Skin Update #1 (Paid 8/7/25)
Update.
1. Skins-Paid are official skins. They are quick to load.
2. Skins-All are all skins. They take forever to load, unless you have a mach fuck nasa computer and steam had a better api.
Rename either one you want, to Skins.json
Ensure Skins and this plugin (not really needed if you have a skin plugin)
Move to Oxide\configs
Load your server, stonks
1. Skins-Paid
2. Skins-Full
Merged post
DLC items for admins
inventory.give lock.code.a.pilot
inventory.give pistol.semiauto.a.m15
inventory.give chair.ejector.seat
just use the shortnames
Curious why the paid skins aren't in full skins.
game client sucks. to put it short lol.
game client requests skin download via steam workshop, steam then live downloads the skin info in the background while you play (as well as through the client for validation if you own that skin or not), steam will throw a (429) (too many requests).
Full, has 117,000+ skins, so (2.00mb-40.00mb max x 117,000 = x GB from steam in many requests)
Paid, has a lot less (idk the amt anymore), so its less data to request from steam.
Skins are not on your pc, they're workshop items that get stored in the workshop, and the game decides what/how to load the skins in, for example, if you load the skins plugin, and do /skin for an ak, with the paid skins, youll note that they load in order, left to right. ((You can open steam and watch the game client force steam downloads for the skins))
Edit correction: once an ID of a skin is requested with a plugin; yes the files are downloaded; \steamapps\workshop\content\252490 , in their unique skin id format, several file names, _Bumpmap, _maintex0 etc, exist for skins, as well as a manifest txt file. the manifest txt file is whats read, then the images are used to apply said texture to an item, the way the game loads skins is very bizarre and strainful on internet data, and hardware.
0x00A9game client sucks. to put it short lol.
game client requests skin download via steam workshop, steam then live downloads the skin info in the background while you play (as well as through the client for validation if you own that skin or not), steam will throw a (429) (too many requests).
Full, has 117,000+ skins, so (2.00mb-40.00mb max x 117,000 = x GB from steam in many requests)
Paid, has a lot less (idk the amt anymore), so its less data to request from steam.
Skins are not on your pc, they're workshop items that get stored in the workshop, and the game decides what/how to load the skins in, for example, if you load the skins plugin, and do /skin for an ak, with the paid skins, youll note that they load in order, left to right. ((You can open steam and watch the game client force steam downloads for the skins))
Edit correction: once an ID of a skin is requested with a plugin; yes the files are downloaded; \steamapps\workshop\content\252490 , in their unique skin id format, several file names, _Bumpmap, _maintex0 etc, exist for skins, as well as a manifest txt file. the manifest txt file is whats read, then the images are used to apply said texture to an item, the way the game loads skins is very bizarre and strainful on internet data, and hardware.
To sum up, it would take way too long for anyones game client to load all 200,000 + skins and would take approx 75-103gb for storage (full only has 117,000 because yeah, i wouldve done mor ethan 117,000 but the steam client cuts skin dl off after so long, even with game params, and steam params)
rsmt.dev , sorry