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MrOllyK

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  1. MrOllyK's post in Does anyone know where i can find the bondage rope textures and if they are AM unabled? was marked as the answer   
    Bondage rope can be found in:
    Archives\2.158.001\Images\Q=Tex032M\Shared\Cloth\cloth_bondagerope01.jp2
    It's AM enabled using the name "F_BondageRope001".
    It's the only reference in "VX-Mod\Scripts\Shared\Mod_Orig.bs" and it should work for male/shemale as well.  Texture might need to be directly in Mod\ActiveMod folder instead of its own folder.  Can be made as an addon as well using folder structure "MyAddonName\Images\Q=Tex032M\Shared\Cloth\cloth_bondagerope01.png"
    To find this info, I checked "logcons.dll" in Options Manager, started the game to Customizer, then put bondage rope on a model.  Went immediately to the console window and found the texture name it loaded.  Looked for that in "VX-Mod\Scripts\Shared\Mod_Orig.bs".. 
  2. MrOllyK's post in Eye specular cannot be turned off? was marked as the answer   
    The texture you're looking for is:
    Archives\2.158.001\Images\Q=Tex032M\Shared\Body\eyereflection01.png
    You can make a slightly darkened version in an addon in Addons folder with this structure:
    YourAddonName\Images\Q=Tex032M\Shared\Body\eyereflection01.png
    The eyereflection texture doesn't exist in the scripts to make it available in ActiveMod and that's easily done in your addon but there's no point because you can't have more than one version of it anyway.  In any case, be aware that eyereflection texture is used on shiny objects, like belts, catsuits, jewellery etc., so changing that will also affect other things.  Note some rooms use a version of it as well but they have their own texture with a slightly different name which doesn't affect the default.
  3. MrOllyK's post in How to decode/ encode b*sb files? was marked as the answer   
    TKShellTools should contain Blex.exe and the Setup.exe should install everything.  Can get another one here with instructions.  Room positions aren't necessarily at the end of the Scene.bs file, they can be anywhere but often after any animation code setups.  For example, this should be the entire pose position and camera positions that goes with them in Beach Room (Beach01.bs) and it's 25% into the file.  It should give you some idea what you're looking for.  The "Translation" is the code (x, y, z) to change according to room location:
    TTransform :local_336 . { TNode.SNode STransform :local_337; TNode.Parent TTransform :local_1; Object.Name "position_group"; }; TTransform :local_338 . { TNode.SNode STransform :local_339; TNode.Parent TTransform :local_336; Object.Name "bench01_position_group"; }; TTransform :local_340 . { TNode.SNode STransform :local_341; TNode.Parent TTransform :local_338; Object.Name "position01"; }; STransform :local_341 . { SSimpleTransform.Translation Vector3f( 0, 0, 0.150000006 ); Object.Name "Sposition01"; }; TTransform :local_342 . { TNode.SNode STransform :local_343; TNode.Parent TTransform :local_338; Object.Name "camera_group"; }; STransform :local_343 . { SSimpleTransform.Translation Vector3f( -0.5359092355, 1.476234078, 0.3983273804 ); SSimpleTransform.Rotation Vector3f( 0, 243.2381897, 0 ); Object.Name "Scamera_group"; }; STransform :local_339 . { SSimpleTransform.Translation Vector3f( 4.404710293, 0.47299999, 11.73452663 ); SSimpleTransform.Rotation Vector3f( 0, -310, 0 ); Object.Name "Sbench01_position_group"; }; TTransform :local_344 . { TNode.SNode STransform :local_345; TNode.Parent TTransform :local_336; Object.Name "bench02_position_group"; }; TTransform :local_346 . { TNode.SNode STransform :local_347; TNode.Parent TTransform :local_344; Object.Name "position04"; }; STransform :local_347 . { SSimpleTransform.Translation Vector3f( -1.130900025, 0.5, 0 ); Object.Name "Sposition04"; }; TTransform :local_348 . { TNode.SNode STransform :local_349; TNode.Parent TTransform :local_344; Object.Name "position05"; }; STransform :local_349 . { SSimpleTransform.Translation Vector3f( -1.075000048, 0.5, 0.1000000015 ); SSimpleTransform.Rotation Vector3f( 0, 50, 0 ); Object.Name "Sposition05"; }; TTransform :local_350 . { TNode.SNode STransform :local_351; TNode.Parent TTransform :local_344; Object.Name "camera_group"; }; STransform :local_351 . { SSimpleTransform.Translation Vector3f( 0.04726623371, 1.476234078, 1.534782648 ); SSimpleTransform.Rotation Vector3f( 0, -40, 0 ); Object.Name "Scamera_group"; }; STransform :local_345 . { SSimpleTransform.Translation Vector3f( -8.670040131, 0.8438940644, 4.400051594 ); SSimpleTransform.Rotation Vector3f( 0, 90, 0 ); Object.Name "Sbench02_position_group"; }; TTransform :local_352 . { TNode.SNode STransform :local_353; TNode.Parent TTransform :local_336; Object.Name "bench03_position_group"; }; TTransform :local_354 . { TNode.SNode STransform :local_355; TNode.Parent TTransform :local_352; Object.Name "position01"; }; STransform :local_355 . { SSimpleTransform.Translation Vector3f( 0, 0, 0.150000006 ); Object.Name "Sposition01"; }; TTransform :local_356 . { TNode.SNode STransform :local_357; TNode.Parent TTransform :local_352; Object.Name "position02"; }; STransform :local_357 . { SSimpleTransform.Translation Vector3f( 0, 0, -0.2518306673 ); Object.Name "Sposition02"; }; TTransform :local_358 . { TNode.SNode STransform :local_359; TNode.Parent TTransform :local_352; Object.Name "camera_group"; }; STransform :local_359 . { SSimpleTransform.Translation Vector3f( -0.5359092355, 1.476234078, 0.3983273804 ); SSimpleTransform.Rotation Vector3f( 0, 243.2381897, 0 ); Object.Name "Scamera_group"; }; TTransform :local_360 . { TNode.SNode STransform :local_361; TNode.Parent TTransform :local_352; Object.Name "position03"; }; STransform :local_361 . { SSimpleTransform.Translation Vector3f( -0.05929456651, 0, -0.114268899 ); SSimpleTransform.Rotation Vector3f( 0, 180, 0 ); Object.Name "Sposition03"; }; STransform :local_353 . { SSimpleTransform.Translation Vector3f( 3.412780285, 0.4699999988, 10.84391975 ); SSimpleTransform.Rotation Vector3f( 0, 180, 0 ); Object.Name "Sbench03_position_group"; }; TTransform :local_362 . { TNode.SNode STransform :local_363; TNode.Parent TTransform :local_336; Object.Name "floor01_position_group"; }; TTransform :local_364 . { TNode.SNode STransform :local_365; TNode.Parent TTransform :local_362; Object.Name "position01"; }; STransform :local_365 Object.Name "Sposition01"; TTransform :local_366 . { TNode.SNode STransform :local_367; TNode.Parent TTransform :local_362; Object.Name "camera_group"; }; STransform :local_367 . { SSimpleTransform.Translation Vector3f( -1.802740693, 1.558763266, 1.138129354 ); Object.Name "Scamera_group"; }; STransform :local_363 . { SSimpleTransform.Translation Vector3f( 0.4478483498, 0.9751247168, 11.77405643 ); SSimpleTransform.Rotation Vector3f( 0, 80, 0 ); Object.Name "Sfloor01_position_group"; }; TTransform :local_368 . { TNode.SNode STransform :local_369; TNode.Parent TTransform :local_336; Object.Name "demo01_position_group"; }; TTransform :local_370 . { TNode.SNode STransform :local_371; TNode.Parent TTransform :local_368; Object.Name "position01"; }; STransform :local_371 Object.Name "Sposition01"; TTransform :local_372 . { TNode.SNode STransform :local_373; TNode.Parent TTransform :local_368; Object.Name "camera_group"; }; STransform :local_373 . { SSimpleTransform.Translation Vector3f( 1.227683902, 1.350166798, 0.119437404 ); Object.Name "Scamera_group"; }; STransform :local_369 . { SSimpleTransform.Translation Vector3f( -6.993148804, 1.351690054, 3.604114532 ); SSimpleTransform.Rotation Vector3f( 0, 180, 0 ); Object.Name "Sdemo01_position_group"; }; TTransform :local_374 . { TNode.SNode STransform :local_375; TNode.Parent TTransform :local_336; Object.Name "posing_position_group"; }; TTransform :local_376 . { TNode.SNode STransform :local_377; TNode.Parent TTransform :local_374; Object.Name "position01"; }; STransform :local_377 Object.Name "Sposition01"; TTransform :local_378 . { TNode.SNode STransform :local_379; TNode.Parent TTransform :local_374; Object.Name "camera_group"; }; STransform :local_379 . { SSimpleTransform.Translation Vector3f( -0.5359092355, 1.476234078, 0.3983273804 ); SSimpleTransform.Rotation Vector3f( 0, 243.2381897, 0 ); Object.Name "Scamera_group"; }; STransform :local_375 . { SSimpleTransform.Translation Vector3f( -7.32096529, 1.225999951, 7.097245693 ); Object.Name "Sposing_position_group"; }; TTransform :local_380 . { TNode.SNode STransform :local_381; TNode.Parent TTransform :local_336; Object.Name "wall01_position_group"; }; TTransform :local_382 . { TNode.SNode STransform :local_383; TNode.Parent TTransform :local_380; Object.Name "position01"; }; STransform :local_383 . { SSimpleTransform.Translation Vector3f( 0, 0, 0.5 ); Object.Name "Sposition01"; }; TTransform :local_384 . { TNode.SNode STransform :local_385; TNode.Parent TTransform :local_380; Object.Name "camera_group"; }; STransform :local_385 . { SSimpleTransform.Translation Vector3f( 0.6902795434, 1.671274781, 2.634575129 ); Object.Name "Scamera_group"; }; STransform :local_381 . { SSimpleTransform.Translation Vector3f( -9.584328651, 1.335440516, 8.438613892 ); SSimpleTransform.Rotation Vector3f( 0, 90, 0 ); Object.Name "Swall01_position_group"; }; TTransform :local_386 . { TNode.SNode STransform :local_387; TNode.Parent TTransform :local_336; Object.Name "shower_position_group"; }; TTransform :local_388 . { TNode.SNode STransform :local_389; TNode.Parent TTransform :local_386; Object.Name "position01"; }; STransform :local_389 . { SSimpleTransform.Translation Vector3f( 3.721179724, 0.9955053329, 13.38439369 ); SSimpleTransform.Rotation Vector3f( 0, 180, 0 ); Object.Name "Sposition01"; }; STransform :local_387 Object.Name "Sshower_position_group"; STransform :local_337 Object.Name "Sposition_group"; TTransform :local_390 . { TNode.SNode STransform :local_391; TNode.Parent TTransform :local_1; Object.Name "usercam_root_group"; }; TTransform :local_392 . { TNode.SNode STransform :local_393; TNode.Parent TTransform :local_390; Object.Name "usercam_groupTransform"; }; TTransform :local_394 . { TNode.SNode STransform :local_395; TNode.Parent TTransform :local_392; Object.Name "usercam_aim"; }; STransform :local_395 . { SSimpleTransform.Translation Vector3f( 1.060070395, 0.7857375145, -0.9894570112 ); Object.Name "Susercam_aim"; }; TTransform :local_396 . { TNode.SNode STransform :local_397; TNode.Parent TTransform :local_392; Object.Name "usercam_up"; }; STransform :local_397 . { SSimpleTransform.Translation Vector3f( -3.560565948, 3.657083988, 0.5143612027 ); Object.Name "Susercam_up"; }; TTransform :local_398 . { TBaseTransform.ConstraintArray [ AimConstraint :local_399 ]; TNode.SNode STransform :local_400; TNode.Parent TTransform :local_392; Object.Name "usercam"; }; AimConstraint :local_399 . { AimConstraint.AimVector Vector3f( 0, 0, -1 ); AimConstraint.UpTargetVector Vector3f( 0, 0, 0 ); AimConstraint.UpTarget TTransform :local_396; AimConstraint.Twist F32(-2.831646952e-006); Constraint.TargetArray [ TTransform :local_394 ]; Constraint.WeightArray Array_F32 [ 1]; Object.Name "usercam_group"; }; TCamera :local_401 . { TNode.SNode SCamera :local_402; TNode.Parent TTransform :local_398; Object.Name "usercam_Shape"; }; SCamera :local_402 . { SCamera.FieldOfView F32(37.84922028); SCamera.Aperture Vector2f( 1.417320013, 0.9448800087 ); Object.Name "Susercam_Shape"; }; STransform :local_400 . { SSimpleTransform.Translation Vector3f( -3.885113001, 1.686421037, 0.6199871898 ); Object.Name "Susercam"; }; STransform :local_393 . { STransform.ScalingPivot Vector3f( 1.060070395, 0.7857375145, -0.9894570112 ); STransform.RotationPivot Vector3f( 1.060070395, 0.7857375145, -0.9894570112 ); SSimpleTransform.Translation Vector3f( -10.31798077, 1.286556363, 7.152440071 ); SSimpleTransform.Rotation Vector3f( 0, -54.4659996, 0 ); Object.Name "Susercam_groupTransform"; }; STransform :local_391 Object.Name "Susercam_root_group";  
  4. MrOllyK's post in How to decode/ encode b*sb files? was marked as the answer   
    TKShellTools should contain Blex.exe and the Setup.exe should install everything.  Can get another one here with instructions.  Room positions aren't necessarily at the end of the Scene.bs file, they can be anywhere but often after any animation code setups.  For example, this should be the entire pose position and camera positions that goes with them in Beach Room (Beach01.bs) and it's 25% into the file.  It should give you some idea what you're looking for.  The "Translation" is the code (x, y, z) to change according to room location:
    TTransform :local_336 . { TNode.SNode STransform :local_337; TNode.Parent TTransform :local_1; Object.Name "position_group"; }; TTransform :local_338 . { TNode.SNode STransform :local_339; TNode.Parent TTransform :local_336; Object.Name "bench01_position_group"; }; TTransform :local_340 . { TNode.SNode STransform :local_341; TNode.Parent TTransform :local_338; Object.Name "position01"; }; STransform :local_341 . { SSimpleTransform.Translation Vector3f( 0, 0, 0.150000006 ); Object.Name "Sposition01"; }; TTransform :local_342 . { TNode.SNode STransform :local_343; TNode.Parent TTransform :local_338; Object.Name "camera_group"; }; STransform :local_343 . { SSimpleTransform.Translation Vector3f( -0.5359092355, 1.476234078, 0.3983273804 ); SSimpleTransform.Rotation Vector3f( 0, 243.2381897, 0 ); Object.Name "Scamera_group"; }; STransform :local_339 . { SSimpleTransform.Translation Vector3f( 4.404710293, 0.47299999, 11.73452663 ); SSimpleTransform.Rotation Vector3f( 0, -310, 0 ); Object.Name "Sbench01_position_group"; }; TTransform :local_344 . { TNode.SNode STransform :local_345; TNode.Parent TTransform :local_336; Object.Name "bench02_position_group"; }; TTransform :local_346 . { TNode.SNode STransform :local_347; TNode.Parent TTransform :local_344; Object.Name "position04"; }; STransform :local_347 . { SSimpleTransform.Translation Vector3f( -1.130900025, 0.5, 0 ); Object.Name "Sposition04"; }; TTransform :local_348 . { TNode.SNode STransform :local_349; TNode.Parent TTransform :local_344; Object.Name "position05"; }; STransform :local_349 . { SSimpleTransform.Translation Vector3f( -1.075000048, 0.5, 0.1000000015 ); SSimpleTransform.Rotation Vector3f( 0, 50, 0 ); Object.Name "Sposition05"; }; TTransform :local_350 . { TNode.SNode STransform :local_351; TNode.Parent TTransform :local_344; Object.Name "camera_group"; }; STransform :local_351 . { SSimpleTransform.Translation Vector3f( 0.04726623371, 1.476234078, 1.534782648 ); SSimpleTransform.Rotation Vector3f( 0, -40, 0 ); Object.Name "Scamera_group"; }; STransform :local_345 . { SSimpleTransform.Translation Vector3f( -8.670040131, 0.8438940644, 4.400051594 ); SSimpleTransform.Rotation Vector3f( 0, 90, 0 ); Object.Name "Sbench02_position_group"; }; TTransform :local_352 . { TNode.SNode STransform :local_353; TNode.Parent TTransform :local_336; Object.Name "bench03_position_group"; }; TTransform :local_354 . { TNode.SNode STransform :local_355; TNode.Parent TTransform :local_352; Object.Name "position01"; }; STransform :local_355 . { SSimpleTransform.Translation Vector3f( 0, 0, 0.150000006 ); Object.Name "Sposition01"; }; TTransform :local_356 . { TNode.SNode STransform :local_357; TNode.Parent TTransform :local_352; Object.Name "position02"; }; STransform :local_357 . { SSimpleTransform.Translation Vector3f( 0, 0, -0.2518306673 ); Object.Name "Sposition02"; }; TTransform :local_358 . { TNode.SNode STransform :local_359; TNode.Parent TTransform :local_352; Object.Name "camera_group"; }; STransform :local_359 . { SSimpleTransform.Translation Vector3f( -0.5359092355, 1.476234078, 0.3983273804 ); SSimpleTransform.Rotation Vector3f( 0, 243.2381897, 0 ); Object.Name "Scamera_group"; }; TTransform :local_360 . { TNode.SNode STransform :local_361; TNode.Parent TTransform :local_352; Object.Name "position03"; }; STransform :local_361 . { SSimpleTransform.Translation Vector3f( -0.05929456651, 0, -0.114268899 ); SSimpleTransform.Rotation Vector3f( 0, 180, 0 ); Object.Name "Sposition03"; }; STransform :local_353 . { SSimpleTransform.Translation Vector3f( 3.412780285, 0.4699999988, 10.84391975 ); SSimpleTransform.Rotation Vector3f( 0, 180, 0 ); Object.Name "Sbench03_position_group"; }; TTransform :local_362 . { TNode.SNode STransform :local_363; TNode.Parent TTransform :local_336; Object.Name "floor01_position_group"; }; TTransform :local_364 . { TNode.SNode STransform :local_365; TNode.Parent TTransform :local_362; Object.Name "position01"; }; STransform :local_365 Object.Name "Sposition01"; TTransform :local_366 . { TNode.SNode STransform :local_367; TNode.Parent TTransform :local_362; Object.Name "camera_group"; }; STransform :local_367 . { SSimpleTransform.Translation Vector3f( -1.802740693, 1.558763266, 1.138129354 ); Object.Name "Scamera_group"; }; STransform :local_363 . { SSimpleTransform.Translation Vector3f( 0.4478483498, 0.9751247168, 11.77405643 ); SSimpleTransform.Rotation Vector3f( 0, 80, 0 ); Object.Name "Sfloor01_position_group"; }; TTransform :local_368 . { TNode.SNode STransform :local_369; TNode.Parent TTransform :local_336; Object.Name "demo01_position_group"; }; TTransform :local_370 . { TNode.SNode STransform :local_371; TNode.Parent TTransform :local_368; Object.Name "position01"; }; STransform :local_371 Object.Name "Sposition01"; TTransform :local_372 . { TNode.SNode STransform :local_373; TNode.Parent TTransform :local_368; Object.Name "camera_group"; }; STransform :local_373 . { SSimpleTransform.Translation Vector3f( 1.227683902, 1.350166798, 0.119437404 ); Object.Name "Scamera_group"; }; STransform :local_369 . { SSimpleTransform.Translation Vector3f( -6.993148804, 1.351690054, 3.604114532 ); SSimpleTransform.Rotation Vector3f( 0, 180, 0 ); Object.Name "Sdemo01_position_group"; }; TTransform :local_374 . { TNode.SNode STransform :local_375; TNode.Parent TTransform :local_336; Object.Name "posing_position_group"; }; TTransform :local_376 . { TNode.SNode STransform :local_377; TNode.Parent TTransform :local_374; Object.Name "position01"; }; STransform :local_377 Object.Name "Sposition01"; TTransform :local_378 . { TNode.SNode STransform :local_379; TNode.Parent TTransform :local_374; Object.Name "camera_group"; }; STransform :local_379 . { SSimpleTransform.Translation Vector3f( -0.5359092355, 1.476234078, 0.3983273804 ); SSimpleTransform.Rotation Vector3f( 0, 243.2381897, 0 ); Object.Name "Scamera_group"; }; STransform :local_375 . { SSimpleTransform.Translation Vector3f( -7.32096529, 1.225999951, 7.097245693 ); Object.Name "Sposing_position_group"; }; TTransform :local_380 . { TNode.SNode STransform :local_381; TNode.Parent TTransform :local_336; Object.Name "wall01_position_group"; }; TTransform :local_382 . { TNode.SNode STransform :local_383; TNode.Parent TTransform :local_380; Object.Name "position01"; }; STransform :local_383 . { SSimpleTransform.Translation Vector3f( 0, 0, 0.5 ); Object.Name "Sposition01"; }; TTransform :local_384 . { TNode.SNode STransform :local_385; TNode.Parent TTransform :local_380; Object.Name "camera_group"; }; STransform :local_385 . { SSimpleTransform.Translation Vector3f( 0.6902795434, 1.671274781, 2.634575129 ); Object.Name "Scamera_group"; }; STransform :local_381 . { SSimpleTransform.Translation Vector3f( -9.584328651, 1.335440516, 8.438613892 ); SSimpleTransform.Rotation Vector3f( 0, 90, 0 ); Object.Name "Swall01_position_group"; }; TTransform :local_386 . { TNode.SNode STransform :local_387; TNode.Parent TTransform :local_336; Object.Name "shower_position_group"; }; TTransform :local_388 . { TNode.SNode STransform :local_389; TNode.Parent TTransform :local_386; Object.Name "position01"; }; STransform :local_389 . { SSimpleTransform.Translation Vector3f( 3.721179724, 0.9955053329, 13.38439369 ); SSimpleTransform.Rotation Vector3f( 0, 180, 0 ); Object.Name "Sposition01"; }; STransform :local_387 Object.Name "Sshower_position_group"; STransform :local_337 Object.Name "Sposition_group"; TTransform :local_390 . { TNode.SNode STransform :local_391; TNode.Parent TTransform :local_1; Object.Name "usercam_root_group"; }; TTransform :local_392 . { TNode.SNode STransform :local_393; TNode.Parent TTransform :local_390; Object.Name "usercam_groupTransform"; }; TTransform :local_394 . { TNode.SNode STransform :local_395; TNode.Parent TTransform :local_392; Object.Name "usercam_aim"; }; STransform :local_395 . { SSimpleTransform.Translation Vector3f( 1.060070395, 0.7857375145, -0.9894570112 ); Object.Name "Susercam_aim"; }; TTransform :local_396 . { TNode.SNode STransform :local_397; TNode.Parent TTransform :local_392; Object.Name "usercam_up"; }; STransform :local_397 . { SSimpleTransform.Translation Vector3f( -3.560565948, 3.657083988, 0.5143612027 ); Object.Name "Susercam_up"; }; TTransform :local_398 . { TBaseTransform.ConstraintArray [ AimConstraint :local_399 ]; TNode.SNode STransform :local_400; TNode.Parent TTransform :local_392; Object.Name "usercam"; }; AimConstraint :local_399 . { AimConstraint.AimVector Vector3f( 0, 0, -1 ); AimConstraint.UpTargetVector Vector3f( 0, 0, 0 ); AimConstraint.UpTarget TTransform :local_396; AimConstraint.Twist F32(-2.831646952e-006); Constraint.TargetArray [ TTransform :local_394 ]; Constraint.WeightArray Array_F32 [ 1]; Object.Name "usercam_group"; }; TCamera :local_401 . { TNode.SNode SCamera :local_402; TNode.Parent TTransform :local_398; Object.Name "usercam_Shape"; }; SCamera :local_402 . { SCamera.FieldOfView F32(37.84922028); SCamera.Aperture Vector2f( 1.417320013, 0.9448800087 ); Object.Name "Susercam_Shape"; }; STransform :local_400 . { SSimpleTransform.Translation Vector3f( -3.885113001, 1.686421037, 0.6199871898 ); Object.Name "Susercam"; }; STransform :local_393 . { STransform.ScalingPivot Vector3f( 1.060070395, 0.7857375145, -0.9894570112 ); STransform.RotationPivot Vector3f( 1.060070395, 0.7857375145, -0.9894570112 ); SSimpleTransform.Translation Vector3f( -10.31798077, 1.286556363, 7.152440071 ); SSimpleTransform.Rotation Vector3f( 0, -54.4659996, 0 ); Object.Name "Susercam_groupTransform"; }; STransform :local_391 Object.Name "Susercam_root_group";  
  5. MrOllyK's post in How do I change the texture of an orgasm? was marked as the answer   
    Depends if you're using Hook as to how they work from ActiveMod, as I can't use Hook but always had some problems changing them from AM as they look crap.  Not sure whether you're asking for male or female orgasm.
    Male spermray (animated 3D object that appears to squirt from dick) texture is sperm01.png.  The rest -> sperm18 are splotches on the body.  They all live here (also female ones):
    Archives\2.158.001\Images\Q=Tex032M\Shared\Item\
    Female are:
    liquiddrop01.png
    liquiddrop02.png
    liquidjet01.png
    liquidjet02.png
    And possibly:
    liquidsplash01.png
    liquidsplash02.png
    You can either make your own addon to put in Addons folder with folder and file structure beginning with "YourAddonName\Images\Q=Tex032M\Shared\Item\", then put your modded textures in there.  Ensure no other textures of that name are alphabetically first in another addon in your addons folder.
    ActiveMod filenames are the same and might need to be in the main Mod\ActiveMod folder instead of their own folder in AM as they can't be selected in game such as AM clothing textures etc.
  6. MrOllyK's post in Tented Duvet was marked as the answer   
    Not sure if you can get the original.. You might find these useful:
     
  7. MrOllyK's post in Frequent crashes in Sequencer Mode (VX) was marked as the answer   
    First off, looking at your VX-addons.log it spends about 40 seconds during launch ignoring duplicate addons.  Your memory stat looks like this near the end:
    memory stat: 54% total: 3299 MB free: 1489 MB virt: 2047 MB free: 459 MB lua+: 57 MB
    You're starting to run low.  Toys, textures and many other things are loaded for EACH actor (4) whether they're used in Sequencer or not.  You might want to trim your addons, anything with high-res textures etc.
    At the top of your Klub10.log it states:
    Load: 17%
    Phys: 2047M/2047M
    Page: 4095M/4095M
    Virt: 2047M/1968M
    See if the yellow bit improves with 4G Executable checked but I doubt it.  You might try and enlarge your Page file, not sure how much that would help but might with 4G exe.  See if it still crashes when you tick "Failsafe Mode" in Options Manager, which disables your addons.
    Also you're not running the latest version (from your VX-addons.log):
    V10 addon scripts   1.00m   running on Windows started: 03/29/21 23:12:59
    Latest VX 1.00p patch here:
    https://drive.google.com/file/d/1dIHMugOhiBXa2pd1nuUsGVfbZ4wIM6j3/view?usp=sharing
  8. MrOllyK's post in Four characters. was marked as the answer   
    If you're using 3-character V7.5, then you'll be installing a whole new game and you'll have to transfer your settings.  Installing it as "portable" is best.  Here's some docs:
    https://sites.google.com/view/tk17documentation
  9. MrOllyK's post in Oversized Key Editor was marked as the answer   
    This is also a bugbear of mine in later versions of VX.  I know some of the menu windows are now controlled by screen size and there's a checkmark for it in Options Manager -> GUI -> Large Screen.  Seems to be automatically enabled for all resolutions >= 1280 x 800.  I use old VX 0.80 and I had to resize mine down, it can be done in a script.  I might make an addon for it.  Today I'm a bit busy but will get on it.  My laptop screen is 1366 x 768 and I'm not sure how average that is these days, but I can make it configurable through an Lua addon.
  10. MrOllyK's post in What goes where?? (Clothing) was marked as the answer   
    At least we got somewhere.. 
    In Addons folder you can have .zip files as addons or you can extract them there as folders of the same name.  In ActiveMod you can have individual folders of textures and that folder name will show up in the game as another texture for that piece of clothing.  You can try using V7.5 clothing addons, but check if they work first and we might have compatible versions here.  Here's a tutorial:
    https://sites.google.com/view/tk17documentation
  11. MrOllyK's post in Help converting female skins to shemale? was marked as the answer   
    You mean "Male_White_Genital.png".  I believe the filenames are also case-sensitive, but I may be wrong.  Funny, after all these years I never tested that.
  12. MrOllyK's post in Missing Addons Folder was marked as the answer   
    Yep.  In older game versions such as 7.5 you used to add particular files (addons) to Archives, but Addons folder is what we use now.  Makes it a bit more controlled.  Add a few at a time and make sure they work.  In the long past we had "experienced" users dump hundreds of files in at once and naturally if a few of them were incompatible or caused problems the miscreants were very hard to find.  Incompatible addons can cause crashes and probably destroy the game to the point of having to reinstall it.  Here at KE we try and remove such addons and make sure they're compatible.  Updated game docs here:
    https://sites.google.com/view/tk17documentation
  13. MrOllyK's post in Boots aren't disappearing when ordered to in right click menu. Also, does not recognize ActiveMod folder. was marked as the answer   
    In your "TanBoots01.ActiveMod.bs" you referenced:
    :Dress32711_Description
    It should be as used in your "DcDressVX_TanBoots01.bs":
    :DressTanBoots01_Description
    That's the only reason your AM textures weren't recognised.
    The reason they couldn't be undressed is the line in "DcDressVX_TanBoots01.bs":
    .Target  P+ "TanBoots01:TanBoots01_group";
    The "TanBoots01_group" node doesn't exist in the scene file, but "ST_TanBoots01_group" does. so I changed the line to suit.
    I'd also steer away from using certain characters in folder names, such as "[boot]" etc.  I optimised your textures and removed the main texture from the addon so that you can see the difference in the game.  You'll have one grey untextured pair called "Tan Boots 01" which is referencing your addon texture folder (nothing in it as I removed it for this demo) and the AM texture "Russian Army - Tan Boots".  You can select between either.  So you can have the main tan boots texture in your addon and another variant (of course) in AM folder.  Try to keep your addon and AM folder (if you include one) similar in name as it helps people know they go together.  I redid your icon as well to save space as the maximum size icons are displayed for any of this is 64 x 64.  It helps to know something about manually editing scripts but it's easy to overlook stuff as I often do.  Nice job overall.. 
    I'll PM you the file.
    EDIT:  If you have trouble fitting feet into something that's a bit small, you can also add these lines to "DcDressVX_TanBoots01.bs":
    .SuppressZoneArray = :DZ_BodyFoot; . . . DressCmd . {     .IfSuppressed :DZ_BodyFootL;     .Show I32(-1);     .Target :P + "Body:body_subdiv_cageShape__body_foot_L_SG"; }; DressCmd . {     .IfSuppressed :DZ_BodyFootR;     .Show I32(-1);     .Target :P + "Body:body_subdiv_cageShape__body_foot_R_SG"; }; That makes the feet from the ankles down invisible.
     
  14. MrOllyK's post in newbie was marked as the answer   
    It should be by the looks of it.  Just install it as portable, start it using "Binaries\TK17_Launcher.exe" and if it works and shows V1.00p at the game's main menu, then it is.
  15. MrOllyK's post in Toy Texture was marked as the answer   
    For toys, the main texture should be found in its "Images\Q=Tex032M\Shared\Item" folder.  If the file "Scripts\Shared\R9Toy???.ActiveMod.bs" exists, the middle name in the argument line is the AM filename for it.
  16. MrOllyK's post in Special Cumshot Poses button was marked as the answer   
    @Samir91, @onevision, it's ready:
     
  17. MrOllyK's post in Multiple instances of the game? was marked as the answer   
    I doubt it as the task is still called "The Klub 17".  It's referenced in the main exe:

    You might need to hex-edit another install of it and possibly other stuff in the registry to have another exe of it run.  Notably because of the above, you can't run a version of VX and V7.5 concurrently either.  It's just the game wasn't designed to play nice with others.. 
  18. MrOllyK's post in About Morphs: How do they work?? was marked as the answer   
    I've got some idea how clothing morphs work.  It seems you start with the clothing item in the main position, such as on the body as normal, then a separate series of vertices describe the object again with parts of it moved to a new position, such as part of a skirt lifted.  Then morphing sliders in PE and Customizer translate/morph between the two objects.
  19. MrOllyK's post in hola amigos tengo un problema en pose edit was marked as the answer   
    You can select "free toy" instead of having it connected to a body part.  Then if you need to move the body, you can right-click on the toy translation and rotation selectors and select "lock".  When you're done, you have to unlock them to save the pose.
  20. MrOllyK's post in And now I'm creating a new blouse... was marked as the answer   
    Your main problem with the top not staying put with the model is you have no weight data, usually listed in the .bs file just after the UV data:
    VertexDataF32 :local_171 . { VertexDataF32.DataArray Array_F32 [ 0.5638427734, 0.5642089844, 0.5639648438, 0.5638427734, VertexData.Usage U32(524288); }; This gives a value to each vertex and points to which bone has influence over that vertex when the body moves.  I think you need to "transfer weights" from the body vertices the top covers, to the top itself.  I've never managed this successfully myself yet, but for sure it's possible.
    Your "AcTelniashka001.bs" is huge and there's something very wrong with it.  Just use the .[bs*] version as that looks fine.
    Your "Telniashka001.ActiveMod.bs" won't work with "Dress32711_Description".  Should be "DressTelniashka001_Description" as in your "DcDressVX_Telniashka001.bs" so you should be using that.
    The camera "detects" the blouse as if it were a model because of the line:
    .PickNodeNameArray [ :P + "Telniashka001:ST_Telniashka001_mesh"; ]; And it should be this way so there's nothing wrong there.
  21. MrOllyK's post in Outfit Color Sliders not saving. was marked as the answer   
    The colours are saved in the outfit file and if you change them you need to save it out.  Then you can load it any time and even "favourite" it by clicking the little star on it so it loads with that model.
  22. MrOllyK's post in Why cant I see the duplicate mesh in Klub 17?? was marked as the answer   
    If I want to make an exact copy of a mesh/object to have elsewhere in a room, I reference the first mesh and textures etc. in the second set of object structures.  This is the main part of my sleeping bag toy that uses the same mesh for 2 sleeping bags, a separate texture for each but also re-using same shine characteristics as the first mesh:
    TPolygonGeometry :local_sbag1_MESH . { TNode.SNode SPolygonGeometry :local_Ssbag1_MESH; TGeometry.Shader RenderShader :local_sbag1_MATERIAL; TNode.Parent TTransform :local_sbag1_NODE2; TNode.BoundingSphere Spheref( 0.1342010051, 0.06153099984, 0.09233699739, 1.000000027e+016 ); Object.Name "sbag1_mesh"; }; RenderShader :local_sbag1_MATERIAL . { RenderShader.Surface ShaderPhong :local_sbag1_PHONG; Object.Name "sbag1_material"; }; ShaderPhong :local_sbag1_PHONG . { ShaderPhong.Color ShaderTexture :local_sbag1_01_SHADERTEX; ShaderPhong.Material RenderMaterial :local_Material_Shine; }; RenderMaterial :local_Material_Shine . { RenderMaterial.DiffuseColor Vector3f( 0.8000000119, 0.8000000119, 0.8000000119 ); RenderMaterial.SpecularColor Vector3f( 0.1115700006, 0.1115700006, 0.1115700006 ); }; ShaderTexture :local_sbag1_01_SHADERTEX . { ShaderTexture.Texture Texture2D :local_sbag1_01_TEX2D; Object.Name "sbag1_01_shaderTex"; }; Texture2D :local_sbag1_01_TEX2D . { Texture.FileObject FileObject :local_sbag1_01_FILEOBJECT; Object.Name "sbag1_01_tex2d"; }; FileObject :local_sbag1_01_FILEOBJECT FileObject.FileName "Shared/Item/R9Toy503_SBag_A"; SPolygonGeometry :local_Ssbag1_MESH . { SPolygonGeometry.PrimCount I32(294); SPolygonGeometry.PrimLengthArray Array_I32 [ 882]; SPolygonGeometry.IndexArray Array_I32 [ 0, 1, 2, 1, 3, 2, 2, 3, 4, 3, 5, 4, 6, 7, 8, 7, 9, 8, 8, 9, 10, 9, 11, 10, 10, 11, 12, 11, 13, 12, 12, 13, 14, 13, 15, 14, 14, 15, 16, 15, 17, 16, 16, 17, 18, 17, 19, 18, 20, 11, 21, 11, 9, 21, 21, 9, 22, 9, 7, 22, 22, 7, 23, 24, 25, 26, 25, 27, 26, 26, 27, 28, 27, 19, 28, 28, 19, 29, 19, 17, 29, 29, 17, 30, 17, 15, 30, 30, 15, 31, 15, 13, 31, 31, 13, 20, 13, 11, 20, 32, 30, 33, 30, 31, 33, 33, 31, 34, 31, 20, 34, 35, 32, 36, 32, 33, 36, 36, 33, 37, 33, 38, 37, 39, 40, 37, 37, 40, 36, 40, 41, 36, 36, 41, 35, 41, 42, 35, 42, 41, 43, 43, 41, 44, 41, 40, 44, 44, 40, 45, 40, 46, 45, 45, 46, 47, 48, 43, 49, 43, 44, 49, 49, 44, 50, 44, 45, 50, 50, 45, 51, 45, 47, 51, 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"sbag2_material"; }; ShaderPhong :local_sbag2_PHONG . { ShaderPhong.Color ShaderTexture :local_sbag2_02_SHADERTEX; ShaderPhong.Material RenderMaterial :local_Material_Shine; }; ShaderTexture :local_sbag2_02_SHADERTEX . { ShaderTexture.Texture Texture2D :local_sbag2_02_TEX2D; Object.Name "sbag2_02_shaderTex"; }; Texture2D :local_sbag2_02_TEX2D . { Texture.FileObject FileObject :local_sbag2_02_FILEOBJECT; Object.Name "sbag2_02_tex2d"; }; FileObject :local_sbag2_02_FILEOBJECT FileObject.FileName "Shared/Item/R9Toy503_SBag_B"; STransform :local_Ssbag2_NODE3 . { SSimpleTransform.Rotation Vector3f( -90, 20, 0 ); SSimpleTransform.Scaling Vector3f( 0.8500000238, 0.8500000238, 1 ); SSimpleTransform.Translation Vector3f( -1, 0, 0.200000003 ); Object.Name "Ssbag2"; }; STransform :local_Stool_group_NODE1 Object.Name "Stool_group"; STransform :local_SScene_NODE0 Object.Name "SShared/Item/R9Toy503.ma"; Both sleeping bags also have their own location in 3D space.  For ensuring an object and/or texture is visible from both sides, I use this in the RenderShader node:
        RenderShader.CullEnable False;
    I don't know how to do any of this in Blender as it's quicker and easier for me to simply edit the code manually.
     
     
  23. MrOllyK's post in How can i download stuff? was marked as the answer   
    Join in a few forum conversations.
  24. MrOllyK's post in Where do custom scripts go? was marked as the answer   
    Ah yes, many things have changed since 7.5.  The Lua engine behind VX loads files in VX-Mod before Addons, so consider VX-Mod folder basically just a large addon, however Scripts folder throughout is now protected.  Kind of a silly move I thought protecting the entire folder as VX-Mod doesn't mod many files in Scripts.  File anim01 is also a modification in VX-Mod and therefore protected, but here's what you can do:
    The easy way if you only need the mod to work for yourself:  Uncheck System Files Protected in Options Manager and your addon with the correct folder structure will work fine in Addons or, replace the one in VX-Mod but set the file date same as the old one.
    The harder but "legal" or legitimate way if you want to distribute an addon that mods protected files:  You have to write an Lua program called "update.lua" inside your addon file/folder.  You can check my VX Fast Menus for some idea on how to do this.  Ask me for help in designing one if you want to distribute your mod.
    You might have seen in your VX-addon.log "ignored - protected file" or such when your addon failed.
  25. MrOllyK's post in How to Convert Game Video Files was marked as the answer   
    You'd be best off avoiding the game's internal video capture and codecs altogether as they're rubbish.  Plenty of frame grabbers out there that make video WAY better.  I use VirtualDub2 which can do almost any codec, framerate and conversion imaginable (I tend to grab screen video in super fast and lossless UTVideo for later conversion), some use Fraps.  Just trying to alleviate future headaches for you man.. 
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