- Hide the Heart of Vatra belt accessory through MISC.
- Restore saved outfits after delayed mesh resets from gates and launchpads.
- Restore sidearm aiming after traversal and other game-driven mesh changes.
- Keep selected idle, walk, jog and sprint animations when carrying an outfit into Harbinger form.
- Allow appearance changes while persistent shell traversal listeners are active.
- Save a new profile with Enter while typing its name. Explain invalid names and full profile storage.
- Clear stale status labels when reopening CSS so they no longer overlap SHELL rows.
- Other mods can read and change the current look through CSS's
css.customizeservice: palettes, toggles, colours and sliders, either saved or just for the moment. CINE uses it to animate your outfit during a take and put your own look back afterwards. CSS works the same with or without CSSX.
- Material visibility toggles, allowing supported outfits to hide sheer fabric independently of solid details.
- Support for up to 64 customization controls per variant, increased from 32.
Existing outfits retain their section visibility controls. Fabric visibility and opacity require support from the outfit's materials and customization recipe.
- Separate controls for per-slot fabric overlays and their base materials.
- Restore customized fabric overlays after temporary native game effects.
- Light translucent materials in the CSS preview.
- Fit stowed gear using the selected appearance's socket adjustments.
- Handle Gragu's helmet when switching appearances.
- Use Non-CSS Mod, a fifth Appearance row on the SHELL tab. It lists every replacement mod installed under
Content/Paksthat changes a shell, enemy or NPC (a container without CSS metadata that ships game assets at their original paths) and wears that character's look on your current shell, the way Use NPC / Enemy does. Left / Right walk the looks, the details window groups them per mod, and Search mods opens the picker. Weapon, effect and other mods are left out. A mod over the shell you are wearing is noted as already shown by the game; two mods over one character are noted as well. catalog/replacement-targets.json, the table CSS reads a mod's package ids against: every game package under the 51 character folders it can wear from, 8,876 packages, built from the game data bytools/build_replacement_targets.py. Recognizing a mod reads a few KB of its.utocand nothing else.- CUSTOMIZE and LOCOMOTION say what a replacement look supports: Ground height, and Default or the CSS feminine idle and walk. MISC and profiles work unchanged.
- A conflict warning, never a block: a patch container that overrides a shared asset CSS depends on (the human skeleton, the player's animation graphs, the shell base classes) is named in
CSS.log, inruntime/status.jsonand at the top of the Use Non-CSS Mod details, since it can make every CSS look fail to apply or animate wrongly. runtime/status.jsoncarriescatalog.replacements,replacement_conflicts,replacement_scan,replacement_errorsandreplacement_targets;CSS.lognames each recognized mod and its folders. See Use Non-CSS Mod.
- Outfit packages with long dye mask names load on a default Steam install (
C:\Program Files (x86)\Steam\...). The package cache moved fromcache/packages/<id>/<64-hex manifest hash>/tocache/packages/<16-hex manifest hash>/. The old layout pushed the mask temp files of Curvy and Cute (264 characters), BTGG (265) and Beaute Knight Proxima (263) past Windows' 259-character limit, and the failed write rejected the whole package. The longest possible cached path is now 242 characters. - Old-layout cache folders are removed on the next scan.