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A free scan shows the junk files, broken settings and background clutter dragging Windows down - then fixes them in one click.Free scan · Windows 10 & 11To install mods on a Soulmask server, copy each mod’s numeric Steam Workshop ID, combine the IDs with commas, add them to your host’s Mods or Workshop Mods startup field—or pass them as -mod="ID1,ID2" when launching a self-hosted server—then save and restart. The server downloads Workshop content during startup. Every player should subscribe to the same Workshop items before connecting.
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The complete installation process
Soulmask has official Steam Workshop support and Modkits. Valve describes the game as supporting Steam Workshop so players can create content with Soulmask Modkits. The server-side workflow is the same whether a provider exposes it as a control-panel field or you launch the server yourself.
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- Open each mod’s Steam Workshop page and copy the numeric ID at the end of its URL.
- Join the IDs with commas, with no spaces required; for example,
3325629900,3330908154,3332634339. - On a managed host, open the server’s Startup or Server Options page and paste the list into the Mods or Workshop Mods variable.
- On a self-hosted installation, add
-mod="ID1,ID2"to the command or batch file that starts the server. - Save the setting and restart the server. Workshop items are downloaded or applied while the process starts, not while it is already running.
- Check the provider’s file manager, commonly the
/WS/Modsdirectory, and have every player subscribe to the same Workshop items before joining.
The exact panel label and file path vary by host. The ID format and restart requirement do not.
What a Soulmask Workshop mod contains
Current Soulmask hosting documentation describes Workshop mods as Modkit-built .pak content distributed through Steam Workshop. You normally do not rename or edit those files. The Workshop ID is the stable value that managed panels and launch arguments use to tell the server which content to obtain.
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Do not confuse a Workshop item’s display name with its ID. Names can change and may contain punctuation; the launch parameter expects the numeric identifier. Keep a plain-text record of the IDs you install, along with the mod names and the date you added them. That list makes rollback and troubleshooting much faster.
Prepare the server before changing mods
Confirm administrative access
You need either access to the hosting panel’s Startup or Server Options page, or permission to edit the command, batch file, or service definition that launches your own server. If the provider hides startup arguments, ask whether its Soulmask package supports Workshop IDs before attempting a manual installation.
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Create and verify a world backup before the first installation and before any later change. Removing a mod that introduced items or non-player characters can affect an existing save, so a backup is your recovery point if the world no longer loads as expected.
Record a known-good state
Write down the current ID list, Soulmask build, and the last successful start time. Install or change one logical group of mods at a time when possible. A short change log tells you which edit to undo if the next startup fails.
Tell players what they must do
Players need the same Workshop items subscribed on their own Steam accounts. Send them the mod names or Workshop pages and ask them to subscribe before connecting. A server can have the correct IDs while a client lacks one of the required items.
Install through a managed hosting panel
Managed hosts generally turn the launch argument into a form field. The names differ, but the process is consistent.
1. Collect and validate the IDs
Open a mod’s Workshop page and copy the numeric segment at the end of its URL. Repeat for every mod. Check each number for missing digits, accidental spaces, or copied punctuation. Build one comma-separated value such as 3325629900,3330908154,3332634339.
Do not add the mod title, a Workshop URL, or a second command-line flag to the field. The field should contain the IDs in the format the host documents.
2. Open the startup settings
Stop or prepare to restart the server according to the panel’s normal workflow, then open the server’s Startup, Server Options, or configuration page. Look for a variable named Mods, Workshop Mods, or a similarly explicit Soulmask Workshop setting.
3. Paste the comma-separated list
Paste the complete ID string into that variable and save the configuration. Keep the IDs together in one value unless the panel specifically provides separate slots. A comma separates IDs; a semicolon, line break, or full Workshop URL may be interpreted as invalid input.
4. Restart and wait for the download
Restart the server after saving. The server begins downloading and installing the listed Workshop items during startup; changing the field while the process is running does not apply the new content to that running session. Large items can make this start take longer than an unmodded start.
5. Verify the server files
After the server reports that it is running, open the panel’s file manager if one is available. Many providers document /WS/Mods as the location for downloaded Workshop content. Confirm that the directory contains the downloaded mod files and that their timestamps correspond to the restart. Treat that path as a common provider convention, not a universal Soulmask directory: use your host’s documented path if it differs.
Examples of panel implementations
Provider documentation illustrates the same pattern under different names:
| Provider documentation | Where IDs are entered | How the change is applied | Verification guidance |
|---|---|---|---|
| AleForge guide updated June 22, 2026 | Blacksmith’s Portal, Startup page, Mods variable | Save the IDs and restart; the server downloads and installs them during startup | Use the host’s file tools to inspect the resulting server files |
| Game Host Bros documentation | Workshop Mods panel field | Save and restart the server | Check /WS/Mods as documented by the provider |
| XGamingServer documentation | Startup parameter using the -mod form |
The server downloads mods automatically on startup | Review startup output and the installed files |
These are examples of interface labels, not a requirement to use a particular provider. A panel that exposes the correct Mods field should accept the same numeric-ID approach.
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For a server you launch directly, place the IDs in the argument list used by the executable or by the batch file that starts it.
1. Stop the running process cleanly
Shut down the server through its normal console or service control and wait for the process to exit. Editing a launch file while the old process remains active cannot change that session, and interrupting a save can damage the world you are trying to protect.
2. Edit the launch command
Add one argument containing the complete comma-separated list:
-mod="3325629900,3330908154,3332634339"
The quotation marks keep the entire list as one argument. Replace the illustrative numbers with the IDs you actually intend to run. If your existing command already has other options, append the -mod argument rather than deleting those options.
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3. Save the batch file or service definition
Save the edited command in the same launcher you normally use. Check that the argument begins with one hyphen, uses mod in lowercase as shown, and contains only numeric IDs separated by commas inside the quotes. Avoid wrapping each ID in separate quotes.
4. Start and observe the console
Launch the server and watch its startup output. A successful start should proceed through the normal initialization while Workshop content is retrieved. If the process exits immediately, first remove the new argument temporarily to confirm that the unmodded command still starts, then recheck the ID string and quoting.
5. Inspect the downloaded content
Once the server is online, locate the mod directory used by your installation or hosting documentation. Do not assume the managed-host /WS/Mods path exists in a self-hosted layout. The important check is that the expected Workshop content was downloaded where the Soulmask server can read it.
Manual upload when a host has no Mods field
A Mods startup field is the preferred route because the server can obtain the Workshop content itself. Manual upload is a fallback for a host that does not expose that option.
- On a PC, subscribe to the required Workshop items and allow Steam to finish downloading them.
- Identify the resulting mod files, which current documentation describes as Modkit-built
.pakcontent. - Stop the remote Soulmask server and create a verified world backup.
- Use the provider’s File Manager or SFTP access to upload the files to the host’s documented Soulmask mod directory.
- Preserve the directory structure and file names supplied by the host’s instructions; do not invent a path based on another provider’s layout.
- Start the server and inspect its startup output and files before inviting players back.
Directory names differ by provider, so there is no single manual-upload path that can safely be given for every server. If a host offers neither a Workshop-ID field nor file access, its support team must provide the supported installation method.
Make sure players are synchronized
Server installation and player installation are separate. Each player should subscribe to every Workshop item in the server’s ID list before joining. Steam then supplies the client-side files. Players who have an old version, have unsubscribed from an item, or are missing one item may be unable to connect reliably.
Give players the final ID list after the server restart, not an earlier draft. Ask them to allow their Workshop downloads to finish, restart the game if Steam has just delivered a large update, and then try the connection again. Keep the list identical for all players; do not ask one group to use a subset unless the mod’s documentation explicitly says the content is optional.
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Change, remove, or update a mod safely
Removing a mod
To remove a Workshop mod, delete its numeric ID from the comma-separated value, save the setting or launcher, and restart the server. In a manual-upload setup, remove the corresponding uploaded files only after the server is stopped and the backup is complete.
Content removal is not automatically harmless. A mod that added items or non-player characters can leave references in an existing world. If the save fails to load after removal, restore the pre-change backup and consult that mod’s own compatibility notes rather than repeatedly starting the damaged copy.
Updating after a Soulmask patch
Game updates can make mods incompatible or cause crashes. After a Soulmask update, check every installed mod for compatibility before changing the world. Test the updated combination on a backup when possible, and keep the previous ID list and files until the new startup has been confirmed.
Changing several mods
For a large change, make a backup, record the old list, edit the IDs, restart once, and test the world before making another edit. This isolates the change that introduced a failure and avoids confusing a missing client subscription with a server-side problem.
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Why Soulmask mods are not loading
| Symptom | Likely cause | What to check |
|---|---|---|
| No mod files appear after startup | The IDs were entered in the wrong panel field, the value was not saved, or the server was not restarted | Reopen Startup or Server Options, confirm the exact comma-separated value, save it, and perform a full restart |
| The server starts but a particular mod has no effect | A digit is missing, the wrong Workshop item was selected, or the item is incompatible with the current Soulmask build | Compare the numeric ID with the Workshop URL and read the mod’s compatibility information |
| Players cannot connect after a mod change | One or more clients are missing an item or have a different subscribed set | Send the final ID list and have every player subscribe and finish downloading the same items |
| Startup fails immediately after editing a self-hosted launcher | The -mod argument is malformed or the quotes were broken |
Use the exact form -mod="ID1,ID2"; verify commas, digits, and quotation marks |
| The panel shows a running server but the directory is empty | You inspected a path that belongs to another provider or checked before the download completed | Use the host’s documented mod path and inspect it after startup has finished |
| The world crashes or behaves incorrectly after removing a mod | The save contains items or NPC references supplied by that mod | Stop testing the altered save, restore the backup, and review the mod’s removal guidance |
| Crashes begin after a game update | An installed mod has not been updated for the new Soulmask build | Check each mod’s compatibility, then test a revised set on a backup |
| A manual upload appears to do nothing | Files were uploaded while the server was running or placed in an incorrect provider-specific directory | Stop the server, follow the host’s documented path exactly, and start it again |
Managed hosting versus self-hosting
The mod IDs are the same in both arrangements. The practical difference is who controls the launcher, files, restarts, and recovery tools.
| Decision point | Managed hosting | Self-hosting |
|---|---|---|
| Where IDs go | A Mods or Workshop Mods startup field in the provider panel | The launch command or batch file using -mod="ID1,ID2" |
| File access | Often a web file manager; some providers also expose SFTP | Direct access to the machine’s server files |
| Workshop download | The host’s Soulmask service downloads content during restart when the field is supported | The server process handles the download during its startup |
| Restart and updates | The panel supplies the restart control; automation depends on the provider | You control the service, launcher, and update schedule |
| Backup and rollback | Availability and retention depend on the hosting plan and panel | You must create, verify, and retain backups yourself |
| Version support | Confirm that the provider supports your current Soulmask version and Modkit-built Workshop content | You are responsible for keeping the server build and mods compatible |
Choose the arrangement based on the work you want to own. A managed panel is simpler when it exposes a documented Workshop field and reliable backups. Self-hosting provides direct control but makes command syntax, file placement, updates, and recovery your responsibility.
A repeatable maintenance checklist
- Keep a text file containing each Workshop ID, mod name, and installation date.
- Back up the world before the first install, every removal, and every major update.
- Change the server list only while the process is stopped or through the panel’s supported configuration workflow.
- Use one comma-separated ID value; do not paste Workshop URLs or display names into the Mods field.
- Restart after every ID change so the server can download or apply the new content.
- Verify downloaded files in the provider-documented directory, commonly
/WS/Modson managed hosts. - Send the final list to players and require matching Workshop subscriptions.
- After a Soulmask update, check every mod’s compatibility before opening the live world.
- Retain the previous ID list and backup until the changed server has been tested successfully.
The key point
Soulmask server mod installation is an ID-and-restart workflow: Workshop numeric IDs go into a managed host’s Mods field or a self-hosted -mod argument, and the server obtains the content at startup. Matching client subscriptions, a verified file check, and a tested backup are what turn that simple configuration change into a safe, repeatable process.
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