Over the hill mods: install and create custom liveries
For a downloaded livery, subscribe and enable it in the in-game livery browser, then select it at the mechanic. To test your own paint locally, place a manifest and PNG in a LocalLiveries subfolder and turn on Show local mods.
Quick guide
Windows local-livery path below; in-game mod.io workflow. These steps cover paint, not gameplay-stat or map mods.
- At the garage/mechanic, open Livery Mods for the target vehicle.
- For mod.io liveries: find the pack, subscribe and make sure it is enabled.
- For your own local pack: put manifest.json and the matching PNG in its own LocalLiveries subfolder; do not zip it.
- Choose Show local mods if using a local pack, then select the livery to paint the vehicle.
- After editing a local PNG, use Refresh local mods to reload it.
Install and apply a mod.io livery
A subscribed but disabled pack stays hidden. Local packs use the separate Show local mods workflow below; do not zip a local editing folder.
- At the mechanic, choose the intended vehicle and open Livery Mods. Search by pack name or use its vehicle filter.
- Subscribe to the pack, review mod.io terms if prompted and make sure the pack is enabled.
- Select the livery on the matching vehicle. Rotate the view and check the panels visibly change before leaving.
Create a local livery pack
Start from the target vehicle’s official UV template and export your painted texture as PNG. The developer recommends 2048 × 2048. Create exactly one lowercase manifest.json with a liveries array; each entry needs car and texture. The car value is the internal name without spaces, and texture must match the PNG filename.
For example, the developer lists GrandWoodman as an internal vehicle name. A local pack for that vehicle can use the JSON below; replace the artwork and display name with your own.
{
"liveries": [
{"car": "GrandWoodman", "name": "My Livery", "texture": "my_livery.png"}
]
}- On Windows, create your pack folder under Documents/My Games/over the hill/LocalLiveries/MyLivery/. Put manifest.json and my_livery.png together inside it. Use plain files, not a zip. The full default base is C:/Users/<You>/Documents/My Games/over the hill/LocalLiveries/.
- At the mechanic, open the vehicle’s Livery Mods tab and choose Show local mods. Select the local-badged paint in the livery list.
- After editing the PNG or manifest, choose Refresh local mods. Check the paint on the body panels before continuing.
Publish a finished pack for multiplayer visibility
Local liveries stay on your own machine, so teammates will not see them. To share a finished paint job, zip the pack, upload it to the over the hill mod.io page (game ID 13441), and add the matching vehicle tag. The manifest uses an unspaced internal name; the mod.io tag uses the displayed vehicle name.
Then subscribe to and enable the published pack in-game. Check it on the matching vehicle at the mechanic. Use the local workflow for editing, then publish when you want the pack to be downloadable.
If it does not work
| What you see | What to do next | Ready to continue when… |
|---|---|---|
| Local paint is missing | Check its separate subfolder, then choose Show local mods on the target vehicle’s Livery Mods tab. | A local-badged livery appears. |
| The whole pack fails | Use exactly manifest.json and valid JSON without comments or trailing commas. | The pack loads in the livery list. |
| One paint is missing | Match the car internal name and the texture filename to the actual PNG. | That entry appears for the correct vehicle. |
| Artwork is smeared | Paint on the correct vehicle UV template and check the car field. | Panels line up with the design. |
| Teammates cannot see local paint | Use a published, subscribed and enabled mod.io pack for sharing. | The shared mod.io paint is visible in the session. |
Sources & version notes
Developer livery documentation checked October 15, 2026. Vehicle internal names, manifest fields, local-folder path, refresh behaviour and multiplayer visibility come from that document. No qualified task-specific video was found; unrelated mod showcases are excluded.
Release-era sources reviewed on October 15, 2026. Older FAQ plans are distinguished from current launch information; editorial advice is not a claim of hands-on testing.
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