About This File
VicMod for Waterpark Simulator
A Waterpark Simulator multimod that incidently also includes a nude mod and jiggle physics ...
Features
- StaffCapacity - more staff slots from the research tree. 3 to start and +3 per upgrade instead of vanilla's 0-1 and +1.
- StaffExperience - removes the research XP penalty on jobs your staff finish for you. Configurable if you'd rather just soften it.
- GuestSwimwear - main nude mod, removes swimwear from guests (and optionally staff)
- WardrobeNone - puts the game's own hidden "None" buttons back into the character editor's body slots - you can go commando too
- StaffMarker - keeps employees identifiable once StripStaff has taken their uniform. Nameplate, hat, or sunglasses
- Wetness - tones down the wet skin shader, which otherwise looks like shiny plastic, and retunes skin specular.
- BodyMesh - another important part of the nude mod, replaces female LOD0 and LOD1 meshes with (this time by hand) edited meshes that complete the breast and their UV mapping
- Jiggle - spring physics on breast and (optionally) glute bones so they lag and settle as characters move.
- DayLength - multiplier for day length
- VisitorVariety - (nearly) full control of the builtin guest randomizer
- VisitorSexRatio - sets how often a visitor, and optionally a new hireable staff offer, is female
- VisitorSkinTones - reweights how often each skin tone shows up
Every setting is documented in the config file the game writes on first launch, plus in
docs/features.md in the repo.
Install
1. BepInEx 6 bleeding-edge, IL2CPP, win-x64. Not BepInEx 5, and not the IL2CPP build
from the 5.x line. This game is Unity 6 IL2CPP and only BepInEx 6 loads against it.
- Grab the latest BepInEx-Unity.IL2CPP-win-x64-*.zip from builds.bepinex.dev/projects/bepinex_be (developed against 6.0.0-be.785, anything close should be fine).
- Extract it into the game folder, the one with WaterparkSimulator.exe in it. You should end up with BepInEx/, doorstop_config.ini and winhttp.dll sitting next to the exe.
- Launch the game once, let it reach the main menu, then quit. First run generates the IL2CPP interop assemblies and can take several minutes with no progress bar. That's normal.
- Check that BepInEx/LogOutput.log exists. If it doesn't, BepInEx isn't loading and no plugin will run, so fix that before going further.
On Linux (Steam/Proton): the injector is a winhttp.dll override and Proton won't enable
it on its own. Set your launch options to:
WINEDLLOVERRIDES="winhttp=n,b" %command%
Lutris, Heroic and friends need the same variable in their per-game environment.
2. VicMod. Download the zip attached to this post and extract it into the same game
folder. The zip already has the BepInEx/plugins/VicMod/ path inside it, so everything lands
where it should. Launch the game.
You should end up with:
<game folder>/ WaterparkSimulator.exe BepInEx/ plugins/ VicMod/ VicMod.dll meshes/ CC_Body_Female_LOD0.vmesh CC_Body_Female_LOD1.vmesh
To uninstall, delete BepInEx/plugins/VicMod/.
3. Config. After the first launch you'll have BepInEx/config/VicMod.cfg with every
setting, its default, and a comment explaining what it does. Edit it in any text editor and
restart the game.
Compatibility
Built against game build 24862398 (Unity 6000.0.65f1, IL2CPP) with BepInEx 6.0.0-be.785.
Nothing here compiles against game assemblies. Every type, method and field is resolved by
name at runtime, which is usually what breaks a mod on an update. A patch that only shuffles
metadata won't hurt it. A patch that renames something a feature looks for will disable that
one feature, log which one and why, and leave the rest running.
Multiplayer: the cosmetic stuff is client-side and safe. Anything touching a NetworkSystem is
server-authoritative, so test in singleplayer first.
Source
MIT licensed, source and docs here:
Fair warning, this is heavily vibecoded. It works and it's documented, but it was built by
poking at the disassembly until things moved. Report anything that breaks.
Edited by Vicodin88