Fallout Shelter
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Mod usage (14 comments)

  1. robot9706
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    1) Config location
    Each file with a "json" extension from "FalloutShelter_Data/Mods/CustomOutfits" is loaded. Each config file contains outfits and texture information, this way you can have multiple configs (or outfit collections) from others and there's no need to put the different files into one.
     
    Each config is a standard JSON file and contains 3 arrays (more info on them later):
    • textures: Contains information about textures which is used by the outfits.
    • itemTextures: Defines how each outfit looks in the storage.
    • outfits: This array defines actual outfits.
    • overwrite: This array is used to overwrite already existing data (original and mod outfits).
    To get started just make a random empty file in the "CustomOutfits" folder with a "json" extension (for example "outfits.json").
     
    2) Textures:
    (The textures array)
     
    A texture entry:

    {
    "id":"TEXTUREID",
    "filePath":"Textures/some_image.png",
    "width":1024,
    "height":1024
    }

    Elements:
    • id: A unique ID for this texture. This will be used by other stuff to point to this texture.
    • "filePath": A relative path to the image file (it's relative to the "CustomOutfits" folder).
    • width: The width of the texture, in pixels.
    • height: The height of the texture, in pixels.
    3) Item textures:
    (The itemTextures array)
     
    A storage item texture entry:

    {
    "id":"ID",
    "atlas":"SOMTEXTUREID",
    "x":0,
    "y":0,
    "width":200,
    "height":200
    }

    Elements:
    • id: A uniqe ID for this storage item texture.
    • atlas: The texture which contains this storage item (a texture is looked up with this id).
    • x/y/width/height: These define a rectangle which is the storage item in the texture. This way it's possible to pack multiple item textures into one physical image file.
    4) Outfits:
    (The outfits array)
     
    An outfit entry:

    {
    "id":"OUTFIT",
    "displayName":"My outfit",
    "rarity":"normal",
    "stats": [ ... ],
    "maleAtlas":"TEXTURE",
    "maleAtlasSlot":0,
    "femaleAtlas":"TEXTURE",
    "femaleAtlasSlot":0,
    "itemTexture":"AnotherID",
    "craft": [ ... ],
    "craftStat":"S",
    "sellPrice":200,
    "hasSkirt":false,
    "color:"FFFFFF"
    }  

    Elements:
    • id: The actual ID of the outfit.
    • displayName: The display name of the outfit, this will be shown on storage and item selector screens in game.
    • rarity: The rarity of the item (affects required OutfitWorkshop level, crafting time and cost). Possible values are: common, normal, rare and legendary.
    • stats: A list of stats which is given by the outfit. See below.
    • maleAtlas: A texture ID which contains the male version of this outfit.
    • maleAtlasSlot: The texture slot releated to the male version of the outfit.
    • femaleAtlas/femaleAtlasSlot: Same as above (more info on them below).
    • itemTexture: The ID of a storage item which describes how the outfit looks like.
    • craft: (Optional) If it's present the item will become craftable (more info below.).
    • craftStat: SPECIAL stat required to craft possible values are S, P, E, C, I, A and L.
    • sellPrice: The sell price of the outfit in nuka caps.
    • hasSkirs: Indicates if the outfit has a skirt or not.
    • color: The color multiplier of the outfit. The format is standard RGB hexadecimal. White (FFFFFF) means the outfit color is not changed, for example blue (0000FF) makes the whole outfit blue.
    Stats: "stats" is an array which contains entries like this:

    {
    "id":"S",
    "value":5
    }

    Elements:
    • id: Can be S, P, E, C, I, A or L.
    • value: The value of the stat.
    Craft: "craft" is an array of ingredient entries like this:

    {
    "component":"leather",
    "rarity":"normal",
    "count":1
    }

    Elements:
    • component: The ingredient component. Possible values are: steel, cloth, circuitry, glassscience, woodplasticbling, adhesive and leather.
    • rarity: The rarity of the component. Possible values are: common, normal, rare and legendary.
    • count: Count required.
    The game will lookup junk which matches the type of component and rarity. For example normal leather is a baseball glove.
     
    5) Outfit texture layout:
    Each outfit has a male and a female version. Textures can contain 8 outfit textures (female or male), these are arranged into slots, each slot has a number from 0 to 7. Here's how that looks on a texture (very artistic representation):
    slots.png
     
    The layout of a female slot: layout_female.png
    And the layout of a male slot: layout_male.png
     
    So this is how all of this stuff works: Let's say you have a texture (TEX1) which has a female version of an outfit in slot 0 and the male version in slot 1. Then the outfit entry would look like this:

    {
        "id":"ExampleOutfit",
        "displayName":"Example",
        "stats": [ ... ],
        "maleAtlas":"TEX1",
        "maleAtlasSlot":1,
        "femaleAtlas":"TEX1",
        "femaleAtlasSlot":0
    }

    6A) Helmets:
    A helmet entry:

    {
    "atlas":"Atlas",
    "x":0,
    "y":1,
    "width":2,
    "height":3,
    "isExclusive": true
    }

    Elements:
    • atlas: The atlas which contains the helmet texture.
    • x,y,width and height: Define a rectangle which contains the helmet inside the atlas.
    • isExclusive: If "true" the hair will be forced to be hidden on a dweller.
    There are also 2 untested fields:
    • isExcludingFaceMask: Probably makes facemasks disappear.
    • isIncludedWithoutCostume: No idea.
    Each outfit has two helmets, one for both genders.
     
    Helmet texture sizes are different for genders:
    • Females: [0.1328125; 0.125] (UV sizes), which is 136x128 on a 1024x1024 texture (0.1328125*1024 = 136 and 0.125 * 1024 = 12.
    • Males: [0.1123047; 0.1083984] (UV sizes), which is 115x112 on a 1024x1024 texture (calculation is the same).
    You can use bigger and smaller rectangles but it is required to keep the size ratio.
     
    6B) Gloves:
    A glove entry:

    {
    "open":
    {
    ..
    },
    "close":
    {
    ..
    }
    }

    A glove state entry (open or close):

    {
    "atlas":"Atlas",
    "x":0,
    "y":1,
    "width":2,
    "height":3
    }

    Each outfit has two gloves, one for each gender as well as each glove defines 2 states.
     
    Sizes are important (it works the same as for gloves).
    Glove texture sizes for different genders:
    • Females: [0.1318359; 0.05371094] or 134x55 pixels on a 1024x1024 texture.
    • Males: [0.0703125; 0.125] or 72x128 pixels on a 1024x1024 texture.
     
    7) How to access the new outfits in game
    If you defined a crafting recipe then you can craft the outfits, all the recipes are unlocked by default
    Or you can add the items to the vault storage using my save editor, it can be downloaded here.
     
    This is what you need to do:
    • Start the editor and open your vault (using the File menu).
    • Goto the "Storage" tab.
    • Press "Add item" on the bottom right.
    • Click on the "Custom" tab.
    • Select "Outfit" and type in the ID of your outfit. Change the "Amount" on the bottom then press "OK".
    • Save the vault using CTRL+S or goto the "File" menu and select "Save".
    You can also add your own items to the database of the editor, this way your items will appear under the "Outfits" tab on the item selector dialog, so you don't need to type in the ID each time.
     
    8 ) A full example:

    {
    "textures":[
    {
    "id":"MyAtlas",
    "filePath":"Textures/template.png",
    "width":1024,
    "height":1024
    },
    {
    "id":"MyIcons",
    "filePath":"Textures/icons.png",
    "width":1024,
    "height":1024
    }
    ],
    "itemTextures":
    [
    {
    "id":"my_outfit_icon",
    "atlas":"MyIcons",
    "x":0,
    "y":0,
    "width":130,
    "height":164
    }
    ],
    "outfits":[
    {
    "id":"my_outfit",
    "displayName":"MyOutfit",
    "rarity":"normal",
    "stats":[
    {
    "id":"S",
    "value":5
    },
    {
    "id":"A",
    "value":9
    }
    ],
    "maleAtlas":"MyAtlas",
    "maleAtlasSlot":0,
    "femaleAtlas":"MyAtlas",
    "femaleAtlasSlot":1
    "itemTexture":"my_outfit_icon",
    "craft":[
    {
    "component":"leather",
    "count":4,
    "rarity":"normal"
    },
    {
    "component":"cloth",
    "count":1,
    "rarity":"normal"
    }
    ],
    "craftStat":"A",
    "hasSkirt":false,
    "color":"FFFFFF",
    "femaleHelmet":
    {
    "atlas":"MyAtlas",
    "x":172,
    "y":487,
    "width":136,
    "height":128
    },
    "maleHelmet":
    {
    "atlas":"MyAtlas",
    "x":0,
    "y":494,
    "width":115,
    "height":111
    },
    "femaleGloves":
    {
    "open":
    {
    "atlas":"MyAtlas",
    "x":0,
    "y":644,
    "width":134,
    "height":55
    },
    "close":
    {
    "atlas":"MyAtlas",
    "x":0,
    "y":702,
    "width":134,
    "height":55
    }
    },
    "maleGloves":
    {
    "open":
    {
    "atlas":"MyAtlas",
    "x":165,
    "y":639,
    "width":72,
    "height":128
    },
    "close":
    {
    "atlas":"MyAtlas",
    "x":248,
    "y":639,
    "width":72,
    "height":128
    }
    }
    }
    ]
    }

    This is how it looks in the storage:
    example_storage.PNG
    This is how it looks on dwellers:
    example_look.png
    And this is how it looks in the crafting window:
    example_craft.png
     
    9) Overwrites:
    (The overwrite array)
    If you want to modify a game outfit or an outfit of another mod you can do it with this array. However only the rarity and stats can be modified.
    An entry looks like this (the elements are the same as in the outfit entry):

    {
    "id":"LabCoat",
    "rarity":"normal",
    "stats":[
    {
    "id":"S",
    "value":10
    },
    {
    "id":"A",
    "value":10
    }
    ]
    }

    An example json file which only overwrites outfit stats but doesn't define new ones:

    {
    "overwrite":[
    {
    "id":"LabCoat",
    "rarity":"normal",
    "stats":[
    {
    "id":"S",
    "value":10
    },
    {
    "id":"A",
    "value":10
    }
    ]
    }
    ]
    }

    10) Troubleshooting:
    • If your outfit disappears or changes to a basic Vault Jumpsuit, that means somehow it's not possible to load the outfit.
    • For debug information check the "outfitlog.txt" file in the "CustomOutfits" folder.
    • You can also check the "modloader.txt" log in the "Mods" folder.
    11) Links and downloads
    • Original game IDs and stats can be found here.
    • The full example with textures and configs can be downloaded from here.
    • Some more templates and outfit textures can be downloaded from here.
  2. chocobite69
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    Hi, thanks for all.
    How do you modifiy values spcial of an outift ? Do you need to create a Json file on the Custom folder, how do you find the file of the already existing ones for tweaking ?
    1. chocobite69
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      i found out the need to create a Json file from some of the dl you propose and work my way up
  3. DrSupermanShadow
    DrSupermanShadow
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     Okay can  sum one just create 
    A Downloadable json file example for this mod.
    And the files that have to go in the mode like the images.

    and how to install
    also found this video.
    https://www.youtube.com/watch?v=uZhZBb7FU4o&t=265s.

    because writing the Back room code is impossible for me.
    If i know where to edit I can do that.


    Also if you could find the original outfit files.
    you could actually just edit the original information.
    bring the images to gimp and overwrite them but I can't find those either.

    It would clen up your outfit by alot. haha
  4. Squigglez4
    Squigglez4
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    Ok, so I made an outfit and crafted it, but when i clicked on the outfit workshop to collect it the game crashed.  How do i fix this?
  5. VaultBoy111101
    VaultBoy111101
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    I made a .json file, copied a configuration, edited it, gave a link to a texture, but when I put an outfit on my dweller, he became bald, naked and handless. What am I doing wrong? Texture is from "New Vegas Costume Pack"
  6. SoloPerFallout
    SoloPerFallout
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    Hi. I followed the steps and then I tried the 'example', but not even that works.
    Today is Genuary 6 2019. The last comment makes me think the problem isn't solved yet.
    Can somebody confirm?
    1. DrakeClawfang
      DrakeClawfang
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      offering one potential fix since it's a mistake I made - the ID you load in the editor is the ID listed in the "outfits" part, not the "textures" part, so in this case the item ID is "my_outfit".
  7. Kauske
    Kauske
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    I think the latest update to fallout shelter just broke this mod...
  8. Trollgiev721
    Trollgiev721
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    Is it possible to modify pets? For expample-make them invisible)
  9. misterb2004
    misterb2004
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    [Text Redacted]
  10. esojte
    esojte
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    Hola, estoy fascinado por tu trabajo. Estaba creando trajes y tengo 2 problemas.
    Cuando intentó modificar los cascos muestra el pelo y la cara de los habitantes
    20729586_337805433328848_377905674216830

     
    La otra cosa que pasa es que no puedes cambiar los guantes de los trajes
     
  11. robot9706
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    I have been working on an outfit mod but I think my is codesnare wrong cause when I load it it does not load right


    This thread is releated to the configuration of the mod, if you are having problems please post in the "Posts" tab on the mod page. (I also check that more frequently.)
     
    There were multiple problems releated to textures, most of them are fixed in 1.0.7. Install that version and see if that works.