UNGODLY

Mod Series — Installation Manual

UngodlyAI v2.17.0 · UngodlyBallistics v3.0.0 · UngodlyGFX v1.0.0 · Killstreak Announcer v1.1.0

by StixsworldHD (StixsmasterHD4k)

Field Repairs

Troubleshooting

Work top to bottom — the failures are ordered by how often they actually happen. Nearly everything traces back to one of two roots: the wrong BepInEx build, or files not sitting next to the game exe.

Loader problems

Game launches, but completely vanilla — no console, no LogOutput.log

First launch seems to hang for minutes

Not a hang — BepInEx is generating interop assemblies from the game's 45 MB GameAssembly.dll. Let it finish; it only happens on the first run and again after game updates. Details in Field Order 04.

[Warning:Il2CppInterop] Class::Init signatures have been exhausted, using a substitute!

Printed by the BepInEx/Il2CppInterop core during startup, before any plugin loads — it appears even with an empty plugins folder. It is BepInEx resolving an internal engine signature for this Unity version, is expected on Bleeding Edge builds, and is harmless. It does not come from — and cannot be silenced by — any Ungodly plugin.

Plugin problems

No F6 / F7 / F8 window in-game

“Bots almost never throw smoke, and AT grenades never come out against armor”

You're running UngodlyAI v2.11.0 or older. Two stacked bugs — a shared 18-second grenade clock that combat keeps permanently hot (fixed in v2.11.1), and an orphaned-class discovery deeper down (fixed in v2.11.2): the game never actually constructs the smoke/AT grenade classes the mod had type-checked against since v2.1.0, so those behaviors were structurally dead regardless of settings. Update to the current DLL from the Downloads page — no config changes needed, the fix is automatic.

“A patch group reports FAILED after a game update”

Every patch group in every Ungodly mod is independently guarded; the rest keep working. A game patch that renames a method disables only that group. Grab an updated mod build, or keep playing with the remaining systems. (UngodlyGFX additionally logs a single stack-traced line and shows a red banner in its GUI for the affected section, while everything else keeps applying.)

Log shows Brain tick paused 5s (UngodlyAI)

The built-in circuit breaker reacting to a scene teardown mid-frame — harmless, auto-recovers.

Hand-typed a wild value into a .cfg

Every slider hard-clamps to its documented min/max; out-of-range values typed into the cfg are clamped by BepInEx on load. Delete a mod's .cfg to regenerate factory defaults on next launch.

UngodlyGFX specifics

Killstreak Announcer specifics

UngodlyAI performance tuning

Weak CPU? Open F6 → Overview → POTATO SAVER, or lower BrainTicksPerFrame / the budgets manually — even BrainTicksPerFrame = 3 is a night-and-day improvement over vanilla. The footer's live “extra ticks” millisecond readout shows exactly what the brain boost costs on your machine.

Multiplayer questions

Clean removal, fastest to fullest

  1. One mod off, keep the rest: flip its master switch in the GUI (loads, touches nothing), or delete its single DLL from BepInEx\plugins\.
  2. Everything off, keep installed: delete or rename winhttp.dll in the game root — the entire stack disarms.
  3. Full clean: delete winhttp.dll, doorstop_config.ini, .doorstop_version, changelog.txt, BepInEx\ and dotnet\. Copy your .cfg files out of BepInEx\config\ first if you want to keep your tuning.