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How to Install Mods on a Soulmask Server

October 26, 2026 11 min read

To install mods on a Soulmask server, copy each mod’s numeric Steam Workshop ID, enter the IDs as one comma-separated list in your host’s Mods or Workshop Mods startup field—or add -mod="ID1,ID2" to a self-hosted launch command—then save and restart the server. The server downloads Workshop content during startup. Every player should subscribe to the same Workshop items, and you should back up the world before adding, removing, or changing mods.

What mod system does Soulmask use?

Soulmask has official Steam Workshop support and provides Modkits for creating content. Valve describes the game as supporting Steam Workshop so players can use the Soulmask Modkits to create and share modifications. Current server documentation describes those Workshop items as Modkit-built .pak files distributed through Steam Workshop.

For a server administrator, the important part is that you normally do not copy a random filename into a configuration file. The stable value used by managed panels and launch scripts is the numeric ID assigned to the item’s Steam Workshop page. The server uses that ID to obtain the corresponding package when it starts.

How do I find a Soulmask Workshop mod ID?

Use the number at the end of the mod’s Steam Workshop URL. A title, author name, or local filename is not a substitute for the numeric Workshop ID.

  1. Open the mod’s Steam Workshop page.
  2. Look at the page URL in your browser’s address bar.
  3. Copy the numeric value at the end of that URL.
  4. Repeat the process for every mod you want the server to load.
  5. Keep the IDs in the order you intend to maintain them, because that makes later changes easier to audit.

A valid list looks like 3325629900,3330908154,3332634339. Use commas between IDs and do not paste the full Workshop URLs into the server field. Save a separate text copy of the list so you can restore it after an accidental edit or compare it with a backup.

How do I install Workshop mods on a managed Soulmask server?

Managed hosts usually expose a startup variable named Mods, Workshop Mods, or a very similar label. The exact menu differs by provider, but the workflow is the same: enter the comma-separated IDs, save the setting, and restart the server so the host can download the files.

  1. Stop active changes. If the panel offers a stop command, use it before editing startup settings. Do not edit a live configuration while a restart or update is already running.
  2. Open the startup settings. In many panels this is called Startup, Server Options, or Configuration.
  3. Locate the mod variable. Select the field labeled Mods, Workshop Mods, or an equivalent Soulmask Workshop option.
  4. Paste the IDs. Enter the complete comma-separated list, such as 3325629900,3330908154,3332634339. Do not add URL text, brackets, or line breaks unless the panel explicitly documents them.
  5. Save the setting. Some panels require a separate Save or Apply button before the restart control becomes available.
  6. Restart the server. Workshop items are downloaded and installed during startup; changing the field alone does not apply a new mod list to a process that is still running.
  7. Check the resulting files. After the process has had time to start, inspect the panel’s file manager and its console output for download or mount errors.

Example: a panel with a Mods variable

AleForge’s June 22, 2026 Soulmask guide places the setting in Blacksmith’s Portal under Startup. You collect the Workshop IDs, paste them into the Mods variable, save, and restart; the guide says the restart begins downloading and installing the mods to the server files.

Example: a Workshop Mods field

Game Host Bros documents a dedicated Workshop Mods field. Its instructions likewise require saving the change and restarting, then checking the server files—commonly the /WS/Mods directory—to confirm that the packages arrived.

Example: a startup parameter exposed by the host

XGamingServer documents the equivalent launch option with a value such as -mod="3324057706,3330908154,3332634339". If your panel presents a startup command rather than a separate field, use the syntax shown by that host instead of inventing a new variable name.

How do I install mods on a self-hosted Soulmask server?

For a server you launch yourself, add the -mod argument to the command or batch file that starts the Soulmask server. Put all numeric Workshop IDs inside one quoted, comma-separated value.

  1. Stop the running Soulmask server and make a backup of its world data.
  2. Open the batch file, shell script, shortcut, or service definition used to launch the server.
  3. Add -mod="ID1,ID2" to the existing command line. Replace the examples with your actual Workshop IDs.
  4. Keep the argument as one value. A representative command fragment is -mod="3325629900,3330908154,3332634339".
  5. Save the launcher and start the server with that command.
  6. Watch the startup output for Workshop download activity and any error identifying an invalid ID or unavailable item.

The self-hosted method does not change the underlying file model: the server still obtains Workshop content at startup. If the command launches successfully but no packages appear, verify the argument spelling, quote placement, commas, and the account or service context used to run the server.

Where should I look to verify that the mods downloaded?

Use the host’s file manager or an SFTP client after the restart. Hosting documentation commonly places Workshop content under /WS/Mods, but that is not a universal path for every provider or installation.

  • Confirm that a mod directory or package files were created after the restart.
  • Compare the files’ timestamps with the restart time.
  • Read the server console for download, mount, or package errors.
  • Check that the IDs in the configuration match the IDs of the files you expected.
  • If the provider documents a different Soulmask directory, follow that documented path rather than moving files into /WS/Mods by assumption.

A missing directory does not by itself prove that the mod failed; some hosts use a different layout or hide system folders. The panel’s documented path and startup log are the authoritative checks for that installation.

What do players need to do before joining a modded server?

Players should subscribe to the same Steam Workshop items that the server uses before connecting. Matching subscriptions give each client the content needed to interpret the server’s modded world and reduce connection failures caused by a missing package.

  1. Give players the Workshop page or numeric ID for every server mod.
  2. Have them select Subscribe on each item in Steam Workshop.
  3. Allow Steam to finish downloading the content before launching or joining Soulmask.
  4. Ask them to check that their subscribed list still contains every required item after a reinstall or account change.

The server list and each player’s subscriptions should describe the same mod set. If one side has an extra or missing item, remove the discrepancy before investigating more complicated causes.

Can I install a mod manually if my host has no Mods field?

Manual upload is a fallback for hosts that do not provide a Workshop-ID field or automatic Workshop handling. You obtain the subscribed mod files on a PC, stop the server, upload the files through the host’s File Manager or SFTP, and then start the server from the directory that provider documents for Soulmask mods.

  1. Subscribe to the required Workshop item on a PC that can download it.
  2. Locate the downloaded Modkit-built .pak content using the host’s or game’s documented file procedure.
  3. Stop the Soulmask server completely.
  4. Upload the package files to the host’s documented Soulmask mod directory with File Manager or SFTP.
  5. Preserve the filenames and folder structure supplied by the mod; do not rename packages to their Workshop IDs unless the mod’s instructions require that.
  6. Start the server and inspect the console for package-loading errors.

Directory names differ by provider, so there is no single manual-upload path that is safe to assume. A path copied from one host may be wrong on another and can leave the files in a folder the server never scans.

How do I remove or change Soulmask server mods safely?

To remove a Workshop mod managed by an ID list, delete its ID from the list, save the setting, and restart the server. For a manually uploaded installation, remove the corresponding package from the provider’s documented mod directory while the server is stopped, then start it again.

Back up the world before changing the list. A mod that added items, characters, or non-player entities can leave an existing save dependent on content that is no longer present. Removing the package may therefore affect the world even when the server itself starts normally.

Adding a new item

Add its numeric Workshop ID to the existing comma-separated value, retain the IDs you still need, save, and restart. Verify the new files before inviting players back.

Removing an item

Record the current list and make a world backup first. Remove only the target ID, restart, and check the save for missing content or startup errors.

Replacing a mod

Do not overwrite a working world without a rollback point. Keep the old ID list and backup available until the replacement has loaded and players have confirmed that important structures and items remain usable.

What should I do after a Soulmask game update?

Game updates can make previously working mods incompatible or cause crashes. Before applying a changed mod list to a primary world, check each Workshop item’s compatibility information after the Soulmask update and test the change on a backup when possible.

  • Record the Soulmask version and the active Workshop ID list.
  • Back up the world before starting the updated server.
  • Review each mod’s Workshop page for an update or compatibility note.
  • Start with a copy of the world if the update changes core systems or the mod author warns of migration risk.
  • Keep a rollback copy of the previous configuration and files until the updated setup is stable.

If the update causes a crash, restore the previous world and mod list, then test mods individually or in smaller groups on a copy. This isolates an incompatible package without sacrificing the only copy of the live save.

Why are my Soulmask server mods not loading?

Most loading failures come from an incorrect ID list, a missing restart, unavailable Workshop content, a client mismatch, or an incompatible game update. Work through these checks in order.

The panel accepts the list but no files appear

  • Confirm that each entry is a numeric Workshop ID, not a URL or display name.
  • Check commas, quotation marks, and accidental spaces or line breaks against the host’s documented syntax.
  • Save the startup setting and perform a full restart; a running process will not apply a changed list.
  • Look in the provider’s documented directory, which may be /WS/Mods but is not necessarily identical across hosts.

The server starts, but players cannot connect

  • Have every player subscribe to the same Workshop items and wait for Steam to finish downloading them.
  • Compare the server’s current IDs with the list distributed to players.
  • Remove an item that was deleted or made unavailable on Workshop, then restart and test again.

The server crashes after a game update

  • Check each mod’s compatibility with the new Soulmask version.
  • Restore the pre-update backup if the world will not load.
  • Test the updated mod set on a copy before returning it to the live server.

A manually uploaded mod has no effect

  • Stop the server before inspecting or replacing files.
  • Verify that the package is a Modkit-built .pak and that it is in the exact directory documented by the host.
  • Check SFTP or File Manager transfer logs for a failed or partial upload.
  • Start the server again and read the console for a path, permission, or package error.

Is managed hosting or self-hosting better for Soulmask mods?

Both approaches use the same Workshop IDs, but they differ in how much of the download, restart, storage, and recovery work the operator must perform.

Decision point Managed hosting Self-hosting
Mod entry Usually a Mods or Workshop Mods field in the control panel. A -mod="ID1,ID2" argument in a command or batch file.
Workshop download Normally handled by the provider when the server restarts. Handled by the server process and the host machine’s Steam environment.
File access Often includes a web file manager; some providers also offer SFTP for fallback uploads. You control the local filesystem and can inspect files directly.
Restart and update work The panel supplies restart controls and may automate parts of maintenance; the exact behavior varies by provider. You schedule and perform restarts, updates, and command-line changes yourself.
Backup and rollback Depends on the host’s backup and restore facilities; verify retention before relying on them. You must create and test your own world and configuration backups.
Version support Check that the provider supports your current Soulmask version and Modkit-built Workshop content. You are responsible for keeping the server build, launch command, and downloaded content compatible.

A managed panel is convenient when you want an explicit Mods field and built-in file access. Self-hosting gives you direct control over commands and files, but every download, backup, and recovery task remains yours.

What is the safest installation checklist?

  • Copy the numeric Workshop ID from each item’s URL.
  • Store the complete comma-separated list in a separate note.
  • Back up the world before the first install and before every later change.
  • Enter the list in the managed panel’s Mods field or add the -mod argument to the self-hosted launcher.
  • Save the configuration and restart the server.
  • Verify downloaded files and console output in the documented mod directory.
  • Send the same Workshop list to players and have them subscribe before joining.
  • After a Soulmask update, check compatibility and test on a backup world when possible.

Frequently Asked Questions

What does a Soulmask mod .pak file contain?

A .pak is the packaged game-content file produced for distribution through the Workshop. The server loads that package rather than treating the human-readable Workshop title as a mod filename.

Why must Workshop IDs be comma-separated?

The Mods setting and the -mod launch argument parse one value containing multiple IDs. Commas separate the entries so the server can request each Workshop item independently.

Can I use a Workshop URL instead of its ID?

No. Managed panels and the self-hosted launch parameter expect the numeric value from the URL. Pasting the full address can leave the server with no valid item to download.

What should I preserve before experimenting with a new mod?

Keep a copy of the world, the previous ID list, and any manually uploaded package files. Those three pieces let you return to the last known-good setup if the new content damages a save or prevents startup.