TeroSkinsPack
Adds 80 unlockable skins to the game, 4 for each survivor, which are locked behind various conditions
About this mod Author’s original text
Tero's Unlockable Skins Pack
Adds 72 new skins to the game, 4 for each survivor, which require certain conditions to be unlocked. Each character's skins are unlocked by the following conditions:
- Complete Wave 50 in Simulacrum on Rainstorm or higher.
- Complete Eclipse 3
- Complete Eclipse 5
- Complete Eclipse 7
The method by which the mod unlocks the skins is a little janky, it simply checks which of these conditions you have met whenever you go to character select and gives you the skins. I initially wanted to do it via achievements, but those are super complicated to add and affect your save file, this allows the mod to function client-only and have no save file impact.
The skins themselves are also not the most amazing ones ever, they're simple recolours that alter the colours of the default skins, but I think some of them are fairly cool. In any case, the main goal is to add some increased progression to aspects of the game which have none.
I didn't lock a skin behind Eclipse 8 because I feel that once you finish that you'll probably never want to touch that survivor again. This way you can enjoy the last skin while you're grinding out Eclipse 8.
If you find Simulacrum too boring, check out my other mod, SingleItemSimulacrum, which makes it much more enjoyable IMO.
Compatibility
This mod does not require SOTV or SOTS to run and is safe to use without it, but obviously the Simulacrum skins, as well as those for the DLC characters will be unobtainable.
Changelog
1.0.0
- Initial Version.
1.1.0
- Mercenary fixed
- Added skins for the new DLC characters
1.2.0
- Updated for DLC3. Many old skins are slightly improved.
- Note that skin previews no longer display in the new update, but the skins work ingame.
- Added skins for the new DLC characters
Install & use Install: BepInEx plugin
- The archive from playbuff is the mod itself — usually a BepInEx plugin (a .dll or a plugin folder once unzipped).
- Recommended: use a community mod manager (such as r2modman) — pick this game, import the mod, and the manager sets up BepInEx and its dependencies for you.
- Manual route: install the BepInEx loader in the game folder, then drop the unzipped .dll or plugin folder into BepInEx/plugins/.
- Launch the game — the BepInEx console logs every plugin it loads; seeing this mod in the log means it is installed.
Mods with listed dependencies need those installed too, or they will not load. Options are usually changed in-game or in the plugin's config file.
Install these first, or the mod will not work: