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Euphie

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Posts posted by Euphie

  1. 1 hour ago, loki1968 said:

    I use samm's skin but with a Hook customizable skin system through skin menu in Hook GUI,can control that leathery look by turning down the effect of the normals

    Here's my latest TGirl

    You know... when I said you could take pictures or do whatever you want with this model, I didn't really mean pictures of her having a dick 😕 I recognize my mistake, I could make it clear.

    No reworking of my models for other genders on this forum, period. This is the rule I set and I do not accept any discussions on this subject. Just no. Or I will not share any model anymore 😕

    • Agree 1
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  2. Most likely this is because the water textures you are interested in are not present in the Trailer Park room and the game loads them directly from the archives (and therefore they are "unhooked").

    Here are two additional water textures that I found in the game files, try with them.

    Room35 Waterfall Textures.7z

    If you ever want to look for the textures for the default rooms yourself, remember that they have raw filenames in the archive and they will not work in ActiveMod. In such a case, you have to change their names to the correct ones. You can check the ActiveMod filenames of base game rooms textures in the file VX-Mod\Scripts\Luder\Common\Room.ActiveMod.bs. You have one texture on each line, the first thing is a specific file path, and after the decimal point (the middle thing) you have the actual filename that will work in ActiveMod.

    The files I attached already have the correct names 😉

  3. 19 minutes ago, ws6967 said:

    Thanks, Euphie, for the explanation.

    Fair enough, I guess I just have to work harder then? 

    Not that much harder in your case... I see you need only around 60 more points to the Contributor rank, plus another 205 to Enthusiast, plus only another 95 to Collaborator 🙂 You'll get it back very quickly, and so will anyone with a lot of content. I have over a thousand to go back to where I was 😉

    • Thanks 1
  4. It is not possible, I am sorry. All ranks have been recalculated by the system using the revised rules. Achievements (in the sense of badges) have remained the same, only the ranks have changed for some - for many, it must be admitted. What you have contributed to the community has not changed either...


    Look, this is not an arbitrary degradation to demean all of you for some stupid reason or anything, it was a mistake in the formulation of the rule governing these ranks. Human error, it happens to everyone. We will not"re-rank" people now as they were before. What you had previously was the result of a wrong calculation, so, it wasn't real. Nobody has received exceptional treatment in this matter, by the way, if someone has not changed rank, it is simply because they had points in reserve and they covered the impact.

    Yes, it sucks and sorry for the inconvenience. 

    As a consolation, it is worth mentioning that these ranks are different from user groups such as "Member Level 1", "Member Level 2" - unlike them, they give nothing but a small icon next to the avatar, no other additional bonuses. And a true reputation is an incalculable asset.

  5. 1 hour ago, olaftheking said:

    Hey, This is just a game after all. Stop segregation and work together!

     

    I bet 'segregation' is just some funny translation of a word meant to mean 'division' 🤭

    Look at it this way - it's like encouraging freed slaves to get back into cooperation with the plantation owners, because it really would be best for everyone if they could work together harvesting this cotton... I think I prefer to stay in our enclave ^^

    Some things are just not that simple, especially when both sides understand the meaning of the word "cooperation" completely differently.

    • Like 1
  6. Pst, it's here -> click! 😛 

    You know, the place where you found the addon in the first place 😛 Take a look and see Resources in the description, I always have these things there. I see the Mega link is working again, maybe you will find some additional useful stuff in there 😉 

  7. Well, you could ask Euphie directly 😮 I wanted to add that you could also read the description of the files I post because I always give link to UV's of my addons there, but I can see that the Mega is temporarily not working 🤔 Hope it works later, I have a lot of stuff there 😮 

    Anyway, in that case I'll make an exception and put the file in here, but it's against the rules and I shouldn't be doing this 😛 There are two UV map files, actually.

     

    UV Map - XEuphieTopY1.7z

    • Like 1
  8. 2 hours ago, Smoke said:

    My 2 cents. I'm sure HD has his reason on having the morphs like that. For me, I split them for the sole reasons on it being able to be used to create movements and/or fix any clipping that certain poses and animation can create. Also, to not clutter the customizer morph section. Lets be real here, real estate was fine before but will only get "bad" as time progresses.

    For this reason, I would recommend doing this only to people who are so-called "advanced users", and who are absolutely sure of what they want. And do not bother the authors of the mods after such a modification, people. The warranty is void once the seal is removed 😄 

    • Haha 1
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  9. 12 minutes ago, loki1968 said:

    is there a way of utilising these morphs into an addon that doesn't already have any?

    No... there need to be some prepared morphs in the clothing already 😮 Morphs are not generated, standardized or anything like that, they have to be specifically and manually crafted for a given mesh.

     

    4 minutes ago, drmls said:

    When I open the "Scripts" folder in the addon, I see "HDiddyBra3.ActiveMod.bs" in it, so lua file in template is named "CcPersonAAAEXAMPLE_CustomMorphs.lua" and when I merge "Scripts" folders it doesn't go  into the Person folder.  Is that OK?  And, I really don't understand how to rename the template file's name;  what should it be renamed as? Would you explain please how to rename it?

    Yes, that's okay, these files should be placed like that. And renaming - just change each "EXAMPLE" to an addon ID. You're doing HDiddyBra3, right? So, the file name would be CcPersonAAAHDiddyBra3_CustomMorphs.lua

    • Like 1
    • Thanks 1
  10. 1 minute ago, drmls said:

    In your tutorial, you say "Put the contents of this file into the addon:";

    which file I have to put the contents into the addon.  Here, what file in addon am I supposed to put the contents and where in that file should it be pasted into?

    I suppose I should be more clear there 😮 

    I meant this TemplateCustomizerMorphs.7z file - put the folder "Scripts" from it and merge it with "Scripts" folder in the addon.

    • Like 1
  11. Yes, I do it all the time 😉 Do this:

    • Go to Scripts\Dress\Items\Ac*.bs file and remove all the morphs entries from there (or not, if you still want to have both PE and Customizer morphs at the same time, although I wouldn't recommed that). Here is an exapmle on how the Ac script should look like without morphs handlers to give you an idea what you should remove. Watch out for the brackets, don't remove too much!
    AppModel . {
    	.ComponentArray [ AppImportScene . {
    		.NodeName "Person" + :person + "HDiddyDress15";
    		.ParentPath "/Primary01";
    		.SceneFile "Shared/Cloth/HDiddyDress15";
    	};
    	AppReplaceSkeleton . {
    		.SourcePath "/Person" + :person + "HDiddyDress15/TRS_group";
    		.TargetPath "/Person" + :person + "Anim/Model01:TRS_group";
    		.SourceRootPath "/Person" + :person + "HDiddyDress15";
    		.TargetRootPath "/Person" + :person + "Anim";
    	};
    	];
    };
    • Open the Scenes\Shared\Cloth\*.bs file for the reference to the next steps. It can be heavy 😮
    • Put the contents of this file into the addon: TemplateCustomizerMorphs.7z
    • Rename EXAMPLE in the filename and inside the file (you can open .lua in notepad) to an addon ID (e.g. HDiddyDress15)
    • Now go back to the Scene file and look for the morphs list in it. The lines start with "BlendControl: local_" and are arranged one below the other like this:
    BlendControl :local_STYLE1_BLENDCTRL Object.Name "STYLE1";
    BlendControl :local_TIGHTER_BLENDCTRL Object.Name "TIGHTER";
    BlendControl :local_BREAST_BLENDCTRL Object.Name "BREAST";
    BlendControl :local_BREASTAdj_BLENDCTRL Object.Name "BREASTAdj";
    BlendControl :local_BREASTLeft_BLENDCTRL Object.Name "BREASTLeft";
    BlendControl :local_BREASTLeftAdj_BLENDCTRL Object.Name "BREASTLeftAdj";
    BlendControl :local_BREASTRight_BLENDCTRL Object.Name "BREASTRight";
    BlendControl :local_BREASTRightAdj_BLENDCTRL Object.Name "BREASTRightAdj";
    BlendControl :local_NIPPLES_BLENDCTRL Object.Name "NIPPLES";
    BlendControl :local_ADJBreast1_BLENDCTRL Object.Name "ADJBreast1";
    BlendControl :local_ADJBreast2_BLENDCTRL Object.Name "ADJBreast2";
    BlendControl :local_ADJBreast3_BLENDCTRL Object.Name "ADJBreast3";
    BlendControl :local_ADJBreast4_BLENDCTRL Object.Name "ADJBreast4";
    BlendControl :local_ADJBreast5_BLENDCTRL Object.Name "ADJBreast5";
    BlendControl :local_ADJShoulders_BLENDCTRL Object.Name "ADJShoulders";
    BlendControl :local_SHORTER_BLENDCTRL Object.Name "SHORTER";
    BlendControl :local_ADJButt_BLENDCTRL Object.Name "ADJButt";
    BlendControl :local_LIFTBACK_BLENDCTRL Object.Name "LIFTBACK";
    BlendControl :local_LIFTBACKADJ_BLENDCTRL Object.Name "LIFTBACKADJ";
    BlendControl :local_LIFTFRONT_BLENDCTRL Object.Name "LIFTFRONT";
    BlendControl :local_LIFTLEFT_BLENDCTRL Object.Name "LIFTLEFT";
    BlendControl :local_LIFTLEFTADJ_BLENDCTRL Object.Name "LIFTLEFTADJ";
    BlendControl :local_LIFTRIGHT_BLENDCTRL Object.Name "LIFTRIGHT";
    BlendControl :local_LIFTRIGHTADJ_BLENDCTRL Object.Name "LIFTRIGHTADJ";
    • In the file I have prepared you have 20 places for morphs, it may or may not be enough (like here), if you need more, just copy the next parameters, remembering about the numbering.
    • Now you just need to fill in each parameter in your CustomMorphs.lua file appropriately. The first parameter at the top is just a title with an icon. The actual morph name is quoted at the very end of the line in scene file. The order is important, it must be identical to the order of the morphs in the scene file. Here is an example for you to understand what I mean. First before, then after:
    Quote

      BEFORE:

     CustomParameter :Parameter_EXAMPLEInfo . {
            .ParamID I32(0);
            .Enable ( :EnableFemale || :EnableShemale );
            .ParamName "EXAMPLE";
            .ParamDescription "EXAMPLE Morphs:";
            .CategoryID :Cat_VXMorphs;
            .IconID "EXAMPLE_Icon";
            .ParamType CustomParamType .Presets;
            .LookAtID :LookAtNone;
        };
        
        CustomParameter :Parameter_EXAMPLEMorph1 . {
            .ParamID I32(0);
            .Enable ( :EnableFemale || :EnableShemale );
            .ParamName "EXAMPLEMorph1"
            .ParamDescription "EXAMPLE Morph1:";
            .CategoryID :Cat_VXMorphs;
            .IconID I32(0);
            .ParamType CustomParamType .Slider;
            .SliderDefault F32(0.5);
            .PoseBlendNameArray [ "Person" + :person + "EXAMPLE:Morph1"];
            .PoseBlendMulAddArray [( F32(2), F32(-1) )];
            .PoseBlendClampArray [ ( I32(-1), F32(1) )];
            .SliderLabelArray [ "0" , "1" ];
            .LookAt "Person" + :person + "Anim:Model01:clavicle_R_joint";
            .LookAtID :LookAtNone;
        };
        
        CustomParameter :Parameter_EXAMPLEMorph2 . {
            .ParamID I32(0);
            .Enable ( :EnableFemale || :EnableShemale );
            .ParamName "EXAMPLEMorph2"
            .ParamDescription "EXAMPLE Morph2:";
            .CategoryID :Cat_VXMorphs;
            .IconID I32(0);
            .ParamType CustomParamType .Slider;
            .SliderDefault F32(0.5);
            .PoseBlendNameArray [ "Person" + :person + "EXAMPLE:Morph2"];
            .PoseBlendMulAddArray [( F32(2), F32(-1) )];
            .PoseBlendClampArray [ ( I32(-1), F32(1) )];
            .SliderLabelArray [ "0" , "1" ];
            .LookAt "Person" + :person + "Anim:Model01:clavicle_R_joint";
            .LookAtID :LookAtNone;
        };

    (...)

     

    AFTER

     CustomParameter :Parameter_HDiddyDress15Info . {
            .ParamID I32(0);
            .Enable ( :EnableFemale || :EnableShemale );
            .ParamName "HDiddyDress15";
            .ParamDescription "HDiddyDress15 Morphs:";
            .CategoryID :Cat_VXMorphs;
            .IconID "HDiddyDress15_Icon";
            .ParamType CustomParamType .Presets;
            .LookAtID :LookAtNone;
        };
        
        CustomParameter :Parameter_HDiddyDress15Morph1 . {
            .ParamID I32(0);
            .Enable ( :EnableFemale || :EnableShemale );
            .ParamName "HDiddyDress15Morph1"
            .ParamDescription "Style1:";
            .CategoryID :Cat_VXMorphs;
            .IconID I32(0);
            .ParamType CustomParamType .Slider;
            .SliderDefault F32(0.5);
            .PoseBlendNameArray [ "Person" + :person + "HDiddyDress15:STYLE1"];
            .PoseBlendMulAddArray [( F32(2), F32(-1) )];
            .PoseBlendClampArray [ ( I32(-1), F32(1) )];
            .SliderLabelArray [ "0" , "1" ];
            .LookAt "Person" + :person + "Anim:Model01:clavicle_R_joint";
            .LookAtID :LookAtNone;
        };
        
        CustomParameter :Parameter_HDiddyDress15Morph2 . {
            .ParamID I32(0);
            .Enable ( :EnableFemale || :EnableShemale );
            .ParamName "HDiddyDress15Morph2"
            .ParamDescription "Tighter:";
            .CategoryID :Cat_VXMorphs;
            .IconID I32(0);
            .ParamType CustomParamType .Slider;
            .SliderDefault F32(0.5);
            .PoseBlendNameArray [ "Person" + :person + "HDiddyDress15:TIGHTER"];
            .PoseBlendMulAddArray [( F32(2), F32(-1) )];
            .PoseBlendClampArray [ ( I32(-1), F32(1) )];
            .SliderLabelArray [ "0" , "1" ];
            .LookAt "Person" + :person + "Anim:Model01:clavicle_R_joint";
            .LookAtID :LookAtNone;
        };

    (...)

    • Of course, you can type whatever you want in the ParamDescription, this is the text you will see in the Customizer.
    • If you have any unnecessary and unused parameters left in CustomMorphs.lua file, delete them.
    • I think that's it. Hope that is clear 🙂 I know it's quite a tedious procedure, but I don't think it can be done faster 🙂
    • Thanks 5
    • Thumbs Up 2
  12. Well, this section of the forum is more about discussing the technical aspects of in-game poses, but since you ask politely... 😄 Sure, any position that allows you to meet your partner's eyes is hot ☺️

    I think they don't film it very often because it's inconvenient and most of the audience doesn't expect it very much 😮  Unfortunately, we have come to a point where the sensual is not very interesting. Only raw fucking 😕

    • Like 4
  13. 18 minutes ago, sadekhnd said:

    Bo @Euphie to nasza rodzima wyrocznia, wieszczka, zielarka 😉 ona wie wszystko, a jak nawet nie wie to się nie przyzna 😃 w każdym razie zawsze stara się pomóc nawet jak jestem zbyt tępy żeby to zrozumieć. 🙂

    Jestem w stanie również odbierać porody jeśli zajdzie potrzeba 😄

    Wiem nawet co tu insynuujesz 😛 Staram się, ale kiepsko idzie mi bycie nauczycielką 😬 Nie mam temperamentu do tego. Mogę odgrywać rolę nauczycielki co najwyżej ☺️

  14. There are some things about this log that I don't like 🤔

    Dc script of Hair007 has some problems, something like this doesn't exist in my log. I also don't like all these IKSplineSolver error lines, I have 0, you have 80248 😵

     

    I have no idea how to go about it, but maybe try this for a start:

    • Grab my version of UniversalVXHairworksReplacer. It should be the same (except for the icon), but use this just to be sure: #000.UniversalVXHairworksReplacer.7z
    • I don't know if you are using this 400 Hair pack. If yes, make sure you have Hair007 turned on in it. You can check it in Config/TK17_Hair400.txt. If you have never changed this file, Hair007 is surely on, so you can skip it.
    • If you are not using 400 Hair pack, please turn it on. If you don't want all the hair, you can replace the contents of Config/TK17_Hair400.txt file with what you can see below. This will only turn on Hair007 and nothing else: 
      --
      -- list of (re-)enabled hair if hair400 is disabled
      -- '#' prefix disables a hair even if hair400 is enabled
      --
      
      
      options.hair400list = "7"
    • At this point, skip Step 3 from HDiddy's tutorial completely, remove these addons!
    • Check if it works. At this point you will have exactly the same thing as I have 🤔

    Well, we'll see. I see you have an AMD card, I can't tell how Hairworks works on it 😮 You say everything worked at some point in the past - have you made any major hardware changes since then?

    One more thing, if you are using the cache option form Options Manager, delete everything in the Cache folder.

    • Thanks 1
  15. 3 hours ago, FleshBishop said:

    An error did come up.

    WARNING: create shader texture DIFFUSELUT fail: file not exist
    WARNING: create shader texture SPECULARLUT fail: file not exist

    of course, whether that has anything to do with the hair or not I don't know.

    No, that's not it, I have it too 😮 

    I checked HDiddy's guide carefully, there is nothing there that could cause the whole game to crash. In case you made a mistake, Hairworks just wouldn't show up and that's it 🤔

    Would you be able to provide a log of such a crash run?  First make sure you do not have the logcons.dll extension enabled in TK17 Options Manager, or manually in the Binaries/extensions.ini file (it is disabled by default, but you may have changed this), delete everything from the Logs folder, do a run where you make the game crash and post here the Klub-10.log file. Maybe this will tell us something. Just do it in some room, not in Customizer. In Customizer, a lot of repeated lines appear in the log, they will be a pain 🙂 

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