OnlyNothing-MoreCustomisations icon

MoreCustomisations

More car customisation for Slip & Skid: pick your own horn and car model.

Last updated 5 days ago
Total downloads 230
Total rating 0 
Categories Mods
Dependency string OnlyNothing-MoreCustomisations-0.5.0
Dependants 0 other packages depend on this package

This mod requires the following mods to function

SlipSkid_Modding-BepInExPack_SlipSkid-6.0.697 icon
SlipSkid_Modding-BepInExPack_SlipSkid

BepInEx modloader, preconfigured and ready to use for Slip & Skid

Preferred version: 6.0.697

README

MoreCustomisations

More car customisation for Slip & Skid.

  • Horn: a new tab in car customisation to pick your horn sound. Other players with the mod hear it too.
  • Random horn: pick Random in the Horn tab to get a different horn every round.
  • Car: a new tab to swap your car's look for another model: a low-poly red 2025 Toyota GR Supra and a grey 1999 Subaru WRX STi wagon (GF8) on gold wheels, with the STi hood scoop, and a Rubystone 2025 Porsche 911 GT3 RS (992) with the Weissach carbon bits and black wheels; its DRS flap opens when you boost. Also an Aurora Black 2019 Kia Rio 5-door, a Bayside Blue Nissan Skyline GT-R (R34) with a widebody kit, carbon bonnet and the rear wing, a light blue Audi TT coupé (8N), a stainless 1981 DeLorean DMC-12 and an orange 2024 Lamborghini Urus. Handling, hitboxes and animations stay the game's. Other players with the mod see it too.

Players without the mod just hear stock horns and see stock cars, so it's safe in mixed lobbies. Custom horns and cars only sync when the host has the mod.

Config

  • Horns.Volume: volume of custom horns, 0 to 1.
  • Horns.Player1Horn … : the horn each local player uses (set from the Horn tab).
  • Cars.Player1Car … : the car each local player uses (set from the Car tab).

Adding horns (developers)

Drop audio files into unity/Assets/Sounds/ (file name = horn name; an optional same-named .png is its icon), run build-sounds.ps1 (needs Unity 2022.3.62f2), commit sounds/morecustomisations.bundle.

Adding cars (developers)

One Blender script per car in blender/cars/, run build-cars.ps1 (needs Blender 5.2), commit cars/. Full guide: docs/adding-a-car.md.

Manual test checklist

Local builds: dotnet build -c Release -p:Deploy=true.

  1. Solo: Horn tab appears, hover previews, choice persists across a restart.
  2. Split-screen: two local players pick different horns and each hears their own.
  3. Two PCs both modded: each hears the other's horn, including a player who joins late.
  4. Mixed lobby: an unmodded player hears stock horns; no errors in either log.
  5. With EvenMoreCards: the Train Horn card still overrides the custom horn during its round.
  6. Car tab appears; hovering a car previews it in the lobby; leaving the tab shows your pick; choice persists across a restart.
  7. Racing as the Supra: wheels spin and steer, doors and hood move, jump and slide look right, hitbox unchanged.
  8. Split-screen: two local players with different cars.
  9. Two PCs both modded: each sees the other's Supra, including a player who joins late.
  10. Mixed lobby: an unmodded player sees stock cars; no errors in either log.
  11. Switching back to Stock brings back the stock car and its hat; changing hat while on the Supra keeps it hidden.