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This repository has been archived by the owner on Sep 8, 2023. It is now read-only.

Outifts

Nathan edited this page Sep 8, 2023 · 5 revisions

Custom outfits

With the release of 0.1.0: New Beginnings, the mod featured an outfit system.

Remember Sayori needs to bring the outfit system up as a topic, before you can use it.

Making new outfits

As of writing, there is no "nude/base" sprite to draw over. Therefore, the only available clothes are official F&E Team clothes.

Explanation

Clothing is defined as any item Sayori can wear in one of her 'slots'

Any piece of custom clothing has two portions:

  • Clothing definition: A single .json file that describes the clothing so it can be registered and loaded in the game.
  • Clothing assets: .png files containing the graphics of the outfit. An outfit must have assets for every pose Sayori has in the current version of the game.

Clothing definition file.

The clothing definition file is a single .json file that describes a piece of clothing that exists, what it's called, and any other required information.

Said information must include:

  • reference_name: A unique name for the clothing for handling save data regarding the clothing for use in outfits, etc. You should supply a reference name that includes your name/handle, with any words separated by underscores (_). A reference name cannot use the fae_ prefix, as this is reserved. The reference name must not be changed once added to the game.
  • display_name: The name given to the clothing by Sayori, and referred to in the game by in menus, etc.
  • unlocked: Whether this clothing is locked or unlocked by default. Unless you plan to submod and unlock this clothing as part of your content, this should always be true.
  • category: Defines what slot Sayori wears this clothing in, and must be one of the following:
    • hairstyle: A hairstyle for Sayori, like her default.
    • eyewear: An item Sayori wears over her eyes, like glasses.
    • accessory: An item Sayori wears over her hair, like a pin, or ribbons.
    • clothes: An item Sayori wears to cover her body, like a t-shirt.
    • headgear: An item Sayori wears on top of her head, like a beanie hat.
    • necklace: An item Sayori wears around her neck, like a locket.

The clothing definition must be saved with a file name the same as the reference_name; for example nathan_test_headphones.json.

Example clothing definition JSON

nathan_test_headphones.json:

{
    "reference_name": "nathan_test_headphones",
    "display_name": "Nathan's test headphones",
    "unlocked": true,
    "category": "accessory"
}

Clothing assets

The clothing assets are what the player will actually see Sayori wearing, and correspond with a clothing definition: clothing assets without a definition are not picked up by the game.

Clothing assets must obey the following criteria:

  • The file type of any asset must be .png.
  • Any asset must be 1280 pixels wide, and 720 pixels high, to be properly aligned with Sayori's body.
  • Enough assets must exist to cover all of the poses Sayori has in the version of the game, as each pose requires a matching asset for the clothing to be loaded. For example, assets for v1.0.0 only require a sitting asset, as this is the only pose that exists.
  • Each asset file must be saved under a folder matching the reference name of the clothing it corresponds to, and be named after the pose it corresponds to; for example sitting/accessory/nathan_test_headphones/sitting.png for the sitting pose.

When creating mod assets, you should work on them in a folder outside of your F&E installation.

Clothing assets should be saved under mod_assets/sayori in your creation folder, to be copied into the mod_assets folder of F&E when ready to add.

Current pose list

  • sitting: Sayori's default pose.

Example asset list/structure

where / indicates a folder:

mod_assets/
    sayori/
        sitting/
            necklace/
                nathan_test_headphones/
                    headphones.png

Walkthrough

Steps

  1. Set up your outfit creation folder: Create a new folder outside your F&E installation, and name it after the clothing you are creating.
  2. Create your clothing definition: Create a .json file, taking care to follow the format under the Clothing definition section.
  3. Create your clothing assets: Create a 1280x720 .png image for each pose that exists in the current version of F&E, taking care to save it following the structure under the Example asset list/structure section.
  4. Check your clothing definition and clothing assets: Make sure they match the requirements listed in all previous sections.

Example result clothing pack

You should have a folder resembling the following structure (where / indicates a folder):

game/
    mod_assets/
        sayori/
            sitting/
                jsons/
                    nathan_test_headphones.json
                necklace/
                    nathan_test_headphones/
                        headphones.png

You are now ready to add the custom outfit to F&E!

Creating new custom outfits

This section is for those interested in creating new custom outfits for F&E: if you are looking for instructions on how to add a pre-made outfit, please see the Adding pre-made outfits section.

Overview

An outfit is defined as a combination of clothing/wearables that constitute a complete wardrobe that Sayori can be asked to wear.

Outfits created by players in-game by talking to Sayori may be shared between players, although this requires any player adding the outfit to have all clothing included in the outfit unlocked.

Outfits may consist of vanilla F&E clothing, custom clothing, or a combination of the two.

Outfit definition file

The outfit definition file is a single .json file that describes to the game an outfit that exists, what it is called, the clothing it involves, and other information required for the game to load it.

The information contained in a clothing definition must include the following:

  • reference_name: A unique name for the outfit for handling save data regarding the outfit. You should supply a reference name that includes your name/handle, with any words separated by underscores (_). A reference name cannot use the fae_ prefix, as this is reserved. The reference name must not be changed once added to the game.
  • display_name: The name given to the outfit by Sayori, and referred to in the game by in menus, etc.
  • unlocked: Whether this outfit is locked or unlocked by default. Unless you plan to submod and unlock this clothing as part of your content, this should always be true.
  • hairstyle: The reference_name of a hairstyle for Sayori, like her twintails.
  • clothes: The reference_name of an item Sayori wears to cover her body, like a t-shirt.

The following are optional:

  • eyewear: The reference_name of an item Sayori wears over her eyes, like glasses.
  • accessory: The reference_name of an item Sayori wears over her hair, like a pin, or ribbons.
  • headgear: The reference_name of an item Sayori wears on top of her head, like a beanie hat.
  • necklace: The reference_name of an item Sayori wears around her neck, like a locket.

Note that vanilla F&E wearables cannot be unlocked through custom outfits.

Example outfit definition JSON

nathan_test_outfit.json:

{
    "reference_name": "nathan_test_outfit",
    "display_name": "Nathan's example outfit",
    "unlocked": true,
    "clothes": "nathan_test_shirt",
    "hairstyle": "fae_bow",
    "accessory": "nathan_test_headphones",
    "eyewear": "nathan_test_glasses",
    "headgear": "nathan_test_hat",
    "necklace": "nathan_test_necklace"
}