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There is now a website you can use to share your custom content with other users! But you're still welcome to use this page to share and discuss content.

Below is a list of finished custom (user-made) content. To add these characters, in most cases you can extract the downloaded file to the game's main directory and you're set. Depending on how the author has organized them, it may be necessary to move files to the appropriate directories. (Custom content has not been tested by me)
Note: After new content has been added, old saves won't be compatible.

<-------------------------------------------------------------->

Yuu Lambaria
Author: KimotoDragoon
Content types included: story, profile, tachie, music




Joruri
Author: Marrend
Referring post: here
Content types included: story, profile, tachie, music
(Requires Masako, Junko, and Clean Mode off)




Emiko
Author: Marrend
Referring post: here
Content types included: story, profile, tachie, music



Junko
Author: Nekochi
Referring post: here
Content types included: story, profile, tachie, music
(For this content, it is recommended playing with Clean Mode off, if you have unlocked it)





Uchioniko (4 characters)
Author: Marrend
Referring post: here
Content types included: story, profile, tachie, music





21 Ways
Author: dude797
Referring post: here
Content types included: story, profile, tachie, music
(For this content, it is recommended playing with Clean Mode off, if you have unlocked it)





Masako
Author: Marrend
Referring post: First post on the page!
Content types included: story, profile, tachie, music




<-------------------------------------------------------------->

If you have posted custom content in this thread, I will (eventually) add your link to the list above, along with a small screenshot if you have included one. Be sure to test your content in-game before posting.


Helpful things:

--> Medium build girl, the .psd that was used to create the built-in characters, is available with layer names in English.

--> Not feeling artistic? You can use any of these images for making custom characters.

--> Notepad++ with syntax highlighting for Heartache 101 can be a big help with story creation.

--> If you are writing story content that includes the appearance of existing characters (built-in or custom), the following list may be of reference:
ID 0 = The Player
ID 1 = Nakajima Miki
ID 2 = Ikeda Keika
ID 3 = Onishi Tsubasa
ID 4 = Kaneshiro Shihoko
ID 5 = Kaneshiro Riho
ID 6 = Sato Akari
ID 7 = Hiraoka Hinami
ID 8 = (Secret character)
ID 9 = Watanabe Junko
ID 10 = Mitsuya Masako
ID 11 = Monotami Ruri
ID 12 = Nemoto Mayu
ID 13 = Terakado Shoko
ID 14 = Shirazu Izumi
ID 15 = Watanabe Aoi, Lambaria Yuu
ID 16 = Ran Fujioka
ID 17 = Torako Koizumi
ID 18 = Yumemi Tanno
ID 19 = Umehara Joruri
ID 21 = 21 Ways
ID 22 = Kirinashi Kyouki
ID 23 = Reserved for Nekochi
ID 24 = Reserved for Nekochi
ID 25 = Kuwabara Emiko
ID 26 = Reserved for triad2
ID 27 = Katanashi Seira
...
ID 30 = Vacant
ID 31 = Maeda Eriko
ID 32 = ? Genji
ID 33 = Vacant
...
ID 39 = Vacant
ID 40 = Konohana Midori
ID 41 = Natsume Rika
ID 42 = Vacant
ID 43 = Vacant
ID 44 = Hasegawa Kanon
ID 45 = Vacant
...

(Note: You don't need to care about this list if your story events will not include existing characters, as ID numbers for characters in separate files don't have to be unique)

--> Finally, I've listed the game cheats here. You can use these during story events to test your content:
SHIFT + F5 -- Adds 10 to Looks
SHIFT + F6 -- Adds 10 to Athletics
SHIFT + F7 -- Adds 10 to Personality
SHIFT + F8 -- Adds 10 to Mind
SHIFT + F9 -- Adds 10 to Soul
ALT + F5 -- Adds 1000 to yen
ALT + F6 -- Active speaker's affection decreases by 100
ALT + F7 -- Active speaker's affection increases by 100
ALT + F8 -- Advances the calendar by 1 day
ALT + F9 -- Advances the calendar by 7 days


Posts

In truthfulness, I had the hardest scripting part is to tie the story together cohesively. Because, as Marrend mentions, if you are not careful with conditions, story events may play before or after intended.

I wonder if it's somehow possible to adjust story mode to include a function for story progression? This can be a great tool for anyone who has many branching dialogs. In my custom toon, every dialog tree leads to a unique reaction and outcomes and its hard to verify that all the dialog and later situations line up correctly.

Marrend
Guardian of the Description Thread
21781
That sounds like quite the convoluted character. If I had a character like that, I'd try to keep track of the possibilities with a flowchart.

Anyway, I've always thought that Story Mode's purpose is to test out how a specific story flows without the "hassle" of playing the game. Kind of like a Debug Mode. As a quick example, if a story sequence has a JUMP command into a different story, it should follow into whatever story was JUMPed to. As another example, the ability to be able to force the engine to succeed or fail a stat check would be another action Story Mode should do.
I haven't been able to come up with a practical idea for how to allow the engine to be forced to succeed or fail conditions, but I agree that would be extremely useful.

A function for story progression, hmm...what if story test displayed for you a list of stories whose conditions are dependent on the story being tested? Or maybe after you finish testing a story and you get the choices "Test another" or "Return to title", I could add a third choice: "Test a story dependent on this one". Is that the kind of thing you have in mind?
Marrend
Guardian of the Description Thread
21781
I haven't been able to come up with a practical idea for how to allow the engine to be forced to succeed or fail conditions, but I agree that would be extremely useful.


Fair enough.

A function for story progression, hmm...what if story test displayed for you a list of stories whose conditions are dependent on the story being tested? Or maybe after you finish testing a story and you get the choices "Test another" or "Return to title", I could add a third choice: "Test a story dependent on this one". Is that the kind of thing you have in mind?


What I'm now thinking is, after users select a story, there could be a screen that says what the currently selected story's dependencies are before running the story proper. In theory, that would preclude the need to insert a "Test a story dependent on this one" option, as accessing a different story would display that story's dependencies. How's that sound? Doable?
Hm, but what counts as being dependent? What if a story has conditions like these?

CONDITION = 3 DONE OR 8 DONE IN some_file.txt
CONDITION = 7 NOT DONE OR Personality 20

How would you want that displayed when testing Story 3?

Marrend
Guardian of the Description Thread
21781
I figure if a story has CONDITION lines, they would be displayed as-is. Though that is one convoluted example of what a CONDITION statement could look like. Totally appropriate, though.

Though if a story just has CONDITION = 3 DONE (Which, as far as I can tell, is just "flicking a switch"?), or whatever, I guess it would display that? I have no clue where I'm going with this anymore.
"Test a story dependent on this one" is exactly what I had in mind. For the condition check, I would say you apply the first condition only. It would be up to the scripters to write the more important condition first, and secondary conditions later.

In case 1, "3 done" is more important because you would presumably go through story 3 before a story 8. In our second case, the personality check is more important, because it is something you can achieve, while the "condition 7 not done" is somewhat abstract, and the player has little control over.

Basically, what I'm trying to suggest is a hierarchy of conditions. Whatever ranks higher in that table is the condition that should be used in our dependent story progression.

Lastly, we would also need to be able to control our story test mode attributes, because we need to verify attribute check pass or fail scenarios. Sorry for that long, almost rambling post. Hope it made sense ><
Marrend
Guardian of the Description Thread
21781
In case 1, "3 done" is more important because you would presumably go through story 3 before a story 8. In our second case, the personality check is more important, because it is something you can achieve, while the "condition 7 not done" is somewhat abstract, and the player has little control over.

I would argue that "3 DONE" is not "more important", as a player can just as easily have "8 DONE IN file.ext" first. Nor is the personality check "more important" than "7 NOT DONE". Depdening on curcumstance, "7 NOT DONE" is just as easy, if not easier to get than "PERSONALITY 20." Actually, having either/or statements like flowerthief's example shows that order doesn't matter.


*Edit:
Lastly, we would also need to be able to control our story test mode attributes, because we need to verify attribute check pass or fail scenarios.

I haven't been able to come up with a practical idea for how to allow the engine to be forced to succeed or fail conditions, but I agree that would be extremely useful.
Not sure what to do about the former issue, but I came up with a simple solution for the latter in v0.70. You can now hold down the A button ('z' on the keyboard) during Story Test to force conditional branching to succeed.

In addition, I've added some cheats that can be used for playtesting. I'd rather not list them here, so just ask me if you'd like to know. (Dude, spaz, and Marrend, you three don't have to ask; I'll send you PMs with the cheats since I know you guys are actively working on content)

There are two new optional fields in profiles:

GENDER = Male
Pronouns such as "he" and "him" will be used to refer to the character in generic events. In other words, BxB is supported now.

TYPE = 2
Sets the character as having a hyper affection build type. What does this mean? It means two things.
1. She will appear in generic events less frequently than normal.
2. All affection increases applied to her will be doubled.

Basically, this is a way to allow minor characters or characters without a lot of story behind them to be easily romanceable. This feature wasn't requested by anyone, but I felt I needed to add it to better approach the vision I have of a game where there can be dozens of romanceable characters running around.
Marrend
Guardian of the Description Thread
21781
This development definitely helps test stat-check-based branches easier to check with Story Mode! Now, about my current problem...
^ Ok, sending you a PM....
Marrend
Guardian of the Description Thread
21781
Did a run-through with Masako in Clean Mode, and she checks out just fine now! I've just finished uploading her, so the copy that's up is what I've got.

*deep breath*

Now, about that quad-tech. I've not dealt with them in a while, and getting back to them depends on whither or not I need another update to Weird Dreams. I'm hoping that after the Summer Games event, I can work on them with more consistency than I have been.
Quick scripting question. Is it possible to play a music file during the ending credits? I just finished 21's story and thought the ending credits song would be a nice touch.
Marrend
Guardian of the Description Thread
21781
I'm going to say "no" on this. We can customize what music (if any) is being played within the bounds of a STORY (which includes DATING, ENDING, and what-not), but the ending credits is outside of our reach.

At least for now!
Oh well, it's not a big deal anyway. At least I'm finally done with the writing part of my character. Now to tackle the new profile...
My friend and I are making a Boy x Boy version of Heartache 101! c:
chana
(Socrates would certainly not contadict me!)
1584
Marrend
Guardian of the Description Thread
21781
I was looking at the new built-in character's resources (as is my want), and couldn't help but to notice the color of her uniform. I'm wondering what technique was used to get it like that. The reason being is that I attempted to make Masako a uniform edit to give her a Matsumori High uniform for the her last event, but ultimately failed.

I'm thinking it might have something to do with the "Selection by color" option, but I could be wrong!


*Edit: Seeing as she has four different poses during that sequence, and the ability to have 99 "other" poses (she's only using one right now), getting this idea in motion is actually possible.


*Edit2: I think I'm on to something. Check this tachie out:
^Yep, you got it.

Hmm, since the BxB feature is getting used, I'm wondering now if I shouldn't try to add a GxB mode. It would require me to write an alternate prologue, alternate generic endings, and a host of other accommodations, but there might be enough interested female players out there to make it worth it, maybe?
Adding GxB or even GxG would add a lot more variety to the game. You could claim to have the ultimate dating simulator.

Only foreseeable problem is that you would have to create more stories and find a suitable boy generator. Second, it might affect the custom content that marrend has published and any content in progress.