You must be 18 years of age or older to enter. If you have signed up to this site in error or did not put your real birthday in your registration, please exit now.
If you are of age click below to verify your age.
Welcome to Klub Exile. If you happened to make your way to the site either from Lovers Lab or a Search on Google, we are glad you found us. To unlock the entire site you will need to have a account registered. Don't worry it is free but in the mean time you can read up on why we made the site and other little tidbits. Feel free to join or Discord Server also if you have any more questions. Thanks for stopping by and See You on the other side.
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"..
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.
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.
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
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
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.
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
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.
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
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.
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.
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.
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..
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.
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.
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.
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.
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.
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..
WARNING! Adult Only Content You must be 18 years of age or older to enter. By accepting you agree to Klub Exile's Terms of Use and Guidelines upon creating an account.