Sybil Clothes
Homebrewery content, contains items resembling Sybil's clothes from Pseudoregalia.
| Date uploaded | 2 weeks ago |
| Version | 3.1.0 |
| Download link | Stoingularity-Sybil_Clothes-3.1.0.zip |
| Downloads | 3066 |
| Dependency string | Stoingularity-Sybil_Clothes-3.1.0 |
This mod requires the following mods to function
ShadowMavericks-FoxturbatorSybilEyes
Sybil's Eyes for Homebrewery. Originally made by Foxturbator.
Preferred version: 1.0.0Catman232-Homebrewery
v4.6.28 - Mod that enables creating new character parts and vanity gear items! Don't leave mod items in your storage boxes!
Preferred version: 4.6.28README
Adds something resembling Sybil's outfit(s) from the game Pseudoregalia to Atlyss.
Standard outfit based on Tea (Teapose2)'s Vex Outfit and Saucy Goblin's Meat Outfit leggings, some bits of these textures used in other outfits, and I'm sure both of these people could do this better than me.
Special thanks to StrikerTheHedgefox for providing the sound effects, stats, and custom quests for the Dream Breaker(s)! The sounds depend on ModAudio to work right. If you don't have ModAudio, you'll still hear some of the custom sound effects, but not all of them. Thanks to Marioalexsan for writing the Lua script that lets it not replace the sounds for all holy weapons. There's a Level 25 quest to upgrade the Dream Breaker into a weapon that hits harder, that depends on Yavamar's CustomQuests to work right (it's a hidden item otherwise). Go talk to Zuula about it.
Please note: if you want to install this manually, or you're making a content pack to share with others, the easy way is to just unzip the .zip inside Homebrewery's ...\BepInEx\config\ContentPacks folder. However if you do this, the custom quest won't work. To have that working, you need to put the mod where r2modman is going to put it, ...\BepInEx\plugins, where you'll need to move the HomebreweryFiles and audio folders up one level out of the plugins folder and into the Stoingularity-Sybil_Clothes folder. If we all put the same files in either of these two places, we'll all see them in multiplayer. If we don't, it's going to be random and confusing if we will or won't.
Also don't be suprised if someone who has an older version installed doesn't see your items from the latest one.
CHANGELOG
3.1.0 AKA the one where I actually play the game for a moment (and used a mod to give me all the outfits) and realize I did a lot of things wong:
- The sleepytime sweater is supposed to have a tail slit in the back.
- of course, I know a lot of people wanted to use it as a regular sweater, to the point that Emarcee decided to adjust the texture for more vibrant colors for me, so the new vibrant sweater item uses Emarcee's edit and thus retains those lines.
- The classy shirt is supposed to be backless, but some people were using it as is. So, you get a new one that A. has a back B. doesn't have part of the pants texture with it.
- the basic vest is supposed to be backless, which is just weird 'cause it has buttons in the front. It needed some cleaning up, too.
- The guardian suit is NOT supposed to be backless, which is just weird because I don't know how Sybil is supposed to squeeze herself into that thing otherwise!
- The guardian suit is supposed to have a cravat on it, which is just weird period.
- The guardian outfit cape is really more of a scarf.
- Finally made a proper shawl model as a cape, and fully separated anything resembling a shawl from the basic vest. But I kept the "sybil outfit" item in case you don't like how it looks on a non-poon character. Especially changs and kubolds.
- Gave the Bleeding Heart wreath a proper model. It's so much better now.
- Bleeding Heart top now uses a custom collar mesh to look a bit more like it's supposed to. Not quite as close as I could get with both collar and shoulder meshes, but it works a lot better with all races this way. Tweaked the socks color, it wasn't contrasting enough.
- Classy and XIX outfits actually use a different set of horns, so the horn mesh has been modified to include that extra point and the texture modified to hide it.
- Added XIX set and basic leg cuffs. I'll leave the XIX vest out for now even though I already made it because it's barely any different from the basic vest and I already feel like I'm bloating this thing too much in the name of giving you options or getting around technical limitations.
- Removed 13 characters from a the names of few of the folders for items I doubted too many people would be using.
3.0.0: Now that we can dye collars and shoulder pads, and now that these can all be dyed separately, the sweater, socks, Guardian Outfit, and Soldier outfits are all dyable. I guess I can give up on the 1.6.2b meshes coming back, so I'll just have to put things together as best I can with what we've got. __routes.lua should now replace just medium Holy hits, seems 1h melee weapons don't need any other kind. 67 hue, 13 satruation, 24 brightness for soldier. 65 hue, 23 satruation, 41 brightness for guardian.
2.2.3: Out with the javascript, in with the Lua. Meshes and sounds effects are now #local#. Rearranged the SFX folder. Marioalexsan fixed the bug where vanilla hit sounds sometimes play instead of custom ones. If you experience this or other weirdness with weapon hit sounds, you probably ought to check and see if your other mods with custom hit sounds are up to date first.
2.2.2: Cleaned up the horns mesh so it's 86.3kB instead of 395.5kB. Removed ModAudio as a dependency that r2modman will automatically pull for you. To be clear, I don't think anyone did anything wrong, not even myself for once. But when people add this mod to modpacks, this causes ModAudio to be installed, and any other mods in the pack would suddenly have their ModAudio effects being applied whether you wanted that or not. This isn't a fight I really want.
2.2.1: Custom weapon hit sound no longer overwrites (or tries to overwrite) the hit sound for all holy element weapons. The downside is you're loading a whole javascript environment to make that giant tonfa sound unique when you smack something with it. And since CustomQuests aparrently has some issue with XP rewards in multiplayer, I'm removing that as a dependency that r2modman will automatically pull for you, and putting a link to download that in the readme. You still need it installed if you want to do the quest.
2.2.0: Adds a powered up, shinier Dream Breaker and a quest (courtesy of StrikerTheHedgefox) to get it. Obviously, that adds the CustomQuests dependency.
2.1.0: The Dream Breaker does usable levels of damage now. It also has custom, randomized sound effects, which depend on ModAudio to work right (thanks to StrikerTheHedgefox). Also pulls that Sybil Eyes mod as a dependency, since StrikerTheHedgefox wanted it.
2.0.1: Update the readme and dependency string. Technically, 2.0.0 depended on 3.13.80 anyway. Also screw it added some cuffs to that sweater, at these proprtions we're chasing a vibe anyway.
2.0.0: Redid everything to make sure it worked to some degree after the big fat update that removed a bunch of meshes I was using.
- standard, classy, and professional outfits are now dyable. They look best in yellow. I'd make the Soldier and guardian set dyable too if only shoulder pads and neckcollars actually respected the dyable flag.
- anything that used theifarmor_collar now uses reimplimentation of that mesh with much more sensible UVs.
- the sweater, soldier outfit, and the beeading heart top used armCuff01, which has been removed from the game with no replacement. All it did was thicken the forearms. As soon as we find a way to mod the old meshes back in I'm going to fix it, until then, you're just going to have to deal with skinnier arms than intended.
- soldier chest is waiting on a means of importing chestpiece01 to be developed.
- Soldier leggings are waiting on a method of importing leg cuffs to be developed. They used legPads04, legPads02. Classy Pants used legCuffs02, and legPads01.
- guardian boots now use a different mesh, with, let's be real, a similar level of jank.
- Added Sybil's horns, as a hat.
1.3.0: Added the dream breaker. No, I still don't know how to make a scriptablearmorrender mesh that moves with a character's legs. I'd have the Sol Sista done by now if I could.
1.2.1: Did you know I actually thought that brown spot was in an invisible location on that mesh?
1.2.0: Added Bleeding Heart and Soldier outfits, and that's basically everything that isn't asymmetrical or so barely different from the default that there's no point in making it. Also finally acknolwedged that nagging doubt that the Guardian outfit wasn't covering enough and fixed that, sorry.
1.1.0: Added sleepytime outfit, and applied some new tricks, so a cape item should no longer be required for the Real Sybil Experience, at least not if you're using a poon character.
1.0.4: Added Guardian, Classy, and Professional outfits, and tried to make the normal outfit textures look a bit better and less ripped off.
1.0.3: The problem was I named the Chestpiece folder Chestpeice, no wonder that didn't work.
1.0.2: Cleaned up said instructions.
1.0.1: Added additional instructions so the chestpeice will at least be acessible while I figure out what went wrong.