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HDiddy

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Posts posted by HDiddy

  1. I say the order because Pervo released these things at different times over a 3 year period if the order is wrong you will overwrite new files with old stuff.

    First install this, you can find it in the game Mega Link

    image.png

    This basically everything in folder where it needs to be.  Just drop the Binaries and Mod folder in your game folder. Done now H5 Basic should be working. Yes it includes the Physx dlls too.

    image.png

    To install extended it is just a few files.  Firs download this

    image.png

    Everything else was in the merged H5Basic zip

    Then drop everything in the "hook5 extended unlocked" folder in your games Binaries folder.

    image.png

    null

    • Thanks 2
  2. 44 minutes ago, Shanegsd said:

    Here is how which files go to where. but first make a backup of the game just in case,

    Earrings_Physx - Copy each folder inside to mod\activemod folder in the game, so that files inside those folders should only be in 1 folder. files should not be inside 2 folders. as an example for _PhysX_Earrings02 after you copied correct path should be mod\activemod\_PhysX_Earrings02\ files blah blah. if there is a _hook5data folder in those just copy that folder and paste in activemod folder. replace if asked.

    Hair_Hairworks - simple copy and paste all the folder into activemod folder in the game.

    Hair_Physx - same as the first one

    Hairworks Replacers - copy all files to addon folder in your game

    Hook5 Development - ignore this for now

    hook5 extended unlocked - copy everything inside "hook5 extended unlocked" folder into binaries folder of your game.

    hook5_additional_allinone - Copy all the files in binaries folders to, well...binaries folder of the game. they literally inside a binaries folder so you can identify which folder to go to. exception is ExampleScripts. inside is a _hook5data folder which always goes to activemod.

    StarterContent_04.04.18 - inside there is an activemod folder. copy that folder and paste it in "mod" folder in your game. replace is asked.

    Hook5 Samples - extract the 3 files. copy all the folders into activemod folder in the game. like above, all the files inside those folders should be in a 1 folder. using 2 or more will cause them to not show up in game. that's how should be for all the contents inside activemod folder. either in a folder or no folder at all (not using folders obviously not good for organizing and sorting).

    And lastly go to this link, download and copy all the folders to addon folder

     

    You are dropping files in the wrong order.

  3. 3D Meshes or models for the game are not your typical OBG or FBX file.  These items are contained in the "Scene" folder of the addon with the "bs*" extension.  B S files are text and can be opened with any text editor and modified.  B S B files need to be converted to BS before they can be read.  You would need a tool like TK Shell Tools to this easily on the fly:

    To modify them in Blender you need something to import them into Blender. Some folks do it by hand or use Python scripts.  However most people basically accomplish this by using an import/export plugin made for Blender. 

    There are currently two options available:

    and

    I use Blender 2.79 as it has better compatibility with the game but you can basically use whatever version you want as long as you understand those limitations.

    There are multiple ways people have to export things back into the game, but the tried and true would always be to use CollatKane or CTK to make an addon the game can use.  There are multiple tutorials that show you how to this ranging from Toys, Clothes, to Rooms.  I suggest use @Smoke's tutorial as this will walk you through the basics which ultimately apply to everything

    Once there you can try tutorials on Toys and Rooms

     

     

    • Like 1
  4. 5 minutes ago, Shanegsd said:

    I have uploaded a few models in the name of dp16..If the models are done by DDman2, i think I've got the name wrong. they must be a DDman2 models. @ddman2 tell me if I'm wrong, ill recorrect them. maybe even clothes are his.

    I can pretty much guarantee you the models are from ddman2.

    • Thumbs Up 1
  5. 6 hours ago, erikku90 said:

    I can't speak for the admins, but I don't see the site going any where any time soon, I would not have donated to the site if I thought that was the case. The only way I see the site shutting down, is if another game comes along that can compete with TK17 or if a ton of modders leave.

    The thing is even if a another game comes a long it is still a crapshoot.  VaM came a long and while it took some folks away it was a mass exodus.  As long as their are people who are interested it keeps the community solvent

    • Agree 4
  6. Well composition is everything.  Yes, using female poses on a guy is going to make your male appear effeminate.  If that is what you are going for, problem solved, but if not a you have to more than just basic posing.  Things like facial expressions and just the context of the pose in the first place will help to compose the way you like.  For example 2 males enjoying their spring outfits in the park, is very much an effeminate characteristic.

    Here are some tips to take in my if your looking for Male Straight Poses.

    1. Male's are rigid.  The poses should use more straight lines versus bending and rotating of hips arms and other things

    2. You should not be doing anything to special with the hands more than stroking a beard arms being folded or arms in pockets.

    3. Go for dominant positions.  Legs wide, Chest out, etc.  I would try not to do too much leg crossing.

    So some examples..

    Here below below the males body is very angular and rigid verses the female

    image.jpeg

     

    Again male is very stiff while female tends to bend a lot more body parts

    image.jpeg

    image.jpeg

    image.jpeg

     

    • Thanks 1
    • Thumbs Up 1
  7. 8 hours ago, Shanegsd said:

    Thanks @Smoke for clarification. I could not find any info here about his whereabouts, so I posted the question. If he is even capable of helping @HDiddy, he must be skilled even more than I thought he would. But I'm still waiting for @ddman2. i wanna know his alibi..if he is willing to answer of course.

    Ddman2 aka RedApple2 is not DP16.

    DP16 did join the site but was never really active. Contact with him was mainly through discord.  He basically did his own thing, as he was the brains behind the technical aspects and mesh mods of the F7 Curvy Repack.  He helped me fine tune full body morphs, in addition we used how he was handling customizer morphs for bodies to apply them to clothes.  As of right now he is not actively doing that much.

    ddman2 is the brains behind the "Non-Mesh" content in the F7 Curvy Repack. This includes Animations, Models, Clothing, and Textures.  There is a reason why you may see some TK17 futa content look very familiar.  Well, once the F7 Curvy repack leaked some folks used it and the content to spin up Patreon sites and the like.  The maker of the content is @ddman2

    Ultimately the F7 Curvy Repack became a thing due to the partnership between ddman2 and DP16.  There is no mystery story to it.

    • Thanks 1
  8. You can use any version of Blender you like, you just need to understand differences.  Blender 2.79 and below are the most compatible.  Most use 2.79.  There are folks who use the more modern versions of Blender and have their ways to get around things.  For example in versions 2.8+ you no longer have the ability to simply make a mesh double sided in a way CTK understands requiring you have to modify the scene file after the fact.

    Also later versions of Blender seem to prioritize Nodes for texturing versus just assigning materials and textures.  This could also lead to weird things when using CTK.  I only use modern versions if Blender if I need to create complex custom morphs as there are newer brushes to handle this.  However even there I will export the morph as an OBJ and still rebuild everything in 2.79.

    That said if you do not need CTK to build a mesh, once you understand what CTK is doing you can build your own script in whatever version of Blender to do whatever you want.  DP16 used his own python scripts to build clothing versus using CTK.

    Hope this helps.

    • Agree 1
  9. First time I am seeing that.  The logo itself usually appears for us when someone reports something, content wise.  Will look into it.

    So it seems...that is showing up to let you know the following:

    "Email address was blocked by the Invision Email Service because it rejects incoming email (as a hard bounce)."

    Not sure where you would see it on your side, but that is the issue.

    Seems like you are using a temporary email account that is being flagged as a security risk.  I suggest you change it.

  10. 24 minutes ago, pythonisttk said:

    oh boy, seems to me that if I'm not a modder, earning xp is quite a challenge. So tell me. Things like xBody costs 20xp but there are 9 files to dl. Do I pay 20xp for all or for each file. Goosh, I'd pay for these xp points. 😅

    XP is based on the entire download.  That said for XBody you should only need a minimum of 3-4 files.  The fact that you are trying to download everything tells me your not paying attention to the instructions.

    Not at all, you literally gain XP for just showing up.  Anything you share on the site including images, comments, etc..will gain you XP.  For example member @NightShadow13 is not a modder.  They primarily consume all the great contact members make and in some cases he has more XP than some content creators.

    Why? Because they participate in the community with reactions, feedback, and comments on content.

    • Like 1
  11. Lliterally just told @Zer0 this like an hour ago. LOL So I will just copy and paste

    You simply need to modify the "TK17_ToolChanges.txt" file in the config folder and add some lines, below is a sample...

    tool_changes = [[
    	addon = "VX.Toy.Cum.Ooze.H5" multiply = 4 name="Cum Ooze"
    	addon = "VX.Toy.Cum.Squirt.H5" multiply = 4 name="Cum Squirt"
    	addon = "Custom.03.R9Toy434_CumSpurt" multiply = 4 name="Cum Spurt"
    	addon = "VX.SMK.XilePhoneV1" multiply = 2 name="iPhone Pro"
    	addon = "VX.Zer03DToy38" multiply = 2 name="Tomb Raider Pistols"
      	addon = "R9Toy293" multiply = 2 name="Wedding Bouquet"
    ]]

    The key is that the addon name should match the addon name folder exactly.

    • Like 1
    • Haha 1
    • Thumbs Up 2
  12.  

    2 hours ago, ElizaCarmen said:

    So is there where all the modded content for TK17 will remain. I remember reading about modsgarden being shut down so I'm curious to know if the site was to suffer a similar fate.

    Modsgarden was shutdown because Morataika decided to stop paying the bill.  Why she decided to do this and if she gave Team K17 a chance to take it over paying and maintenance of the site, we would not know. Here on Klub Exile, we run yearly donations to ensure viability of the site.  No one person is responsible for paying for it, and no one person is the only one with admin roles.  We have also paid forward our domain cost to 2030. Domain's are pretty cheap and there is no reason yo should be paying for that year to year.

    Spoiler

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    When you have a full admin team that refuses to donate a dime to their own site....you can pretty much predict where that is going.  Currently the team is dependent on Roy to financially keep the site up. Which he has complained about in the past. In addition Roy was taken a more "It is mine" approach to the site, turning himself into a "King" of his own Domain. Most likely due to his refusal to purge the site of underage content created by himself.  I don't need to mention how that just causes issues, but not our problem

    Spoiler

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    That said most of the content in ModsGarden was hosted external to the site on file sharing sites.  While this kept their cost to a minimum, it was not the best experience. Namely, old content would expire...and if the author is gone it becomes harder to get it back. The team has continued in this tradition of external file sharing sites being buried in Forums on their new site.  Remember file sharing sites tend to expire when there is a prolonged time of inactivity for that file.  When there is minimal activity on a site this increases the chance of this.

    Part of the increased cost with Klub Exile was not just a more modern design and dedicate downloads area, it was also having our own Amazon S3 storage space.  This means content can be saved directly on the site and backed up fully.  In addition we are able to leverage our host Content Delivery Network or CDN for free which allows us to be able do things like stream video directly on the site.  As of today we are still in good shape with how much space we have left.

    Spoiler

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    Furthermore, the site is robustly moderated.  We have a pretty advanced reporting and warning system, along with a good set of tools @Moderator's can uses to fish out bad actors. In addition the community is great with reporting content that should not be on the site, in which action is taken swiftly.

    Spoiler

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    Some people do not like this but some of the reasons for ModsGarden, which started at www.razlyuli.org, going down is because of minimal moderation.  So things like underage content and other stuff probably violating the host Terms of Services went unchecked...that is until the host checked it and then terminated them.  This continued at ModsGarden.cc.

    Let us just say we have learned from the mistakes of our predecessors and while we are not perfect, we are constantly mitigating those things that brought MG and the community to the ground.

    • Like 1
    • Agree 2
    • Thumbs Up 4
  13. 2 hours ago, timey said:

    I use Hook5 extended 

    Yes 4GB patch is On ..in options manager

    And the game starts fine when I load a room after loading time it stays black and crashes error msg like some memory.

    Even after reducing size still crashes at random 

    I guess it's some duplicate or error in addon like u said 

    This has little to do with addons.  Sure if you have too many toys you may have a room crash or if you have an extremely Hi-Poly outfit on a model that would contribute to it too.  However I find 90% of the time it is because the room is simply way too heavy...Texture Load, H5 Objects, Lights, Environment Files.

    1. For many rooms with H5 objects and Lights the authors do not optimize the Level Definition file.  By this separate the lights in a include and keep them turned off.  This way the room can focus on loading core stuff before you turn on the lights
    2. Some rooms are really heavy and you also need to separate the H5 Objects in another include and do the same as lights.  Turn it off until the core room  loads and then turn it on again.
    3. Some rooms are using extremely large environment files, you may want to switch it or remove it. This was the problem with Cleonway Hotel, the environment file was causing the room to crash as it was about 330MB
    4. How many toys are you loading? All toy addons load with the room compared to clothing addons that load on demand. Try reducing the amount of toys in your addons folder to just what you need.
    5. Finally there is texture load.  I put this last as there is little you can do about this. It is what it is, unless you rebuild the room the only thing you can do here is optimize room textures or reduce file sizes.

    Remember H5 is running on the side of the main game.  So scheduling of loading resources to the Video Card can get messy if you are trying to load a lot of base game and a alot of H5 stuff up at the same time, causing the inevitable crash.

    • Thumbs Up 3
  14. 8 hours ago, Driver said:

    I just thought if people see pemod slot list and room has 1-56 then some might try to use until the end, and separating those slots from room can prevent it. But basically I'm kinda OK person as long as body and face will get (a lot of 😁) additional slots. I leave all the rest to you guys. Once the plan is finalized, it will be implemented as it should be.

    Your right but, I don't know if going through the trouble of creating a morph category for it is worth the time and energy.  I would say as of today the most slots that have been used for a room is the full 30, and after that it does become a stretch.  We should be fine.

     

    8 hours ago, Driver said:

    I didn't know that, could I try it now?

    @JoeNoxwill will need to share this as it was demonstrated in a video here:

    I  believe he used IDA and Cheat Engine to reverse engineer it in some way.

     

    8 hours ago, Driver said:

    @x17

    Surely toy can cause performance issue easily, but after all it greatly depends on users how to use pemod, so I guess all we can do is allocate slots in the way the users feel that's fair.

    Same for the usage of face/body slots, we are just expanding the number of slots, and it doesn't probably include dictating how folks use them. Doing it would be your, admin's and moderator's domain, not mine, as a modder. 🙂

    @HDiddy

    I just thought if people see pemod slot list and room has 1-56 then some might try to use until the end, and separating those slots from room can prevent it. But basically I'm kinda OK person as long as body and face will get (a lot of 😁) additional slots. I leave all the rest to you guys. Once the plan is finalized, it will be implemented as it should be.

    I didn't know that, could I try it now?

    And tbh I have still no clue why DP's slots exist in VX and how they are expected to be used, so that's me who want to ask the question. It might be more like F7 repack users have some clue on it.

    I think DP16 was starting to experiment with different ways of manipulating things in the game.  This is where things like his MotorBike, Treadmill and other objects came in as he used those free morphs to better move those items within the game scene, as it gives you Full Rotate and Translation capabilities.

    Where I can see it being useful are things like Room Poses.  In theory  you could apply a Free Morph to each pose position in a room. Making each one adjustable on the fly without having to depend soely on the 1 Room Import Position.  Same goes for Room Objects.  Instead of using sliders you can apply free morphs to each room object you want to be able to animate or move.  Sliders are great for fixed objects like doors and windows but free morphs would be better for furniture like chairs and tables.

    You can apply them to a multi mesh toy, for example in a gun or revolver you can use it to animate removing a cartridge or magazine from a gun.

    All in all they come in hand you you want to freely move a mesh in any direction you want,

  15. Your expecting Messages to work like GMail.  Unfortunately that is simply not the case.  Most standard mail services have a lot of indexing and other tools built into search where as forums typically rely on crude db level searching which leaves a lot to be desired.  I believe you have the option to have PM's also sent to your email inbox, so I would use that if you want to do more deeper and advanced level searching.

    • Thumbs Up 1
  16. 7 hours ago, Driver said:

    Sounds good. Besides if expanded slots causes stability issue, you can limit the available number of track from openstream.lua. So I recommend to consume all available tracks in coding.

    This is a sample of slot allocation reflecting what you guys have mentioned.

    Dress: 120
    Hair: 50
    Toy: 50
    Room: 50
    Face: 100
    Body: 100
    DP16Free: 24
    Room Importer: 6

    total 500

    As @x17 said Dress seems not very hungry for more slots. the one reason is you can overwrite slots when change clothes, that is not the case with hair/toy/face/body. The more critical reason would be that Dress.track is sum of consecutive tracks like eyes//head/tops/etc... so that if you add 15 tracks to the "top" category then each allocated slots will be changed in all following categories after "top". I'm not sure if clothing addon creators are wiling to fix pemod track of their addons.

    Screen-2024-04-13_04-10-07.png

    I assume @Tipsy told 20 tracks are enough for "free" slot because 20 tracks are allocated for the room category of the free slot. I have no objection to that.

    At last as @Smoke pointed out we would need a place to do beta test with the help of a limited number of testers before making something public.

    Dress is not hurting...however I think more dress morphs would be better put to use then 50 Hair Morphs.  Especially if you want to add more AntiClip and Joint Correction Morphs in clothing like Daz items.  In addition I am struggling to see a use for Hair Morphs in PE versus using them in Customizer.

    For room importer it will just sit on the last 6 Room morphs so technically that would be 56 Room Morphs.

    Now....here is something to think about  with those DP16 free morphs.  Some of us remember @JoeNoxwill was able to map the FOV H5 setting to a Pose Edit slider.  Now what if you can map an H5 Object to a DP16 Free Morph?  Something to think about.

  17. The unsuitability issues was due to using dress tracks over 1000. Not because of adding more tracks.  I have been running my own game for over a year and I added all to emote tracks to PE (Maybe about 50) with no issues. @Tipsy added additional morph tracks to his game a long time ago and it doesn't seem like he as issues either.

    If you keep within the limits already set and repurpose what is already there, then there will be no issues.

    Euphie created something brand new with XMorphs, she added more tracks a long side of the ones that already existed.

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