Mod Characters vs Classic Reskin

The Character Editor opens in one of two modes, and the choice determines where your work is saved and what it is allowed to do. Decide before you start, because moving work between the two afterwards means rebuilding it.

Mod Classic Reskin
Purpose Add a new entity to your mod Change how an original SOR2 entity looks
Saved under Entities Entity Replacements/Classic
Logic Yours — custom, or referenced from a classic entity Stays Classic
Referenced by Levels, logic events, scripts, other editor data The original entity's own slot
Boxes, events, throw data Editable Not editable — Classic logic governs

Mod Characters

Use Mod mode when the character should be part of your mod's own entity list: new playable characters, new enemies, new items, weapons, projectiles, containers, or scenery objects.

Mod characters can use custom sprites and custom logic, or reference classic behaviour as a starting point.

The logic reference and the sprite-art reference are two different settings. Choosing a reference entity for logic does not mean the character reuses that entity's sprites, and reusing sprites does not import its logic. Keeping these separate in your head prevents most of the confusion new authors run into.

Classic Reskin

Use Classic Reskin when you want an original character, enemy, or item to look different while playing exactly as it always did.

A reskin uses its own custom art by default. The preview's Base toggle shows the Classic sprite behind yours, faded, which is the main tool for getting a reskin to line up with the original frame by frame — see The Workspace.

Because the logic stays Classic, a reskin is a smaller job than a mod character: you are matching artwork to existing timing, not designing behaviour.

Sprite Art Reuse

Use Sprites from is optional and should normally be left empty — including for new characters, ROM imports, new skins, and ROM-imported skins.

Enable it only when you deliberately want to extend an existing entity's art: a playable version of an enemy, an enemy version of a playable character. Reused art has to respect the referenced entity's palette layout, and should keep working with palettes made for that entity.

With it enabled, you can fill an animation from one of the referenced entity's animations. What that copies depends on your mode:

  • Mod characters — frame art and animation logic, replacing existing hit boxes, body boxes, events, script references and throw data.
  • Classic Reskins — frame and art data only; Classic logic is untouched.

For a mod character this is destructive to per-animation work you have already done. Use it early.

Choosing

Pick Mod when you need a new named entity. Pick Classic Reskin when you need a replacement for an existing original one.

A single mod can contain both, but it is usually better not to. Reskins and new characters serve different purposes and players tend to want them separately — keep them in separate mods unless you have a reason not to.

Test through Test Mod.

Next: Create/Open Characters.