fad3 Posted yesterday at 01:55 PM Posted yesterday at 01:55 PM Tattoo After Rape / Cum Overlays - AE+AAF 1.8.0 fix View File What this fixes Fixes broken overlays in TatsAfterRape and CumOverlays on new AAF builds — tattoos and cum show up on your character again! Requirements: - Fallout 4 (1.11.240.0 AE) - F4SE 0.7.9 - AAF (1.8.0 current latest) - LooksMenu (F4EE) - Captive Tattoos (tested with 3.3.7, but should work with latest) - The original TatsAfterRape / CumOverlays (load my patches after originals) For developers: On recent AAF builds (1.8.0+ / next-gen), the native `AAF_API.ApplyOverlaySet()` call no longer applies overlays — both TatsAfterRape and CumOverlays silently stopped working (even the "Add Tattoo" button in MCM did nothing). These patches switch both mods from the AAF overlay path to the direct F4EE (LooksMenu) path: overlays are now applied via `Overlays.AddEntry()` + `Overlays.Update()` — the same mechanism AllThingsNatural uses, which works reliably. Changes: - TatsAfterRape - all 3 template sets (generic 136 / raider 17 / gunner 13) are hardcoded and applied directly through F4EE. No timer: tattoos persist until removed manually (via NPC or MCM). - CumOverlays - all 25 `ApplyOverlaySet` calls replaced with a helper that applies overlays through F4EE. The timer is preserved: cum **auto-fades after ~300 seconds** (applied overlays are tracked and cleaned up by a timer). Customizing templates: !!! Papyrus arrays are limited to 128 elements, so the 136 generic tattoos are split across `GenericTemplates` (128) and `GenericTemplates2` (8). If you add your own tattoos, keep each array at or below 128 entries - add a third array (and pick from it in `GetRandomGenericTemplate()`) if you need more. - TatsAfterRape — in `TatsAfterRape_Main.psc` (bottom, `InitTemplateArrays()` block) there are arrays *`GenericTemplates`, *`GenericTemplates2`, `RaiderTemplates`, `GunnerTemplates`. To add a tattoo, paste the `id` from any mod's `overlays.json` (`Data\F4SE\Plugins\F4EE\Overlays\<Plugin>.esp\overlays.json`). The `id` must match exactly (case-sensitive). You can pull from porcTattoos, porcOverlays, RJsTattoos, or any other F4EE overlay mod. - CumOverlays — in `CumOverlay_Main.psc`, the `GetCumTemplate()` function maps each set name (Belly / Anal / Breasts / DP / M_Chest / M_Back) to its template list — edit there. - After editing, recompile with Caprica (`-g fallout4`, `-i` pointing to your script folders; you need `Overlays.psc` from LooksMenu plus the base game scripts). If you know how to parse JSON or XML from a Papyrus script, please DM me - I'd love to get rid of the hardcoded template lists. Submitter fad3 Submitted 10/18/26 Category Sex Effects Requirements AAF, LooksMenu, TatsAfterRape, CumOverlays, Captive Tattoos 1
spicydoritos Posted yesterday at 02:57 PM Posted yesterday at 02:57 PM 51 minutes ago, fad3 said: If you know how to parse JSON or XML from a Papyrus script, please DM me - I'd love to get rid of the hardcoded template lists. You can fill in the array properties in Creation Kit instead of hardcoding them via papyrus. First revise your arrays to const like this: String[] GenericTemplates auto const Normally the engine will try to bake the array data into the save. Using const will force the engine to check the array in the plugin each time you load instead. If you don't use const, then you can't update the array in the plugin without a clean save. After you make this revision, open the quest in CK, edit script properties, and manually enter all your strings one by one. It's gonna be tedious but at least you don't have to update the script each time. Example of adding to a string array from a different mod: Spoiler 1
Cealapa Posted 23 hours ago Posted 23 hours ago I have all TAR's requirements but unfortunately it still doesn't work for me. I could manually apply tattoos using MCM/Debug but none of AAF mods I tried (Violate included) worked. Even notification for tattoo doesn't pop-up on screen after suitable AAF scenes. I'm using HurtMe and HurtMe_SFT mods, could be a conflict with your patch?
fad3 Posted 22 hours ago Author Posted 22 hours ago 45 minutes ago, Cealapa said: I have all TAR's requirements but unfortunately it still doesn't work for me. I could manually apply tattoos using MCM/Debug but none of AAF mods I tried (Violate included) worked. Even notification for tattoo doesn't pop-up on screen after suitable AAF scenes. I'm using HurtMe and HurtMe_SFT mods, could be a conflict with your patch? I haven’t used HurtMe, but I don’t think they would conflict. Also, try installing buffout ae or addictol - they contain fixes necessary for LooksMenu and all related mods that work with overlays to function properly. debug message will not show up with my fix, I forget to add it back) will fix it on the next update 1
fad3 Posted 22 hours ago Author Posted 22 hours ago 2 hours ago, spicydoritos said: You can fill in the array properties in Creation Kit instead of hardcoding them via papyrus. First revise your arrays to const like this: String[] GenericTemplates auto const Normally the engine will try to bake the array data into the save. Using const will force the engine to check the array in the plugin each time you load instead. If you don't use const, then you can't update the array in the plugin without a clean save. After you make this revision, open the quest in CK, edit script properties, and manually enter all your strings one by one. It's gonna be tedious but at least you don't have to update the script each time. Example of adding to a string array from a different mod: Reveal hidden contents thanks! it’s tedious, but still better than hardcoding)
Holylokki Posted 21 hours ago Posted 21 hours ago 1 hour ago, Cealapa said: I have all TAR's requirements but unfortunately it still doesn't work for me. Dago has already fixed the issue with overlays, but for some reason, this didn't make it into v1.8.1. 1
Cealapa Posted 21 hours ago Posted 21 hours ago 1 hour ago, fad3 said: I haven’t used HurtMe, but I don’t think they would conflict. Also, try installing buffout ae or addictol - they contain fixes necessary for LooksMenu and all related mods that work with overlays to function properly. debug message will not show up with my fix, I forget to add it back) will fix it on the next update Thank you. I have buffout ae. However, I feel a fix is very close. Keep up the good work!
fad3 Posted 2 hours ago Author Posted 2 hours ago 18 hours ago, Cealapa said: Thank you. I have buffout ae. However, I feel a fix is very close. Keep up the good work! check out 1.0.1 version, should work now 1
Recommended Posts
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 accountSign in
Already have an account? Sign in here.
Sign In Now