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Hello [USER=164949]@MaximusEdgimus[/USER].  Welcome to the Undertow forum.


If you're trying to add new elements (such as clothes and hairstyles) to the current game session then no special file-handling work is needed.  Most mods are distributed in SWF format.  You can click the "Modding" tab of the in-game menu, click the "Swf mod..." button, and then browse for the file which you wish to try out.


If you've tried out an item, and you're happy with it, then you might want it to be easily available in future gameplay sessions.  There are three main ways of doing this:

  • setup a Character Folder for the new mod.  Character Folders are described in the Newbie Guide (page 1 of this thread).  Once the folder setup is complete, you'll be able to activate the mod by choosing it from the character roster.
    • you can use a one-folder-per-mod approach (which may be useful for "standalone" mods such as X-Ray) or you can combine several mods into a single folder (which is useful if you want to group together all of the content for a specific character: her hairstyle, body parameters, clothing, custom background, custom dialogue, etc).
  • include the new mod in the special Character Folder named Mods\$INIT$.  The Loader will then attempt to load the mod whenever the game starts up.
    • this approach is suitable for "persistent" code mods (such as animtools) but it's rarely useful for "content" files such as hairstyles or clothing.
  • register the new mod in moreClothing.  If this is done correctly, then the new mod will be incorporated into the game's normal selector menus (alongside Thong underwear, Jeans, Leather collar, etc).
    • as you expand your moreClothing list, the game's initialization time will increase.  You can improve the startup performance by periodically culling the list ... or you can just accept the longer startup time as a consequence of the cool stuff that you've collected :)


Please note that it's never sufficient to merely dump newly-downloaded SWF files into a subfolder where they seem to "fit".  For security reasons, Flash applications (such as Super Deepthroat) cannot "discover" files on your local disk.  It would be very logical and convenient for the game to automatically find *.swf files -- but the game is unable to do so.


Therefore you must "tell" the game about each new file, by writing out the new filename into the relevant configuration file.  If you're adding a new mod to the Mods\$INIT$ folder, then you'd need to add a line to your Mods\$INIT$\mods.txt file.  If you're dumping new files into the moreclothingmods folder, then you'll need to mention their filenames (along with some fancy syntax involving colons) in the moreclothingV6_3settings.txt file.


Of course you can avoid some of this work by downloading a Loader pack (example).  You can reuse someone else's configuration work and get a head start with several mods already in-place.  But as you download new content and decide to add it into your game, you'll eventually need to do some TXT file editing on your own.


This stuff can be difficult when you're starting out.  The procedures are somewhat un-intuitive and the error messages are often misleading.  We can provide troubleshooting, guidance, and examples to help you get started.


But first we'll need some details about what you're trying to do (e.g. setup Character Folders, expand your moreClothing list) or a brief description of your goals (i.e. "I'd like to create saved characters for each of the Homestuck girls so that I can load their hair and costumes with one mouse click" vs "I want to replace all of the SDT hair and clothing assets with Homestuck material so that I can click the Shuffle button and get a randomized Homestuck mash-up character").


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