SOULCOOM™ 0.6.9 (Patreon)
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Content
Dear Partners,
A new update is available.
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DOWNLOAD: https://soulcoom.itch.io/soulcoom-dev
Please use the email you have registered with Patreon to sign-up and login.
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MECHX :
+ Hairdresser has been added to the Hideout
+ Hair Modding functionality improved.
+ Copy, Paste and Save Hair Presets Functionality added
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You can now access our Hair Builder! It is located in the Hairdresser of the hideout!
Feel free to experiment by mixing and matching all the different hair anatomies that we have added over the past 6 months. We've made it easy to Search for different haircuts, as well as Copy and Paste settings from your clipboard to the model.
We now have a modding readme file to help you;
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------------------- Table of contents ----------------------
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1) Modding Overview
2) Mod Menu
3) Creating your own mods
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----------- 1 - Soulcoom Modding Overview ------------------
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As of version 0.6.9, Soulcoom now supports community modding
by allowing you to load mods that are able to replace the sprites
of the models, their hair, and their clothing. Note that these
mods currently only swap sprites, they do not introduce any new
functionality or characters. However development is ongoing
regarding community modding and user generated content, and you
can keep up to date with the current state of development via
our dev logs or discord.
Reaching the main menu for the first time will create a [./mods]
folder in the same directory as the game. To add mods to your
game you simply drop the desired mod folder into the [./mods]
directory. This will add it to your game and it will automatically
load next launch, alternatively you can manually refresh the mods
in the "Mods" section of the main menu.
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-------------------- 2 - Mod Menu --------------------------
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The Mod Menu can be reached by selecting "Mods" in the main menu.
The main menu will also display a count of how many mods are
currently active.
The Mod menu has 3 primary sections, "Persistent Mods" which
covers settings and statistics related to mods that are
automatically loaded on launch (these are all of the mods in the
[./mods] directory), "Temporary Mods" which allows you to
temporarily load mods that will only stay loaded until you close
the game or manually reset them, and the "Mod Console" which display
information about the currently loaded mods and can help debug errors.
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------------- 3 - Creating your own mods -------------------
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Creating your own Soulcoom mods is quite simple. Mods are simply a folder
that contains the sprites that should be swapped in that mod. If your mod
contains any sprites whose names match that of sprites in the base game,
the modded sprites will overwrite the base game sprite; if multiple mods
overwrite the same sprite, then the last loaded mod will take priority
(you can see this in action via the Mod Console).
Note that sprites must have their names match exactly in order for them
to be replaced, more information can be found about all the valid sprite
names in the accompanying files. There is also some attached example mods.
Mods can also have folders inside of them, Soulcoom will recursively look
through all folders in the mod for any possible valid sprites, so
feel free to use folders for organization purposes.
It is also attached to this post for you to save and share.
Thank you for the support!
Warm regards,
—Balls