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A2 - Installing Packs
Updated 2 weeks agoInstalling Packs
Foundations · everyone. Finding a pack someone made, installing it, and turning it on.
You'll be able to: install a pack two ways, confirm it loaded, and enable it.
Where packs live
Thunderstore is the main channel. Community Discords and GitHub releases turn up the rest. A listing worth trusting usually has: screenshots, an author, what it targets (sprites / audio / text / video), a recent update date, and a README.
Installing — two ways
Thunderstore Mod Manager (recommended). Search the pack, click Install. It pulls in dependencies (BepInEx, Stitchwork itself) for you — no folder wrangling.
Manual. Download the zip and extract it into BepInEx/plugins/. The pack must land as:
BepInEx/plugins/{author}-{packname}/Stitchwork/
That Stitchwork/ (or Patchwork/) subfolder is the part everyone forgets — a pack dropped one level too high simply won't be found. If a pack never shows up, this is the first thing to check.
It loaded — now turn it on
- The Status Overlay pack count ticks up.
- Open the Pack Manager (click the overlay).
- Your pack is there — but off. New packs start disabled. Toggle it on, click Apply.
That last step trips people: nothing changes until Apply, by design (see Pack Manager). Stitchwork would rather do nothing than act on a half-made decision.
Uninstalling
Mod Manager: click Uninstall. Manual: delete the pack's folder from BepInEx/plugins/. Stitchwork's state file may still name the gone pack — harmless, it tidies itself. No leftover save damage, no vanilla scars.
Next
- Manage, reorder, and profile your packs → Pack Manager
- A pack won't show or won't apply → When Something Looks Wrong
You can now install a pack either way, see it in the manager, and switch it on.
Pages
- A-0 Wikis
- A1 - Getting Started
- A2 - Installing Packs
- A3 - The Pack Manager
- A4 - How Stitchwork Works
- A5 - When Something Looks Wrong
- AEx1 - Conditional Activation
- B0 - Choosing a Workflow
- B1 - Starting a Skin Pack
- B2 - Finding Any Sprite
- B3 - Porting Prior Work — Spritesheets & CKC
- B4 - Texture2D (T2D) Sprites
- B5 - Bigger Art — Anchors
- B6 - Animation Canvas Workflow
- B7 - Sprite Paths Reference
- B8 - The Animation Controller
- BEx1 - Reused frames — one sprite, many animations
- BEx2 - Instance-specific paths — same name, different art
- BEx3 - Appliqué: Per-Clip Art
- C1 - Text & Dialogue
- D1 - Audio
- E1 - Video
- F1 - Priority & Conflicts
- F2 - Distributing Your Pack
- G1 - Dumping & Full Dump
- G2 - Companion Mods
- G3 - Hotkeys
- G4 - Pack Folder Structure
- G5 - Testing With Savestates (DebugMod)
- G6 - Troubleshooting