*LifePlay Revival addition (UE 5.5). Available from the first release published with its reference version (`Releases/<version>` in the full source archive), that is the release after LifePlay 2026.10.4 (V1.4).*
Text mods (scenes, actions, stats, presets...) work as before: a folder in `LifePlay/Content/Modules`, see
[Getting_Started.txt](Getting_Started.txt). This guide is about mods that bring **new 3D assets** (meshes, textures,
materials) without rebuilding the game. The first supported use is **hairstyles**.
## 1. How it works
An asset mod has two parts, installed side by side in the game folder:
The first three lines of `<Name>.lpmod` are read **by position** by the game and must stay first, in this order:
`MODULE_UNIQUEID`, `MODULE_NAME`, `MODULE_AUTHOR`. The other lines are free; the Mod Manager shows the whole file in its
detail panel, so every line below is visible to players.
| Key | Written by | Meaning |
|---|---|---|
| `MODULE_VERSION` | you (`NewMod.ps1 -ModVersion`, default 1.0) | version of the mod; also in the archive name and the plugin `VersionName` |
| `MODULE_CREATED` | `NewMod.ps1` | creation date (YYYY-MM-DD) |
| `MODULE_LICENSE` | you (`-License`) | license of the mod as a whole (each asset's license stays in `CREDITS.txt`) |
| `MODULE_AUTHOR_LINK` | you (`-AuthorLink`) | author page; also the plugin `CreatedByURL` |
| `MODULE_PRICE` | you (`-Price`, default Free) | information only, the game sells nothing. A non-free mod is refused by `BuildMod.ps1` if `CREDITS.txt` mentions a non-commercial or store license (`NC`, `Standard License`, `Personal`) |
| `MODULE_DEFAULT_ENABLED` | you | `true`: enabled the first time the game finds it; otherwise a new mod starts disabled |
| `MODULE_GAME_VERSION` | `BuildMod.ps1` (shipped copy only) | game version the assets were cooked for. If an **enabled** mod declares another version than the game, the game shows a "Mod version warning" window (once per session) |
1. checks the plugin, the module and the reference version (`Releases/<version>`, version read from
`Config/DefaultGame.ini`, or `-Version`);
2. cooks only the mod against the reference version (log in `Saved/Logs/portage/mods/`);
3. checks that the cooked container holds nothing outside `Mods/MyHairPack/` (no game asset is shipped);
4. builds `MyHairPack-for-LifePlay-<version>.zip` (with an install README) in `D:\Game\LifePlay_Publication\Mods`
(`-Out` to change it);
5. with `-Install`, copies the mod into a test game (the folder that contains `LifePlay.exe`).
Then start the game, open **Mod Manager** on the title screen, enable the mod, close the manager and start or load a
game: the new hairstyles are at the end of the hairstyle list (for the sex declared in `SEX`).
## 7. Distribute
Share the zip. Players extract it into the game folder (the one that contains `LifePlay.exe`), merging the `LifePlay`
folder, then enable the mod in the Mod Manager. To uninstall, they delete `LifePlay/Mods/<Name>` and
`LifePlay/Content/Modules/<Name>`. Always say which LifePlay version the mod was built for, and keep the credits of
every asset in `CREDITS.txt`.
## 8. Troubleshooting
| Symptom | Cause, fix |
|---|---|
| The mod is not listed in the Mod Manager | `LifePlay/Content/Modules/<Name>/<Name>.lpmod` missing, or `MODULE_UNIQUEID` different from the folder name |
| The mod is listed but the hairstyle does not appear | module not enabled; `HAIRSTYLE` path wrong (`/<Name>/Hairs/<Asset>.<Asset>`); `LifePlay/Mods/<Name>/Content/Paks/Windows` missing; wrong `SEX` |
| `Mods\<Name> existe deja` when running a tool | a previous run was interrupted: move `Mods/<Name>` back to `ModSources/<Name>` by hand |
| `Version de reference absente` | the source archive lacks `Releases/<version>`: use the source archive of the targeted game version |
| `Autres plugins dans Mods\` | another mod is still mounted: move it back to `ModSources/` |
| The hairstyle cuts through the shoulders or floats | adjust `gap`, `margin`, `offset_z`, `offset_y` and rebuild the hairstyle |