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Soulmask officially supports Steam Workshop and the Soulmask Modkits used to create Workshop content. The process below covers managed panels, self-hosted machines, verification, player synchronization, removal, updates, and recovery when mods do not load.
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1Fix the driver behind crashes, sound loss and screen glitches2Repair Windows errors before they cause bigger problems3Scan for outdated or missing drivers - takes under a minuteWhat Soulmask server mod installation requires
Soulmask mods are distributed through Steam Workshop as Modkit-built .pak content. A server does not normally need a manually copied Workshop URL; it needs the numeric Workshop ID for every item you want enabled. That ID is the number at the end of the item’s Workshop-page URL.
- A Soulmask server that supports the current game version.
- The numeric Workshop ID for each mod.
- Server access to a managed startup panel or to the command/batch file that launches a self-hosted server.
- A planned maintenance restart, because Workshop items are downloaded and applied when the server starts.
- A backup of the world before installing, removing, or changing content.
- Matching Workshop subscriptions on every player’s PC.
Use the mod author’s compatibility notes as well as the server’s Soulmask version. A game update can make an otherwise valid mod incompatible, producing errors or crashes even when the ID is entered correctly.
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Find and prepare the Workshop IDs
Copy the ID from each Workshop page
- Open the mod’s Steam Workshop page.
- Look at the final numeric segment of the page address.
- Copy that number without spaces, quotation marks, or other URL text.
For example, a list might contain 3325629900, 3330908154, and 3332634339. Those are IDs, not the mod names. If a creator publishes several separate items, collect the ID for each item that the server must load.
Build one comma-separated list
Place the IDs in one line, separated only by commas:
3325629900,3330908154,3332634339
Do not insert line breaks between IDs. Keep the order you intend to test; when diagnosing a conflict, an ordered list makes it easier to remove the last change and test again. Save a copy of the list with your server notes so you can restore the exact configuration after a rollback.
Install mods with a managed server panel
Managed hosts expose the server launch settings in a web panel. The label differs by provider, but the field is commonly called Mods or Workshop Mods.
- Stop the Soulmask server if the panel does not stop it automatically before editing startup settings.
- Open the panel’s Startup, Server Options, or equivalent configuration page.
- Find the Mods or Workshop Mods variable.
- Paste the complete comma-separated ID list, such as
3325629900,3330908154,3332634339. - Save the setting.
- Start or restart the server and wait for the startup process to finish downloading and installing the Workshop files.
A June 22, 2026 Soulmask guide from AleForge describes this sequence in its Blacksmith’s Portal: collect the IDs, open Startup, paste them into the Mods variable, and restart. Game Host Bros likewise documents a Workshop Mods field and requires a save followed by a restart. The exact page name and field position are host-specific, so use the panel’s Soulmask startup documentation when the label differs.
Verify the managed-host download
After the restart completes, open the panel’s file manager and inspect the server files. Providers commonly document the Workshop content under /WS/Mods. Game Host Bros specifically recommends checking that location. The folder is evidence that the server received the files; it does not replace the required startup setting. If the directory is empty, check the startup log and the ID list before attempting a manual upload.
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Install mods on a self-hosted server
On a machine you administer yourself, add the mod argument to the command or batch file that starts Soulmask. The documented form is:
-mod="ID1,ID2"
Using the example IDs, the argument becomes:
-mod="3325629900,3330908154,3332634339"
- Stop the running Soulmask server cleanly.
- Open the command script, service definition, or launch shortcut used to start it.
- Add the
-modargument with the complete comma-separated list. Keep the quotation marks around the list. - Save the launcher.
- Start the server with that launcher and allow the startup download to complete.
XGamingServer documents the same syntax, including a startup example with comma-separated IDs, and states that Soulmask downloads the mods automatically on startup. If the process is launched by a service manager rather than a batch file, edit the service’s configured start command and restart that service so the new argument is actually used.
Managed hosting versus self-hosting
Both approaches use the same Workshop IDs. The practical difference is who supplies the startup interface, file access, backups, and update workflow.
| Consideration | Managed hosting | Self-hosting |
|---|---|---|
| Mods setting | A provider panel normally exposes a Mods or Workshop Mods startup field. | You add -mod="ID1,ID2" to the command or batch file that launches the server. |
| Fallback file access | Availability depends on whether the provider supplies File Manager or SFTP access. | You control the machine and can use its local files or SFTP tools. |
| Restart and download | Save the field and restart; the panel starts the Workshop download. | Restart the process after editing the launcher; the server downloads at startup. |
| Backups and rollback | Use the host’s backup and restore facilities when provided, and keep an independent copy where possible. | You must create and retain your own world and configuration backups. |
| Version support | Confirm that the provider supports your current Soulmask version and Workshop content. | You are responsible for the installed game version, launch command, and compatibility checks. |
A panel is convenient when you want a visible variable and provider-managed operations. Self-hosting gives direct control over the launch command and files, but every restart, backup, and compatibility check is your responsibility.
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Server installation alone is not enough. Every player should subscribe to the same Workshop items before connecting. Have players open each item’s Workshop page and select the subscription control in Steam, then allow Steam to finish downloading the content before launching Soulmask.
- Use the server’s ID list as the authoritative checklist.
- Ask players to subscribe to every listed item, not merely a similarly named alternative.
- Have them restart Steam or Soulmask if a newly subscribed item has not finished downloading.
- When you change the server list, announce which ID was added or removed so clients can update before the next session.
Matching subscriptions improve connection reliability. A player who lacks a required item, has an outdated local copy, or is using a different list may be unable to join or may encounter missing content.
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Confirm that the server loaded the mods
Check the startup result
Wait for a complete restart rather than testing while the process is still running. The server should have time to retrieve the Workshop items and finish initialization. On a managed host, review the startup output and file manager. On a self-hosted installation, review the server console or log produced by the launch process and confirm that the command includes the intended -mod argument.
Check the files
Managed-host documentation commonly places downloaded Workshop content in /WS/Mods. A populated directory after restart indicates that the download occurred. Provider directory names can differ, so do not assume that path on every host.
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Check in-game behavior
Join with a test account or a player who has subscribed to the same list. Confirm one distinctive feature from each mod, such as an item or other content described by its creator. Test on a backup world first when the mod changes gameplay data.
Why Soulmask mods do not load
The ID list is malformed
Check for a missing digit, an accidental space, a line break, or a copied URL instead of the numeric ID. Rebuild the list from the Workshop pages and paste it as one comma-separated line. The self-hosted argument must retain the documented quotation marks.
The server was not restarted
Changing a panel variable or launcher does not apply it to an already running process. Save the setting, stop the current process if necessary, and start it again. Workshop downloads occur during startup, not in the middle of a running session.
The wrong startup field or launcher was edited
Managed panels can have separate fields for unrelated settings. Confirm that the IDs are in the Soulmask Mods or Workshop Mods variable. With self-hosting, verify that the service, shortcut, or batch file you edited is the one actually launching the server; multiple launch scripts can leave an old command in use.
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The download did not complete
Inspect the startup output and, where available, the file manager. An empty or incomplete /WS/Mods directory after restart points to a download, permissions, or configuration problem rather than a player-subscription problem. Correct the setting and restart again before attempting a manual copy.
The client and server lists differ
Compare the server’s IDs with each player’s subscribed items. A player can have a similarly named mod without having the exact Workshop item. Require the missing subscription and allow Steam to finish updating before reconnecting.
An update broke compatibility
Game updates can make mods incompatible or cause crashes. Check each mod’s compatibility information after a Soulmask update and test the changed set on a backup world. If the server became unstable immediately after an update, remove the newest or affected ID, restore the known-good configuration, and restart to isolate the incompatible item.
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Manual upload when a host has no Mods field
A panel without a Workshop variable may still offer File Manager or SFTP access. Manual upload is a fallback, not the normal Workshop workflow.
- On a PC, subscribe to the required Workshop item so Steam obtains its mod files.
- Stop the Soulmask server completely.
- Locate the downloaded Modkit-built
.pakfiles on the PC. - Use the host’s File Manager or SFTP to upload the files to the Soulmask mod directory documented by that provider.
- Start the server and inspect its startup output for loading errors.
- Keep the Workshop ID list in your server notes so you can repeat the upload after an update or restore.
Directory names differ by provider. Do not assume that a path used by one host is valid on another, and do not upload files while the server is running. If the provider offers no documented Soulmask mod directory or file access, ask its support team for the supported procedure rather than guessing a path.
Independent reader supportYour contribution helps us test, update, and keep practical guides available for everyone.Remove or change a mod safely
- Back up the world and server configuration.
- Remove the unwanted numeric ID from the panel’s Mods field or the self-hosted
-modlist. - Save the setting and restart the server.
- Check the startup result and test the world before inviting players back.
Removing a mod that added items, NPCs, or other persistent content can affect an existing save. Keep the backup until you have confirmed that the world loads and that required content is not missing. If the change causes a problem, restore the previous ID list and world backup, then restart.
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Update and maintenance routine
Workshop content and Soulmask itself can change independently. Use a repeatable maintenance window:
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- Back up the world before changing anything.
- Check each mod’s compatibility notes after a game update.
- Change one mod or one group of related mods at a time when possible.
- Restart and inspect the download and startup output.
- Test on the backup or a copy of the world before returning the live server to players.
- Tell players exactly which subscriptions changed.
This process gives you a known previous configuration and makes it possible to identify which change introduced a crash or missing-content error.
Practical examples
Three mods on a managed host
Suppose the required IDs are 3325629900, 3330908154, and 3332634339. Open the host’s Startup page, paste 3325629900,3330908154,3332634339 into Mods or Workshop Mods, save, and restart. After startup, inspect the provider’s documented mod directory—often /WS/Mods—and have players subscribe to those same three items.
Three mods on a self-hosted machine
Append -mod="3325629900,3330908154,3332634339" to the launch command or batch file, save it, and restart the server through that exact launcher. Confirm in the console or log that the new command was used, then test with a client subscribed to all three items.
Removing one item
With the same list, remove 3330908154, leaving 3325629900,3332634339. Back up first, save the changed setting or script, restart, and test the save for content that depended on the removed mod.
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Operational checklist
- Copy numeric IDs from the ends of the correct Steam Workshop pages.
- Format them as one comma-separated line.
- Enter the line in a managed Mods/Workshop Mods field or a self-hosted
-modargument. - Save and restart; do not expect a running process to apply the change.
- Verify downloaded files and startup output.
- Subscribe every player to the same Workshop items.
- Back up before installation, removal, or updates.
- Check compatibility after Soulmask updates and test changes on a backup when possible.
The Bottom Line
Use Steam Workshop IDs, not mod names: enter one comma-separated list in your host’s Mods field or as -mod="ID1,ID2", restart so Soulmask downloads the content, verify the files, and keep every player’s subscriptions and game version aligned. Back up the world before changing the list.
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