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Jojje

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Jojje94

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About this mod

For mod authors. Will make it possible to tweak outfits in-engine when used with ZHMModSDK's Editor mod.

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THIS IS A UTILITY MOD FOR OUTFIT MOD CREATORS! IF YOU DON'T MAKE MODS, THIS WON'T DO ANYTHING FOR YOU!

That said, would you like to start making mods? Check out our tutorial series on the modding wiki!


This is a helper mod which patches an outfit entity to the Dubai brick, positioned in the stairway shortcut. Intended for mod authors to be used in conjunction with the modding SDK editor to tweak material values, attacher positions, etc. in-game.

Usage:
Open the scenario_gecko.entity.patch.json file in the /editme/chunk0/ folder.
Use a text editor of choice, or GlacierKit if you really want, but the entity will be buried in a bunch of folders.

Change the factory and blueprint to your custom OUTFIT path/hash. Note outfit, not charset.

Deploy and start the game. Enable the editor in the SDK if you haven't, go into Dubai and find the outfit entity in the stairway.

You can now manipulate material override values and see their effects in real time in the game.
If you have GlacierKit open, you can open the outfit entity and you should be able to make changes there also.

This has been tested very little aside from tweaking some values. So I don't know what happens if you add or remove bodyparts and things like that. Might explode, might not?

Future considerations, cycle animations to check cloth physics and things? I'm taking PRs if anyone wants to experiment - https://github.com/JojjeE/outfithelper

Any issues let me know.