Skins

v0.12.0·Updated 2026-09-17

Modular skin support (no more replacing asset files!)

About this mod Machine translation

Skins

Modular Skin Support for GTFO

English Documentation |

Chinese Documentation |

Repository |

Latest SkinGroup Editor Build

For feedback and issues, DM @uwufood OR the feedback thread on the GTFO Modding Discord Server

How to Use

  • This mod is a library mod, which means it DOES NOT come with any skins by default. You can look at the [dependants

of this mod]( these are likely skin packs you can download.

  • For alternative ways of installing/obtaining skins, please refer to the documentation.
  • For creating skins packs (skin groups), refer to the documentation.

Documentation

  • Everything you need to know about to use this mod to its full extent is included in the documentation.
  • When in doubt, refer to the documentation. If you have any questions or suggestions, please don't hesitate to reach out to me on Discord.

Hot Reload

  • Skins can be hot reloaded and take effect mid-game.
  • Refer to the Reloading Skins section of the documentation for details.
  • NOTE: The current version of the plugin might differ from the documentation slightly.

FAQ

  • Q: Do I have to reinstall skins for each modded profile?
  • Short Answer: No
  • Long Answer: When a skin is installed as a mod (i.e., local mod, in mod managers), it is installed

under the per profile skins folder (/Assets/Skins). When the mod is first launched, it attempts to

move all per profile skins to the global skins folder which is shared across all profiles. If there are no complications, you

should only have to install skins once and they will be available for all profiles. The process is described here. If there are any issues, please shoot

me a message on Discord.

Attribution / Dependencies

Plugin

Libraries shipped next to Skins.dll (pure C# ports of nothings/stb by StbSharp, MIT):

  • StbImageSharp
  • Decodes skin PNG/JPG textures on worker threads.
  • StbDxtSharp
  • DXT1/DXT5 compression, so skin textures take roughly a quarter of the VRAM of an uncompressed upload.

SkinGroup Editor

  • Electron / electron-vite, React, zustand
  • The app itself.
  • AssetsTools.NET and AssetsTools.NET.Texture (MIT), with AssetRipper.TextureDecoder
  • Reading GTFO asset files and building asset bundles for the Port feature (for the bundled wrapper/util ExtractorCore).
  • StbImageWriteSharp (MIT)
  • Writes extracted textures out as PNG.
  • classdata.tpk: Built by AssetRipper/Tpk (MIT) from AssetRipper/TypeTreeDumps and shipped unmodified.
  • The Unity type-tree database that lets the above read release builds.

Install & use Install: follow the bundled instructions

  1. Unzip the archive from playbuff and read the bundled readme / instructions first.
  2. Most mods rely on the game's mod loader — the usual route is a community mod manager (such as r2modman): pick this game, install, and it handles the loader and dependencies.
  3. For a manual install, put the mod files into the matching Mod / plugins folder inside the game directory.
  4. Launch the game to confirm it loaded; mods with listed dependencies need those installed as well.

Install locations vary a lot between mods — the bundled readme is the most reliable guide.

Dependencies

Install these first, or the mod will not work:

AuriRex-Clonesoft_JsonBepInEx-BepInExPack_GTFO

File & checksum

Filename
Skins-0.12.0.zip
File size
151.2 KiB