jfraser Posted June 21, 2016 Share Posted June 21, 2016 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... Link to comment
tontoman Posted June 22, 2016 Share Posted June 22, 2016 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. Link to comment
tm2dragon Posted June 23, 2016 Share Posted June 23, 2016 Are there plans to continue updating this mod? I'm keeping my fingers crossed for rope/cuff marks (always sexy), and whip-mark scars (for that "several years a slave" look). Link to comment
Cristoforno Posted June 26, 2016 Share Posted June 26, 2016 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. Link to comment
Newbie2015 Posted June 29, 2016 Share Posted June 29, 2016 Hi. This mod is awesome, thank you for your work. Any plans to make UNP/UUNP version? Link to comment
yurik Posted June 29, 2016 Share Posted June 29, 2016 IMO it's worth adding to the main page that all the overlays of the current version are totally UNP-compatible: Thanks! Looks good with the UUNP too: 1.JPG2.JPG (scars are from here) PS. Nice collar on your screenshots Link to comment
JohnConquest12 Posted August 20, 2018 Share Posted August 20, 2018 I notice that seams are noticeable in the butt area if I apply any of the markings with slavetats. Like there are thin lines running through the butt. Any idea how to solve this? I use a UNP based body. Might have something to do with unp uv maps being incompatiblewith cbbe Link to comment
Monoman1 Posted January 25, 2019 Share Posted January 25, 2019 Hi @supremebeholder Can you check your private messages please. There's something I'd like to ask you. Link to comment
hodni Posted March 24, 2020 Share Posted March 24, 2020 are there any versions of this or similar that also adds the marks to the thighs, calves, all over the body etc? Link to comment
knightswhosay Posted June 3, 2020 Share Posted June 3, 2020 I have recently had a problem with only one of my followers showing up on The Slave Tats MCM menu, whereas before they were all there. I have reinstalled all the mods, the base and Cane Marks but still just me and one follower. Any other fixes people can suggest? Link to comment
WhatRules Posted October 8, 2020 Share Posted October 8, 2020 I'm not seeing them in the SlaveTats menu. Link to comment
eeeteee Posted October 8, 2020 Share Posted October 8, 2020 Wonderful immersive addition ... some ideas for additional focused areas could include soles of feet, inner thighs/legs, underarms/upper torso, etc. ... keep up the great work ! Link to comment
galgat Posted October 31, 2020 Share Posted October 31, 2020 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. Link to comment
zhuguannan123 Posted March 1, 2021 Share Posted March 1, 2021 does the marks automatically appears after being whipped? AKA, does this mod detect and react to certain scenes? Link to comment
therealkarlsquell Posted April 13, 2021 Share Posted April 13, 2021 my antivirus jumps at thisone, anyone know a reason whats special with this download? Link to comment
RoninDog Posted June 9, 2021 Share Posted June 9, 2021 (edited) 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 June 9, 2021 by Inception Link to comment
RoninDog Posted June 9, 2021 Share Posted June 9, 2021 Made a new texture with marks on belly and thighs(because you can get whipped there too), based on the random set and replaces that set. Feel free to try it and it's probably a good idea to make a backup of the original for when you want to use it. random_set.rar 1 Link to comment
DeltaSigmaNiner Posted June 27, 2021 Share Posted June 27, 2021 (edited) 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 June 27, 2021 by DeltaSigmaNiner Link to comment
Jimmy_Russell Posted March 12, 2022 Share Posted March 12, 2022 They make my game crash when I apply them Link to comment
donttouchmethere Posted May 29, 2023 Share Posted May 29, 2023 (edited) 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 May 29, 2023 by donttouchmethere Link to comment
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