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HDiddy

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Posts posted by HDiddy

  1. 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
  2. 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
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  3.  

    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.

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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

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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.

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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.

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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
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  4. 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
  5. 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,

  6. 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
  7. 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.

  8. 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.

  9. @Driver I see no issue discussing it here. That said we did start a thread regarding updates (including this one) here:

    I would say the best way to implement this is in another update.  One thing to note, for DP16's mod we can use any slot. I have tested a build using room morphs instead of toy morphs and it works fine, so in the future that might be something we just end up changing or providing multiple options.

    From a technical implementation perspective it is a matter of who wants to take on the challenge of modifying the file.

  10. Upgrades are not all just posting content.  The automatic promotion looks at Content, Achievements, Badges, and Reputation to promote a user.  Basically if you post content that the community has positive reactions to, you will ultimately get to Level 2.

    To @LordHunt's point.  This cannot be emphasized more.  If you spam Your basically doing yourself no favors if your trying to rank up.  Additionally you run the risk of actually having to answer to LordHunt if you really fuck up....trust me, you do not want to be in LordHunt's crosshairs.  LMAO.

    image.jpeg

    • Haha 2
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    • Thumbs Up 1
  11. 8 hours ago, Tipsy said:

    All tracks up to 1000 work fine. I don't know what reset code you are talking about, can't see anything related in anim01.bs. I personally added 40 additional bodymorphs with numbers 920 - 959 because tracks 720 - 919 are occupied by DP16's vx_free. And it all works fine. Maybe the 1000 track number limit is hardcoded or something, idk.

    To be honest....DP16's free morphs are taking up a lot of prime morph slot real estate for something pretty much a lot of folks either do not use or do not even know how to use.  Ultimately the only thing they are currently being used for is the RoomImport Mod.

    If it was me I would first reduce the DP16 free morphs to like  90 and go from there:

    • 720 - 809: DP16 Free Morphs
    • 810 - 839: 30 additional Morphs to Toys
    • 840 - 889: 50 additional Morphs to Dress
    • 890 - 919: 30 additional Morphs to Head
    • 920 - 969: 50 additional Morphs to Body, (Expand on Tipsy's changes)
    • 970 - 999: 30 Additional Morphs to Room

     

     

     

     

    • Agree 1
  12. 5 minutes ago, gigster77 said:

    Same copy. I took the copy on the new rig and put it on the old one yesterday when I suspected that the new rig might be part of the problem.

    I haven't noticed anything with other games; BG3, FM24 seem to run better on the new rig. Only issues I've had were with Cyberpunk and I think that was down to out of date mods since I hadn't played it in a long time. 

    What Video card is in the old and new rig?

  13. The game is not going to use anything more than 4GB of the page file, so your best bet is to let Windows Manage it.  I know this might sound crazy. but I was doing all sorts of interesting things managing my page file myself and honestly letting Windows handle it is the best option.

    As @Sexvision mentioned make sure that 4GB option is checked.  Especially after a crash.  The game does weird things and sometimes reverts to default or old settings after a crash so make sure that is on.

    I actually run the game in Full Screen Windowed mode.  I use the H5 option in Main11.fx to remove the bar. LOL, kind of the opposite of that others might do but I am having no issues. I will say running the game at 4k resolution is going to tax your video card harder increasing the chances of crashing.  So maybe try running it in 1080p instead.

    image.png

     

    One thing that I do that is key is that I clear my standby memory every time I load the game.  This is especially important if you are running a system with 32GB or less of RAM. I use an application to do this but the feature is built into windows as a command line executable.

    image.png

     

    Also for what it is worth this is what my tmpfifo in the config file is at

    tmpfifo.max_files=6000
    tmpfifo.max_size="6000Mb"

     

  14. 2 hours ago, SovietTiger said:

    Is there a way to make the starting point of the slider -1 instead of 0?

     

    Set the scaling vector to -1. In theory this should start the flash at -1,

     

     AppExprLinear . {
            .InputObjectNameArray [ "Person02Anim:vx_toyMorph02" ];
            .InputAttrArray [ @ BlendControl .Weight ];
            .CombineMatrixArray [ ( 
                F32(0),     F32(0),     F32(1),     F32(0), 
                F32(0),     F32(0),     F32(0),     F32(0), 
                F32(0),     F32(0),     F32(0),     F32(0),
                F32(-1),     F32(-1),     F32(-1),     F32(0) 
            ) ];
            .OutputMin ( F32(-100), F32(-100), F32(-100), F32(0) );
            .OutputMax ( F32(100), F32(100), F32(100), F32(0) );
            .OutputObjectName "STOZmagnum357:SSTOzmagnum357Muzzleflash";
            .OutputAttr @ SSimpleTransform .Scaling;
        
        };

     

  15. 4 hours ago, Driver said:

    @HDiddy

    As to anim01 or other base script file, my opinion is, you should not override them from Addons. There's no problem if it is just an addition without overwriting any base script, but if we allow to override a part of, or a whole base script file from Addons folder, we would have had the same situation as v7.5 era where nobody knows what addon is overriding which base script file.

    I, personally, don't mind if you admins update the base game and includes script addons you consider them appropriate being the part of the game, in it.

    Do you have a clue on how to add pemod slot then?

    I agree,

    I feel updates should be script addons versus making updates to the core files.  The question is it possible to make updates to Anim01 without actually having to put a modified one in VX-Mod?

  16. 1 hour ago, Driver said:

    I recently had a chance to try DP16's Room importer mod. The mod itself is a very handy and nice thing to use though, I found also it occupies addon toy slot from 15 to 20 as @Smoke mentioned in the review. So this question, is it possible to add slots, let's say, to toy for example that has only 20 slots available now? How about "fix" slots (1-100) that exists from VX release but never seen it being used as far as I know.

    It is I got the code from @Tipsy as I wanted to implement it into an update.  Here is the problem.  Everyone is making updates to Anim01...so it gets tricky.  If we can all agree that someone will say..."maintain" anim01 by merging key things like AAC, Customizer Expander, etc...we may have a winner.

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