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ddman2

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Posts posted by ddman2

  1. 8 minutes ago, The Other One said:

    Thanks!

    It looked like that:

    upgrade_dirs = {
        "VX-Mod",
    --    "^VX-Upgrade"
    }

    My game folder is z:\KE_portable

    Do I have to change it to that:

    upgrade_dirs = {
        "VX-Mod",
        "KE_portable",
    --    "^VX-Upgrade"
    }

    I did. But I still get the error message.

    No. You're confusing the files.

    1. If you have this folder 0DP16-Mod, add it in tk17_upgrades.txt.

    2. Open Config\Tk17_Config.txt, find addon_dir and make sure it loads the correct add-on folders. If you have folders in Config, but not in game folder, you might get error.

    addon_dir = {"D:/TheKlub17V10/Addons2/dp16Mods",
    "D:/TheKlub17V10/Addons2/dp16Addons",
    "D:/TheKlub17V10/Addons2/dp16FunAddons",
    "D:/TheKlub17V10/Addons2/dpHair"}

    • Love It 1
  2. 38 minutes ago, The Other One said:

    Thanks. But the old but gold routine "Have you turned it off and on again?" doesn't work this time.

    I also copied the files from the p update. Still not working.

    Only option now seems a fresh new installation...

    Config\Tk17_Config: make sure your paths to addon folders match the folders in your main game directory.

    Tk17_Ugrades.txt should look like this:

    upgrade_dirs = {
        "VX-Mod",
        "0DP16-Mod",
    --    "^VX-Upgrade"
    }

     

    • Thanks 1
  3. 10 hours ago, onevision said:

    I lost count of the unwanted (and annoying) "Undress All" due to accidental double-clicks. Hopefully this is gonna solve the issue, thanks.

    Errata corrige: the path is actually

    ...\VX-Mod\Scripts\Shared\GUI\

    I found the file anyway, but someone else might have problems.

    fixed

    • Thumbs Up 1
  4. 9 minutes ago, hawk188 said:

    Thanks ddman2 for your help.. just a little confuse and need some clarification please ? 

    "cut-paste all objects and lights from _level def in separate data files(txt). Load them with using [include] function." - do I cut all objects and lights from actual _level def (txt) file and paste it onto a new self created txt file? If so is there a file name I must use ?

    "at the top of your _level def add:......." I assume to add all the parameters into the newly created txt file ?

    Apologies for the questions but I am totally newbie to this and not sure enough what terms to use to search.

    Thanks again for your help !! 

    "do I cut all objects and lights from actual _level def (txt) file and paste it onto a new self created txt file? If so is there a file name I must use ?"

    -Yes, name the files however you want, then add the names after [include], in level_def

    these files that you created will show up in hook5 ui - includes

    2023-11-20_22-14-27.jpg

     

    Your _level_def should look similar to this:

    \\RoomName

    [include]

    _myLights.txt = false

    _myObjs.txt = false

     

    [environment]
    ....

    You can add the entire level_def in a text file and load it from includes. Example: day.txt, night.txt

    • Like 1
  5. cut-paste all objects and lights from _level def in separate data files(txt). Load them with using [include] function.

    at the top of your _level def add:

    \\RoomName

    [include]

    _lights.txt = false

    _objects.txt = false

     

    [environment]
    cubemap
    cubecenter = 0.000000, 2.439999, 0.000000
    cubesize = 4.000000, 2.500000, 4.000000
    cubecolor = 0, 0, 255, 80
    parallax_correction = false
    cubesource_angle = 0.000000
    cubesource_scale = 1.800000

    ....

     

  6. Dress_Toggle Disabled


    Open "...\VX-Mod\Scripts\Shared\uiIngameContext01.lua" with notepad. Add "--" in front of: .SubCmd "Dress_Toggle"; It should look like this: WIconButton :PersonContext_Root . {     .Parent :Ingame01_Frame;     .Visibility U32(0);     .Dimension ( I32(0), I32(0), I32(0) );     .AlignmentModeX Widget .AlignmentModeEnum .AlignCenter;     .AlignmentModeY Widget .AlignmentModeEnum .AlignCenter;     .HandlerArray [ WHandler . {         .Handle WEvent .MouseRightDown;   

     

  7. 3 hours ago, cattie50552 said:

    Thanks but I don't think I understand. Hook5 DOESNT work with OpenGL for me.  Hook5 works with DirectX for me but the graphics are uglier than what I see other people posting on KE.  Do you think it is because of my hardware?

    Your laptop supports directx 12. Hook5 requires directx 11 capable GPU.

    You have a cpu with integrated graphics that should be able to run hook5.

    "The ASUS VivoBook 15 is powered by up to the latest 8th Generation Intel Core i7 processor, with up to 16GB DDR4 RAM and NVIDIA GeForce MX150 graphics for smooth visuals and great gaming experiences"

    The game runs on directx 8 or 9, and OpenGL.

    Hook5 works only when you select DirectX in options before you Start.

    Hook5 gives you the option for better graphics. You need to install h5 skins, h5 rooms, h5 textures for mouth, teeth, eyes, hair, makeup, etc.

    Your laptop is not great, but you can probably run a light h5 room+2 models at decent fps.

    • Agree 1
    • Thumbs Up 2
  8. -download and install Everything(search program),

    -add it to context menu(right click menu) when you install it

    -right click the add-on, search with Everything

    -type GUI, then right click GUI and search with Everything, type icon. Right click blank space in Everything and set to large thumbnails. Set Everything to search for images only in "View" tab.

    2023-09-18_22-13-39.jpg

    -find your add-on and copy the name. Set Everything to search for everything.

    -then right click add-on repack and search for that name and you should find all related files using that name: acc, dress, scene, texture, txf and icon.

    2023-09-18_22-17-04.jpg

    -select and copy them all in another folder

    -create Scene, Scripts, etc folders the same as the add-on pack. If you don't know where the file should go, search again in Everything and it shows the path. You have to create that same folder structure. After you create the folders, make a copy for future add-ons.

    -after you're done, name your add-on folder and compress it as zip. Sometimes, game doesn't add folders for some reason. You can extract it after you see it working in game.

    • Thanks 1
  9. 5 hours ago, cr532 said:

    At least from my experience, h5 actually handles textures much better than the main engine. Probably the dumbest way to greatly improve game perfomance and almost forget about crashes is just use diffuse_override (or stage1, or skin layers, depending on the object type) options in the _pass files for everything:

    example.jpg

    Haven't really tested this method with old rooms much, but I believe it also should work well

    yea, but you can't change color in game if you use that. CustomStatic is better by the way because you can override norm and spec too.

    • Thumbs Up 1
  10. 19 minutes ago, Smoke said:

    Yes and No

    Long explanation short: Such information and documentation was either buried/hidden in MG. The find feature was just there to pretend it could be google. Even if those that knew, really never bothered to properly document the information and/or organized. The information we managed to pull was that, a mess, we tried cleaning it up as much as we could.

    With that - back during peaceful times, I had asked avarteas. His answers we contradictory and/or would answer months away. So I and others would do 'our own way' with him not approving of it. 

    I believe he mention that it needed to be a more universal system in place but he didn't know how to even use it.

    My point - moving such lists(mods) to another tab is NOT recommended. Its already 'filled' and cluttering it up more is counter productive. It should only be done with mods that will fit the bill into being categorized in that tab. We mentioned dp16 being heavily modified as he made his version as a 'niche'.

    I remembered wrong. I found 1 item by dp16 with morphs in Dress tab, and it saves so nvm

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