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Rape Tattoo 1.4.0

   (1 review)

Geehral#8632
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3 Screenshots

  • Like 2


Requirements

Requirements

  • Fade Tattoo Slave Tats (version from Sejra, original version not compatible)

Permissions


About This Mod



First i did not creat this mod. I only resaved it in CK and checked for issues.
 

About This File

(Disclaimer: The tattoos featured in the screenshots are from various tattoo packs available for SlaveTats. Credit goes to their respective creators.)
Note for people with many tattoos installed:
As of version 1.0, RapeTattoos supports up to 6300 tattoos (up from 1000).
But depending on your computer and the number of tattoos installed, it might take a while for the MCM to load.
If you think the MCM is broken, please let it sit for 5-10 minutes to confirm it isn't just loading very slowly.

 

Upgrading to version 1.2:

 

RapeTattoos 1.2 requires FadeTattoos 0.4

 

In order to allow for NPC support, the way in which tattoo fade data gets stored has been changed.
As a result of this, upgrading to version 1.2 will mess break the fading-out of any existing tattoos.
It shouldn't be anything game-breaking, but you will probably need to manually remove the old tattoos.

 

Otherwise to upgrade, just make a somewhat clean save without RapeTattoos and FadeTattoos, and then re-enable them.

 

Upgrading with a somewhat-clean save:

  • Disable RapeTattoos.esp & FadeTattoos.esp
  • Load your save and make a new save
  • Install new version and re-enable the .esp's
  • Load newly made save game

 

 


Description:

 

This mod gives non-consensual sex-acts (involving your character) a chance to apply a tattoo from the SlaveTats mod (developed by murfk).
By default applied tattoos will fade out over time using the FadeTattoos mod (developed by me), although there is also an option to make tattoos permanent.

 

This mod should work with any tattoo pack you have installed.

 

As of version 1.2, these two mod should also work with NPCs and there are more menu options for controlling what can get tattoos.

 

Configuration:

 

When first developing this mod I encountered two problems:

  1. Inappropriate tattoos getting applied (There are a lot of tattoos which are meant for specific situations)
  2. Tattoos overlapping too much (This is fine up to a point, but if two text-based tattoos overlap then both just become unreadable)


To address these two problems, the mod has a tattoo categorization system.
There are currently 39 possible tattoo categories, most of which have names like "forehead", "breasts", "upper back" etc. and two special categories called "(unassigned)" and "(excluded)".
By default tattoos are put into the "(excluded)" category.
The rules for the categories are simple:

  1. If a tattoo is part of the '(excluded)" category, it never gets applied
  2. Only one tattoo from each normal category will be active at the same time
  3. Any number of tattoos from the '(unassigned)' category can be applied


The current categorization of tattoos can be managed through the MCM menu.
The tattoos are presented in a spread-sheet like fashion showing their name, category, texture path, and whether they are currently applied.
You can also add or remove tattoos manually by clicking the Y/N button next to a tattoo's texture path and picking something else (Y = Applied, N = Not).

 


If you think manually categorizing every tattoo you want to use is tedious, you are right.
Luckily you may not need to. I have quite a few tattoo packs installed and have included my categorization as the default value for those tattoos.
Hopefully you will only need to make minor adjustments.

 

Also, all categorization information gets saved globally, separately from any saves, in a .json file.
On windows 7, this file is located at .../My Games/Skyrim/JCUser/rTats/settings.json
The data is stored in a very readable format, so you could open it up in a text editor and make changes manually if you wish.

 

Triggering a tattoo application via mod events:
As of version 1.1 you can trigger tattoo additions by sending the "RapeTattoos_addTattoo" event.
Ex:

SendModEvent("RapeTattoos_addTattoo")
 


This has the exact same effect as calling the "doTattooAction" function directly (except you can't access get the return value).
Note that this will not trigger a notification regardless of the user's MCM settings.

 


Troubleshooting:

 

Certain tattoos never get applied

 

Make sure that the desired tattoos show up in the categorization menu list and that they are not part of the "(excluded)" group.

 

Only a few tattoos get applied, I want more

 

By default you can only have 6 tattoos on the body region.
You can raise this limit by going into Data/SKSE/Plugins/nioverride.ini, going to the [Overlays/Body], [Overlays/Hands], [Overlays/Feet], and [Overlays/Body] sections and changing the 'iNumOverlays' settings.
I have mine set to 24, 6, 6, 9 respectively and the game seems to run fine.

 

Consensual sex acts are triggering the tattoo event (despite my options restricting it to victims)

 

This is most likely caused by the sex-act being labelled incorrectly by whatever mod triggered it. Nothing I can do about that.
You can manually remove the offending tattoo by locating it in the categorization menu, clicking the 'Y', and picking the other option.

 

Special Thanks to:
- murfk for creating SlaveTats upon which this mod is build
- Senick for doing alpha testing and motivating me to finish the mod

 

And the following members for sending me their settings.json file with newly categorized tattoos:
- pinky6225
- valcon767

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Geehral#8632's Other Mods

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