Step 1 Remove EOS SDK plugin
If you don't remove this your game will just crash later (I have no
idea why it does, mod loader interfering with EpicGame spaghetti
code??), not sure why it was added to steam version in the first place
but anyway it gotta go anyway.
Navigate to your game folder by going into Steam then right clicking
the game in your library then manage -> browse local files.
Then navigate to TormentedSouls_Data -> Plugins -> x86_64 and delete or rename EOSSDK-Win64-Shipping.dll
Step 2: Download and install bepinex
You'll need this version here: https://builds.bepinex.dev/projects/bepinex_be/692/BepInEx-Unity.IL2CPP-win-x64-6.0.0-be.692%2B851521c.zip
Extract the files into the game folder.
Tormented Souls
|
|-BepInEx
|- plugins
|- config
|- etc...
|-dotnet
|-TormentedSouls_Data
|-GameAssembly.dll
|-TormentedSouls.exe
|-winhttp.dll
|-etc...
Your game folder should look something like this now.Step 3: Install mod
Download steam version of the mod, extract the files and put them in the BepInEx -> plugins folder inside the game directory
INSTALLATION FOR GOG VERSION
Step 1: Download and install bepinex
You'll need this version here: https://builds.bepinex.dev/projects/bepinex_be/725/BepInEx-Unity.Mono-win-x64-6.0.0-be.725%2Be1974e2.zip
Extract the files into the game folder.
Tormented Souls
|
|-BepInEx
|- plugins
|- config
|- etc...
|-TormentedSouls_Data
|-TormentedSouls.exe
|-winhttp.dll
|-etc...
Your game folder should look something like this now.Step 2: Install mod
Download gog version of the mod, extract the files and put them in the BepInEx -> plugins folder inside the game directory
INSTALLING CUSTOM MODELS AND USAGE
Put any mods you download in the BepInEx -> plugins -> models folder. Create it if it doesn't exist
You can then press F1 or F2 to go to next model or previous
CREATING CUSTOM MODELS
Step 1:
Download Unity 2020.3.36 (https://unity.com/releases/editor/archive)
Download blender (https://www.blender.org/download/)
Download git (https://gitforwindows.org/)
Download the template project CustomModelTemplate.zip from files and extract it somewhere.
Step 2:
Open blender and go import fbx, look for "carolineFbxAnim.fbx" in Assets\DefaultResources\CarolineModel from the template you downloaded earlier. Uncheck animation, and change scale to 100
Move model back to 0 0 0
Now make whatever changes you want, you can sculpt, remove mesh, retexture whatever the hell you want but you must preserve the armature.you can add meshes.bones (for extra jiggles, not explained here) but you cant go removing or renaming bones or else you'll break animations. I kept it simple for my example and just use the sculpt tool on her hands so that the changes are obvious
next export fbx and scale it down to 0.01 if u scaled it up when importing
Step 3:
Open unity template project next. Next drag and drop fbx into unity assets window, select the fbx and on the right VERY IMPORTANT MAKE SURE TO UNCHECK "Convert Units" and click apply
The textures may not be correct when you reimport the model (especially when using the whole/parts of the original model from the game. It is
advised to unpack the materials from the materials window seen in the previous step and set them up again so that they look exactly like u want.
Drag model into scene, you'll see that there are two extra gameobjects to which the rig is parented to for whatever reason when we import (dont know how to make sure it doesnt happen), this doesn't break anything but make sure to set the position and rotation of the two parents to 0,0,0 position and rotation
Now drag the root of your model in the scene hierarchy into the assets window and it'll ask if you want to create an original prefab or variant prefab. Select original
Step 4:
Next go window -> assetbundle browser, drag the prefab from the assets window into the big area
go to build window, change output path to your bepinex plugins\models folder and click build
You're done! now when you launch your game you should see your custom model when u press F1 or F2
if want to share your mod, you'll see these other files in your plugins\models folder you don't need the .manifest files as they do nothing, just take the one with the same name as your model.
Hopefully its somewhat clear, I'm not the best at blender and stuff but I'll try my best to answer questions if I can