weird Posted July 12, 2015 Share Posted July 12, 2015 View File This is a simple mod that listen to events and call the SlaveTats API, making it easy to developers to add SlaveTats support without adding a mod dependency. What this means? For Users: if you have any mod calling this, just keep this installed with SlaveTats and it will work, no need to configure. For Modders: Take a look at the single script file, it's all there. As it is now, there is only support for adding and removing simple tattoos, with optional parameters like gloss, glow color and lock. If you need more complex parameters, like tattoo with spells, i recommend using directly the SlaveTats API.Code examples: Adding a tattoo: int STevent = ModEvent.Create("STSimpleAddTattoo") if (STevent) ModEvent.PushForm(STevent, akActor) ; Form - actor ModEvent.PushString(STevent, sSection) ; String - tattoo section (the folder name) ModEvent.PushString(STevent, sTatooName) ; String - name of tattoo ModEvent.PushInt(STevent, iColor) ; Int - color (0xAARRGGBB: alpha, red, green, blue) ModEvent.PushBool(STevent, false) ; Bool - last = false (the tattoos are only applied when last = true, use it on batches) ModEvent.PushBool(STevent, true) ; Bool - silent = true (do not show a message) ModEvent.Send(STevent)endif Clearing all tattoos with a section: int eventCall = ModEvent.Create("STRemoveAllSectionTattoo")if eventCall ModEvent.PushForm(eventCall, Game.GetPlayer()) ModEvent.PushString(eventCall, "MySection") ModEvent.PushBool(eventCall, true) ModEvent.PushBool(eventCall, false) ModEvent.Send(eventCall)endIf Adding a locked glowing tattoo from the tattoo pack "symbolic": int eventCall = ModEvent.Create("STAddTattoo")if eventCall ModEvent.PushForm(eventCall, Game.GetPlayer()) ModEvent.PushString(eventCall, "Symbolic") ModEvent.PushString(eventCall, "Ass Arrow") ModEvent.PushInt(eventCall, 0x00FF0000) ModEvent.PushBool(eventCall, true) ModEvent.PushBool(eventCall, false) ModEvent.PushInt(eventCall, 0x00FF0000) ModEvent.PushBool(eventCall, true) ModEvent.PushBool(eventCall, true) ModEvent.Send(eventCall)endIf Submitter weird Submitted 07/12/2015 Category Framework & Resources Requires SlaveTats Special Edition Compatible Link to post
Monoman1 Posted July 12, 2015 Share Posted July 12, 2015 Interesting. Hopefully we'll see more slavetats integration in mods now. Link to post
DeepBlueFrog Posted July 12, 2015 Share Posted July 12, 2015 Interesting. Hopefully we'll see more slavetats integration in mods now. Starting with Hormones.... thanks again @weird for making the tattoo pack and this bridge available for the Bimbo effect. http://www.loverslab.com/files/file/416-sexlab-hormones-2015-07-12/ Link to post
weird Posted July 12, 2015 Author Share Posted July 12, 2015 Interesting. Hopefully we'll see more slavetats integration in mods now. Starting with Hormones.... thanks again @weird for making the tattoo pack and this bridge available for the Bimbo effect. http://www.loverslab.com/files/file/416-sexlab-hormones-2015-07-12/ Thank you for using it. As Monoman1 said, i hope to see more mods using SlaveTats. Link to post
mangalo Posted July 12, 2015 Share Posted July 12, 2015 So much potential in Slavetats, but so rarely used... I also hope your mod will help fixing that Link to post
Starfish Posted July 13, 2015 Share Posted July 13, 2015 Maybe now some decent Slavetats (in terms of quality of course ) appear too. Link to post
foreveraloneguy Posted July 16, 2015 Share Posted July 16, 2015 Anyone else trying this with racemenu overlays? I'm seeing a very odd problem where none of my overlats will "stick", as in they keep disappearing from my character completely and don't show up in my racemenu settings. I can select and apply overlays over and over, but they always get set back to default again, and I was wondering if it was this mod, since this is about the last thing I added. Link to post
weird Posted July 16, 2015 Author Share Posted July 16, 2015 Anyone else trying this with racemenu overlays? I'm seeing a very odd problem where none of my overlats will "stick", as in they keep disappearing from my character completely and don't show up in my racemenu settings. I can select and apply overlays over and over, but they always get set back to default again, and I was wondering if it was this mod, since this is about the last thing I added. This mods only forwards calls to the SlaveTats API, i does not manage the tattoos. Try to use the SlaveTats MCM menu to apply the tattoos and see if the problem persists. Link to post
foreveraloneguy Posted July 16, 2015 Share Posted July 16, 2015 Anyone else trying this with racemenu overlays? I'm seeing a very odd problem where none of my overlats will "stick", as in they keep disappearing from my character completely and don't show up in my racemenu settings. I can select and apply overlays over and over, but they always get set back to default again, and I was wondering if it was this mod, since this is about the last thing I added. This mods only forwards calls to the SlaveTats API, i does not manage the tattoos. Try to use the SlaveTats MCM menu to apply the tattoos and see if the problem persists. Going into the slavetats MCM breaks blush when aroused, so I don't do that. Link to post
weird Posted July 16, 2015 Author Share Posted July 16, 2015 Anyone else trying this with racemenu overlays? I'm seeing a very odd problem where none of my overlats will "stick", as in they keep disappearing from my character completely and don't show up in my racemenu settings. I can select and apply overlays over and over, but they always get set back to default again, and I was wondering if it was this mod, since this is about the last thing I added. This mods only forwards calls to the SlaveTats API, i does not manage the tattoos. Try to use the SlaveTats MCM menu to apply the tattoos and see if the problem persists. Going into the slavetats MCM breaks blush when aroused, so I don't do that. Well, another mod is removing/overwriting your overlays. If you are using apropos, see the mcm menus. Or maybe blush when aroused is doing it, disable both on a test save. Link to post
foreveraloneguy Posted July 16, 2015 Share Posted July 16, 2015 Anyone else trying this with racemenu overlays? I'm seeing a very odd problem where none of my overlats will "stick", as in they keep disappearing from my character completely and don't show up in my racemenu settings. I can select and apply overlays over and over, but they always get set back to default again, and I was wondering if it was this mod, since this is about the last thing I added. This mods only forwards calls to the SlaveTats API, i does not manage the tattoos. Try to use the SlaveTats MCM menu to apply the tattoos and see if the problem persists. Going into the slavetats MCM breaks blush when aroused, so I don't do that. Well, another mod is removing/overwriting your overlays. If you are using apropos, see the mcm menus. Or maybe blush when aroused is doing it, disable both on a test save. Maybe, it's worth a shot, though my expectations of that being the issues are vanishingly low. I've been using both for several months, and they've been living happily together. Even slavetats seems to work fine as long as I don't go into the MCM menu. I did raise that issue with the slavetats author, but other than a "my mod shouldn't do that, I'll look at it", I've gotten no other feedback from him/her. Link to post
weird Posted July 16, 2015 Author Share Posted July 16, 2015 Maybe, it's worth a shot, though my expectations of that being the issues are vanishingly low. I've been using both for several months, and they've been living happily together. Even slavetats seems to work fine as long as I don't go into the MCM menu. I did raise that issue with the slavetats author, but other than a "my mod shouldn't do that, I'll look at it", I've gotten no other feedback from him/her. You can remove this mod easily too, just do a "stopquest SlaveTatsEventsBridge" on console and remove the mod. But it really doesn't do anything on it's own, just receives specific mod events aimed at it and redirects then to SlaveTats. Link to post
foreveraloneguy Posted July 17, 2015 Share Posted July 17, 2015 OK, thanks for the help. Seems to be one option in the slavetats integration in apropos. Link to post
DeepBlueFrog Posted October 19, 2015 Share Posted October 19, 2015 @weird - Do you know if there is a way to use this mod to trigger a refresh of tats currently in place? I noticed that tats vanish from the body after a sex change or race change in Hormones. They reappear if I manually open the menu and select/deselect a new tat on an empty spot. If SlaveTats has a command to force a refresh, it would be useful to expose using a mod event. Link to post
emily1673 Posted May 29, 2016 Share Posted May 29, 2016 Thank you so much for providing this mod. It is really useful and the potential of SlaveTats has definitely not yet been exhausted. I have run into a problem, and maybe somebody here can help: Let's say I have a non-glossy tattoo called Tat, and now want a script to change it to a glossy tattoo. What works is leaving the original tattoo as it is and adding a glossy tattoo on top of it. However, then the character has 2 tattoos applied, which is not ideal (for example to remove the tattoo again it is necessary to remove it twice). And here comes the problem: If the script removes the old tattoo and immediately tries applies a new glossy one, the new will not show up. So I thought it was a problem with synchronization. However, if the script removes the old tattoo, and then waits a few seconds, and tries applies a new glossy one, the new tattoo still will not show up. The next thing I tried is to create a new tattoo (dds) file called TatGlossy, registering it in the menu. Now if the script removes the old Tat, and then applies the new TatGlossy (as glossy tattoo), then the new TatGlossy will show, but not as glossy tattoo! (which is quite strange...) In the end I came up with the following workaround: The script adds TatGlossy, then waits 1 sec., then removes the old Tat. Then all will be ok. But it looks still a bit complicated to me. Don't know whether this is a known issue with SlaveTats. Is there any command to synchronize SlaveTats? Though I have found a workaround, any advice would still be appreciated! Link to post
Kinky Posted May 29, 2016 Share Posted May 29, 2016 Someone please start using this and creating content for its best purpose - stockings and tight clothing overlays. Imagine stockings that get ripped after taking damage or similar stuff. So far slave tats is used for dumb things like few letters on random body parts. So far this is the only mod that is using it for right purpose. Link to post
majormagers Posted September 4, 2016 Share Posted September 4, 2016 So I was wondering if this is the same thing as the file in the SD+ or if this is more of a generalized mod and the SD one is just for SD? Link to post
weird Posted September 4, 2016 Author Share Posted September 4, 2016 So I was wondering if this is the same thing as the file in the SD+ or if this is more of a generalized mod and the SD one is just for SD? It's the same. skyrimll asked to bundle it with SD+. Link to post
aim4it Posted September 5, 2016 Share Posted September 5, 2016 It provides the same functionality, however its out of date with the current slavetats, and doesn't work, that's why skyrimll made a new version. Link to post
weird Posted September 5, 2016 Author Share Posted September 5, 2016 It provides the same functionality, however its out of date with the current slavetats, and doesn't work, that's why skyrimll made a new version. Was out of date. Not anymore. Link to post
4nk8r Posted June 10, 2020 Share Posted June 10, 2020 On 5/28/2020 at 9:34 PM, saltshade said: Does this work for SE? Yes, it does, but there is a newer version that does on the SD+ download page. 1 Link to post