The Yandere Simulator Modding Site - Useful Tutorials (2025)

Tutorial: How to edit JSON files!

tutorial and explanation by: nate!

Necessary Links For This Tutorial:

Fanon Wiki/Modding/JSON_Files

Fanon Wiki/RefNames

Another important thing in modding - however, this is not a necessary thing to know how to do for a majority of issues. If you don't want to risk anything, I reccomend staying away from editing the JSON files. However, certain things need you to edit these files, such as changing a student's gender. This tutorial will go in order of one line, using Kuu Dere as the example. Here is her entire line in the JSON files (NOTE: DO NOT CHANGE THE NUMBER AFTER ID. for example, kuu has "4", do not change this!):

{"ID":"4","Name":"Kuu Dere","RealName":"Kumi Demura","Gender":"0","Class":"11","Seat":"15","Club":"0","Persona":"1","Crush":"0","BreastSize":"1","Strength":"0","Hairstyle":"12","Color":"Clubless","Eyes":"Clubless","EyeType":"Serious","Stockings":"None","Accessory":"0","ScheduleTime":"7_7_8_13.0000_13.375_15.5_16_16.5_99","ScheduleDestination":"Spawn_Locker_Hangout_Seat_LunchSpot_Seat_Clean_Locker_Exit","ScheduleAction":"Stand_Stand_Read_Sit_Eat_Sit_Clean_Shoes_Stand","Info":"The school librarian. \n \n Strongly prefers solitude. \n \n Very rarely expresses emotions."},

As you can see, this dictates many of the aspects about Kuu. Mmany of these things can be edited with PoseMod commands, however I will still go over all of them, what they do, and how to change them.

"Name":"Kuu Dere" This sets the name of the student to whatever is in between the second pair of quotation marks. It can be anything, but do not delete the quotation marks. This goes for everything in this tutorial.

"RealName":"Kumi Demura" Same as above, this sets the real name of the student to whatever is in the quotation marks. You can change these words to whatever you wish.

"Gender":"0" Sets the student's gender to male or female. 0 is female, 1 is male. If you change this, you must also change the animations for this student with PoseMod or DLL Modding.

"Class":"11" This sets the student's class. No, Kuu is not in class 11. she is in class 1-1, so the room beneath Ayano's class. 12 is the other first floor classroom, 21 is your classroom, 22 is the other second floor classroom, 31 is the room above yours, and 32 is Taro's classroom.

"Seat":"15" This sets the Student's seat to whatever seat number you have in their classroom. the seats can range from 1-15.

"Club":"0" This sets the student's club to a specific one. All of the IDs are in the first link. You should NEVER change this. Always set clubs via PoseMod.

"Persona":"1" This sets the student's persona to a specific one. All of the IDs are in the first link.

"Crush":"0" This sets the student's crush to another student. The number is the ID of the student. Taro is 1, Osana is 11, Kaga is 61, etc.

"BreastSize":"1" This sets the student's breast size. This only applies to female students. I reccomend staying between 0.5 (Yui Rio) and 2 (Kokona Haruka), otherwise the breasts will be far too large.

"Strength":"0" This sets the student's strength to a certain level. All of the IDs are in the first link.

"Hairstyle":"12" This sets the student's hairstyle to a certain hairstyle. All of the IDs are in the second link. Color":"Clubless This changes the color of a hairstyle. This is specific to Kuu - you can see all of the specific hairs and eyes on the first link.

"Eyes":"Clubless" This changes the eye colors of a student. This is specific to Kuu - you can see all of the specific hairs and eyes on the first link.

"EyeType":"Serious" This changes the student's eyetype. The names are on the first link.

"Stockings":"None" This changes the student's stockings. The names are on the first link.

"Accessory":"0" This changes the student's accessory. The names are on the first link.

Tutorial: How to rip models/textures from the game!

tutorial and explanation by: nate!

Necessary Link For This Tutorial:

Asset Studio Download

Once it’s downloaded, open up the application called AssetStudioGUI by double clicking it. Then, once it’s open, navigate to the folder YandereSimulator_Data.

Once inside of YandereSimulator_Data, locate the 49 “level” files. They’re just named level0, level1, level2, etc, so it should be easy to find. select all 48 of them and drag them into AssetStudio. Then wait for it to load, it may take a little while.

Once all 48 files are loaded up, navigate to the “Asset List” tab. From there, search keywords in the search bar to find the model, texture, or whatever else you may be after. These keywords can be stuff like Hair or f02/m01, or even the student’s name, such as Kokona or Osana.

Once you have found the model, you have two ways you can rip it. My preferred method is to right click the name of the model in the Asset List.. well, list, and click “Exported Selected Assets”, and export to my Desktop. It will create a folder called “Mesh” or “Texture2D” or whatever the asset is, and the asset itself will be inside of it. This method does not export rigs (what gives hair models physics or makes outfit models move).

To rip with a rig, search your key names in the Scene Hierarchy tab. Once you found what you want, click the little check box next to the name. Once that’s blue, click “Model” in the upper bar and click Export selected objects (merge), and export to your desktop or a folder. This method does not create a new folder, and does export with rigs.

Tutorial: How to make custom routines!

tutorial and explanation by: nate!

Necessary Link For This Tutorial:

Fanon Wiki/Modding/JSON_Files

I've seen people get tripped up on these far too much. Well, I watched someone take multiple MONTHS to understand them. We don't need this again, so here is an extensive tutorial on how they work and what each command does.

COMMANDS:

AddDestinationSpot:SPOTNAME:x:y:z:rx:ry:rz

ChangeActionName:Student_ID (FN LN):FLOAT:Action Name

ChangeScheduleDestinationTargetToSpot:Student_ID (FN LN):FLOAT:SPOTNAME

Pathfinding.ReturnToRoutine:Student_ID (FN LN)

These commands may look very confusing to the untrained eye, however I promise, it's truly not very complicated. Allow me to now explain what each command does.

AddDestinationSpot. This command creates a spot. The section that says ":SPOTNAME:" is the name of the spot you are creating. It can be anything. The coordinates that follow are the coordinates that this spot is at. You should make multiple spots for morning, lunch, and after classes end.

ChangeActionName. This command changes the action that a student performs at a specific time. This time is the "FLOAT" part. The times go as follows:

2 : Before Class

3 : Morning Classtime

4 : Lunch

5 : Afternoon Classtime

6 : Cleaning Time

7 : After Class

For whatever time you want, put the number corresponding in "FLOAT". You will run this command for every time you want to change a student's action, so most likely three times - before class, lunch, and after classes end.

ChangeScheduleDestinationTargetToSpot This command tends to scare people, due to it's rather long length. However, it truly is not very complicated! This command simply changes a student's destination to a spot at a certain time. Remember the destination spots we made with AddDestinationSpot? The name you put in "SPOTNAME" goes at the end of this command, following "FLOAT" - which the times are the same as listed above! You will run this command for every time you want to change a student's destination at a specific time, so most likely three times - before class, lunch, and after classes end.

Pathfinding.ReturnToRoutine:Student_ID (FN LN) This command allows a student to pathfind to their routine. No matter how many spots you have, only run this command once.

As a side note! If you were to add the rivals into the game, you need to add an extra command at the beginning of your routine commands. This just allows them to actually function with custom routines. The command is:

CharacterAddNew:Student_ID (FN LN)

A very quick and simple command that will fix most bugs with the added rivals and their routines.

Tutorial: How to rip animations from the game!

tutorial and explanation by: nate!

Necessary Link For This Tutorial:

AssetRipper Download

A commonly asked for tutorial, yet one there are not many that exist! So, this is probably due to be written.

1) Download AssetRipper! It'll be based on your computer. Should be fairly easy to figure out which you need, they're named very well.

2) Once AssetRipper is downloaded, open up the executable (.exe) file, and it should load up the application.

3) In the upper left hand corner, you'll see "File". Click that, and then click "Open File". Navigate to your YandereSimulator_Data file, and load the resources.assets file.

4) You'll see a bunch of openable-menus, but click the arrow next to the "resources.assets", and navigate to "Animation Clips"-click the arrow next to that name as well.

5) From there, scroll until you find the name of whatever animation you want to rip. They're organized alphabetically.

6) Once found, click on the animation you want, and click "Export", which is next to file. From there, ripping is very similar to that in AssetStudio! These animations are automatically ready to be opened in unity, no need for editing them in another program!

Tutorial: How to bundle animations!

tutorial and explanation by: nate + tibu!

Have you ever found a super cute, unused animation but didn't know how to use it in your mod? Well, I have, and my lovely friend Tibu was kind enough to explain how to do so--and now, I'll explain it to everyone else!

1) In a new unity project, right click on the Project bar, where you drag any models you want to bundle into, and create a new folder.

2) Import your Essential folder, as usual.

3) Double click on that new folder you created, and now drag any and all animations you want to bundle into that folder.

4) Go back to the main project bar, by clicking "Assets", which is next to the path of your folder.

5) Click on the folder, and you'll see "Asset Labels" in the lower right corner. Treat that like a normal bundle -- name it, give it the .unity3d file format, and bundle!

6) Drag the newly made bundle into the PoseMod folder, and use the following commands to import them. "NEWANIMNAME" is just the name of the animation file you want! ie: if the animation file is named delinquentPoseE, then thats what you put into "NEWANIMNAME":

This is for Ayano:

CharacterAddAnimations:PoseMod/FILENAME.unity3d:Student_ID (FN LN)

AddAnimationsFrom:Student_ID (FN LN):YandereChan

YanAddNew

YanSetIdleAnim:NEWANIMNAME

Or for students:

CharacterAddAnimations:PoseMod/FILENAME.unity3d:Student_ID (FN LN)

CharacterSetIdleAnim:Student_ID (FN LN):NEWANIMNAME

And that's all! Reach out if there's anything you're confused on.

Tutorial: How to find coordinates!

tutorial and explanation by: nate!

By far the thing I see confusing people the most - coordinates! I have experience with them through my many years of playing Minecraft, so I thought I should share in my expertise.

I'm sure that you've seen X:Y:Z:RX:RY:RZ somewhere in commands, but was confused as to what to put there. No worries! Happens to us all. However, instead of spending months figuring it out, I've written a guide to find the coordinates of where Ayano is standing, or of a student or object.

Yan-Chan

1. Hit "X" to open the Pose Mod menu.

2. Scroll down to "Stuff" with the arrow keys, and press "E" to open the menu.

3. Scroll down to "Screen" with the arrow keys, and press "E" to open the menu.

4. Scroll up to "Show GUI" and press "E" to open it.

5. Hit "X" to close the Pose Mod menu.

6. See those six lines of red text in the top left-hand corner of the screen? There you go! Those numbers will change wherever you place Yan-Chan. Those are Ayano's current coordinates. The top three are her position, and the bottom three are her rotation. However, coordinates 4 and 6 should always remain at 0! It gets weird of you edit them, so don't!

Students and Objects

1. Open the Easter Egg menu with "/".

2. Press "R" to activate Pose Mode. Then, talk to a student, any student, and scroll down to "Reposition". Then, a pink aura should appear in front of Yan-Chan! If you press "E", the selected student will be positioned there. Place the student wherever you wish.

3. Once your student is placed, run this command: GetGameObjectInfos:Student_ID (FN LN)

4. If ran correctly, a text document should appear in Streaming Assets, titled "Student_ID (FN LN) Infos". Open this text document.

5. At the top of the document, it will look something like this:

X-Position:24.40926

Y-Position:4

Z-Position:15.99955

X-Rotation:0

Y-Rotation:179.0738

Z-Rotation:0

Those are your coordinates!

For objects, the only thing you need to do is run:

GetGameObjectInfos:RefName

...and a text document will appear with the item's coordinates! Also, you can use these for Ayano with:

GetGameObjectInfos:YandereChan

..and you'll get the same results as with the above method!

What Are These Numbers?

Coordinates are where a certain item is located on the game's map. 0,0,0 is marked at the center of the fountain that Senpai sits at.

X. The X coordinate is your position from East to West! East is negative, West is positive!

Y. The Y coordinate is your height. 0 is the ground level, 4 is the floor with Ayano's classroom, 8 is the floor with Senpai's classroom, and 12 is the roof!

Z. The Z coordinate is your position from North to South! South (or school entrance) is negative, while North (cherry tree) is positive!

RX. The RX coordinate is your X rotation. This should always remain at 0.

RY. The RY coordinate is your Y rotation, or the way that Yan-Chan's facing. This is anywhere from 0 to 360. It should never be negative.

RZ. The RZ coordinate is your Z rotation. This should always remain at 0.

And there you have it! A basic explanation of coordinates. Ask away if you have any more questions! Thanks!

Tutorial: How to change the dialogue between the hairdresser and Ryoba!

In CreepyCutsceneScript-->Update () find this:

this.Typewriter.ResetToBeginning();

this.Label.text = "";

this.Typewriter.mFullText = this.Lines[this.ID];

and under that add this:

this.Lines[INT] = "TEXT";

Keep in mind that the first line's int is 0 and the first two lines can't be changed with this method for some strange reason (or, at least, to my knowledge).

(Thanks oceaneyes for this!)

Tutorial: How to disable the line that says: Amai Challenge failed or succed!

1.In BakeSaleScript, Update(), go to line 33 and delete:

if (this.StudentManager.Yandere.Alerts > 0 ||

this.StudentManager.Yandere.Police.StudentFoundCorpse)

{

if (!this.AmaiSuccess.activeInHierarchy)

{

this.AmaiFail.SetActive(true);

if (Input.GetKeyDown("`"))

{

SceneManager.LoadScene("LoadingScene");

return;

}

}

}

else if (this.StudentManager.Students[12] != null &&

this.StudentManager.Students[12].Ragdoll.Disposed)

{

if (!this.AmaiSuccess.activeInHierarchy && !GameGlobals.Debug)

{

PlayerPrefs.SetInt("Amai", 1);

PlayerPrefs.SetInt("a", 1);

}

this.AmaiSuccess.SetActive(true);

}

}

}

2.Compile, Save all and test it !

(Thanks maxime2000mmm for this!

Tutorial: How to make Amai talkable!

In StudentScript, Start(), find in Student 12:

this.CanTalk = false;

this.Distracted = true;

Delete those two phrases.

Again, in StudentScript, UpdateTalkInput, find:

this.StudentID == 12

And replace it with:

this.StudentID == 1

Compile and save all !

(Thanks maxxime2000mmm for this!

Tutorial: How to add Kizana's task!

1 - Go to SubtitleScript --> Awake, Edit Method and add the two lines:

Task13Clips = Task34Clips;

Task13Lines = Task34Lines;

after :

ClubNoClips[3] = ClubNoClips[13];

2 - In SubtitleScript go to GetClipLength, Edit Method and add the lines:

if (StudentID == 13)

{

switch (TaskPhase)

{

case 0:

return 8f;

case 1:

return this.Task34Clips[TaskPhase].length;

case 2:

return this.Task34Clips[TaskPhase].length;

case 3:

return this.Task34Clips[TaskPhase].length;

case 4:

return 4f;

case 5:

return 4f;

}

}

after Student 11.

3 - Go to StudentScript --> Start, Edit Method and add the lines:

if (this.StudentID == 13)

{

this.TaskAnims[0] = "f02_grudge_00";

this.TaskAnims[1] = "f02_Task34_Line1";

this.TaskAnims[2] = "f02_Task34_Line2";

this.TaskAnims[3] = "f02_Task34_Line3";

this.TaskAnims[4] = "f02_greet_00";

this.TaskAnims[5] = "f02_sleuthTalk_00";

}

After Student 12 line.

4 - In SubtitleScript, UpdateLabel.

Find this:

else if (subtitleType == SubtitleType.Task13Line)

{

this.Label.text = this.Task13Lines[ID];

this.PlayVoice(subtitleType, ID);

}

and replace it with:

else if (subtitleType == SubtitleType.Task13Line)

{

string[] array = new string[]

{

"What? What is wrong with you ! Not even 1 minute I brought the subject and you refuse it, off with you!",

"Our newest club member doesn't seem to realize how things work around here. She actually thinks she can steal MY hairstyle!",

"It doesn't matter if she had this hairstyle before me! Now that I'm using it, it's officially MINE! There's only enough room for ONE set of purple drills in THIS school!",

"I'm not going to discuss this with her directly; such matters are beneath me. Make yourself useful and go have a word with her. Tell her that she needs to do something ORIGINAL with her hair...or else.",

"Fantastic!...Why are you still here? Go, Go!",

"Thank you for helping me. Maybe you're not bad as they say."

};

this.Label.text = array[ID];

this.PlayVoice(subtitleType, ID);

}

Go to TaskWindowScript --> Start method and add the lines:

GetPortrait(30);

Descriptions[13] = "Kizana Sunobu wants to be the only girl in school with purple drill hair. Convince Kokona to change her hairstyle.";

Icons[13] = Portraits[30];

after the:

this.UpdateTaskObjects(30);

4.1 - In the TaskWindowScript script, go to the GetPortrait method and add the line:

Portraits[ID] = www.texture;

after the:

this.Portrait.mainTexture = www.texture;

4.2 - In TaskWindowScript, go to the GenericCheck method and add the line:

Yandere.TargetStudent.StudentID != 13 &&

after the:

this.Yandere.TargetStudent.StudentID != 11 &&

4.3 - And last but not least:

Go to the AltGenericCheck method and add the line:

TempID != 13 &&

after the:

TempID != 11

5.In DialogueWheelScript, HideShadows, go to line 106 and after :

this.Yandere.TargetStudent.StudentID != 11 &&

Add this :

this.Yandere.TargetStudent.StudentID != 13 &&

6. You need to make a task inquiry.

7.Compile and save all !

(Thanks maxxime2000mmm for this! Special thanks to Crowley7513 and Nexus!)

IF YOU ARE DOING THE TASK INQUIRY TUTORIAL IT TURNS OUT THAT IN TALKING SCRIPT YOU NEED TO PUT YOUR STATEMENT BEFORE RAIBARU ONE!!

Tutorial: How to make a task inquiry!

Sadly, we cannot share this task publicly, but here is the link of the server the message is, and the link of the message!

Click on me to join the server
Click on me to see the message

Tutorial: How to enable the "Week Select" menu on 202X Mode!

1: In NewTitleScreenScript and search: this.EnableEightiesEffects();

2: Under this line, there's a code that disables the Debug. (GameGlobals.Debug = false;) Change the bool to true.

3: Search "QuickStart" and replace SceneManager.LoadScene("CalendarScene"); with:

DateGlobals.Weekday = DayOfWeek.Monday;

SceneManager.LoadScene("WeekSelectScene");

4: Go to WeekSelectScript and search "Eighties"

5: Replace SceneManager.LoadScene("EightiesCutsceneScene"); with:

SceneManager.LoadScene("CalendarScene");

And you're done!

(Thanks Chizumi Tsukahama for this!)

Tutorial: How to make a student react to a subject into a note!

In NoteWindowScript, search: this.NoteLocker.FindStudentLocker.Prompt.Hide();

Before this line, paste this:

if (this.NoteLocker.Student.StudentID == yourID)

{

if (this.NoteSubject == NoteWindowScript.NoteSubjectType.yourSubject)

{

this.NoteLocker.Success = true;

}

}

Replace yourID with the ID of your student

Replace yourSubject with one of these:

MakingFriends

LowGrades

FightingEvil

SuspiciousActivity

YourFriends

SocialMedia

Bullying

TheSupernatural

CompensatedDating

DomesticAbuse

DomesticAbuse is the last one and it can be the Stalker and Blackmail in 202X or the Evil Photographer in 1980's Mode

Compile and Save All!

(Thanks StefanSB for this!)

Tutorial: How to make a panty picture be more valuable!

Go in ShutterScript and CTRL+F: panties were in high demand

In the else if above, add this as a condition:

|| this.Student.StudentID == yourID

Replace yourID with the ID of your student

Compile and Save All!

(Thanks StefanSB for this!)

Tutorial: How to disable the rivals silhoutte portraits!

1- Open Assembly-CSharp.dll with DnSpy

2- Press the little magnifying glass at the top of the screen and, on the right of the search bar, change "All Of The Above" to "Non Generic Type"

3- Then, in the bar, search StudentInfoMenuScript and open it

4- In StudentInfoScript, do a right click and press "Find". In the tiny bar that'll appear, type "this.PauseScreen.Eighties"

5- It should direct you to this :

(it's a link to a screenshot, copy paste it in Google)

https://prnt.sc/26brn9y

6- Do a right click, and press "Edit Method"

7- Change it in to this :

https://prnt.sc/26brnjo

8- Press "Compile" and search StudentInfoScript in the big bar, then open it

9- In the tiny bar, type "!this.Eighties && ID > 20"

10- It should direct you to this statement :

https://prnt.sc/26brnwh

11- Again, do a right click, press "Edit Method"

13- Change it in to this :

https://prnt.sc/26bro8v

15- Press "Compile" and then press "File" -> Save All -> Ok

16- You're done !

(Thanks Ana Caona for tut and Coal for screenshots!)

Tutorial: How to change the persona label of a student!

In StudentInfoScript, search using CTRL+F: this.PersonaLabel.text = "Friendly but Strict";

After that if statement, paste this with the of your student:

else if (ID == yourID)

{

this.PersonaLabel.text = "What do you want to be writen on the persona label";

}

(Thanks StefanSB for this!)

Tutorial: How to change the club label of a student!

In StudentInfoScript, search using CTRL+F: this.StrengthLabel.text = StudentInfoScript.StrengthStrings[studentJson.Strength];

Exactly before that, paste this with the ID of your student:

else if (ID == yourID)

{

this.ClubLabel.text = "What do you want to be writen on the club label";

}

Compile and save all!

(Thanks StefanSB for this!)

Tutorial: How to enable Raibaru's task!

How can I enable Raibaru's task?

CTRL+F in DialogueWheelScript : this.Yandere.TargetStudent.StudentID == 10, until you reach this:

if (this.Yandere.TargetStudent.StudentID == 1 this.Yandere.TargetStudent.StudentID == 10 this.Yandere.TargetStudent.StudentID == 41)

{

this.Shadow[5].color = new Color(0f, 0f, 0f, 0.75f);

}

Delete "this.Yandere.TargetStudent.StudentID == 10" from the if clause!

Compile and save all!

(Thanks StefanSB for this!)

Tutorial: How to enable the Student Council's tasks!

Search in DialogueWheelScript, HideShadow(): if (this.Yandere.Bloodiness > 0f || this.Yandere.Sanity < 33.33333f || this.Yandere.TargetStudent.Club == ClubType.Council)

Change into: if (this.Yandere.Bloodiness > 0f || this.Yandere.Sanity < 33.33333f)

After this if, paste:

if (this.Yandere.TargetStudent.Club == ClubType.Council)

{

UISprite uisprite10 = this.Shadow[3];

uisprite10.color = new Color(uisprite10.color.r, uisprite10.color.g, uisprite10.color.b, 0.75f);

UISprite uisprite11 = this.Shadow[6];

uisprite11.color = new Color(uisprite11.color.r, uisprite11.color.g, uisprite11.color.b, 0.75f);

}

Search: if (!this.Yandere.TargetStudent.Indoors || this.Yandere.TargetStudent.Club == ClubType.Council)

Change into: if (!this.Yandere.TargetStudent.Indoors)

Compile!

You need to pick a student with the generic task or somebody that does NOT have a task (like the Art club president)

If you pick somebody with a task, that info and icon will appear to them too, not only to your SC member, so chose wisely

ID1 - the ID of the student that will be replaced by Kuroko's task

ID2 - the ID of the student that will be replaced by Shiromi's task

ID3 - the ID of the student that will be replaced by Akane's task

ID4 - the ID of the student that will be replaced by Aoi's task

In TaskWindowScript, Start(), paste and complete:

this.Descriptions[ID1] = "Kuroko Kamenaga task description";

Texture2D texture1 = new WWW("file:///" + Application.streamingAssetsPath + "/Task_Kuroko.png").texture;

this.Icons[ID1] = texture13;

this.Descriptions[ID2] = "Shiromi Torayoshi task description";

Texture2D texture2 = new WWW("file:///" + Application.streamingAssetsPath + "/Task_Shiromi.png").texture;

this.Icons[ID2] = texture14;

this.Descriptions[ID3] = "Akane Toriyasu task description";

Texture2D texture3 = new WWW("file:///" + Application.streamingAssetsPath + "/Task_Akane.png").texture;

this.Icons[ID3] = texture15;

this.Descriptions[ID4] = "Aoi Ryugoku task description";

Texture2D texture4 = new WWW("file:///" + Application.streamingAssetsPath + "/Task_Aoi.png").texture;

this.Icons[ID4] = texture16;

In UpdateWindow(), after:

if (this.Generic)

{

ID = 0;

this.Generic = false;

}

Paste this:

if (ID == 86)

{

ID = ID1;

}

else if (ID == 87)

{

ID = ID2;

}

else if (ID == 88)

{

ID = ID3;

}

else if (ID == 89)

{

ID = ID4;

}

Compile and Save All!

(Thanks StefanSB for this!)

Tutorial: How to add 10 weeks at 202X mode!

How to make 10 weeks in Ayano’s timeline

1-Go to AssemblyCSharpStudentManagerScriptSpawnStudent() and change the two “false” flags

2-After that,go to Awake() and find this:

if (!this.TakingPortraits && !GameGlobals.Eighties && DateGlobals.Week > this.WeekLimit)

{

Debug.Log("We're not in 1980s Mode and Week is " + DateGlobals.Week.ToString()

+ " so we're resetting the week to ''0'' and booting the player out.");

DateGlobals.Week = 0;

SceneManager.LoadScene("VeryFunScene");

and delete it

3-Compile and go to BusStopScriptExitCutscene() and find this:

DateGlobals.Week = 2

Make it so it looks like this

DateGlobals.Week++

4-CalendarScriptStart() and find this

else if (DateGlobals.Week > 2)

{

Debug.Log("Save file had to be deleted because 80s and 202X got mixed up.");

this.ResetSaveFile();

}

Delete it

5-This is optional but always in Start() if you want to delete the Amai Challenge button delete the 128 line

(this.AmaiButton.SetActive(true) ) and put “this.SkipButton.SetActive(true);”

6-Always in Start() find this:

else if (DateGlobals.Week == 2)

{

this.DayNumber[1].text = "10";

this.DayNumber[2].text = "11";

this.DayNumber[3].text = "12";

this.DayNumber[4].text = "13";

this.DayNumber[5].text = "14";

this.DayNumber[6].text = "15";

this.DayNumber[7].text = "16";

this.Adjustment = -50;

this.AmaiButton.SetActive(true);

under that put this:

}

else if (DateGlobals.Week == NUMBER)

{

this.DayNumber[1].text = "DAY";

this.DayNumber[2].text = "DAY";

this.DayNumber[3].text = "DAY";

this.DayNumber[4].text = "DAY";

this.DayNumber[5].text = "DAY";

this.DayNumber[6].text = "DAY";

this.DayNumber[7].text = "DAY";

this.Adjustment = -50;

this.AmaiButton.SetActive(false);

This will fix a bug that make the Day number be 4

7 - Compile all and save it!

Credits to Otaku_Net and Fenix_37

Tutorial: How to disable Osana events!

1. Load Assembly-CSharp

2. Search & Find YandereScript.

3. Right click, and select Edit Method #C

4. Scroll ALL the way down, to the end, and add this line:

UnityEngine.Object.Destroy(GameObject.Find("EliminationEvents/OsanaEvents/"));

You need to add it here:

}

this.MyRenderer.materials[0].SetFloat("_BlendAmount", 1f);

this.MyRenderer.materials[1].SetFloat("_BlendAmount", 1f);

this.CharacterAnimation.Sample();

HERE!!

}

5. It should look like this:

}

this.MyRenderer.materials[0].SetFloat("_BlendAmount", 1f);

this.MyRenderer.materials[1].SetFloat("_BlendAmount", 1f);

this.CharacterAnimation.Sample();

UnityEngine.Object.Destroy(GameObject.Find("EliminationEvents/OsanaEvents/"));

}

}

6. Press compile!

7 Select File I Save all I OK

8. Make sure to restart Yandere Simulator! (exit and re-open)

9. Congrats! You disabled Osana's events! (:

(Thanks ╭︰ʚ .𝘴𝘬𝘠𝘭𝘪𝘨𝘩𝘵 ・୨୧ for this!)

The Yandere Simulator Modding Site - Useful Tutorials (2025)

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