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You could try loading the textures in Gimp or Photoshop and modifying them from there. Most undress options on vanilla assets are actually just texture modifications. To Smoke's point there are similar style dresses that already include morphs that would allow you to animate this in PE, hence the reason why it is not worth the time to mess around with this asset.
Any of the following outfits should fit the bill...
There is an issue with the site where items are showing up as free versus their XP, been trying to figure out why but nothing we have tried has fixed it.
No but each thing you download will count towards your download limit. We have toyed with increasing the daily because of this, but it doesn't seem like it is an issue for anyone so we left it.
Probably a bug
I checked on my side and things seem to be working fine. Make sure you do not have the original addon in your add-ons folder as the original one would probably load first and just the adjustment morphs will load from the new version. If you confirmed only the new addon is there and it is still not working try deleting what is in your game cache. If it is still not working after that, delete the addon completely and add back again.
First off check your tone. No need to be rude. You can always go to Phoenixgarden and try to get new content from there. Good luck with that though. Nobody said LoversLab had the same content, if so that needs to be corrected. Lovers Lab has legacy archives of old content that is about it.
The site was developed with a priority of modding first, provide content second. This is also a community not some Downloads.com for TK17. This is not your MG of old where you just came on downloaded whatever you wanted and moved on without a thank you and we do not claim it to be that either.
The game itself is available for download without needing 5 post. Simply click the download mirror
If you want newer content on the site you 5 post will unlock downloads. Some downloads require XP (I.e points you get for community engagement) others do not. If you want legacy or old content you can find a huge archive of it here in the Legacy archives available with downloads unlocked through the mirror. There is enough there to keep you busy for a long time.
Now if this is not something you can get down with, there are other places where you can get content. But if you are looking for the content here those are the rules.
Nope, the texture for the hands is a single texture for both hands. All the Skin system does is modify that single texture. Someone would have to go into the core of the game and somehow map 2 seperate UV textures for the hands in order to have a tattoo on one hand.
This happens if you do things out of order in Blender, specifically around parenting and de-parenting items. Happened to me a lot when I first started modding. Doesn't matter if it looks right, if it was done in a weird order CTK will build it in that weird order. My order is cimple
Load TRS File (Body)
Load shoe, dress, etc...
Do any modifications, changes, sculpting to the mesh
Use Cntrl A to set rotation, location, position to 0
Make the root_rotation_group the parent of your mesh using Armature Deform
Do your weight painting
Create a empty called yourmeshname_group (make sure it is positioned at 0)
Parent your mesh group to TRS_group
Use Alt P to Clear the Parent from your mesh currently in root_rotation_group
Make the new parent of your mesh the meshgroup you made in Step 7
Add Modifier > Deform > Armature and point it to root_rotation_group object (DO NOT APPLY)
Shift Select TRS_group, Mesh Group, Mesh, root_main_group, root_pivot_rotation_group, and root_rotation_group (Do not select the body)
Export to Collada make sure to choose Selection Only
If you follow that order you will not get things parented wrong. I do believe the issue happens somewhere after Step 7, and my hypothesis it happens when you do not clear the parent of the mesh before assigning it to a new parent.
You can set different addon folder locations in config
addon_dir = "Addons"
so if you wanted to add an addons folder on a D drive located at D:\TK17\Addons then you would add
addon_dir = "Addons,D:\TK17\Addons"
Check your options and make sure that the "Use Replacer Bodymod" option is unchecked. I would also use the numeric menus options for Bodies just to ensure that does not break anything.
Well everyone has the same issue. If you go to your profile your not going to see a cover. Just a gray background. Something broke on the updates from last month confirmed by the host. So they will fix it with the next update.
For 4 models with H5, you need at minimum 16GB of RAM...and a GPU with minimum 4GB of VRAM.
This game might be old but with H5 we are stretching the shit out of that engine. For something that does real time 3D rendering on top of the PBR, lighting, and effects that H5 is doing, you need to make sure your system can handle it.
I would def follow Smoke's steps, first and foremost.
For me...I add more, because well...I like polygons. LOL
I exit out of every damn random thing on my computer I do not need then I use a Standby List Cleaner to clear my RAM before starting the game. fo me at 32GB I usually start the game with about 22GB. FYI my normal RAM use for this game is about 12GB. That is at least the drop and recover on exit.
I startup the game and select all the textures and outfits skins etc I plan on using first in customizer and save them. Then I close out the game and do step 1 again. This ensures I am not wasting memory going through a bunch of textures.
I only bring in the Toys and Rooms I plan on using and put everything else in a disabled folder. I don't do this with clothes as it is a hassle for me but you can try
I put all my lights and objects for the room I plan to use in Include files and turn them all off. Only after I have loaded the room and the models do I turn the lights and any objects back on.
Just what I do.
Edit: for anyone wondering I run a RTX 2060 (6GB of VRAM) with 32GB of System Memory and a Core I7 9th Gen
1. Yes you can point the _Hook5Data folder someplace else in mainfx, comes in handy if using a shared Hook5 folder. As for maps and other data it all depends on where you have pointed to in the Level Definition. Theoretically, you can have the H5 Maps on a mapped network folder called the Funky Bunch and it will still work...probably no all that great though 😉
2. I I found this somewhere which summarized it great..."The advantage of DDS is the performance. With PNG, TK17 has to decode the textures on the CPU and keep the decoded versions in RAM (which can use up quite a lot of RAM in total), whereas with DDS the GPU can decode the textures on the fly, which is essentially free performance-wise. And yes, mipmaps are supported."
Yes,
Each pose position has a type. I have the simplest way to set the start position is to go into the AVFurniture file and set the position you want to be as start to FLOOR. Make sure it is the only position which is a floor while the rest are "*".
Most likely you installed an addon that is causing your game not to start. Have you recently installed any add-ons that change the GUI? GUI Addons for 7.5 are not compatible with VX and are known to crash the game at startup.
It would be within the F4 menu under all the environment settings for your Room. While Ambient lighting intensity can also impact how dark a room is, I have found exposure is basically the thing that at 0 a room is completely dark and just using spot or omni lights, while as you go higher more of the room is lit up or exposed. See below:
They key here with everything is balance. You don't want to overexpose your room and wash everything out, but you don't want to underexpose either and lose the detail in your scene. So when I do a darker room setting I might go with an exposer of 0.25 with Spot lighting handling the rest. Usually a main light with shadows to make sure the angles are right and another spot light without shadows for filler.
This is all trial and error and as you mess with it you will find something that fits your aesthetic.
Addons go in the Addon Folder and textures go in the Mod\Activemod folder. If your confused to what those items are I suggest you take a look at some of the pinned content in General Help Guides or you will be asking questions forever.
https://www.klubexile.com/tutorials/category/4-general-help-guides/
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