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VicMod - Multimod for Waterpark Simulator

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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.

  1. 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).
  2. 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.
  3. 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.
  4. 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.


  • Submitter
  • Submitted
    08/28/26
  • Category
  • Requirements
    https://builds.bepinex.dev/projects/bepinex_be

 

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