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Looks good! A suggestion which, of course, you can ignore: progressive marks. They're bright just after getting beaten, then fade gradually over time.

http://www.loverslab.com/files/file/2089-gross-obnoxious-3d-growing-hair-only-monks-can-heal-additive-whipmarks-unp/

you get 100+ progressive whip SCARS, not marks though, from "lucky" hard hits lol

last I knew you couldn't get one feature without getting all, and I don't want the hair growth. Did he change that?

 

Edit: that's yours, isn't it? Did you change that? :)

 

delete all nitrishapes from 1 hair nif then overwrite 5 hair nifs with it so you'll have invisible hair for npcs and PC

or replace hair textures with transparent ones

or type in console set xxomchts (time shaved) to 9999999999 and the hair will start growing on your char after 9999999999 days

 

good ideas! also, that put your post count at 666. That means something. Not sure what, but... ;)

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Sorry for late reply, but thanks a lot for responding.

Don't mind if i ask how do you load the textures using paint. I can't seem to get windows paint to load the dds files

 

Ooops my bad.  Yeah it's Paint (was going to be a replacement apparently), but not the actual Paint in the OS.  Kinda forgot as I got it ages ago heh.

 

http://www.getpaint.net/index.html

 

Paint.net is a free DL and pretty power paint tool.  Use it to load the textures, then in the menu choose 'resize' and for a ~4mb file change it to 1024x1024 pixels.   and save it.  That resize is the only change I had to do.

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Sorry for late reply, but thanks a lot for responding.

Don't mind if i ask how do you load the textures using paint. I can't seem to get windows paint to load the dds files

 

Ooops my bad.  Yeah it's Paint (was going to be a replacement apparently), but not the actual Paint in the OS.  Kinda forgot as I got it ages ago heh.

 

http://www.getpaint.net/index.html

 

Paint.net is a free DL and pretty power paint tool.  Use it to load the textures, then in the menu choose 'resize' and for a ~4mb file change it to 1024x1024 pixels.   and save it.  That resize is the only change I had to do.

 

thanks man, it totally helped me get it working. 

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It depends on the lighting, they mostly look fine on my UNP body, but under some lighting they show the edge's pretty harshly.   Might be the blending at the edges, maybe a bit of smudging there would be all that's needed.   

 

I have not set my photo shop up yet on this new system. but that is what I see.  running 12 core CPU & nvidia RTX 2070 super, maximum setting's on this rig. 

 

Anyway that is all I saw wrong with the tattoo's. the breast's seem to look fine in most any lighting, it was just the butt area.

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On 3/1/2021 at 10:58 PM, zhuguannan123 said:

does the marks automatically appears after being whipped? AKA, does this mod detect and react to certain scenes?

 

Unless you have a mod that applies them via an event you have to apply them with slavetats.

 

Edited by Inception
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  • 3 weeks later...

Is there an easy way to modify the positioning of these? A lot of the spanked ass overlays, while they look good, are way too high up, so where the strikes wouldn't be on the butt so much as on the tailbone/hips. From a consensual standpoint it's dangerous, and from a slavery standpoint you don't want to damage the goods. You want to spank on the lower 2/3s of the cheeks to the tops of the thighs.

Edited by DeltaSigmaNiner
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On 3/12/2022 at 11:30 PM, Jimmy_Russell said:

They make my game crash when I apply them

Not sure if you are one LE or SE or if that even matters.

Just in case:

Racemenu comes with nioverride.ini that needs some tweaking:

 

Spoiler

For the lazy nioverride.ini with face overlays enabled and 20 overlay slots active: nioverride 20slots and face active.7z

 

What needs to be changed in nioverride.ini to get more overlay slots (color marks the spot):

 

[Debug] ; -1 to disable logging
; 0 - Fatal Error
; 1 - Error
; 2 - Warning
; 3 - Message
; 4 - Verbose Message
; 5 - Debug Message
iLogLevel=5 ; Default[5]


[General]
; Changes the way overrides are loaded,
; 0 - Dynamic (delays loading on the first game load of the session, then immediately loads for all subsequent game loads of the session)
; 1 - Always Immediate (will always load overrides immediately)
; 2 - Always Delayed (will always pass overrides to the task manager)
; Previous versions were always set to 2, but I experienced CTD when loading
; subsequent saves of the same game session (like dying and reloading)
iLoadMode=0 ; Default[0]

; Parallizes computation of BodyMorphs on armor/bodies
bParallelMorphing=0 ; Default[0]

; Enables automatic reapplication of transforms on model load
bEnableAutoTransforms=1 ; Default[1]

; Determines scaling mode
; 0 - Multiplicative
; 1 - Averaged
; 2 - Additive
; 3 - Largest
iScaleMode=0

; Determines combination mode for BodyMorph
; 0 - Additive
; 1 - Averaged
; 2 - Largest
iBodyMorphMode=0

; Enables automatic transforms defined by 'SDTA' NiStringExtraData on shapes
; String Data: (Without semi-colon)
;[
;    {"name":"NPC L Breast", "scale": 4.0, "pos":[0, 0, 0], "rot":[0, 0, 0]},
;    {"name":"NPC R Breast", "scale": 4.0, "pos":[0, 0, 0], "rot":[0, 0, 0]}
;]
bEnableEquippableTransforms=1 ; Default[1]

; Amount of memory to be used by BodyMorph TRI cache
; cache will temporarily exceed this limit to load a TRI
; then remove least recently used entries until the
; used memory is below this threshold
uBodyMorphMemoryLimit=256000000 ; Default[256000000]

; Enables Body Randomization based on guided files
bEnableBodyGen=1 ; Default[1]

[Overlays]
; Applies to only the player, or all humanoid actors NOT RECOMMENDED changing this, you can add overlays to certain actors via script
bPlayerOnly=1 ; Default[1]

; Determines whether face overlays are enabled
; disabling this disables the hook
; Note: face overlays are known to crash when decapitated
bEnableFaceOverlays=1 ; Default[0]

; Determines whether to immediately apply shader changes
; when overlays are installed on an ArmorAddon
bImmediateArmor=1 ; Default[1]

; Determines whether to immediately attach and apply shader changes
; when overlays are installed to the face
bImmediateFace=0 ; Default[0]

[Overlays/Body] ; "Body [Ovl#]" and "Body [SOvl#]"
; Determines how many body overlays there should be
iNumOverlays=20 ; Default[6]
iSpellOverlays=0 ; Default[0]


[Overlays/Hands] ; "Hands [Ovl#]" and "Hands [SOvl#]"
; Determines how many hand overlays there should be
iNumOverlays=20 ; Default[3]
iSpellOverlays=0 ; Default[0]


[Overlays/Feet] ; "Feet [Ovl#]" and "Feet [SOvl#]"
; Determines how many feet overlays there should be
iNumOverlays=20 ; Default[3]
iSpellOverlays=0 ; Default[0]


[Overlays/Face] ; "Face [Ovl#]" and "Face [SOvl#]"
; Determines how many face overlays there should be
iNumOverlays=20 ; Default[3]
iSpellOverlays=0 ; Default[0]


[Overlays/Data]
; Assigns these alpha properties to all overlays when they are applied
; 4844, 128 is recommended for solid overlays (they will render correctly underwater)
; Changing the overlay's alpha value ingame acts like 4845 regardless of assigned flags
iAlphaFlags=4845 ; Default[4845]
iAlphaThreshold=0 ; Default[0]
sDefaultTexture=textures\actors\character\overlays\default.dds

 

Everything else would be a slavetats issue. Try an older version if the newest one is unstable or conflicts.

Edited by donttouchmethere
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