A custom outfit is a body model (.parts) and package (.fpk), with optional
camo, voice, face, head, and variant assets.
Place all calls inside this.LoadLibraries().
| Function | Use |
|---|---|
V_Player.RegisterOutfit |
Create a new uniform. |
V_Player.RegisterHeadOption |
Create a new custom head. |
V_Player.ExtendVanillaOutfit |
Add variants or heads to an existing vanilla outfit. |
IDs are allocated automatically and saved under each registration key.
Most *Fpk and *Fv2 fields accept a path, true for vanilla, or false to
disable the asset.
RegisterOutfitneeds anAddToEquipDevelopTablerow with the same key.ExtendVanillaOutfituses the vanilla outfit’s existing row.
V_Player.RegisterOutfit({
key = "MyMod:MySuit",
ddFemale = {
partsPath = "/Assets/.../body.parts",
fpkPath = "/Assets/.../body.fpk",
},
})
Use at least one player branch:
snake, avatar, ddMale, ddFemale
Each branch requires:
| Field | Purpose |
|---|---|
partsPath |
Body model. |
fpkPath |
Package containing its assets. |
A branch missing either field is skipped.
| Field | Purpose |
|---|---|
camoFpk, camoFv2 |
Camo assets. |
diamondFpk, diamondFv2 |
Diamond Dogs emblem or overlay assets. |
voiceFpk |
Outfit voice package. |
faceFpk, skinFv2 |
Branch-level face and skin assets. |
iconFtexPath |
Suit-list icon for this branch. |
enableArm |
Keep Snake or Avatar’s bionic arm. Default: true. Ignored on ddMale and ddFemale, where the arm is always off. |
enableHead |
Keep the character head. Default: true. |
displayName / displayNameHash |
Outfit-cell label. |
camoBonusType |
Vanilla camo profile name or number 0-116. |
camoBonusValues |
Per-material camo values. |
headOptions |
Available heads. Maximum 120. |
variants |
Additional outfit variations. Maximum 254. (With the base one = 255 cells) |
V_Player.RegisterOutfit({
key = "MyMod:MySuit",
ddFemale = {
partsPath = "/Assets/tpp/parts/chara/mymod/body.parts",
fpkPath = "/Assets/tpp/pack/mymod/body.fpk",
camoFv2 = "/Assets/tpp/fova/chara/mymod/camo.fv2",
camoFpk = "/Assets/tpp/pack/mymod/camo.fpk",
displayName = "staff_name_99_051",
headOptions = { "balaclava", "MyMod:MyHead" },
},
})
The function returns partsType, developId, flowIndex, or false.
A headOptions entry may be:
Vanilla head options that can be used:
none, bandana, infinitebandana, balaclava, spheadgear, hpheadgear
Variants are extra variation cells on the same suit - the alternative appearances you cycle through on one outfit entry. They are not R&D grades: adding variants does not create development levels, and the grade shown in R&D is unrelated to how many variants a suit has.
variants = {
{
partsPath = "/Assets/.../body_alt.parts",
fpkPath = "/Assets/.../body_alt.fpk",
displayName = "staff_name_99_052",
default = true,
},
}
Variant fields:
| Field | Purpose |
|---|---|
partsPath, fpkPath |
Variant model and package. Inherit the base model when omitted. |
camoFpk, camoFv2 |
Variant camo assets. |
diamondFpk, diamondFv2 |
Variant emblem assets. |
voiceFpk |
Variant voice. |
displayName / displayNameHash |
Variant label. |
iconFtexPath |
Suit-list icon for this variant. |
default |
Make this the initial variation. |
enableArm, enableHead |
Override the branch toggles. |
headOptions |
This variant’s own head list. |
The icon falls back in order: the variant’s
iconFtexPath, then the branch’s, then theiconFtexPathin the R&D row. Omit it at every level and the R&D icon is used, exactly as before. This applies to the customize and loadout suit list; the R&D menu always shows its own icon.
When
headOptionslist is not used means the variant has no selectable heads.
Use the same key as RegisterOutfit:
V_TppMotherBaseManagement.AddToEquipDevelopTable("MyMod:MySuit", {
const = {
equipID = TppEquip.EQP_SUIT,
equipDevelopTypeID = TppMbDev.EQP_DEV_TYPE_Suit,
langEquipName = "staff_name_99_051",
iconFtexPath = "/Assets/.../ui_suit_icon",
equipDevelopGroupID = V_TppMbDev.EQP_OUTFIT_VARIANT_NAME,
},
flow = {
grade = 5,
developGmpCost = 50000,
initialAvailable = 0,
},
})
This provides the R&D name, icon, grade, cost, and unlock state.
See Mother Base Management for additional Develop fields.
V_Player.RegisterHeadOption({
key = "MyMod:MyHead",
snake = {
fv2 = "/Assets/.../myhead.fv2",
fpk = "/Assets/.../myhead.fpk",
},
})
The function returns the head’s equipId.
For snake and avatar, use:
fv2 = "/Assets/.../head.fv2"
fpk = "/Assets/.../head.fpk"
For ddMale and ddFemale, use a soldier face ID:
TppEnemyFaceId = TppEnemyFaceId.svs_balaclava
TppEnemyFaceId does not apply to Snake or Avatar. Custom fv2 and fpk paths do
not apply to DD soldiers.
V_Player.RegisterHeadOption({
key = "MyMod:MyHead",
snake = {
fv2 = "/Assets/tpp/fova/chara/mymod/head_sna.fv2",
fpk = "/Assets/tpp/pack/mymod/head_sna.fpk",
},
avatar = {
fv2 = "/Assets/tpp/fova/chara/mymod/head_ava.fv2",
fpk = "/Assets/tpp/pack/mymod/head_ava.fpk",
},
ddMale = {
TppEnemyFaceId = TppEnemyFaceId.svs_balaclava,
},
ddFemale = {
TppEnemyFaceId = TppEnemyFaceId.fsvs_balaclava,
},
showInDevelopMenu = false,
})
Head paths are not extension-validated. Invalid paths fail during loading.
Without stage overrides, a custom Snake head uses the same face at every Demon Point stage.
Use faceStages to support horn growth:
snake = {
fv2 = "/Assets/.../myhead.fv2",
fpk = "/Assets/.../myhead.fpk",
faceStages = {
[1] = {
fv2 = "/Assets/.../myhead_normal.fv2",
fpk = "/Assets/.../myhead_normal.fpk",
},
[2] = {
fv2 = "/Assets/.../myhead_horn.fv2",
fpk = "/Assets/.../myhead_horn.fpk",
},
[3] = {
fv2 = "/Assets/.../myhead_demon.fv2",
fpk = "/Assets/.../myhead_demon.fpk",
},
},
}
| Entry | Stage |
|---|---|
[1] |
Normal |
[2] |
Grown horn |
[3] |
Demon Snake |
Missing stages use the branch’s base fv2 and fpk.
faceStages is Snake-only. The engine handles bandana-fit faces automatically.
Gold and Silver suits keep their vanilla hardcoded faces.
The head’s displayed name and icon come from a Develop row with the same key:
V_TppMotherBaseManagement.AddToEquipDevelopTable("MyMod:MyHead", {
const = {
equipID = TppEquip.EQP_None,
equipDevelopTypeID = TppMbDev.EQP_DEV_TYPE_Suit,
langEquipName = "staff_name_99_050",
iconFtexPath = "/Assets/.../ui_head_icon",
},
flow = {
grade = 1,
developGmpCost = 1000,
initialAvailable = 0,
},
})
Registration order does not matter.
Use this to add variations or heads under an existing vanilla suit.
V_Player.ExtendVanillaOutfit({
outfit = "TIGERSTRIPE",
snake = {
variants = {
{
partsPath = "/Assets/.../variant.parts",
fpkPath = "/Assets/.../variant.fpk",
},
},
headOptions = { "bandana", "MyMod:MyHead" },
},
})
It does not create a new uniform cell or R&D row. The function returns the resolved
vanilla partsType, or false.
Use:
outfit = "TIGERSTRIPE"
or a raw camo number from 0-116.
A raw partsType may be used for head options only. Use outfit for variants,
because several fatigue camos share one parts type.
Head options follow the same rule. Named with outfit, they are offered on that
camo alone; given a raw partsType, they are offered on every camo sharing it.
| Field | Purpose |
|---|---|
variants |
Extra variation cells. Maximum 254. |
headOptions |
Heads added to the suit, scoped to the named camo. Maximum 120. |
voiceFpk |
Voice override for the entire suit and player type. |
enableArm |
false hides the bionic arm on this suit. Snake and Avatar only. |
enableHead |
false hides the character head on this suit. Snake and Avatar only. |
A branch-level voice override affects the base suit, native variants, custom variants, and FOB.
enableArm and enableHead are only read when you set them, so suits you do not
touch are unchanged. They apply to snake and avatar branches only; on ddMale
and ddFemale they are ignored, and the bionic arm is always off for those two.
enableArm persists in FOB; enableHead reverts to the vanilla head online. A
suit may attach head or hair geometry that this does not reach, so verify the
result in game.
| Field | Purpose |
|---|---|
partsPath, fpkPath |
Required variant model and package. |
camoFv2, camoFpk |
Variant camo assets. |
diamondFv2, diamondFpk |
Wet, mud, or emblem assets. |
voiceFpk |
Voice used by this variant. |
displayName / displayNameHash |
Cycle-button label. |
Set diamondFpk = false to remove the vanilla overlay.
A variant voice overrides the branch voice while worn, but does not work in FOB.
V_Player.ExtendVanillaOutfit({
outfit = "TIGERSTRIPE",
ddFemale = {
variants = {
{
partsPath = "/Assets/tpp/parts/chara/sna/sna4_plyf0_def_v00.parts",
fpkPath = "/Assets/tpp/pack/mymod/plparts_female_5.fpk",
displayName = "name_wp_50052",
},
{
partsPath = "/Assets/tpp/parts/chara/sna/sna4_plyf0_def_v00.parts",
fpkPath = "/Assets/tpp/pack/mymod/plparts_female_6.fpk",
displayName = "staff_name_99_117",
},
},
},
})
local this = {}
function this.LoadLibraries()
V_Player.RegisterHeadOption({
key = "MyMod:OgreHorn",
snake = {
fv2 = "/Assets/tpp/fova/chara/mymod/ogrehorn.fv2",
fpk = "/Assets/tpp/pack/mymod/ogrehorn.fpk",
faceStages = {
[1] = {
fv2 = "/Assets/.../ogrehorn_normal.fv2",
fpk = "/Assets/.../ogrehorn_normal.fpk",
},
[2] = {
fv2 = "/Assets/.../ogrehorn_horn.fv2",
fpk = "/Assets/.../ogrehorn_horn.fpk",
},
[3] = {
fv2 = "/Assets/.../ogrehorn_demon.fv2",
fpk = "/Assets/.../ogrehorn_demon.fpk",
},
},
},
})
V_TppMotherBaseManagement.AddToEquipDevelopTable("MyMod:OgreHorn", {
const = {
equipID = TppEquip.EQP_None,
equipDevelopTypeID = TppMbDev.EQP_DEV_TYPE_Suit,
langEquipName = "staff_name_99_050",
iconFtexPath = "/Assets/.../ui_head_ogre",
},
flow = {
grade = 1,
developGmpCost = 1000,
initialAvailable = 0,
},
})
V_Player.RegisterOutfit({
key = "MyMod:OgreSuit",
ddFemale = {
partsPath = "/Assets/tpp/parts/chara/mymod/ogre.parts",
fpkPath = "/Assets/tpp/pack/mymod/ogre.fpk",
displayName = "staff_name_99_051",
headOptions = { "MyMod:OgreHorn", "balaclava" },
variants = {
{
partsPath = "/Assets/tpp/parts/chara/mymod/ogre_alt.parts",
fpkPath = "/Assets/tpp/pack/mymod/ogre_alt.fpk",
displayName = "staff_name_99_052",
default = true,
},
},
},
})
V_TppMotherBaseManagement.AddToEquipDevelopTable("MyMod:OgreSuit", {
const = {
equipID = TppEquip.EQP_SUIT,
equipDevelopTypeID = TppMbDev.EQP_DEV_TYPE_Suit,
langEquipName = "staff_name_99_051",
iconFtexPath = "/Assets/.../ui_ogre_suit",
equipDevelopGroupID = V_TppMbDev.EQP_OUTFIT_VARIANT_NAME,
},
flow = {
grade = 5,
developGmpCost = 50000,
initialAvailable = 1,
},
})
end
return this