installing mods from the "$init$" folder (1 Viewer)

rrus5

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HOW TO INSTALL MODS

A Step-by-Step Guide for how to install mods to your SDT game.
- A Loader Pack/Bundle
- Desired

Steps

  1. Download any of the mods found in the Resources Tab. (ex. moremoods)
  2. Unzip the mod if it came prepackaged as a .zip or .7z file. (ex. moremoodsV#.zip)
  3. Take the .swf/.mod file of said mod out of it's packaged folder (if it came packaged as one), as well as it's settings.text file (if it came with one). (ex. moremoodsV#.swf and moremoodsv#settings.txt)
  4. Open the Loader Folder of your pack/bundle​
  5. Place files into their respective folders that's the Loader Folder (which are the Settings Folder and the $INIT$ Folder)​
  6. Place the mod's settings.txt file in the Settings Folder. (ex. moremoodsV#settings.txt -> Settings Folder)
  7. Open the Mods Folder to find the $INIT$ Folder.
  8. Open the $INIT$ Folder
  9. Place the mod's .swf/.mod file in said $INIT$ Folder (moremoodsV#.swf -> $INIT$ Folder)
  10. In the same $INIT$ Folder, add the name of the .swf/.mod to the Mods.txt file (moremoodsV#.swf -> Mods.txt)
  11. Done! Launch Loader.swf and play the game with the mod that you've installed!

I'm new to installing mods for my super deepthroat loader. But I don't understand the tutorial on installing mods from the "$init$" folder. It said I should copy and paste the name into "mod.txt", but how exactly? Add a ".swf" at the end? Replace the spaces with a '_'? I've tried several times, but none of them worked. Right now, the one I want to install the most is the mod from the user "yoboi" (animtools), specifically the one where the women have new arm gestures and react to different circumstances. Because I'm interested in mods where the women are cooperative and do more than just smile and verbally support.
 

SyntaxTerror

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R rrus5 :
  • Moved your question to a new thread, as tickles tickles hasn't been seen since 2023.
  • Removed attachments, per Help Rules (Give a link to the mod you are having problems with (do not upload it here, it's useless).)
    Link: Arm Overhaul
  • sby sby , per Help rules (Mention its author (type @ then the name of the modder).)
  • If you need help, please read first the SDT Newbie Guide, and search in the FAQs on Discord.
    If you still need advice, you can ask on Discord #questions-help,
  • I cannot help you, as I know nothing about the Loader.
 

Samoth

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The precise answer is that the Mods.txt file is a list of the mod files inside of the $INIT$ folder. Each mod is placed onto its own line, complete with the file extension for it (generally .swf but sometimes other things - check the file itself; I advise making extensions on files visible). Put it in EXACTLY as the mod file has it. If a mod was, say:

armOverhaulV1.swf

then you would put EXACTLY that onto its own line inside the Mods.txt file, complete with the exact capitalization the filename has. Once you've added your changes, save the text file and then restart the game. If done properly it should load just fine. If it doesn't, do be sure to read the mod's page on the Resource Manager - in particular you've chosen one that has a lot to read through, so be sure to read - there's a decent amount of stuff of value there for installation.
 

rrus5

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The precise answer is that the Mods.txt file is a list of the mod files inside of the $INIT$ folder. Each mod is placed onto its own line, complete with the file extension for it (generally .swf but sometimes other things - check the file itself; I advise making extensions on files visible). Put it in EXACTLY as the mod file has it. If a mod was, say:

armOverhaulV1.swf

then you would put EXACTLY that onto its own line inside the Mods.txt file, complete with the exact capitalization the filename has. Once you've added your changes, save the text file and then restart the game. If done properly it should load just fine. If it doesn't, do be sure to read the mod's page on the Resource Manager - in particular you've chosen one that has a lot to read through, so be sure to read - there's a decent amount of stuff of value there for installation.
I understand what you're trying to say, but there are other things I don't think I'm fully aware of.

For example: Should the mod file or folder be in syb_patches or syb_default?

In mod.txt, should I integrate the mod along with the folder (syb_patches/syb_default), that is, access it like "sby_patches/bodymodpatchV3/bodymodpatchV3.swf"
"sby_default/maxframerateV1/maxframerateV1.swf".

I think it's clear that I still don't understand how to use mods without loading them into the already-launched game.
 

Samoth

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The mod file itself can be ANYWHERE inside $INIT$. The listing for it should reflect its position within that folder. If it's in a sub-folder, like sby_default, you'd have the folder before it like in a standard folder address.

For reference:

File directly inside $INIT$ --> entry is <filename>.<extension> e.g. armOverhaulV1.swf
File inside a subfolder in $INIT$ --> entry is <path to where file is>/<filename>.<extension> e.g. sby_patches/bodymodpatchV3/bodymodpatchV3.swf (the file is inside the bodymodpatchV3 folder inside sby_patches, so both must be included in the path with a / between each one because that's how basic file pathing works on operating systems).
 

rrus5

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El archivo mod puede estar en cualquier lugar dentro de $INIT$. Su ubicación debe reflejar su ubicación dentro de esa carpeta. Si está en una subcarpeta, como sby_default, la carpeta aparecerá antes, como en una dirección de carpeta estándar.

Para referencia:

El archivo directamente dentro de $INIT$ --> la entrada es <nombre de archivo>.<extensión>, por ejemplo, armOverhaulV1.swf
El archivo dentro de una subcarpeta en la entrada $INIT$ --> es <ruta donde está el archivo>/<nombre de archivo>.<extensión>, por ejemplo, sby_patches/bodymodpatchV3/bodymodpatchV3.swf (el archivo está dentro de la carpeta bodymodpatchV3 dentro de sby_patches, por lo que ambos deben incluirse en la ruta con un / entre cada uno porque así es como funciona la ruta básica de archivos en los sistemas operativos).
Bueno, tomé la ruta del archivo del mod y la integré en el archivo txt en su lugar, y no se ejecuta al iniciar el juego ni al activarlo en el cargador de mods. ¿Es correcto el mod? Me refiero al mod "armOverhaulV1.swf". No sé si lo estoy instalando mal o si el mod en sí tiene algún problema que le impide ejecutarse.

1752047103939.png
 

Samoth

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Bueno, tomé la ruta del archivo del mod y la integré en el archivo txt en su lugar, y no se ejecuta al iniciar el juego ni al activarlo en el cargador de mods. ¿Es correcto el mod? Me refiero al mod "armOverhaulV1.swf". No sé si lo estoy instalando mal o si el mod en sí tiene algún problema que le impide ejecutarse.
ArmOverhaul is a VERY temperamental mod from my experience. You need to read over the instructions on the mod page and follow them precisely to ensure it properly loads.

=============================
(Made using a translation program, I do not speak Spanish at all // Hecho con un programa de traducción, no hablo nada de español )

ArmOverhaul es un mod MUY temperamental según mi experiencia. Es necesario leer las instrucciones de la página del mod y seguirlas al pie de la letra para asegurarse de que se carga correctamente.
 

rrus5

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(My apologies for speaking in Spanish; my browser's translator must have translated it into my language before sending that message.)

I understand that it should be followed strictly, but I can't help but notice some... inconsistencies. For example, the slashes are tilted in the opposite direction compared to other mods in the txt. Also, the link code doesn't have 'sby_default' like the first one, but rather 'Loader5.45', which it doesn't share with others.

I don't know if I should integrate it like any other mod or really follow it to the letter despite the inconsistencies when comparing it with other mods.
1752229365915.png
 

Samoth

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The armOverhaul page hasn't been updated since animtools version 38, clearly. The path is there to tell you where you can find the copy of Animtools Sby's pack is. For the purposes of the Mods.txt file, you should start from where it says sby_default (as the Mods file assumes you are starting from the $INIT$ folder at all times.

When I say to follow it precisely, I mean things like loading order, or having to replace Sby's copy of Animtools v38 with the one YoBoi supplied (though as his page ALSO states this isn't required anymore as of Animtools v39 or newer).

The syntax in the Mods.txt file is what you should follow, with regard to using / instead of \.
 

rrus5

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Again, it didn't work. I made the adjustment, as mentioned, so I don't understand what went wrong. I don't know if you have the mod active and working, but I'd like to know how you have it configured so I can replicate it in my case.
1752244156941.png
 

SyntaxTerror

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R rrus5 I know nothing about the Loader and I barely use it, so I cannot help you much, but I noticed a syntax error (!) in your file:
1752244739793.png

This backslash should be a normal slash (sometimes it doesn't matter, sometimes it does)

Also, be very careful with translators, as they sometimes add unwanted punctuation marks or spaces, change case, and replace some characters with others that look similar, which messes up the code.
Always put paths to files as they really are, not something you've copied somewhere else, as your file tree may be different.
 

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