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googoo11

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  1. googoo11's post in Weird yellow textures with 4x skins was marked as the answer   
    Looks like an enabled yellow Spandex
     
    If you use 4k skins and use 4X Texture Capability Extension by @MrOllyK, then you must add the prefix "Mod_" to the five bodypart-textures as well as to the five *_pass.txt files.
    In the Customizer you should have the "4x/2x skin" selection-field (right above the "Skin Base" selection-field) in which you must set the correct resolution for this skin to work properly.

    You can find out the correct resolution with the image size of the textures (in pixel):
    Body
    512x1024  =  1x 
    1024x2048 =  2x (mod2_*)
    2048x4096  =  4x (mod_*)
    Hands and Feet
    256x256  =  1x
    512x512 =  2x (mod2_*)
    1024x1024  =  4x (mod_*)
    Genital
    256x512  =  1x
    512x1024 =  2x (mod2_*)
    1024x2048  =  4x (mod_*)
    (Don't mix different texture sizes on the 4 bodyparts as you can only set the one body-size for all together)
    Face/Head:
    512x512 =  1x
    1024x1024 =  2x (mod2_*)
    2048x2048 =  4x (mod_*)
     
  2. googoo11's post in Set external Activemod folder..? was marked as the answer   
    Sorry, my mistake.
    As far as I know, there are no TK17 configs for the Activemod folder, but on windows you can use a hardlink/juction for this folder:
    First move your Activemod-folder to a new location/drive.
    Then open the CMD console and type:  mklink /j "C:\TK17\Mod\Activemod" "D:\MyNewActiveModLocation" (the first path is your currently nonexistent Activemod-folder in your game directory and the second path is your new Activemod-location).
    Now it should create a new Activemod folder in your game-directory with all its content in it, but it does not use any storage space here and unlike normal links, any software "thinks" the contents are in this fake folder and can access it normally.
    With this hardlinks/juctions you can theoretically move all your normally fixed folders or files to any drive (but if you transfer all from a SSD-drive to a slower HDD then of course it will take longer for the files to open).
     
    Here is the official microsoft documentation for mklink: https://docs.microsoft.com/en-us/windows-server/administration/windows-commands/mklink
    Optionally you can install a shell tool to make it easier to create hardlinks (I use this: https://schinagl.priv.at/nt/hardlinkshellext/linkshellextension.html )
  3. googoo11's post in The blender shoes don't seem to bind the bones properly was marked as the answer   
    Seems that your right shoe have weights of the left foot Vertex Groups (e.g. ankle_joint.L must be ankle_joint.R).
    In blender you can simply transfer the weights from the Body of the CTK TRS-Group to your shoes (if not already done)  -> see this tutorial: 
     
    And here an optional fast way in blender to fix it without re-transfer all weights from the body:
    - Select all vertices of the right shoe in edit mode, press "P"->"Selection" to make two separate shoe-objects.
    - Rename all L-Vertex Groups in your right shoe to R (...joint.L->...joint.R).
    - Join both shoes (shift-select both shoe-objects and press "CTRL-J").
     
    And please write all your posts in the Question area in english.
  4. googoo11's post in in-game Clothing Match File Request was marked as the answer   
    As far as I know, there isn't a convenient list, but there is a workaround at least for retextures of the default VX clothings:
    Open the file "\VX-Mod\Scripts\Shared\Mod_Orig.bs" in a text editor.
    Search in this file for your texture-name without the file extension (e.g. F_Catsuit_OnBody_Shiny)
    If anything was found, you should see something like this: "Shared/Cloth/cloth_catsuit08d" , "F_Catsuit_OnBody_Shiny" , "Dress26813_Description" , 
    Open the file "\VX-Mod\Scripts\Dress\DcDress_Orig.bs" and "\VX-Mod\Scripts\Dress\DcDressXtension.bs" and search in both for the description (e.g. Dress26813_Description).
    The result should be something like this:
    DressDescription :Dress26813_Description . {
        .DressID I32(26813);
        .DressName "CatsuitOnBody 3";
        .PrimaryZone :DZ_OnBodyShiny;
    ...
    Under ".PrimaryZone" you can find the the Dress Zone with a similar name like the clothing slot ingame (e.g. .PrimaryZone :DZ_OnBodyShiny;).
    Unfortunately, this method is very cumbersome and does not work with external addons either.
     
    For older addons you could check this list of nearly all legacy addons sorted by clothing-categories:
     
     
  5. googoo11's post in can you change multiple models at once was marked as the answer   
    In the TK17 Options Manager you can set a body-addon to replace the default body (works for all models with the default body):

  6. googoo11's post in Disabling Base Models was marked as the answer   
    Open your TK17 Options Manager in the tab "Options" and scroll down to "Shop Packages"->"Models".
    Here you can disable all base models individually.

    But you have to keep the following in mind:
    Almost all female-models you can download are clones from one of these base models (by Base-ID) and would be disabled as well.
    You can reenable a custom or downloaded model by give it a Base-ID of a still active model of the same gender:
    - Make a Backup from the folder of your custom model "save\models\model****\" if something goes wrong.
    - Start your game, open the ModelBrowser and click on any other model of the same gender-> If this model is no clone, you can see the Base-ID under the model-name (remember this number).
    - Open the folder of your custom model, open the file "Base.id" in a text-editor and change the number to that of the previously determined number of the other model.
    - Now your custom model should appear again in the ModelBrowser.
     
  7. googoo11's post in My Character is missing eyebrows. Someone please help. was marked as the answer   
    This mod have default 4k-skin textures (no hook5 skin-system -> no skin-definitions for the eyebrows needed!).
    The eyebrows, hairs etc. are saved in the model-files, which are not included in this mod, but there's some known problems with missing eyebrows on 4k-textures if they are not properly installed/set.
    Here a short installation instruction:
    - Make sure you have MrOllyKs 4X Texture Capability Extension installed (needed for this textures!).
    - Unzip Muscle_Male_Textures_H5.7z and copy the folder "MuscleMaleH5" into your /mod/activemod directory.
    - Unzip TK17_body_version_VX.7z and copy the folder "000.Custom.MuscleMaleBody" into your /Addons directory.
    - Rename 4k textures (important for eyebrows!): add the prefix "Mod_" to the five bodypart-textures and pass.txt-files inside your MuscleMaleH5 skin folder (e.g. "mod_Male_White_Feet.png","mod_Male_White_Feet_pass.txt").
    - Start the game, make a clone from a basic model (if not already done) and open it in Customizer.
    - Switch to the Body-tab and choose Body="000.Custom.MuscleMaleBody" and Skin Base="MuscleMaleH5".
    - In "4x/2x skin" choose "4x Body/Face" (important for eyebrows!).
    - Restart the Customizer.
    - The rest of the model (include the eyebrows) should now be visible and freely customizable.

    I hope this solves your problem, so you can continue working on your new video.
  8. googoo11's post in Normal Mapping textures was marked as the answer   
    The native Collada exporter in blender have some bugs and does not work properly.
    You could try another dae-exporter plugin for blender e.g. Better Collada Exporter:
    https://github.com/artellblender/collada-exporter-2.8 for blender 2.8+
    https://github.com/godotengine/collada-exporter for older blender versions.
  9. googoo11's post in Help with selecting head mod was marked as the answer   
    Face Selection should be on top of both face-tabs in VX:

    If not, make backups of the folders VX-Mod, VX-Patches and Archives (should not contain custom files) and replace them with those of a fresh installed VX. Start your game and check whether that brought the face-selector back.
    If it doesn't work, do the same with the folders Config, Binaries and Addons (contain custom files! -> check the timestamp). Afterward copy your custom files piece-by-piece back into the new folders until your face-selection disappears again-> then you have the problem causing file(s).
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