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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/
This is a known bug with Hook5 and rooms that have light maps. Mainly default rooms. Try putting your lights in the Level Definition in an include file that is set to false. The load the room and then turn the lights include file on.
If you place them in folders the names should show in the tool tip section too left when you hover over it.
However trying to have the names show up in the menu currently is not an option. I'm sure it can be done. I guess nobody has bothered to actually try to do it.
If you place them in folders the names should show in the tool tip section too left when you hover over it.
However trying to have the names show up in the menu currently is not an option. I'm sure it can be done. I guess nobody has bothered to actually try to do it.
Skin worked for me. Only thing I can think of is that you have the 4X mod installed and you are defaulting the model to a 4X skin. Your using 1X base files so you should be defaulting to a 1X skin across the board for your model
Skin worked for me. Only thing I can think of is that you have the 4X mod installed and you are defaulting the model to a 4X skin. Your using 1X base files so you should be defaulting to a 1X skin across the board for your model
Are you trying to go into customizer than abort game (exit room) then in the same session loading another room? If yes...more likely than not this will not work. It will work for maybe a very slim install with minimal add-ons and minimal poses loading a light room, but even at that point the second load seems to take much longer than usual. This has more to do with memory leaks and the game not properly releasing memory it is no longer using. You are better off reloading the game completely after each room session. Yes it sucks, but the room loading is faster and after a while you get used to it.
You need to extract the room into an activemod folder first and then add a level definition. You will find the room images here: Archives\2.158.001\Images.zip\Images\Q=Tex032M\Luder\Room\
Just take the folder of whatever room you want and stick in the Activemod folder. Before anything works though you will need to prefix on the file names accordingly, unfortunately not sure of a good way to get the right prefixes as not all of them are the folder names.
Ooops Probably should have mentioned to the pose conversion off here
TK17 will try to convert any and every pose even if it doesn't need converting. So even after you do the manual conversion TK17 still trys to convert it again. The team was very lazy with whatever script they added to do this as it is not intuitive at all. Its extremely annoying. I have a lot of poses from 3X which don't need converting,but TK17 will still try to convert them. LOL
So yeah turn off conversion and breath easy.
Ahhh well like @Smoke said you have to adjust it back to the body.
Well for me when I bring something in that is flipped all weird this is what I usually change to put it back on the body
That is just step one. It is like importing something from Daz. Now you need to sculpt it for FBV2 and rebuild the addon.
Your batch file was probably fine. I actually made your addon with a working batch file and the issue was not the batch so don't worry about that.
The simple order I use is
Import TRS file (female or male)
Import Mesh
Drag the Mesh to the Root_Rotation_group (Apply Armature Deform when asked)
Sculpt and Adjust the Mesh to body
Transfer Weights
Create a new empty Mesh_group
Make the TRS_group parent of that empty mesh group
Deparent your mesh from the root_rotation_group (alt p)
Make the empty Mesh_group the parent of your mesh
Add an armature modifier to your mesh that use the root_rotation_group without applying the modifier
Shift Select the TRS Group, Mesh Group, Mesh, root_main_group, root_pivot_rotation_group and root_rotation_group and export to DAE using selection only
Those are my steps...if you delete te body you do not need step 11, but I don't delete the body in case I want to make changes down the line.
@Smoke's tutorial does things in the right order LSO but if you are looking for another reference. Check the CollaTKane Tutorial here:
No. However for those of us who use Pose Edit using the Shift+Hip Translation will allow you to move the models. Just do not use it to rotate as you may get weird effects. Use TKX Utilities if you want to rotate. You can have it running while the game is running and make changes on the fly..you just need to reload the pose when you do. If you do not like what you did...go back to TKX Utilities and revert to the backup and try something else.
If you are trying to do this in sequencer that is different. As you move the entire pose You can use Alt+Arrow (Left, Right, Up, and Down) keys to move the models in different directions use. Shift+Alt+Arrow Keys will make more precise movements. Use Alt+PageUp/PageDown to move your models up and down respectively. Again, use Shift+Alt+PageUp/PageDown to make smaller adjustments. Finally use Cntrl+Arrow Keys to rotate your model again using Shift for finer adjustments.
Please note you can use the above method in Pose Edit also, but it will not save the pose in that specific spot and all your poses will be shifted in the same manner, so just be careful if doing it in PE.
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