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V Framework Custom Outfits


Contents Contents:
  1. Functions
  2. RegisterOutfit
    1. Optional branch fields
    2. Head options
  3. Outfit variants
  4. Outfit R&D row
  5. RegisterHeadOption
    1. Player types
  6. Snake demon stages
  7. Head name and icon
  8. ExtendVanillaOutfit
    1. Select the vanilla suit
    2. Branch fields
    3. Vanilla-outfit variant fields
  9. Minimal complete example

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().

Functions

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.

RegisterOutfit needs an AddToEquipDevelopTable row with the same key. ExtendVanillaOutfit uses the vanilla outfit’s existing row.


RegisterOutfit

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.

Optional branch fields

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.

Head options

A headOptions entry may be:

  • a raw equip ID.
  • a custom head key.

Vanilla head options that can be used:

none, bandana, infinitebandana, balaclava, spheadgear, hpheadgear

Outfit variants

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 the iconFtexPath in 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 headOptions list is not used means the variant has no selectable heads.


Outfit R&D row

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.


RegisterHeadOption

V_Player.RegisterHeadOption({
  key = "MyMod:MyHead",

  snake = {
    fv2 = "/Assets/.../myhead.fv2",
    fpk = "/Assets/.../myhead.fpk",
  },
})

The function returns the head’s equipId.

Player types

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.


Snake demon stages

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.


Head name and icon

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.


ExtendVanillaOutfit

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.

Select the vanilla suit

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.

Branch fields

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.

Vanilla-outfit variant fields

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",
      },
    },
  },
})

Minimal complete example

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