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Yes Steve Model Mod Guide: Install, Open the Model GUI, and Load Models

guide

Yes Steve Model lets you replace the standard player model and adjust appearance and animations, and it accepts Bedrock Edition format model and animation files. This guide covers opening the model interface, loading model files, and agreeing to the terms of use.

Opening the Model GUI

The Player Model GUI is the main screen for this mod. It opens through its own control binding rather than through crafting or an item. If no key is assigned yet, open the controls menu and set the hotkey for the Open Player Model GUI action, then use it in game.

Two related screens exist alongside it. The Animation Roulette has its own binding (Open Animation Roulette), and Open Animation Debug has another. Each of these is a separate action you assign yourself in the controls menu.

Loading Model Files

When you open the model directory, three kinds of files can go there or into subfolders inside it:

  • A folder holding Bedrock Edition model files together with their textures.
  • A zip or 7z archive whose contents are the Bedrock Edition model files and textures directly.
  • A ysm file, which is encrypted and cannot be edited or modified.

Inside the GUI, use the scroll wheel to move through entries. Clicking an entry either copies it or opens it. A search field helps you narrow the list: type plain text to search across model names, info, author, and folder; begin with @ to search authors only, or # to search folders only. The Show Model ID First option changes how entries are labelled, and Star Current Model marks a model you want to keep track of.

Terms of Use

Before the mod is usable, a text screen presents the terms, and you must confirm that you have read and agree to them. The terms state that downloading and using the mod is entirely free and that model confidentiality is not guaranteed in any form. The development team does not take part in model transactions and is not responsible for disputes that arise from them. Whoever creates a model holds its copyright and carries the corresponding responsibility, which is unrelated to the dev team. Models that break laws or regulations must not be created, and the team opposes R18/NSFW content creation in any form and has never taken part in it.

Adjusting a Model in the GUI

Once a model is displayed, on-screen controls let you position it. Drag the Green Square to translate, drag the Blue Square to scale, and drag with the right mouse button to rotate. Alt + R resets the transform, and Esc exits the screen.

Animation Bindings

The mod includes a large set of animation slots tied to what a player holds or does, covering mainhand and offhand states such as empty, sword, axe, pickaxe, shovel, hoe, bow, crossbow (including a charged crossbow), shield, spear, mace, and throwable potion. Additional slots cover TAC weapons like pistols, rifles, and RPGs across holding, firing, aiming, reloading, sprinting, climbing, and grenade actions, plus movement and state animations such as walking, sprinting, jumping, swimming, sleeping, sneaking, riding, dying, elytra, riptide, and Carry On interactions. Eight numbered Extra Animation slots and eight roulette animations are also available, each with its own binding you assign in the controls menu.

Troubleshooting Notes

If something fails to load, the mod reports it plainly: missing texture files, unreadable or unwritable files, undecodable textures, unrecognized image formats, oversized textures, sounds above 4MB, files above 66MB, and parse failures for models, animations, controllers, manifests, and archives. Model and texture names must use lowercase letters, underscores, or numbers. Duplicate model names are rejected, and a bone tree deeper than 32 levels is not allowed.