Optional lighter textures have been added as an optional file. Download install the main mod (.esl or .esp), then install the lighter texture pack over it.
The Tattoo's are awesome...but and I hope you don't mind me asking but... who is the guy preset (face) in your pictures? https://staticdelivery.nexusmods.com/mods/1151/images/29780/29780-1518407569-1653155589.png
No present on the male actor. I made him fairly quickly, based off of the default male "Nate" preset. Mostly just changed the hair, beard, elongated the face a bit and widened the jawline a touch.
It's not that this mod uses F4SE, it's that LooksMenu does, which is required for the overlay functions to work. I just checked and it appears expired6978 has not had a chance to update LooksMenu yet.
Check this mod for updates: https://www.nexusmods.com/fallout4/mods/12631
The constant updates actually come from Bethesda - they periodically push out updates to the Creation Club content, which downloads to your Steam client, etc. and generally also includes a .exe update. This is what "breaks" F4SE. Then the F4SE team needs to update their plugin, all the modders have to update theirs - it's really quite like cat and mouse.
For the Looksmenu normal version,F4SE had caused the mod to stop function.Fortunately,the 21:9 version is working fine.All thanks to the author who created this version.As for the overlay,the only solution is to wait for the update.Last time Bethesda already given the players and authors so many problem,i have to revert my game backwards in order to go along with F4SE 0_06_19.I thought it will stop from there,then now start again.
Generally speaking, the updates these days are only CC updates and not actual game updates. When I was actively playing, I would keep the previous .exe's and was able to revert them back and continue to play while the updates where happening.
I did saved a older version of exe but no dice,because the game updated to the latest version without my notice,even though I disable the update in Steam.The older version of f4se is not compatible with this version.
My problem is trying to remove all references to this plugin. Xedit gives me errors even though it's not checked in plugins and even removed the actual esl and bsa from the data folder. Persistent esl
Using Vortex.But for the latest F4SE,I installed manually.Certain mods are better not to use Mod Manager.Actually it's working fine now.But,the problem in Fallout 4 will never ends.Recently I found out some of the great mods are gone.Don't know what Bethesda been doing this time.
Looksmenu already updated.Now the other texture mods are having issues.It's some sort of a chain reaction.As long as Bethesda keep on disturbing this game,the problem will never ends.
Hermes69 wrote: A new version of F4SE just came out,causes this mod to stop working.When are they going to end all this update?Is it really exxential?
AWP3RATOR wrote: It's not that this mod uses F4SE, it's that LooksMenu does, which is required for the overlay functions to work. I just checked and it appears expired6978 has not had a chance to update LooksMenu yet.
The constant updates actually come from Bethesda - they periodically push out updates to the Creation Club content, which downloads to your Steam client, etc. and generally also includes a .exe update. This is what "breaks" F4SE. Then the F4SE team needs to update their plugin, all the modders have to update theirs - it's really quite like cat and mouse.
Hermes69 wrote: For the Looksmenu normal version,F4SE had caused the mod to stop function.Fortunately,the 21:9 version is working fine.All thanks to the author who created this version.As for the overlay,the only solution is to wait for the update.Last time Bethesda already given the players and authors so many problem,i have to revert my game backwards in order to go along with F4SE 0_06_19.I thought it will stop from there,then now start again.
AWP3RATOR wrote: Generally speaking, the updates these days are only CC updates and not actual game updates. When I was actively playing, I would keep the previous .exe's and was able to revert them back and continue to play while the updates where happening.
Hermes69 wrote: I did saved a older version of exe but no dice,because the game updated to the latest version without my notice,even though I disable the update in Steam.The older version of f4se is not compatible with this version.
clydemcelroy1 wrote: My problem is trying to remove all references to this plugin. Xedit gives me errors even though it's not checked in plugins and even removed the actual esl and bsa from the data folder. Persistent esl
AWP3RATOR wrote: Sounds like a specific mod manager issue. PM me with and let me know what mod manager you are using, and I'll see what I can do to sort you out.
Hermes69 wrote: Using Vortex.But for the latest F4SE,I installed manually.Certain mods are better not to use Mod Manager.Actually it's working fine now.But,the problem in Fallout 4 will never ends.Recently I found out some of the great mods are gone.Don't know what Bethesda been doing this time.
Hermes69 wrote: Looksmenu already updated.Now the other texture mods are having issues.It's some sort of a chain reaction.As long as Bethesda keep on disturbing this game,the problem will never ends.
Fusion Girl uses CBBE texture coordinates, so this *should* work out of the box. Did you try it? Same for my other mod you posted a comment to, asking for same.
In nmm it says the esl extension is marked as an esm but formed as an esp I am cuurently placing after all esl files just after the tribal esl. I updated and installed just like tribal
I checked the .esl in the latest version of FO4Edit and compared it to some other esl files. The ESL files that I have are flagged as ESLs in the File Header section but this one has no flags and seems to be counted as an esp. This one also has no masters designated.
The other .esl files I have are all stacked below the .esm files and cannot go below any of the .esp files so I'm wondering if there is something wrong with this one. Or it could be that this one is a stripped-down file there solely so the game can find the files it needs to put the tattoos on a body. Not really sure.
Okay, I opened the .esl with FO4Edit 3.2.1 and went to the Record Flag part of the File Header and toggled the ESL flag and saved the file. Reopened NMM .17 and the esl got moved to the same area the other esls were moved to and it doesn't seem to be counted as a plugin file now. Not sure where it would be located in the Creation Kit since I can't seem to navigate anywhere in that tool whenever I try to open a plugin file from it.
Plus when I loaded the character I was testing the tattoos on she still had them, so that was good.
Thanks for that info. It's an empty plugin actually - purely so LooksMenu can find the .xml references and load the BA2, if that option was used. I must have missed that setting in the release - but it does explain why NMM folks have reported issues with it.
Thanks for these they look great, is there any chance you'd consider a more natural blue-black version, they are a tad to black. Not a complaint i still love them and thank you for sharing.
I'm presently holding out hope for Expired to get LooksMenu overlays to support HSV coloration the way that body textures do. When we get that - you'll be able to color in any direction and opacity you like. Until then - it's a bunch of trial and error, manual edits. This mod includes the PSD source files - if you want to have a go at changing the colors for your install though!
I am having an issue with ESP version of your mod. NMM goes Incomplete and states "Can't be added". Manually with 7-zip installed it says it cannot open as an archive. Testing the file states it is not an archive as well. I have not had any issue with your other tattoo overlay mods. I would really like to add the dragon tattoos for they are wicked!
Any chance of having this mod work with Jane bod? The overlay is there but the tattoos don't appear on Jane bod skin.
Never mind, I managed to get it working. Now I have a different issue: when I apply the Dragon Back Right, the LEFT appears and nothing happens when I try to apply the Dragon Back Left.
i ask because it seems to use the same idea, and id love to add tattoos to the list, but dont wish to use one or another, because i like whats listed in the one i use, but as i said loved to add to its list
They are absolutely compatible. LooksMenu overlays textures on to the body. I specifically worked around that mod to make sure we didn't conflict any references. You can mix 'n match with that mod, my tribal body tattoo mod, my nail polish mod, and any other overlays.
The menus will sort automagically, and you should see the tattoos from both mods simultaneously. If you aim to merge mods the will work, but you will need to unpack both sets of BA2 files merge then repack. Additionally, you'l need to merge the .json and .txt files. I'm working on AIO version of my tattoo and nail polish mods atm, will be published sometime this week.
so then say i change the look of an NPC who fallows me, like the normal fallowers or the other fallowers from mods, or what ever or even myself, when i open the over lay and have yours with that other turned on with my NMM then i can choose yours or one of his? if so thats fine, but if i have to pick his or yours, ima pick his, based on what you just said... like i wanna know if i can use some of his on say fallower A and yours on fallower B will it work okay, or will i have to do extra stuff for that, cause im not gonna, and just like ta know, also thanks for th reply not all do so
No worries. You can absolutely run several overlay mods at the same time through NMM. Just active them each. (none of these mods use the same assets and they do not conflict with one another) I use MO2, but it works the same in game. You shouldn't need to do any extra work either. Just activate them in NMM and go. In LooksMenu, you can mix and match from any of the overlay mods on any character. So you can have nail polish, dragons, tribals, and things from Krisser143's mod - on the same character at the same time - as an example.
In my Mod Manager, I have activated the following active mods: Tribal Body Tattoos Dragon Body Tattoos Nail Salon LooksMenu Body Tattoos
The following .esp's are all active in my load order: LMTOTribalOverlays.esp LMTODargonOverlays.esp LMNSOverlays.esp LMBTOverlays.esp
This is however, essentially 4 mods all doing the same thing: adding overlays to the game's LooksMenu options. For my 3 mods listed above, I will be creating an All-In-One version soon, which will include all 3 options in a single plugin file. This will help people keep their overall plugin count down, while still having options for the overlays. It won't function any differently in-game - it will just remove 2 plugins from the 255 limit.
The newer .esl files also get around this limit, but some NMM users have trouble with NMM recognizing them.
cool wow and your good, thanks, you answered my two next questions i had without asking, so yea (gives you bragging rights card) jokes aside, thats cool to know, and thanks for both the answer id hope for and a nice short list i can add to my tattoo list, as the only one i have is that last one on your list... though i might skip the nails one, after all id be kinda hard to have good nails in such a world, thats why id wear sexy gloves, but thats me heh
44 comments
https://staticdelivery.nexusmods.com/mods/1151/images/29780/29780-1518407569-1653155589.png
Check this mod for updates:
https://www.nexusmods.com/fallout4/mods/12631
The constant updates actually come from Bethesda - they periodically push out updates to the Creation Club content, which downloads to your Steam client, etc. and generally also includes a .exe update. This is what "breaks" F4SE. Then the F4SE team needs to update their plugin, all the modders have to update theirs - it's really quite like cat and mouse.
.
The other .esl files I have are all stacked below the .esm files and cannot go below any of the .esp files so I'm wondering if there is something wrong with this one. Or it could be that this one is a stripped-down file there solely so the game can find the files it needs to put the tattoos on a body. Not really sure.
Plus when I loaded the character I was testing the tattoos on she still had them, so that was good.
I've been setting the flag on other empty plugins and some that do simple modifications to the game to lower my plugin count a bit.
Dragon Body Overlays (ESP Version)
Any chance of having this mod work with Jane bod? The overlay is there but the tattoos don't appear on Jane bod skin.Never mind, I managed to get it working. Now I have a different issue: when I apply the Dragon Back Right, the LEFT appears and nothing happens when I try to apply the Dragon Back Left.
https://www.nexusmods.com/fallout4/mods/25000
i ask because it seems to use the same idea, and id love to add tattoos to the list, but dont wish to use one or another, because i like whats listed in the one i use, but as i said loved to add to its list
The menus will sort automagically, and you should see the tattoos from both mods simultaneously. If you aim to merge mods the will work, but you will need to unpack both sets of BA2 files merge then repack. Additionally, you'l need to merge the .json and .txt files. I'm working on AIO version of my tattoo and nail polish mods atm, will be published sometime this week.
In my Mod Manager, I have activated the following active mods:
Tribal Body Tattoos
Dragon Body Tattoos
Nail Salon
LooksMenu Body Tattoos
The following .esp's are all active in my load order:
LMTOTribalOverlays.esp
LMTODargonOverlays.esp
LMNSOverlays.esp
LMBTOverlays.esp
This is however, essentially 4 mods all doing the same thing: adding overlays to the game's LooksMenu options. For my 3 mods listed above, I will be creating an All-In-One version soon, which will include all 3 options in a single plugin file. This will help people keep their overall plugin count down, while still having options for the overlays. It won't function any differently in-game - it will just remove 2 plugins from the 255 limit.
The newer .esl files also get around this limit, but some NMM users have trouble with NMM recognizing them.
possible to make a lighter version like Tribal?
thx