Mods / Custom Player Model
- Tags:
- Author:
- Maltiez
- Side:
- Both
- Created:
- Jan 15th at 2:27 AM
- Last modified:
- Jun 27th at 2:17 AM
- Downloads:
- 3833
-
Recommended download (for Vintage Story 1.22.0-pre.1 - 1.22.3):
customplayermodel_0.4.1.zip 1-click install
Requires Player Model lib
Allows for player to have custom player model. Such model is placed in a special folder inside ModConfig folder, and then it becomes available to the player that has it. Alternatively you can download mods with custom player models made for this mod. And every other player can see it, despite not having it on their side.
Model can have custom shape, one custom texture and one custom voice sound. They all are synced between all players, but are not saved, so other players cannot easily access it.
Config with white lists for player and models will come later.
Example of adding custom player model via mod: Custom Player Models: Undertale
Alternatively, custom model should be placed in ModConfig/custom-player-models folder as folder that contains (final path should look like: C:\Users\<user>\AppData\Roaming\VintagestoryData\ModConfig\custom-player-models\<model-name>\<files>):
- config.json - config file (supports most of the features from regular custom player models)
- custom-shape.json - model shape file
- custom-texture.png - custom texture used in shape file, should be referred as custom-texture in shape file
- custom-voice.ogg - voice sound file
Folder name should contain only lower case character, hyphens or digits
You can turn on white list in mod config (when Config lib is installed). White list is stored in ModConfig folder. There are separate white lists for players and for models. Models white list is actually three white lists for model shape, texture and sound. When you add a model to whitelist it is added to these three, and any model that have texture, shape and sound from white list will be allowed. Any change to any of these three files will result in them not matching the white list. You can also turn on white list only for texture, shapes or sounds separately.
To add/remove player to/from whitelist use commands: /player <player name> cpmwa and /player <player name> cpmwr
To add/remove model to/from whitelist use commands: /player <player name> cpmwam <model name> <flags:optional> and /player <player name> cpmwrm <model name> <flags:optional>. You can use model name from character selection dialog. You can specify flags to only affect specific lists, for example: /player <player name> cpmwrm <model name> -to will remove only texture and sound from the whitelist, but leave the shape. This command needs player as argument, to select only models that are loaded from this player (several players can have different models under the same name).
Existing flags:
h - shape
o - sound
t - texture
| Mod Version | Mod Identifier | For Game version | Downloads | Released | Changelog | Download | 1-click mod install* |
|---|---|---|---|---|---|---|---|
| 0.4.1 | customplayermodel | 311 | Jun 27th at 2:17 AM | customplayermodel_0.4.1.zip | 1-click install | ||
|
Potential crash fix when two plaeyrs join server after each other with slight delay | |||||||
| 0.4.0 | customplayermodel | 400 | Jun 9th at 10:38 PM | customplayermodel_0.4.0.zip | 1-click install | ||
|
Added setting to increase network max packet size to allow heavier models | |||||||
| 0.3.1 | customplayermodel | 990 | May 2nd at 9:19 PM | customplayermodel_0.3.1.zip | 1-click install | ||
|
Added safeguard against errors in model config | |||||||
| 0.3.0 | customplayermodel | 319 | Apr 26th at 1:50 PM | customplayermodel_0.3.0.zip | 1-click install | ||
|
Updated to 1.22 | |||||||
| 0.2.0 | customplayermodel | 1239 | Jan 21st at 11:01 PM | customplayermodel_0.2.0.zip | 1-click install | ||
|
Added options for separate shape, texture and sound white lists Added support to almost all features of regular custom player models config (including extra traits, size, step height, e.t.c.) Added configs options to disable certain model config features | |||||||
| 0.1.0 | customplayermodel | 33 | Jan 21st at 9:46 PM | customplayermodel_0.1.0.zip | 1-click install | ||
|
Added white list feature | |||||||
| 0.0.4 | customplayermodel | 249 | Jan 17th at 4:08 PM | customplayermodel_0.0.4.zip | 1-click install | ||
|
Adedd some icons | |||||||
| 0.0.3 | customplayermodel | 47 | Jan 17th at 3:40 PM | customplayermodel_0.0.3.zip | 1-click install | ||
|
Added ability to set displayed model name | |||||||
| 0.0.2 | customplayermodel | 105 | Jan 17th at 12:09 AM | customplayermodel_0.0.2.zip | 1-click install | ||
|
Added ability to load custom models from mods | |||||||
| 0.0.1 | customplayermodel | 138 | Jan 15th at 2:27 AM | Empty | customplayermodel_0.0.1.zip | 1-click install | |

This is great, reminds me of back in Quake 2 every player could have a custom model without mods, and without any bullshit.
is there a guide on how to add model traits i've followed the sans method by adding the file in modconfig/<model>/files but im a bit lost for hte traits part?
Woah would this allow players to shift into mobs like animals? Wolf, bear, rabbit, etc? That is currently what I am trying to do!
will you prepare for 1.22+ development? since it's the update the game is moving forward with
Curious if there's anything like this but for client side?
Some servers don't permit you to use a custom player model because they don't have playermodellib downloaded neither do they have this mod installed.
Like... a mod that lets you customize two characters, the seraph which people see serverside and the other model that only you see.
I'm not very familiar with modding in this game so I have no idea if this is even possible to make.
Is it possible to add custom traits yet? not just the ones that are already in the game
Bjorn0411, Encountered this issue myself and it seems to be caliber's kobold mod causing the bug specifically. the "fluffy dreg" mod that uses it as a base also causes it, but other mods that use playerModelLib don't.
Maltiez, Thank you very much! I will do just that. *Salute*
dBlueFalcon look into Player Model lib moddb page, it describes what options custom model config can have, and most of them work with this mod
I so desperately want a "one block tall" model to play with. Could you point me in the right direction to making that for myself, if it's not already possible?
BTW, Thank you for all your hard work, you and Salty are like my top-favorite modders on here.
it seems that the issue I described, of the game not saving the custom model when relogging (on singleplayer, havent tested MP) happens in 1.21.5, havent tested 4 and below, but it happens in .5
Mods I added:
Player model lib
Kobold mod
this mod
and custom model: Sans
Id then boot the game up for the first time, spawn into a world once so the mod data folder would generate, log out, then id put my own custom models in there.
then id log in, select my model, go back to main menu, then log back in again.
in 1.21.5, im faceless seraph, in 1.21.6, I retain my custom model.
PS. I use VS Launcher - Vintage Story Mod DB to create my fresh instance for testing. Which keeps em entirely fresh and separate.
Do you think it would be possible to do something like this for models like tools and armor? If so it could be a nice addition to any multiplayer servers to have diverse tools and armor.
Kosmu
It uses standard VS models format
Will this work with Blockbench/Figura models from Minecraft for example?
Alright, ill see if I can figure out why it happens, on my own. and if I figure it out, I'll come back here with a better guide.
Thanks again for such an awesome mod!
Cant reproduce #1
I have now played with it a bit, and its excellent! For a V1 theres little to complain about, though I have 2 things id like to mention ^^
1. I havent tested this on a server but on singleplayer, it seems keen to reset itself.
Steps I did:
make a custom playermodel
start a world, select the playermodel, confirm so you can move around ingame
go back to main menu.
go back ingame
now a faceless seraph. ".charsel" to select the custom model again, going back to main menu again and in again, still resets me to faceless seraph.
2. If you missconfigure the model, in my case I accidentally deleted the:
to instead be
this caused not only my custom model to no longer show up in the list at all (which makes sense, its good that a missconfigured model doesnt even attempt to load) but it also makes all other custom models fail to load, the option to select a custom model dissapear, despite having a working model in the folder aswell, in my case I had my broken model, and the example skeleton model, if both work then both show up as options.
I havent played with this myself yet, but man am I hyped for this future! This is super duper cool stuff, and I look forwards to seeing this mod grow with new features to really let people express themselves ^^
Maltiez, youre god damn prolific, and id go as far as to say youre the very backbone to the current modern modding community for this game.
This is gonna cook harder than igneous rocks. I can imagine such great change in many mods such as Racial Equality having ogre models or dwarves being "wider" as one could say.
I am salivating at the thought of this.
:D
I really like the concept. Good luck.
FIRST COMMENT!!!
Also btw I love your suite of mods, in my games they are essential. Sometimes I have a crash when adding something new, I, like a lazy person ask ChatGPT to read the error for me, it says something about your mod, and I yell at it until it gives me answers that dont touch yours. Im not addicted, I promise.