Skin Mods and Sprite Swaps

How Casualties: Unknown skin mods work: install ChangeSkin-Multiplayer, load local or remote sprites, set admin rules, and build your own skin pack.

Why Skin Mods Change More Than Your Look

Two survivors can crawl out of the same tunnel in Casualties: Unknown and look nothing alike, and that is the entire appeal of skin mods. Casualties: Unknown skin mods swap out your character's sprite set, and the stronger ones push that look across a co-op lobby so everyone sees the same little creature you do. Without one, you wear the default art no matter how much loot you stack.

This matters for two reasons. First, cosmetics are the cheapest way to signal who you are in a group run — a scout, a pack mule, the person hoarding wearables. Second, skin handling is one of the few mod categories that touches multiplayer networking, so getting the setup order wrong means your friends see a default sprite while you see your custom one. Below is the practical path: what each tool does, how to install the multiplayer skin mod step by step, how to build your own sprite pack, and which supporting mods keep everything from breaking.

What Casualties: Unknown Skin Mods Actually Replace

Skin mods here are replacers, not overhauls. You are swapping image files that the game already references, which is why the well-built ones explicitly tell you not to touch sharedassets1.assets. That single detail prevents most broken installs, because hand-editing asset bundles is how people end up with invisible characters and ghost sprite states.

There are two distinct jobs to solve, and picking the wrong tool wastes an evening.

ApproachMultiplayer supportInput methodBest use case
ChangeSkin-MultiplayerYes — host syncs skin data to clientsConsole commandsCo-op lobbies where everyone should see your skin
Player Sprite ReplacerNo — solo onlyNumpad hotkeysQuick single-player swaps without console work

ChangeSkin-Multiplayer is the community build adapted for the Casualties Together multiplayer mod, and it is the one to reach for if you play with others. Player Sprite Replacer is the simpler alternative when you only ever run solo and want a hotkey swap instead of typed commands.

One hard rule applies to both: every person who needs to see a custom skin must have the mod installed, host included. The host is what relays skin data between clients, so a vanilla host means no skin sync at all.

Installing ChangeSkin-Multiplayer Step by Step

The dependency chain is short but unforgiving. Get the loader version right and the rest is drag-and-drop.

StepActionDetail
1Install BepInEx 5.4.23.5The mod is built against this loader line
2Install Krokosha Casualties Unknown MultiplayerRequired dependency; follow its own setup first
3Confirm your game buildTargeting Casualties Unknown demo v6.1
4Copy the ChangeSkinMP folderDrop it into BepInEx/plugins, beside the multiplayer mod
5Verify the pathYou should see BepInEx/plugins/ChangeSkinMP/ChangeSkinMP.dll plus a resources folder
6Launch and start a runOpen the in-game console once you are in

If step 5 does not look right, stop there. A nested folder — something like ChangeSkinMP/ChangeSkinMP/ChangeSkinMP.dll — is the most common reason the plugin loads but the commands do nothing.

Once you are in a run, the whole workflow is three commands. Load a skin, then flip replacement on.

CommandWhat it does
skin load-local robotLoads a skin folder from resources, with the bundled robot as the test case
skin load-remotePulls a skin from a URL instead of your local files
skin enableTurns sprite replacement on
skin disableTurns it back off
skin banBlocks a specific player's skin from showing on your screen
skin unbanReverses a skin ban
skin rule-setSets an upload or download rule
skin rule-getReads the current value of a rule

Start with the bundled robot skin before hunting down anything custom. It confirms the plugin loaded, the console is listening, and your install path is clean. Only then move on to downloading skins. The full command reference and permission notes live on the ChangeSkin-Multiplayer mod page, which is worth keeping open during first setup.

Building Your Own Sprite Pack

Custom art is the reason most people get into Casualties: Unknown skin mods, and the file rules are stricter than they look. Sprites are matched by file name, so a renamed PNG silently fails to replace anything.

RuleWhy it matters
Back up your current local skin folder firstLets you restore a working state without reinstalling
Duplicate the bundled robot folder and rename the copyGives you a correctly structured starting point
Replace the PNGs inside with your own artThe folder structure stays untouched
Keep every file name identicalMatching is name-based, not order-based
Match the original image dimensionsUnverified territory otherwise — results may vary
Load with skin load-local and your folder nameTies the folder to the command

Build one sprite at a time and test after each pass. Swapping the full set at once and then loading means you cannot tell which file broke the look. If your character turns into a blank or a stretched blob, the usual culprit is a resized canvas rather than bad artwork.

Supporting Mods That Keep Skins Looking Right

A skin is only as good as the rig it sits on. The advanced rig tooling in this scene is what makes custom sprites, bones, animations, sounds, spring bones, and extra overlays possible, and it works both in single-player and alongside the Casualties Together multiplayer mod. Extra damageable limbs exist as an option but are off by default.

ModPurposeFile sizeListed downloads
Luna Advanced Rig System (LARS)Custom sprites, bones, animation, spring bones, overlays101 KB79
Stackable WearablesWear multiple backpacks or wearables on one limb3 KB89
CU3D3D rendering iteration300 KB140
Dynamic MoodlesReworked moodle display28 KB196
Custom Sound ReplacerSwap level-up and mine sounds via config.json and a Sounds folder282 KB13
john Slugcat (advanced rigs)Experimental character, still in progress96 KB3
john Slugcat, slug-sizedSmaller variant, may not fit some clothing25 KB31

Two caveats. First, the rig-dependent characters are hobby projects — the advanced-rig version is explicitly unfinished, and the slug-sized build does not play well with every outfit. Second, size figures and download counts move constantly, so treat the table as a snapshot. You can browse the current crop of Casualties: Unknown mods and their file listings to see what has been updated since.

Admin Controls and Lobby Etiquette

On a shared server, skin freedom and skin chaos are the same feature. ChangeSkin-Multiplayer splits the difference with a permission layer: non-admins can change their own skin without enabling cheats, while the host holds the switches.

ControlWho can use itEffect
Skin changing toggleHost or adminWhen disabled, non-admins are blocked from skin commands
skin enable / skin disableHost or adminTurns replacement on or off for everyone
skin rule-set / skin rule-getHost or adminManages upload and download rules
skin ban / skin unbanHost or adminBlocks a player's skin from your view
SkinUploading ruleHost or adminWhether your skin is sent to other players
SkinDownloading ruleHost or adminWhether you receive and render other players' skins
Skin ban listStored automaticallySaved to skinbans.json; banned skins reset

Two behavioral notes worth knowing before you tinker. Turning skin changing off does not wipe existing skins — the admin's own skin and other players' applied skins stay put. And bans are per-viewer in practice, so a banned player's skin resets and they are blocked from changing it again, but that does not kick them from the run.

If you host regularly, set SkinDownloading off during performance-sensitive sessions. Rendering a dozen custom sprite sets is more work than rendering one.

Common Mistakes and How to Fix Them

Most broken skin setups trace back to a handful of avoidable errors. Check these before you reinstall anything.

  • Renamed PNG files. Sprites are matched by name. Copy the robot folder, keep the names, change only the pixels.
  • A missing mod on the host. Skins sync through the host, so a vanilla host breaks the chain regardless of what clients installed.
  • Editing asset bundles. You do not need to touch sharedassets1.assets. If a guide tells you to, skip that step.
  • Nested plugin folders. ChangeSkinMP.dll must sit directly inside the ChangeSkinMP folder in BepInEx/plugins.
  • Stale lobby state. Older builds could leave ghost skins after switching lobbies or starting a new game. Update to the current version, which reapplies the default skin on spawn.
  • Cheat-flag anxiety. If you are using console commands elsewhere, a bypasser exists so console use stops blocking achievement unlocks. Keep it separate from your skin setup so you can tell which mod caused a problem.

One more: the game is still in demo, so file layouts and APIs can shift between builds and break Casualties: Unknown skin mods until they are updated. Pin your working versions before a big co-op night instead of updating the morning of.

FAQ

Do Casualties: Unknown skin mods work in single-player? Yes. ChangeSkin-Multiplayer runs fine alone — you just do not get the sync benefit. If you never play co-op, the simpler Player Sprite Replacer with numpad hotkeys may suit you better.

Why can't my friends see my custom skin? Either they do not have the mod installed, or the host does not. The host relays skin data between clients, so everyone involved needs the plugin. Also confirm skin enable was run and that the SkinUploading rule is on.

Can I use skins without enabling cheats? Yes. Non-admin players can change their own skin without turning cheats on. Admin-level commands such as enabling, disabling, and managing rules stay restricted to the host.

Will custom art break my game files? Not if you follow the file naming rules. Casualties: Unknown skin mods replace referenced images rather than rewriting asset bundles, so backing up your local skin folder is enough to recover from a bad sprite.

How many skins can I keep installed? Each skin lives in its own folder inside resources, and you load one at a time with skin load-local. There is no documented cap, so organize by name and keep the bundled robot folder intact as your fallback.