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westsidesneo

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Posts posted by westsidesneo

  1. On 11/18/2023 at 1:03 PM, DIIKK21 said:

    "I putted file as you mentioned in root folder"

    So you put the downloaded skins in their own individual folder in Activemod? They should be showing up in the customizer if you did.

    If you want to make this easy on yourself, copy and paste the path directly from Windows and then post a screenshot of what you have in that folder. I'll probably be able to spot the problem straight away

    Just as an example, here's one of the skins I downloaded/modified.

    Folder structure: TheKlub17VX\Mod\ActiveMod\[Skin] hdbh - 3.9\

    ... and attached screenshot of the contents of that folder

    image.jpeg

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  2. Hook5 skins will bug out if you try to apply customizer layers (nipples, genital hair, muscle maps, etc.) on top of them. Is that what you are doing? Or are those nipples part of your skin definition? If the former, good luck with that. If latter, you just need to reposition the nipples.

    Have you confirmed you placed the downloaded skins in the correct folder? That's usually the problem if they're simply not there in the customizer. The correct folder structure should be [TK17 root game folder]\mod\Activemod\[folder with complete skin set]

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  3. 5 hours ago, mrmackaymkaaay said:

    Is there a definition file one could have read out the proper ActiveMod names for certain items?

    Yes. From your base game folder: Archives\2.158.001\Scripts.zip\Scripts\Shared

    In that folder there are two files: Mod_Orig.bs and Mod_R9addonAll.bs

    In those files you'll find a bunch of entries like so: "Shared/Cloth/cloth_dress06a" , "F_Bride001_DressFront" , "Dress628_Description" , 

    Respectively: The original name and location of the texture in the images.zip archive, the proper name of the Activemod texture, and in game labeling

    I would upload the files but I'm in the process of modifying mine to try to get some Activemod support for items that don't by default have Activemod support.

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  4. Sounds to me like you're hitting the memory cap. Same thing happened a lot in 7.5 before the 4gig patch was a thing when people tried using the 4x mod. Going to look through your log and see if it checks out

    I can see you're flipping through a lot of hairs, and I can tell you from experience that definitely does use enough memory to crash the game, even with the 4gig functionality of VX. Try and see how long your game stays stable if you don't flip through hundreds of hairs, that might be whole problem

  5. How does one add Activemod functionality for an item that is already in the base game? I know Mod_Orig.bs would need to be appended and I'm fairly certain I've figured out how that works, but what else is required for an item to use Activemod textures?

    Thanks in advance

    Edit: Fixed my issue. Turns out I was doing everything correctly, except there was another version of the Mod file in the VX-Mod folder which was superseding the archive. Once I added my changes to that Mod file, everything I was trying to do worked

  6. I don't think there is any way to do what you're trying to do. Since the nipple layer is rendered offset of the character model and the spandex layer is essentially an overlay directly on the skin texture, AFAIK there isn't any way to get the nipple to render under the spandex.

    The only viable workaround you have is to work the nipple texture in your spandex texture

  7. Teeth_01, Teeth_02, Teeth_03, Teeth_04, Teeth_05, Teeth_06, Teeth_07, Teeth_Bracers, and zteeth. A couple of those textures are shared between upper and lower teeth, and a couple are not shared.

     I'll attach a zip with examples of all mentioned textures for your convenience

    Teeth.zip

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