Features:
Supports creating custom dungeon runs. This is an experimental feature that will be improved over time.
Currently, you can only code a custom dungeon, JSON is not supported yet.
You can specify the number of rooms and type of enemies to spawn in the dungeon, you can also specify what happens when the dungeon level completes. (once you reach the end room door, the dungeon completes. You can continue a new dungeon level, go back to base, etc..)
By pressing F7 (player 1), or F8 (player 2), you can swap between all possible visual fleeces on each of the player skins (lamb, goat, snake, owl) on the fly! You can swap visual fleeces anytime, anywhere. Press F9 to toggle on or off fleece cycling.

Add your own Player Spine into the game! Completely change the look of your lamb!

Change the looks of any Structure! (right side is changed)

Fully control each follower's looks and outfits! You can change their Color (R,G,B,A) and what they wear (outfit, hat, necklace). This will override whatever job outfit they have and always wear the custom look instead. You must toggle "Enable Customization" for Follower Costume Override to work as well. For Custom Follower Forms, it can only be selected during indoctrination.

Create your own Follower Forms with variant support! Customize your Follower limitlessly!

You can now create your own stuff to be added into the game without code!
Currently supports Custom Items, Food, Structures, Tarot Cards.
You may use the templates provided via NexusMods for creation of custom data. The templates are in JSON format and is easy to follow.
Templates include
After installing this plugin correctly, you should be able to navigate to Bepinex > plugins > CultTweaker > PlayerSkins folder and setup your custom spine skins there.
3.8.99 SpineNonessential data: TRUE, Animation cleanup: TRUE, Warnings: TRUEPack TRUE with default Pack SettingsPlayerSkins folder, create a new folder for each individual spine that you want to load into gameDEBUGSKIN as the skin namePlayerSkins/DEBUGSKIN add the following filesA Complete Skin folder would look something like this
| CultTweaker.dll
| PlayerSkins
| DEBUGSKIN
| player-main.json
| player-main.png
| player-main.atlas
| config.json
Each Spine Skin folder must have a config.json file in it. The following is how you should create the file:
{
"fleeceCyclingOnly": true,
"defaultSkin": "CustomSkinName",
"skins": [
"CustomSkinName",
"CustomSkinName2"
]
}
fleeceCyclingOnly: if set to true, this will allow you to transmog the fleeces from this custom skin to other skins. This will disable this custom skin from being selected as a skin.
defaultSkin will be the first skin that is loaded when the game starts
skins is an array of any amount of strings of the Skins that exist in your Spine Skeleton that you want to load into game
Create your own Follower Forms! You can use the templates available via NexusMods to help with the creation.
To get started, you will need to enable the config DumpFollowerSpineAtlas in InfernoDragon0.cotl.CustomSpineLoader.cfg. This will dump the skin slots and attachment names that you will need to create your skins. The output file will be in the CultTweaker/followerSlots.json file.
In the FollowerSkins folder, create a structure that looks something like this:
| CultTweaker.dll
| FollowerSkins
| YourSkinName
| base
| head.png
| config.json
| variant
| head.png
| config.json
The template skin will also provide you with the correct folder structure. Note that variants do not have color support and will only take their color from the base skin.
Create a JSON file with partConfigs as the main key.
Only SlotIndex and PartName is required, the rest of the values are optional.
Default values are scaleX: 1, scaleY: 1, rotation: -90, offsetX: 0, offsetY: 0
colorChoices must have the same length for each partConfig, otherwise it will not be added.
Each partConfig is named after the image file without the extension. part2.png = part2
Image file is optional, if you do not have one, you can override slot colors by adding partConfigs, like color_leg_left
{
"overrideBaseSkin": "Cat",
"partConfigs": {
"part2": {
"SlotIndex": 89,
"PartName": "HEAD_SKIN_BTM",
"scaleX": 1.0,
"scaleY": 1.0,
"rotation": -90.0,
"offsetX": 0.0,
"offsetY": 0.0,
"colorChoices": ["#FF0000"],
},
"part1back": {
"SlotIndex": 89,
"PartName": "HEAD_SKIN_BTM_BACK",
"colorChoices": ["#FF0000"]
},
"part2top": {
"SlotIndex": 91,
"PartName": "HEAD_SKIN_TOP",
"colorChoices": ["#FF0000"]
},
"part1backtop": {
"SlotIndex": 91,
"PartName": "HEAD_SKIN_TOP_BACK",
"colorChoices": ["#FF0000"]
},
"color_leg_left": {
"SlotIndex": 48,
"PartName": "LEG_LEFT_SKIN",
"colorChoices": ["#0000FF"],
},
"color_leg_right": {
"SlotIndex": 49,
"PartName": "LEG_RIGHT_SKIN",
"colorChoices": ["#0000FF"]
}
}
}
Create a folder named after the structure you want to override in BuildingOverrides folder. Add images and a config.json file.
A Complete structure skin folder would look something like this
| CultTweaker.dll
| BuildingOverrides
| FISHING_HUT
| fishing_hut_BACK.png
| fishing_hut_FRONT.png
| config.json
Each Structure Override Skin folder must have a config.json file in it. The following is how you should create the file:
{
"overrides": [
{
"spriteImageName": "fishing_hut_BACK.png",
"offset": { "x": 0, "y": 0, "z": 0 },
"scale": { "x": 1, "y": 1, "z": 1 },
"rotation": { "x": 0, "y": 0, "z": 0 }
},
{
"spriteImageName": "fishing_hut_FRONT.png",
"offset": { "x": 0, "y": 0, "z": 0 },
"scale": { "x": 1, "y": 1, "z": 1 },
"rotation": { "x": 0, "y": 0, "z": 0 }
},
]
}
Change your offset and rotation accordingly, so as to build your structure design.
Few things to note when building the custom structure design:
Try CotLMiniMods for lots of custom stuff, or Supercharged Tarots for overpowered tarots, and Supercharged Followers to bring your followers to battle!