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Costume packages and registration

Frostbite (skate.)Mod loadingApplies toskate.

A native costume combines item/collection EBX assets, a morph preset, a skinned MeshAsset, a MeshSet resource, textures and material depot content. Registration makes these resources selectable as an item rather than merely present in a bundle. Observed

Package member Role Confidence
manifest.json, icon.png Package metadata and icon Observed
layout.toc, Win32/items.toc Install manifest and item superbundle index Observed
Win32/configurations/layout/initialinstallpackage/cas_01.cas Encoded asset bytes in measured packages Observed
reskate-build.json Build metadata Observed
.reskate-studio-patch Game executable SHA-256 stamp Observed

ReSkate rejects game-data packages lacking the Studio game-version stamp. The stamp identifies the executable, not the ReSkate version. Sourced · ReSkate

Costume EBX types include DelMarBaseItemAsset, DelMarItemCollectionAsset, DingoMorphPreset and SkinnedMeshAsset. The customization bundle-reference table is characters/customization/configs/cas_main_bundlereftable; observed presets have both full-path and leaf rows hashed with FNV-1a-64 over lowercase paths. Item collection patches include items/itemmastercollection and seasonal ownable-item collections. Observed

Costume meshes use the stock 386-bone animbase_default_renderskeleton. Section palettes map vertex indices to that skeleton; the mesh does not supply an independent character skeleton. Measured costume import supports up to six LODs and eight bone influences per vertex, with byte weights summing to 255. Observed

The MeshSet still follows the LOD pointer and section layouts. Morph chunks are mesh-specific; reusing another mesh’s morph bytes is not an established valid combination. Observed

cosmetic-mesh-import produces measured custom-mesh .fbmod content, including six LOD chunks and two morphs for the inspected donor route. The native-costume-build portable modes fault in the inspected compiler; nonportable custom-geometry modes require no private textures in the input package. Observed

An FBMOD is an intermediate container, distinct from the deployed folder’s native TOCs/CAS. Successful FBMOD creation alone does not establish successful native registry compilation or correct in-game costume display. Observed

Which native-costume compiler routes work across Studio versions?

Available reports include both a failed direct FBMOD-to-Mods route and a working compile-mod/deploy-mod route. They do not establish matching inputs and compiler versions, so neither is a universal restriction. Unknown