I understand. What I meant is if new clothes available from the start you need to redo everything where it could be put on. But if it become available only after you already done all story quests that already available (like blackmailing scenes and stuff), then you would need to redo only everyday roaming scenes. Or am I wrong?
Anyway it still would be a lot of work but less then redoing everything. And maybe you don't need to redo everything and just make the same scenes with new clothes? They could be looking slightly different than before, I saw it in other games and noone complained. More like a feature than a bug =)
Even conditioning access to new clothes to a level of game unlocking would not really limit the scenes.
Making the acquisition of this outfit conditional on the end of the blackmail (to use your example) does not guarantee at all that the player has moved on to the other stories.
All I could do is prohibit entry to certain places with this new outfit, but that would make no sense given the strong exhibition theme of the game.
Many scenes can be re-done throughout the game. Often, once all the scenes have been unlocked in a location, the player has the choice to replay the one of his choice by returning to it.
So, if I create a new outfit in Lolita's wardrobe, I would have no other choice but to redo all the CGs with this outfit.
Even if I made a special variant for this outfit, it would be a huge amount of work.
I'd rather focus on creating new scenes than devote an update to creating new outfits without adding new scenes (which I'd have to do if I started this kind of work).
There are currently 109CGs in the game (not counting the many that don't appear in the CGroom). It would really be a huge job to make new versions of each for a new outfit.
That's why I prefer to consider the creation of new outfit only for "unique" events like jobs or the costume party I was talking about.