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aardy

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  1. aardy's post in activmod name of Army Helmet was marked as the answer   
    @oaks -
    Okay, this should work.
    Just unzip and add the folder  !Custom.Cloth.Army Helmet AM  to your Addons.
    Activemod textures will need to be named  Army_Helmet_01.png.
     
    Army Helmet fix.zip
  2. aardy's post in Female Polo Shirt? was marked as the answer   
    Uploaded and now available here:
    https://www.klubexile.com/files/file/9194-polo-shirt/
     
  3. aardy's post in DEFAULT COWBOY HAT DISAPPERED was marked as the answer   
    Also check to see if you have any default rooms disabled in Options manager.  Certain outfits are tied to certain rooms and won't be available if the associated room is disabled (although I have no idea which one might relate to the cowboy clothing).
  4. aardy's post in Arabian Jewellery Hat clothing removes hair? was marked as the answer   
    Just delete the section:
    DressCmd . { .Show I32(-1); .Target :P + "Hair:hair_mesh_group"; .Optional True; }; That should fix it.
  5. aardy's post in Tattoo problems was marked as the answer   
    This is an old game bug that's never been resolved.
    For some inexplicable reason, it's caused by the Makup Save on that model.  Tends to occur more on old (v7.5) models.
    If you delete the Makeup.cc from the model's folder, the problem should go...
    (the game will automatically create a new default one)
    But you will have to rebuild your makeup from scratch.
     
     
  6. aardy's post in Eyebrow Removal was marked as the answer   
    My attempt for you attached.
    Must admit, I haven't actually checked it in-game yet.
    Female_White_Head.zip
  7. aardy's post in Changing Standard pose locations on rooms was marked as the answer   
    The Room files that designate pose positions are in the folder VX-Mod\Scripts\Luder.
    You could try replacing all the Room folders here with those from an earlier update and see if that corrects the issue.
  8. aardy's post in Models skins was marked as the answer   
    When you hover the mouse on any item in the Customiser menu, the item ID is displayed in the top left corner of the screen.
    If this is an Activemod selection, the ID will be the folder name.

  9. aardy's post in MTEBlouse638 / Pants638 Author Mute123 was marked as the answer   
    PM sent  
     
  10. aardy's post in Do you HAVE to edit an already existing character/clone in order to create a character or no? was marked as the answer   
    Yes.  Any model available for the game, including any downloaded, will have originated from one one of the base models.
    That is the only source of game models - apart from a handful of 'puppets', but these have limitations with clothing availability or can cause game conflicts.
    A new (cloned) model can be drastically altered though by using any of a vast number of available body and/or head replacer addons.
    (Again though, there are clothing limitations with many of the body replacers)
  11. aardy's post in Texture editing for Cross's iPhone 13 Pro? was marked as the answer   
    It's the white area of Iphone13.png - you will need to play around to find the positioning of anything within that area.
    The near-black part of that image file is the edge of the front face, so take care not to bleed over it.
     
     
  12. aardy's post in How to find texture maps for customized rooms was marked as the answer   
    Ah, okay - these are replacement/alternative sky textures for any room that has an HDRI sky dome mesh.
    Examples of such rooms are;
    https://www.klubexile.com/files/file/3807-klub-exile-blank-room/
    https://www.klubexile.com/files/file/6041-h5-sky-dome/
    and my own modification/retextures here:
    https://www.klubexile.com/files/file/8334-first-light/
    and here:
    https://www.klubexile.com/files/file/7395-medieval-keep-room267-redux/
    In each case, you need to find the texture name for the sky image in the Activemod folder and rename the new texture accordingly.  In the example of my room First Light this would be 'Room_HDSkyDome1_Sky.png'.
    The name will differ for each room - you just need to look for the file that mentions 'sky'.  Most rooms though do not have an HDRI skydome mesh, so the use of these alternative textures is currently a little limited.
    You can always try them on non-HDRI sky mesh rooms, but they will most likely appear a bit distorted.
    For any Addon room that does not have an existing Activemod folder, all you need to do is copy the texture folder of the Addon to your Activemod and rename to whatever you like.
    The location of the textures in the addon will be:
    Room Name\\Images\Q=Tex032M\Luder\Room\Room Name   (this is the folder you would copy)
     
     
     
  13. aardy's post in Twister mat was marked as the answer   
    Something like this?...
     

     
    I'm sure there used to be one.  This isn't it, not something I ever downloaded - but making this for you to fill the gap.
    Converted from an old Rug Toy (Flying Carpet maybe?) it will be a stand-alone Twister Mat for VX.
    Just need to finish it off, I'll notify you when it's posted.

     
    @Tehkah  -  This version now available here:  
    https://www.klubexile.com/files/file/8246-twister-mat/
     
     
     
  14. aardy's post in There is no makeup option in my customization tool, and some body parts options are missing was marked as the answer   
    I'm guessing it's something you've added that is causing conflicts.
    Try the game with an empty Addons folder and see if the problem remains. 
    If not, start adding items back to your Addons folder gradually - checking as you do, so as to identify the addon that's messing things up.
    Otherwise you may need to re-install from scratch, and then add things back gradually.
  15. aardy's post in * Questions about bodymods and facemods for game * was marked as the answer   
    To see a body mod or face mod change on a model, once you return to your room from Customiser the room must be reloaded - ie. you need to exit back to the main menu and enter a new game.  This is the only way body and face changes will load into the game.
  16. aardy's post in Hall of Ceremonies (Vanilla Room) was marked as the answer   
    All the base game room textures can be found in the game directory here:
    Archives\2.158.001\Images\Q=Tex032M\Luder\Room
    Any textures copied to Activemod from here will need renaming - this list gives you all Activemod texture names (rooms are at the bottom):
    https://www.klubexile.com/files/file/5894-default-textures-id-list/
     
     
  17. aardy's post in Head Replacer Installation? was marked as the answer   
    The file '000.Custom.Face.2B.NA' is the head mesh.  This goes to your Addons and you will find it in the Body/Face selection menu of the Customiser. Any change to the face selection in game will require a restart of the room for the change to take effect.
    The folder 'skin 2B' contains the skin texture.  This goes to your Activemod and will be available under Skin selection in the Customiser.
    The content of the 'Face save default' folders goes directly into your Save folder. If the names conflict with an existing save, just rename them all to the same next avaible slot number.  Once installed, this will be an available choice in the Face Saves selection of Customiser.
  18. aardy's post in WCIF Legacy Content Repack was marked as the answer   
    Don't know if this is the one you had in mind, but it does contain pretty much everything to that point:
    https://www.klubexile.com/files/file/2043-dimisd-add-on-outfits-pack/
    Trouble is, it's all bundled into a single Addons pack.
    (which means things like the JU and NC outfits aren't grouped as outfits which makes putting things together a bit of work)
    Anything in particular you need?
    NB. This same repack has also been re-released under different names.
  19. aardy's post in clothing problem was marked as the answer   
    Okay, below I've attached a file that will give you what you want for this dress.
    Unzip the download and copy the file ( DcDressVX_HDiddyDress11.bs ) to your addon, replacing the original.
    (in the addon's Script/Dress folder)
    BACK UP YOUR ORIGINAL FIRST
    If you compare this to the original you will see what needs doing - it's a simple text edit that you can apply to any other clothing where you want to disable autohide.
    Look at the line that starts:  .SuppressZoneArray.....

    PS. If you quote a previous comment of mine, or use the @aardy tag, I will be notified of any further comment you add here.
    DcDressVX_HDiddyDress11.zip
  20. aardy's post in Why am I not allowed to download game? How many points are needed. was marked as the answer   
    As with most of the stuff available here, no points are required to download the game itself.
    It is freely available (from Mega) using the link on this page:
    https://www.klubexile.com/files/file/14-the-klub-vx/page/12/
    However, your account is not fully active (ability to download site content) until you've made 5 posts on the forum.
    So far you only seem to have made 3.  Just add some comments on uploads you've seen, or join in any discussion. When you have installed the game, post some screenshots. 
    This will get your post count up and your xpoints will very soon start to build.
  21. aardy's post in Keido's R9Mask 011 (Bat) & 015 (Cat) was marked as the answer   
    These are showing their age a bit, but available here:  https://www.klubexile.com/files/file/8131-r9masks-011-015-cat-woman/

     
  22. aardy's post in Head Tatto was marked as the answer   
    If you're working with the default tattoos, the Activemod names you need to use are 'head_tattoo_tribal01' through to 'head_tattoo_tribal04'. 
    These use the same names as the base game textures  (which you will find in  Archives\2.158.001\Images\Q=Tex032M\Shared\Body)
    The layout is the same for all 4 and they use the same layout as the default Head skin - so you can use that for a guide to positioning.
    I've used these for many face layer textures - these being an example:
    https://www.klubexile.com/files/file/7888-eye-makup-for-1x-skins/
     
    The only thing is, these are limited to the 1X skin resolution as they are essentially a skin layer for the default skin system.
     
    I've attached one of mine below that you could also use as a guide.

     
    There are also some default forehead specific tattoos, but the resolution of those is miniscule - I would advise avoiding them.
     
     
  23. aardy's post in Star Trek: TOS Enterprise Bridge? was marked as the answer   
    It may well have been originally, but also released as R9ZRoom331 -  Star Trek TOS Bridge (by barklay)
    The original release had a problem with having no pose positions - it would just load a pose in the centre of the room which was then unmoveable.
    I've improved on this - modded it so the loading pose is now at least moveable using the pose location buttons ( limit of my abilities ).
    Room with my textures (just my room icon - will follow up soon):

     
    UPDATE:  Now uploaded and available here:  
    https://www.klubexile.com/files/file/8098-room331-star-trek-tos-bridge-modified/
     
     
     
  24. aardy's post in Difference between Hairs and Wigs ? was marked as the answer   
    They are also made differently - wigs behave like hats and the complete mesh moves with the head, whereas with hairs the different weighting allows for more 'natural' movement, particularly noticeable on longer hairs (which stays in place around the shoulders and back).
    Infact, some of the original addon wigs were converted long ago to R9Hairs, and the comparative difference in game in very noticeable.
    I would guess wigs exist because they are simpler/easier to create than hairs.
     
  25. aardy's post in How to edit this water splash in H-Bathhouse room was marked as the answer   
    It's a particle/emitter - it doesn't seem to have an associated texture file, so I don't think you can modify it that way.
    You can, however, turn it on and off ( and even empty the bath ) via Room Options:

     
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