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MCPSkins is a NeoForge 1.21.1 add-on for TACZ-1.21.1 (the community NeoForge port of Timeless and Classics Zero) that adds a full weapon-skin system on top of it: reskinnable guns, an unlock/ownership system, a full-screen "Armory" catalog with a 3D preview, and an in-place skin picker built right into TACZ's own weapon refit screen.
If you've ever played a game with a gun-skin locker (Counter-Strike, Call of Duty, Fortnite...), this is that, but for TACZ.
This wiki is written for three kinds of readers, and you don't need to be a Java programmer for the first two:
- Modpack / server owners who just want to drop in some skins for their players.
- Resource pack / gunpack authors who want to ship skins alongside a custom weapon.
- Contributors / advanced users who want to know how the mod actually talks to TACZ under the hood (this is the only part that gets technical).
A "skin" in MCPSkins is a re-texture (and, optionally, a full 3D model replacement) of an existing TACZ weapon. Skins never change which gun you're holding — your M4A1 is always the same M4A1 — they only change how it looks. Players unlock skins one at a time (via commands, a physical "unlock" item, or a "fuse" reroll system), and can then apply an owned skin to their weapon in-game, either through TACZ's own refit screen or through MCPSkins' own full-screen Armory (default hotkey K).
| I want to... | Read this |
|---|---|
| Install MCPSkins and understand the basic requirements | Getting Started |
| Register a new skin (name, color, rarity...) | Adding Skins: the Datapack |
| Add the actual texture/icon/3D model files for a skin | Adding Skins: the Resource Pack |
| Give skins to players, understand the fusion system | Commands & Unlocking |
| Understand what players actually see and click on | In-Game UI |
| Tweak button positions, fuse cost, permissions, etc. | Configuration |
| Understand why something silently isn't working, or how the reflection layer works | Troubleshooting & Internals |
Note on the underlying mod ID. Every internal reference in this wiki uses
mcpskinsas the mod's namespace (its ID), because that's the namespace used throughout the mod's own code and file paths. If your build renames the mod, swap the namespace accordingly everywhere you seemcpskins:below.
Everything else in this wiki builds on a single design decision, so it's worth stating up front:
A skin never changes a weapon's
GunId. It only changes what gets rendered.
TACZ identifies a weapon by its GunId (e.g. tacz:m4a1) stored in the item's NBT/data. MCPSkins never touches that. Instead, it stores a separate value — which skin is currently applied — in its own data component, and swaps the rendered texture/model for that weapon at the last possible moment, right before it's drawn on screen. This is why re-skinning a weapon doesn't disturb attachments, ammo, upgrades, or anything else TACZ is tracking on that item stack.