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murfk

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About murfk

  • Birthday 06/30/1979

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  1. how do i download this to vortex

     

    1. murfk

      murfk

      Download the file, then click the "install from file" button in vortex

  2. For people having trouble with the farmhouse overlapping the ruined house, or random bits of interior structure blocking the tunnels inside, try cleaning the addon with SSEEdit. The addon as shipped contains a lot of deleted reference records, which SSEEdit will convert to disabled references. Deleted references are super buggy, but disabled references work reliably.
  3. I'd be happy to add your translation to the downloads page.
  4. Development proceeds in whichever version of the game I'm playing. Currently, that's 1.6.640, and I'll probably switch to 1.6.1130 before too much longer. However, SlaveTats has had little need for development in a long time. The versions after 1.3.6 do contain a few new features, but mostly they were just patches to make SlaveTats work correctly with SE and then AE. There's nothing much wrong with the LE version.
  5. The SE version does not work with LE. However, the LE versions are all still available by clicking the download button. You're probably looking for SlaveTats-1.3.6.7z
  6. To pick up the selected color, the tat needs to be the slightly greenish grey color you've probably seen in other tat files. Exactly that color. See item #3 under the "for artists" section on the main mod page for details.
  7. That is disabled by the default skee settings, due to a possibility of triggering a CTD if a person with a face overlay is beheaded. You can re-enable it in skee.ini
  8. I suggest installing a crash logger tool to see what's actually happening when you get a CTD. (https://www.nexusmods.com/skyrimspecialedition/mods/59818 for example) I've found that the cause is rarely what I might have guessed. Also, just so you all know, I use SlaveTats, 3BA, CBPC, and FasterHDT together all the time. It's definitely not a guaranteed CTD to combine them.
  9. It was a good question, actually. But, if you change the topology of the model, you need to change all of the textures too.
  10. I'm not surprised that changing the model breaks things. Tattoos are texures in the original model's UV space.
  11. The functions in the SlaveTats script are global, there's no need for a SlaveTats property in your script. You just need SlaveTats.psc to exist somewhere where the compiler can find it when you're compiling your own script.
  12. It doesn't care about werewolf form at all. It doesn't even know if you're in a transformed state or not.
  13. Nope, that's not normal. SlaveTats keeps tracks of which overlay slots are in use, and avoids conflicts. That's actually the primary thing that SlaveTats brings to the table, on top of the basic overlay functionality of NetImmerse Override. Is it possible these other mods of yours are using NiOverride directly rather than going through SlaveTats?
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