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MrOllyK

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Posts posted by MrOllyK

  1. 23 hours ago, Zer0 said:

    Yo, sorry to piggybank onto this forum, but am running into the same issue.
    I've got 64GB or RAM so I'm imagining it's just loading too many addons but I wanted to try making this cache folder you spoke of and wondering if you could explain how to?

    No problem.  If you have VX 1.00p (I think even some earlier versions are capable) then create the Cache folder as such:

    - "TheKlub17\Cache"

    Then in "Options Manager" (TheKlub17\Binaries\TK17_OptionsMan.exe) under "TK17 VX Options" tick "Permanent Cache Files".  When VX starts it'll rummage through and optimise certain things and permanently store optimised files in the Cache folder, making for quicker starts.  If something changes, then it'll recreate those files again at start-time.  All automatic and it pretty much looks after itself.. :classic_happy:

    • Thumbs Up 1
  2. 6 hours ago, Orizona said:
     
    Eureka! This is genius
    
    null

    Remember though, paths and drive letters in the Save\portable.reg file must match where you're copying the game to, or change the paths in the Save\portable.reg file to match.  Then always start the game using "\TheKlub17\Binaries\TK17_Launcher.exe" which copies the Save\portable.reg file contents to the registry before the game is run.

  3. 18 hours ago, HDiddy said:

    LOL...basically...if you want story mode, it is almost better to use something like Ren'Py and create a story there.  I totally agree trying to use the more advanced features of sequencer could be highly annoying, I remember all the 15 - 20 second pauses I had to add to things to get it to run through smooth.

    Even if you jump FORWARD in the timeline, you have to jump to the beginning of a pose, else for example jumping into the middle of a 30 second one, the pose starts from the beginning.  Many moons ago I asked the original company why they couldn't make it handle more like Pose Edit, but with 1-second intervals (frames) instead of 24 and the animation paused at each interval except when played.  All these delays I have to wait for just in editing and reviewing camera angles and conversation stuff takes 10x longer than it could.  But their attitude was "Naa..  We might break something".

  4. Also @Morius and @McKeu;

    Sequencer is by far the easiest.  I've looked into the Storymode files and I doubt anyone would want to create more, they're FAR too complicated and involved.  Each story covers many separate script files.

    Sequencer allows jumps but beware jumping backwards on the timeline, Sequencer tends to stall for some 15 seconds or so in that case and you need to allow for that before starting the next pose.  At least that's with "animated" poses.  Not sure about "interactive" ones.  I always use animated poses and create my own stories to be captured as movies, but never use jumps except for testing purposes.  The game's pretty limited in any "random story" kind of way.  Really the only way to improve Storymode would be to code external software to help facilitate that whole monstrous ordeal which is likely what the original company might have done.

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  5. 28 minutes ago, IIIlll said:

    I would like to draw your attention to porn star Nicole Love, her VJ dangly bits dangle more then your male dangly scripts 😄 

    She must break down a lot.  That's where you attach the tow lines.. :classic_biggrin:

    For the P.S. - You'd have to try that but not sure if it's possible.  Would be good if they could make PE fluids do that rather than use screen bottom as "gravity".  I can do it with particle effects like fire but they tend to use the object's "y" axis for direction.  Rotating the object rotates the "y" with it though and it's likely everything else does it the same.

  6. Also @Smoke, @HDiddy, @drmls and @onevision;

    I did some dress edits a while ago for someone and found that hip/butt size slider in VX morphs just slightly smaller.  The edits I had to do around the HUGE arse and hips made it problematic.  The game always pre-morphs bodies as it loads them and for the most part there's very little difference between 7.5 and VX, just some sliders may be a bit off after all the years of modding the game and no telling or fixing what's going on in the engine.

  7. OOF!!  Designing footwear is HARD, at least for me so I steer well clear of it.  With Blender you can always modify the vertices of an existing shoe Scene file and create something a bit different.  Easiest is not to delete verts, just move them.  Maybe make a basic high heel into a "cum fuck me" boot etc.. :classic_happy:  Some tutorial on how to use Blender here.

  8. 1 hour ago, IIIlll said:

    That would be really nice, i would really like to see some hanging floppy pussy lips 😛 I dont think such addon exists at the moment sadly 😞 

    I haven't seen any pussy inertia scripts, probably because there's little there to react to inertia.  You'll just have to use the keys in PE manually.  I do all my inertia manually as the amount and speed of inertia naturally depends on size/mass too.

    @GardenOne, as for testicle toy physics I haven't experienced them as per above.  You might have to disable dude testicle physics and do them manually in poses with dudes.  My Breast Inertia Script Edits that you already downloaded contain testicle inertia as well.  Not sure which segment is actually used by the game but you might be able to find one that works only on toy testicles and leaves actual testicles separate, dunno. 

    • Thumbs Up 1
  9. 3 hours ago, Gaylordinho said:

    Yes, I'm using hook5. Some rooms aren't downloading at all (only launching in failsafe mode), others work fine anyway

    If they all work fine in failsafe mode then I dare say it's an addon causing it.  Check your logs and see if it leads you to a cause.  Ensure "System Files Protected" is checked or you might be running an old V7.5 addon script that's breaking things.

    • Agree 1
  10. 33 minutes ago, Sexvision said:

    I have also heard @MrOllyK is using update H in stead of P to fix this. have not tried that yet.

    I don't recall ever doing that, you might have to enlighten me whether it's a Chinese whisper or just general confusion.. :classic_blink:  There were some issues with version H and others but I don't recall anything specific of this nature.

    33 minutes ago, Sexvision said:

    I simply restart the game every two to three rooms.

    What I do after some time editing and changing rooms is quit the game and use EmptyStandbyList, then reload the game.  It's DOS util that reduces mem frag caused by.. well anything really.  The game's VERY good at fragging mem due to thousands of files loaded and quit after every room etc.  Use in DOS as such:

    > EmptyStandbyList standbylist

    That's all you should need although it can clear other areas.  Use it before starting the game to begin at optimal speed.  I use it from my taskbar with a single click:

    Capture.png

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  11. This is generally where Sequencer comes in with Extras tab -> "Light".  Drag the icon onto the timeline where you want it.  Left-click on it.  Set the lighting desired.  To "set" that lighting right at that second in the sequence, drag the "Light" icon onto the timeline again, over itself.  Sounds a bit convoluted but that's how the light settings and rotations (L, CTRL+L, SHFT+L, CTRL+SHFT+L) are saved on the timeline.

    To animate, further down the timeline on a given second, drag another one down then "set" as per above.  With the first light on the timeline, right-click on it and select "Animate".  You might need a light set at the start of the sequence or before the first light to avoid animation up to that point.

    Experiment.  You can turn day into night over any length of time you like or have a certain light switch on or off any time and even have disco lights rotating around at a speed you set depending on amount of rotation and time.

    I'm not sure how well the default lighting works with Hook, but there are a few ways to accomplish this including cuts if needed.

    • Agree 1
  12. 3 hours ago, McKeu said:

    My bottle neck has never been addons. Toys I do not have enough to worry about.

    An excessive amount of poses does impact room loading tremendously, though, so I always have to keep a good amount of my collection vaulted.

    Otherwise the black screen can last for some good minutes when firing up a room.

    I converted all my pose icons to 64 x 64 x 8 bit.  Never see them bigger than that on game screen anyway and can't tell the difference.  IrfanView is free and can do them all in a batch operation.  Seems to be a lot quicker and would use a lot less mem.

    • Thumbs Up 2
  13. Also @McKeu;

    If your game is automatically creating zips from T X X, then look in Options Manager -> Addons tab and uncheck "Auto-convert".  You might want to use "Auto extract" instead, which will leave the result as folders.  I would have thought that combining addons as much as possible into one folder and zipping, subsequent game loads would be quicker, but that depends on your system, the cache, HD speed etc.  Something you need to test thoroughly for yourself.

    But it's true what @Smoke says regarding toys.  Keep only the ones available you're going to use, especially if they're big and complex, instead of all.  The game loads all available toys just before loading a room:

    "Loading Models..  Loading Sex Toys..  Loading Images..  Launching.."

    Toys are a great memory hog.  Same with images.  If you have some massive 2048 or 4096 textures on tiny toys, convert them down, even to 8 bit PNG with Floyd dithering.  Bet you'd never see the difference and they'd use way less mem and load faster.  Bigger textures you'd keep for hi-res screens and larger objects like cars and rooms.

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  14. 2 hours ago, Esvees said:

    Thank you, still finding my way around. I'll do my best to figure out how to create VX files to share with all.

    2 hours ago, McKeu said:

    I added a link to a conversion tool to my last post. I haven't used it myself, though, so cannot give you any help with it.

    Instructions how to use TKShellTools is in the archive, it's pretty simple to install and use from the right-click context menu.  Converting 7.5 files to usable VX ones can require some knowledge as 7.5 used 3 characters and VX is 4.  Scripts need to be carefully modified to suit.  Most scene and object files will work though.  Avoid menu scripts etc.  Most Script files in VX are protected but still it's good to be careful.  Lots of older stuff from 7.5 has already been converted to VX but there's no harm in checking and adding more if not available.

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  15. 2 hours ago, HDiddy said:

    This occurs mainly for poses that were done in v 7.5 for users that used the Orca mod (which is a lot of damn people).  WHen the Orca Mod got built into the VX version, my assumption is that it didn't get built exactly like in 7.5 causing the collapse of the spine. @MrOllyK's fix above is probably the best way to fix it. It is also basically what the automatic pose converter in VX does (poorly IMO).

    I remember when Avarteas was writing the "Convert 7.5 Poses" routine and apparently he was in contact with the author of TKX Utilities.  His main dilemma was his conversion routines were too slow.  I told him instead of decrypting and decoding the pose files to text, parse, recode etc., he should simply decrypt, parse etc.  Do it all in binary as TKX Utils does which would be WAY faster as Blex decoding to text and back is the bottleneck.  Seems he took my advice as he didn't return a problem with it but something might still be AWOL in there.

    The main Orca stuff is basically the fluids such as pee, lactate etc.  But one thing sticks out in "Binaries\tracks.ini":

    1, 27,    Anim:Model01:spine_poseBlend_a_spine_bend_forward,    0, BlendControl.Weight, 0, 0, 0

    That's Pose Edit "Head Forward 2" key which was put in some time around VXB2 0.73 and morphs all the spine keys.  Not sure how but there might be a clash between it and the spine keys from V7.5 and early VX before that mod, probably due to differences in anim01.bs.  Notably I've found a few anomalies in that file, current version too.  So there could have been a change in later anim01.bs that's not compatible with the current pose conversion routines.

  16. 4 hours ago, McKeu said:

    Some animations do not have the genitals "connected" to e.g. mouth, other genitals, etc. Especially high quality animations, which have a lot of hip rotation / movement and so on, as genital connections limit your freedom in animating the sequence quite a bit. Some animators also do it deliberately in order to simply not have the sfx, or to avoid having the pleasure bar fill up (nothing worse than making an elaborate sequence with a grand finale, and your model orgasms randomly 5 minutes prior. Not cool.)

    I never make genital connections so that I can get the ugly bits to "bump" with recoil (hip keys).  Genital connections pretty much dampen all of that ruining natural movement.  It's not that much more difficult to set up anyway and the result's better for me, especially considering the default connection SFX are pretty crap :classic_dry:, which can be muted anyway in Settings menu.

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  17. Sound should always work for every pose and is kept in Main Menu -> Settings button.  But maybe you're using QuickMode/FreeMode that use "Interactive" pose types which are very different from the "Animation" types most people make.  Although I've never made an Interactive pose, I suspect they're handled very differently by the system.  Normally I make Animation type poses that I put in the Sequencer and add sound FX there.  Maybe someone that's done Interactive poses could help answer this better.  For now, here's a decent guide on everything:

    https://sites.google.com/view/tk17documentation

  18. In Sequencer "Extras" window, the "Free Camera" looks black.  It's pretty jittery when panning and moving.  You can use the other camera in the same way as @Bbird suggested for smoother movement, but it's a bit harder to control.

    For panning shots I always use a spare character, the other camera in Sequencer and on her use "Look through My Eyes".  You have to set up her motions in Pose Edit, but she's a much more controllable form of smooth camera.

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