Vortex mirrors them, so they seem to be there, but aren't. I would be better, to be able to set the input and output folder manually and not needing to be the Skyrim data folder.

Edited by Emerald982
Posted (edited)
3 hours ago, Emerald982 said:

Thank you for this. The program cannot deal with nfts compressed files though. In case any one else did compress their tats folder.

 

Update: It seems to actually not be the cause, but that the program can't find the files in the folder, as they are not actually there. Vortex mirrors them, so they seem to be there, but aren't. I would be better, to be able to set the input and output folder manually and not needing to be the Skyrim data folder.

You might want to look into packing your tattoos into BSA files. @grosaprap explains this well here

 

BSA files are MUCH better at compressing data too, so you'll end up with even less disk space used.

Edited by cybercheese
Posted (edited)

@grosaprap @obscured

There are now toggles for installed mods.
Specifically it allows toggling of every folder that contains tattoos.

 

I might work on automatically packing BSA files for tattoos to save space.

Edited by cybercheese
Posted

Hmm... some quesions, if i may. Does it use UV coordinates to determine tatoo location? Or naming convention? If its UV - are those UNP and CBBE UVs?

Posted
3 hours ago, cybercheese said:

@grosaprap @obscured

There are now toggles for installed mods.
Specifically it allows toggling of every folder that contains tattoos.

 

I might work on automatically packing BSA files for tattoos to save space.

 

Just tried out the latest version and the file it generated was perfect IMO! 👍


One new suggestion and one bug report.

 

1. Add a field letting the user to pick where the unpacking of the BSA files are and/or only unpack one BSA at a time, process the files then delete them. Just to avoid filling up a hard drive. It's not a big thing but for my scenario unpacking takes up about 100 extra gigs. I've got the space free on my SSD, but some folk might be tight if they are using a single 1tb SSD. I would still keep the non-temp files being generated like the cache JSON, where you are putting them. Just the unpacked files should go to a temp location.

 

2. For some reason the temp files didn't get deleted. Not sure why. Since everything got tossed in my overwrite folder it wasn't hard to clean them out. And I'm not sure if it was a partial failure or not, there were a lot of empty folders, but there were also a lot of folders with DDS files in them. 

 

Thanks again for all the work on this! 

Posted

@cybercheese

 

Quick thought.  If possible, can you please put a version number in your filename?  

 

If not, is it resafe just to rename the .exe file ourselves, or will it affect the mod's functionality if we do?

 

TIA for any help you can give on this

 

DQW

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