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Euphie

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  1. Euphie's post in hook 5 extended, can`t find active skins and hair settings was marked as the answer   
    Your model does not have any hairworks and layered skin that uses the H5 layered skin system. When they are selected in Customizer, the options will appear there, otherwise these windows will be empty.
  2. Euphie's post in Disable double click undress was marked as the answer   
    Yes, I think we got a bit off topic... but also not really, because the new mouse is the only solution you have left.
    Double-clicking undressing doesn't show up in any shortcut tables in the game files, so I'm guessing it's hardcoded. For similar reasons, I was unable to change the movement of the free camera from the arrow keys to w-s-a-d. My answer is hard no, it is not possible.
     
  3. Euphie's post in How to make the game fullscreen and change resolution was marked as the answer   
    When you start the game, the launcher window appears. The first thing you see is fake login area, and on the left you have a button labeled "options" - that's what you are looking for. If you don't have it, the game may not be fully installed, or you are using some repack where it was changed for some reason.
    You can't change the resolution directly in the game, apparently that was too technologically advanced option several years ago...
  4. Euphie's post in How to get rid of old hair styles shown in customizer window? was marked as the answer   
    I assume you mean base game hair? There is a way, but it's pretty brutal - manual removal of these hair entries from the game 😵 I did it in my game, but it's been a long time ago, and as you know, I have memory problems... Anyway, try this. it should work:
    Locate the file: \VX-Mod\Scripts\Dress\DcDressHair.bs and make a backup of it Make sure you really have made a backup of this file. Replace this file with this one: DcDressHair.7z In this file, all base hair entries have been deleted. The only thing left is the entry needed for the proper functioning of the coloring of strands (as far as I remember) That's it, the base hair should be gone from the game. Be aware that the game does not like such rough treatment and may complain in the logs.
  5. Euphie's post in How do I delete Tags? was marked as the answer   
    Well, you can remove all of them by deleting the Save\TagManager.uit file, but that will really remove all tags 🙂 
    I'm pretty sure I was able to add and remove tags with TKX_Utils at some point... Maybe try to run the program as administrator? 🤔
  6. Euphie's post in Default Room (Ancient Ruins) Issue was marked as the answer   
    In my game it looks similar to the Oaks' screenshots. Lighting from the Hook 5 gives this depth so you can recognize the geometry. But this is definitely not a properly functioning part of the room 🤔 A brief investigation in Blender and directly into the "text" of this room suggests that these windows have no textures, no entries at all. I think they supposed to be black, and that black was to be achieved solely by the color of the material 🤔 It clearly doesn't work properly. These window recesses have names like "polySurfaceShape236_black_col" - I believe "black_col" means black color.
    I was able to somewhat patch it up by "attaching" a texture entry to its material entry - the same texture as the whole tower (or some wall, I'm not sure). It doesn't look very well seen up close, but I suppose when viewed from a distance it might be enough (screenshot without H5):
     
    Here is a modified room, just drop it into the Addons folder. Of course, you can change the name as you wish 😉
    VX.AncientRuins.aardy.7z
     
    However, I do not see this as a real solution to the problem 🤔 Someone would have to try to modify the material of these windows to make it appear completely black, or to make the proper texture. The latter, however, would also require modification of the geometry, since the side walls of this cavity were created by "pushing" the window inside the building and are stretched.
  7. Euphie's post in R9ZRoom278 was marked as the answer   
    Berger's pool, right? 🤔 It should be in this big collection on MediaFire that Driver once posted:
    https://www.mediafire.com/file/pce0tag0ortmtvd/R9ZRoom278.SchoolPool.zip/file
  8. Euphie's post in Aiuto per download was marked as the answer   
    Forgive me for speaking English, but I don't speak Italian. I hope you can understand me: 
    As "Member Level 1" you are limited to 25 downloads a day. The next levels increase this limit, but if you are interested in getting there, please try to reach them without taking shortcuts. It won't work here, I'm afraid.
  9. Euphie's post in Game crash with ~>300 new poses added was marked as the answer   
    Game is "doing something" with poses during startup and creating backups before saving changes (said .bak files) - this is indeed a problem with large numbers of poses. 
    You can run TK17 Options Manager and in the 'Poses' tab, uncheck the 'Convert V75 Poses' option so that the game will stop doing this. The problem is that this conversion is quite necessary. So you have the choice to either keep "feeding" the game gradually with smaller amounts of poses (the converting process is one-time, then the game won't do it anymore), or to convert the poses yourself externally using TKX_Utils. You can also ignore converting altogether and get used to see broken limbs and stuff 😮
    You can delete any .bak files, they are unlikely to be of any use anymore.
  10. Euphie's post in Got rep and points, can't download. was marked as the answer   
    You can download stuff allright, everything works - I can see you downloaded 25 files today 🙂 Which happens to be the daily limit for the Members Tier I group you are in, you see.
  11. Euphie's post in Bold font was marked as the answer   
    I assume you mean that the font in VX is enlarged after installing the latest updates, compared to the non-updated version. It was controversial at one time, as they (Team K17 ) made this change without a particularly well-motivated reason (well, they have arbitrarily decided it looks better at high resolutions...) and they did not allow it to be turned off. Only later did they make it possible, one of the very few moments when they actually listened to the opinions of others...
    Anyway, try to run TK17 Options Manager.exe from the main game directory, and uncheck both "Big Tooltip Font" and "Large Screen" in GFX/UI tab. See if it suits you. If not, try to turn off only one of these options, maybe it will come out more acceptable for you.
    PS. Also, please post new threads in the appropriate forum sections. This is definitely not a general discussion of community issues. I moved it.
  12. Euphie's post in PoseEdit BAK Files was marked as the answer   
    Like all .bak files everywhere, these are just backups. They were made either by using TKX_Utils or by letting the game handle the poses in some way in TK17 Options Manager. If you are satisfied with the current versions of these files (they have the same names) you can safely delete the .bak files.
  13. Euphie's post in Is it not allowed to post PhysX Hairs on the site? was marked as the answer   
    Well, it's allowed, but since all the PhysX hair I know of were made by pervokpetr (PhysX hair - not Hairowrks) and only made available on his Patreon as an extension to Hook 5, this permission is purely theoretical as for now. We treat pervok's hairstyles the same as extended Hook 5. Until at least three PhysX hairstyles made by someone else come out, there is no need to create a separate download section... If necessary, they can be moved to the right place in no time.
  14. Euphie's post in Hi guy! Hi people! Someone please share with me the R9Hair179 hairstyle file.  was marked as the answer   
    How is this Hook5 question? 🤔
    Okay, I assume you're interested in hairworks, as R9Hair179 has been the host of many of Pervok's hairworks. Here you have a great description by Driver of how to do it in VX, including all the necessary files. 
    If you really only want this hair addon, and your question is unrelated to the H5, I have it here as well:
    Custom.03.R9Hair179.7z
     
    I'll pretend I didn't notice exactly what you were asking, but these "**" in the topic name were not a forum bug. Please make sure you read this.
  15. Euphie's post in Achievements and Racking was marked as the answer   
    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.
  16. Euphie's post in XEuphieTopY1 UV was marked as the answer   
    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
  17. Euphie's post in Is it possible to convert PE Morphs to Customizer Morphs? was marked as the answer   
    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: 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 🙂
  18. Euphie's post in Hairworks question was marked as the answer   
    As he said, but not only that, it is also a matter of a proper Mass Scale (I speak from memory, I don't remember if this is exactly what this parameter is called 😮 ) and other physical params. There was Damping there, and also Inertia Scale and Inertia Limit, I think 🤔 
    Think of Damping as of an air drag. Inertia should be regulated if the hair has bizarre jumping movements with fast animations. And then there are of course all the Stiffness parameters 🙂 Everything plays a role at the same time and unfortunately there is no one setup for every hair and situation 🙂 
  19. Euphie's post in How to remove all base clothing content from the game? was marked as the answer   
    I've been there, it's not easy 😮 I mean, it's not so difficult, but it takes a lot of work. The only way I know is to edit the files manually, each item in the file 'Scripts/Dress/Dc_Dress_org.bs' (possibly in some other place as well, I would need to see again) must be checked if it is something that you would like to remove and then removed or commented out to disable it. It would make them not show up in the game 😮 This is not something I would suggest to a beginner, in addition, the game will most likely throw some log errors. I always made a backup and used it whenever I wanted to look at the log to check something else, because removing the stock clothes made it difficult 😮 
    One can certainly write an extension to options manager that would turn everything off automatically, I had such an idea once, but I can't (yet) do lua well🤔 
    Sorry, I know it's not that helpful. Maybe we'll get lucky and someone knows a much better way to help both of us. I will probably do this anyway in some time during the installation of my game (ah, I like to have only exactly the items I want and nothing else) maybe I will share the modified files then 🙂 
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