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Driver

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Blog Comments posted by Driver

  1. It looks fine.

    My version has younger name than original so original's Dress scripts are ignored. Dress script in LTN version is identical to original, only difference is it has if clause checking whether the body you are using is Latona or not, if it's Latona then Latona version of Ac file is loaded. if it isn't then original version of Ac file is loaded. That's how both versions lives together.

    The Mask is shared by both version. Other duplicated files are also included in case someone installs LTN version only.

  2. 6 hours ago, BorosBo said:

    I don't know how to enable using sub-folder in Addon. If I just put both addons in one folder like this, they don't appear.

    image.png

    There is a tutorial on how to use subfolder in Addons. Check the thread, you need to edit ini file to use sub-folder.

  3. 2 hours ago, BorosBo said:

    One of the versions get ignored. Which one maybe depends on the raw of installing. In my case it is the normal one.

    Try unzip both and put them in the same folder (if you use sub-folder). In my game they work doing like this.

    Both are Latona body but the right model form front has "XBody" body definition and F7C version of private lingerie were loaded.

    TK17-158.001 2024-05-07 00-19-42.jpg

  4. 3 minutes ago, Sexvision said:

    Very nice effect. I also did some testing on this with @state808 but did not use the translation vector. thats a nice touch.

     

    Thanks! Very refreshing, isn't it?
    To tell you the truth, in the clips I shared before, I didn't code it well and all the sound was coming from the feet of the model. 😂 I was able to fix it after that and decided to write this tutorial.

    • Thanks 1
  5. 14 hours ago, HDiddy said:

    Maybe a morph...let me know if you need an adjusted version of Euphie's toes.  I adjusted the last one so they morphed with some PE sliders so should not be too much of an issue.

    So... what was the Euphie's toes? 😅 Maybe nail expansion of the feet? If so I'll consider those compatibility issue later, probably faster to convert addon than make a morph to fit the feet to default finger nail positions because toe shape in this new topo is greatly different from default body. But I will respect those of hands for sure.

    • Love It 1
    • Thanks 2
  6. On 3/8/2024 at 10:07 AM, HDiddy said:

    @Driver

    Will your new feet still fit old Heels?

    Probably they will. Now in this shape the feet are smaller than normal Latona feet or those of Default body. When I sculpted them I didn't take care for their original shape but I respected a references and as a result they became smaller 😅 so I'm not sure if I change their entire scale to fit to the shoes that already exists and they have clippings with them at that point.

    • Thumbs Up 2
  7. 22 minutes ago, SovietTiger said:

    Totally with you on this. A quick question about it tho. This is taught to be compatible with Euphie's/MrOllyK's feet nails or that would be some assets to go to the vault?

    I'm sure they will need to be repositioned/reshaped to fit to the feet cause I completely sculpted them to new shape. To be honest I feel the shape of the fingers can still be improved, but it's not main point of this project, to remake the topology of this body, so I want to put priority on cutting those edges of the body. Once that work was finished then I will be able to reshape the body parts. So getting compatibility with those addons back would be the last job, if I can get there though 😁

    • Agree 1
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  8. On 3/4/2024 at 7:40 AM, erikku90 said:

    Thank you so much for this, this allows me to have a model wear FBV2 clothing but then adjust the slider when I want to go back to the LTN body. On a separate note, what ui do you use? 

    UI? This is what I DL from old Modsgarden site, the same one that is used in an old repack called tk4r. I like this semi transparent look so still keep using from ancient time.

  9. @gobman

    Hey, thanks for the link, It was interested. It's crazy that there are someone on the earth who are trying to define a theory of beautiful face seriously but some of them are informative to me.

    If you enjoy the tendency of my models it will be highly appreciated though, I myself think my models have kind of masculine jaw, one of the reason is I tend to put the criteria of beautiful face on rather masculine face than feminine, and think well developed jaw is a part of that criteria.

    Strip 1.jpg

    On the other I admit there's tendency that feminine undeveloped jaw tend to be appreciated in east-Asian countries. This is what I picked up at random from Illusion game discord server right now, and their game has far more Asian characteristics than our game.

    HS2_2024-02-22-14-39-13-403.jpg

    She has made for male gaze obviously lol but I think it's interesting how different characters tend to be in different games, in different porn games I should say.

  10. 13 hours ago, The Other One said:

    This looks just awesome. Can you by any chance do something about this instance:

    And make Latona body a bit more "flexible"? If you put feet and knees behind some point towarda the head and upper body this happens.  This would be really great. 🙂

    I'm sure female body do has such problem more or less, but I'd say that in your image is problem of the cloth itself. To get better result in those poses you need to have dual approaches one from addon clothes and the other from the body.

  11. On 12/28/2023 at 4:31 AM, hfg2 said:

    Under Limbs section there is a Knee L and a Knee R, those in fact manipulates the values under 

    Anim:Model01:knee_L_pe_transY

    This is obviously found in anim01.bs file.

    You can drive those sliders manually, but if you want you can auto-drive those sliders using AppExprLinear. I thought this is what you tried to do in your "fixings".

    If you drive those sliders to the max the leg will jump out of the place like crazy, to correct that and allow for more extreme sliders you need to fix the PreferredAngle. This is omitted in the anim01.bs file because it doesnt cause problems for original joints values.

    So PreferredAngle enable reverse joint or something? I'm not sure this is relevant tho I wish there's some "limiter" for AppExprLinear to prevent it from working all the way in a bone rotation but to enable only work in between specific angles.

    Speaking about AppExprrLinear, yeah I used it in the demo clip and the "Anim:Model01:knee_L_pe_transY" must be (iirc) from what I made mimic animation to be used in my ExprLinear code because it was impossible to use same anime in both pe slider and ExprLinear atst. Thanks to Raistin I could make a brand new blend group, and probably would be possible to make new connection group itself. And that may be possible to add as many animation as you want from Addons folder, not replacing anim01 file. But I'm taking a brake before working on it.

    17 hours ago, HDiddy said:

    @Driver the ones in the game...well they suck. LOL, I used the ones @Sammrchssn created in Realistic Female in XBody and IMO those are perfect.

    Yeah Samm's correction morphs just work nicely. My version uses bone translation so that it doesn't cause major clipping issue with pants or skirt, that is the major difference. But adding some auto morphs to shape knee caps more decent when the knee are bent would be nice.

  12. @hfg2

    I don't get what those lines do tbh😅 especially after full two months away from modding now. Is only a slight change (translation?) allowed with your custom body? And those lines prevents from it? In my testing body translation is unlimited though... anyway those information are appreciated, for me in the future, or for someone who's working for their custom bodies.

  13. 6 hours ago, hfg2 said:

    You can make your own mesh from the standard game eye meshes, you even have access to both eyes (yes, those are separated), you can edit the vertices and even the UVs separately. So you can increase the resolution (vertex count), you can sculpt them, or separate their UVs (one robot eye or heterochromy) if you are into such mods.

    Both the left and right eye iris and the eyewhite share the same uv texture spaces and are just flipped left on top of the right or the other way around. 🙂

    So if you are into eye customization this should be your low hanging fruits.

    Sounds great, and the girl is cute. ☺️

    I wanted to know if real concavity of the eyes look better than hook5's depth parameter and as you told it wasn't a big deal. So probably I would pass this project to someone else who want to create odd eye mod. If there isn't, I might back to this though.

    • Haha 1
  14. 3 hours ago, erikku90 said:

    It looks pretty good, the only thing I could see that needs improvement is the forehead like you said, and the nose looks odd to me for some reason.

    The first impression tends to be reliable in many cases 😅, could you be a bit more specific about the nose?

    1 hour ago, aykekarallo said:

    I would suggest trying PervYoung face mod as base for this project.
    It is the one that seems to me to be more oriented towards the North Caucasian genotype. Especially in the nose area.

    Thanks, as I tried, Oeshii's and Pervok's face mods are the best two that have Caucasian features. The morphs I made are body morphs so that they work on any face mod, but I'd try PervYoung probably.

    Strip 1.jpg

    • Thumbs Up 3
  15. 5 hours ago, hfg2 said:

    Sorry, but I fail to see the difference. 🙂

    No worries, cause it has a very subtle effect, almost a self-satisfaction after all.

    Untitled.jpg

    @Jimmy_G@timey

    The idea is like this. Even if I have used high poly model, the side view wouldn't be better cause the center of eyeball is lifted in real eyes, so any concavity significantly reduces the visual of eyes in game. So I need something that cover the iris up, like contact lenses, to emulate cornea. Maybe I could re-use the eyespec mesh because that is just like contact lenses.

     

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