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onevision

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Posts posted by onevision

  1. Oh look, a necro-post!

    PoseEdit .bak files are generated at startup when "Convert v7.5 poses" is enabled in Option Manager. If no such pose exists (all poses are in VX format) nothing is created.

    I usually keep this option disabled, unless I need to convert some old posepack. Backup of poses can be removed anytime. Use "Delete backup files" in TKX_Utils, or delete manually,

    If a converted pose is crashing the game (whatever the reason), then it's garbage and should be removed.

     

  2. Sorry I misunderstood your question earlier. I don't think there's a way to undo the choice of the cover and return to the default behaviour.

    Someone might know more.

    P.S.

    Too lazy to change cover photo to the latest added each time? 😄

  3. On 11/17/2023 at 5:49 AM, Trapp said:

    OH AND IT'S ALSO FUCKING FUTA, OF COURSE. Those always have the +14 inch cocks...

    I understand, everyone has preferences and dislikes, only fools wish to impose their views basically on anything. That been said, thanks for the picture 😄

    • Haha 1
  4. On 12/22/2023 at 3:31 PM, RzyKns said:

    I did a Bailey Jay model on MG a long time ago.

    She looks very different now as compared to the reference you have selected, but I did a mock up of something close to how she used to look.

    Using Prylipala's head and Samm's body.

      Reveal hidden contents

     

     

    Bailey Jay Test-0001.jpg

    Bailey Jay Test-0002.jpg

    Bailey Jay Test-0003.jpg

    Bailey Jay Test-0004.jpg

     

    Almost there. Lip thickness and face shape are just right, maybe eyes/eyebrows could use some more detail. Nothing drastic though.

    • Agree 1
  5. Very charming as tgirls go.

    I have dabbled in transgender celebrities in the past, and might give it a try. Not sure about the mods to use tho. Prylipala or other faceslider addon for face, that's for sure.

    • Like 1
  6. No way to make the pose Single. If Actor 1 is involved, it will be a Dual pose. Also, you must provide the means to hide the second actor / move it out of sight. All this in PoseEdit... But you probably asked if this was possible from the game interface (in Freemode, for instance). The answer is still no.

    The capability to invert actors is built-in/hardcoded in some base game poses (Tri*** folder) - but for ordinary poses (User and Community) the only option is PoseEdit.

    In Sequencer you can load different customizations for the same actor, but they must share the base model (so, once again male AND female character is not possible).

  7. 14 minutes ago, ddman2 said:

    Maybe you are missing the files inside _pass.txt, Your eyes don't look like they have textures.

    That's it. Some file is clearly not found or missing. If there is a passfile to begin with...

    Size shouldn't be a problem (provided that iris and eyeball are both 1x or 4x).

    By the way - I noticed something about HSV sliders in the game.

    Maybe it's just me, but I have the impression that they are not completely independent. In other words, brightness changes also saturation, and the other way around.

    Sometimes it's very difficult to get the right tint. Especially for skin.

  8. You can try to raise the brightness of the iris texture (always keep a backup file) in your favorite image editor, although most likely the cause of your problem lies elsewhere.

    The iris looks heavily desaturated to me, rather than dark. Install a good pack of iris and eyeball textures, like Kraegar's, and try again. (Woah, you got Driver's so it's fine).

    Sometimes you need to reload textures (ALT+R) after moving the sliders to appreciate the change. Or switch the eyeball number once or twice.

    Also remember that base game layers like muscles, freckles (in the image), tanlines, tattoo... don't mix well with Hook. For face and skin details you should use hook maps or hook skin layers.

  9. The goal of gathering all R9 Hair in a single addon was a brilliant idea, but it was carried on poorly, in my opinion. Actually, nearly any of those hair is a duplicate of hair I had installed already - at the time this information was collected - but with a different (wrong) host assigned. That's why I never enabled this optional VX component in my game. Dress scripts were gathered in a single .bs file (for faster loading), so this was different from previous repacks where each hair was packaged separately.

    Here's some information which may be useful to other people as well.
    The following are R9 hairs from "400 Hair pack" that were missing in my installation, and weren't available on forums anymore. These should be safe to add, without having to worry about conflicts with other legacy R9 addons.

    Hair list:

    016, 087, 121-122
    126, 132, 135-136
    139-141, 143-149
    152, 161-171
    173-190, 201-243
    245-249, 251-285
    288, 301-307
    309-311, 313-321
    323, 325-328
    330, 332-336
    338-353, 355
    357-362, 364-390
    399-400

    When I come across some unique R9 Hair missing, I check this list and extract/ repackage that single hair as a standalone addon (making sure to include the correct dress script). This was the case, for instance, with R9Hair373 used recently for gobman's model Brenda.

    I think this topic should be pinned.

    P.S.

    This could serve as a reference for the daring who 'd want to make a "better" 400 Hair Pack (I mean, more respectful of the correct host numbers).

    Or. even better, gather these hairs in a single VX addon. On second thought, this would be better off as a legacy addon repack (so that existing models would'nt need to be changed).

  10. My favorite hobby is shaping boobies (must be rooted in a long forgotten, remote golden age). Of course also morphable clothes and expressions are cool.

    JCM are excellent, but often poses look awful because of bad design. Morphs can help only to a degree.

  11. 9 hours ago, Lans Damon said:

    posesrenamer. exe doesn't work

    Probably your poses don't have internal tags, and so the names do not change. Never used it, I prefer different criteria for renaming.

    There are two options in OptionMan.exe ("Poses" tab) related to pose renaming, both very useful.

    One of them acts immediately, and will rename all the poses found in Save starting from 0001. Perfect to fill any gaps you have there.

    The other is effective at the next launch of VX, and it will take some time (the game will freeze for a moment during the task). This one is useful for poses not using the standard name format (PoseEdit****.pes). They will be given the standard format (starting from 3000, to avoid "collisions") and henceforth will be accessible in game, from Local. You may want to use the first tool after this, or leave their counter >3000 to have them distinct from the rest (I choose this option when I'm editing a posepack for later use). This method will leave backups of the renamed poses in Save, you can remove them any time using TKX_Utils' Report and Utilities / "Delete Backup Files"

    Both these tools have no problems with missing icons and are safe to use in that respect.

    @HDiddy TKX_Utils indeed has a renaming utility, but not very useful for bulk renaming (for my personal needs, at least). I prefer File Commander, as I said before it's very powerful, but since it's not a dedicated software you need to be very careful when using it for pose renaming.

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