Please don't tell me it is blatantly obvious, i already feel stupid.
It's not obvious, and you're not stupid. Vanilla SDT modding is somewhat complicated. Loader modding can get fiendishly complicated.
The lax code-security of Flash allows us to do some impressive shit, but it most of that shit was kluged together
after @Konashion's disappearance. Hence: it's not officially supported and it isn't fully integrated into the game's UI. The whole thing relies on an inter-compatibility framework which was
created by programmers and
never vetted by usability experts.
Most of the advanced modding operations involve file-system operations, such as manipulating TXT files or copy-pasting stuff within the game folder. Mods
cannot be installed by visual or haptic operations within the game window itself, although a few mods do offer user-friendly buttons and sliders
after they've been installed. Feedback and error messages will usually be filled with jargon, and some of them will be totally hidden unless you're using the
debugger. If you don't speak English then it's even more difficult, because you can't copy-paste those scrolling messages into Google Translate.
Please feel free to
ask for help when you run into difficulty. The one caveat is that I will encourage you to
Search first because you'll tend to get faster answers that way.
I'm kinda new to SDT modding, i have downloaded SBYs loader and i can't for the life of me figure out how to have my new mods register on start up...
Short answer: read the
newbie guide. The $INIT$ folder is a
character folder like any other, and the newbie guide explains the configuration and behavior of character folders.
You ought to read the newbie guide even if you follow the instructions below, because it will help you to avoid some mistakes and misunderstandings.
The long answer is that you put the new
*.swf (or
*.mod) files into the
./Mods/$INIT$/ folder. Then you edit the
./Mods/$INIT$/Mods.txt file so that it mentions the
relative filepath to the newly-added files. This usually involves adding a new line to the bottom of that text file which contains something like:
Please note that the
$INIT$-registration technique is most appropriate for
persistent Loader mods which significantly alter the game -- the
dialogueActions mod by
@Pim_gd is a great example.
For a vanilla clothing item, it would be more appropriate to register the SWF file in
sby's moreClothing mod so that it's always
available via the in-game menus (instead of always being
worn by default).
A semi-persistent Loader mod (such as a
Male Body replacer) is not perfectly suited to the
$INIT$ folder, because it will
appear by default but it will also
disappear when the Reset button is clicked. If you want the mod to be truly persistent then you can register it in both the
$INIT$ and
$RESET$ folders. Or you can setup an independent Character Folder (named
"Werewolf HIM" or
"Robot HIM" or whatever) and then manually activate that folder whenever you want the corresponding dude to appear.
agony help much sad much wow please such pain
The
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Please don't use it for meta jokes. You're welcome to
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