EU BONELAB

-Happens every Saturday, 19:00 UTC,
-Avatars are collected through the week from thread and put into a modpack,
-Modpack gets uploaded ~2-3h before game, goes into AppData\LocalLow\Stress Level Zero\BONELAB\mods. Having your own content on your hard drive (say, avatars) won't let anyone else see it, and mod.io downloader seems to be flawed - usually one or more anons get left out with no content downloaded when another player uses something that's not a part of the modpack.

MODPACKS

You need at least two modpacks every week. Core modpack is the one that doesn't change, it's our base content that needs to be in there every week. Get it once, then it stays in your appdata. Another modpack, weekly avatars/maps, is posted in thread before game starts. You might need some additional stuff if it's mentioned in post.

CORE MODPACK

Core modpack contains most of the stuff that's usually used in games. It's big, but you download it once and then it stays between weeks. Put in AppData, then add weekly modpack on top of that into the same folder.

Link to the pack gets posted weekly, roughly mid-day, before game starts.

BONELAB SETUP GUIDE

MOD.IO NETWORKER PLUGIN CRASHES THE GAME ON LATEST FUSION, PLEASE REMOVE IT IF YOU STILL HAVE IT

-Install MelonLoader (0.6.6 at the moment)
https://melonwiki.xyz/#/?id=automated-installation
-Manually install BoneLib into game's folder
https://thunderstore.io/c/bonelab/p/gnonme/BoneLib/
-Manually install Fusion into game's folder
https://thunderstore.io/c/bonelab/p/Lakatrazz/Fusion/
https://mod.io/g/bonelab/m/fusion-content
https://mod.io/g/bonelab/m/fusion-cosmetics


-Ragdoll on button press:
https://thunderstore.io/c/bonelab/p/Lakatrazz/Ragdoll_Player/


-Wait for Saturday for content pack, then unpack it into C:\Users\<user>\AppData\LocalLow\Stress Level Zero\BONELAB\Mods.

Game save

You need to progress through the game to unlock certain basic functionality, say, proper avatar selection with modded options. To avoid that, you can download a save:
https://mod.io/g/bonelab/m/100-save-file-patch-3
And put it in C:\Users\<user>\AppData\LocalLow\Stress Level Zero\BONELAB\Saves. Works just fine, according to anon who had this issue, but you have to remove all of the existing save files you had in folder and leave only new one in.

Minor avatar tips

In general, follow the guide on:
https://github.com/StressLevelZero/MarrowSDK/wiki/Avatars

But there's one thing that many were missing through the process> When you'll get Unity 2021.3.16f through Unity Hub, SELECT WINDOWS BUILD SUPPORT(IL2CPP) IN MODULES. Otherwise, you'll be getting an error somewhere along the lines of "Could not find a part of the path, somethingsomething/catalog.json", so if you have that problem, select Unity 2021.3.16f1 in Unity Hub, open "Add Modules", and add "Windows Build Support (IL2CPP)". Easy one to miss on, no one has time to read "install unity" page of the guide.

(OPTIONAL) VRC facial expressions

I wrote a little mod that sends standard VRC facial expressions to animator of every compatible avatar on the scene based on finger positions, effectively meaning you can throw your FX layer into animator controller when you're preparing an avatar, and then you'll have VRC-like control over facial expressions based on your finger positions. It's an early version, so make sure to complain in thread if you're having any issues with it.

https://files.catbox.moe/9ircqe.zip
Paste file into <game install directory>\BONELAB\Mods, just like you did with BoneLib/Fusion. As for now, mod has to be started up manually in bonelib menu, just find VRCExpressionHandler in the menu and press Enable.

Facial expressions character setup

Use your FX layer as a controller in Animator, make 100% sure Avatar/Avatar Animator points the same Animator you've just modified (so, root of your character, should be set like that by default), that's about it.
Animator setup

For people without a mod, an avatar with FX layer should appear no different from one without it, so there's no need to worry about compatibility issues. Mod is 100% local, it calculates positions individually per character, I doubt it'll impact performance unless something shits itself (measured execution time of the main updater for the mod is 0.02ms, and this remains static regardless of player count).

Edit Report
Pub: 18 Oct 2024 20:23 UTC
Edit: 06 Mar 2025 22:38 UTC
Views: 1125