

A shared mesh spawning library for Schedule I mods. If you're installing this, a mod you downloaded depends on it.
[!WARNING] Do not remove MeshVault while mods that depend on it are installed. Those mods will break without it.
You probably don't need to do anything. If a mod you download depends on MeshVault, your mod manager (r2modman, Vortex, or Gale) will install it automatically as a dependency.
For manual installs, drop MeshVault.Il2Cpp.dll or MeshVault.Mono.dll into your Plugins folder depending on your game branch. This library ships both IL2CPP and Mono builds.
Requirements: MelonLoader v0.7.0+, Schedule I by TVGS
MeshVault is a behind-the-scenes library that other mods use to place furniture, props, and decorations in the game world. It contains a database of pre-extracted game meshes (and growing) that mods can spawn with full geometry, materials, colliders, and child objects. You won't interact with it directly, but the mods you love depend on it to build their content.
MeshVault gives you access to a growing library of pre-extracted game meshes. No asset bundles, no hunting for materials at runtime. Pick an ID, call Spawn, and you get a fully configured GameObject.
var desk = MeshVaultAPI.Spawn("desk_counter_l", position, Quaternion.identity);
materialOverridescolorOverridescolorTint, metallic, smoothness, emissiveColorSpawnDecal()RegisterMeshes() so other mods can use them tooReference MeshVault.Il2Cpp.dll or MeshVault.Mono.dll in your project to build against the spawning API. Release builds are API-only — all extraction tools are stripped. To use MeshPlacer and other in-game tools, download MeshVault.Mono.Debug.dll from GitHub releases, rename it to MeshVault.Mono.dll, and swap it into your Plugins folder. See the full docs for details.
Full documentation with examples, API reference, and JSON format: hdlmrell.github.io/S1-MeshVault
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