TM 6-785 Deadly Dozen Reloaded

Field Modification Manual  ·  StixsworldHD (StixsmasterHD4k)

08
Section Troubleshooting
Allow reference
Start from Any point in the install where something did not match

When it does not work

Organised by what you are seeing, not by which component is at fault — because the whole problem with a layered install is that you cannot tell which layer broke. Work top to bottom; the checks are ordered so each one rules out everything above it.

01 The game launches and absolutely nothing is modded

No console window even with it enabled, no LogOutput.log, no BepInEx folders created. This means the loader is not being injected at all — you are not debugging a plugin, you are debugging step zero. Check these in order:

CheckDetail
winhttp.dll is in the game rootNot one level deeper, not in BepInEx\, not in DeadlyDozenReloaded_Data\. It must be a sibling of DeadlyDozenReloaded.exe. Compare against Plate 02.
You did not copy a wrapper folderLook for <game folder>\DeadlyDozenReloaded-BepInEx-…\. If it exists, everything is one level too deep. Move the five items up and delete the wrapper.
Your antivirus has not quarantined itwinhttp.dll beside a game executable is structurally identical to DLL-hijacking malware and gets flagged. If it has vanished on its own, that is what happened. Restore it and exclude the game folder.
dotnet\ is presentDelete it to save space and the game launches perfectly, unmodded, silently. Doorstop needs dotnet\coreclr.dll to start anything.
enabled = true in doorstop_config.iniAnd target_assembly points at BepInEx\core\BepInEx.Unity.IL2CPP.dll, not the Mono one.
You are on the x64 buildAn x86 BepInEx in an x64 game is not a candidate for loading at all, so Windows loads the real system winhttp.dll instead and you get no error whatsoever. This is the most common cause of a completely silent failure.
DOORSTOP_DISABLE is not setIf you set that environment variable for a vanilla run and forgot, this is exactly what it looks like.

02 The first launch never finishes

Black screen forever, or Windows offering to close an unresponsive window and it never recovering.

First: are you sure it is stuck?

Give it ten minutes before deciding. Cpp2IL is reconstructing 8,187 types out of a 30 MB binary; on a mechanical drive with real-time antivirus scanning every written file, that is genuinely slow. Open Task Manager and look at the process — if it is using CPU or writing to disk, it is working.

If it really is stuck, or you killed it earlier

A partially written interop folder is worse than no folder, because BepInEx may treat it as complete. Force a clean regeneration:

  1. Close the game completely.
  2. Delete &lt;game folder&gt;\BepInEx\cache\ — the whole folder.
  3. Delete &lt;game folder&gt;\BepInEx\interop\ — the whole folder.
  4. Leave unity-libs\ alone. Its zip is still valid and re-downloading it is exactly what you do not want.
  5. Launch again and wait it out.

03 Failed to download Unity base libraries

[Error  :   BepInEx] Failed to download Unity base libraries for Unity 2019.4.9
Base libraries for this Unity version may not be available on the server yet.
Download a matching base-libraries .zip and place it in the
"…\BepInEx\unity-libs" directory.

You should never see this with the supplied package. Seeing it means the pre-seed is not being matched, and there are only three ways that happens:

CauseFix
The zip is missingCheck BepInEx\unity-libs\. Re-extract 2019.4.9.zip from the BepInEx archive.
The zip was extracted or renamedBepInEx wants the .zip file itself under that exact name. A folder of loose DLLs will not match. Put the archive back.
Something changed the filename it expectsThe name is matched against the URL template after {VERSION} substitution. If you edited UnityBaseLibrariesSource in BepInEx.cfg, put it back to the default or set it to the bare filename 2019.4.9.zip.

The bulletproof form, if you want to guarantee it can never try the network again — one line in BepInEx\config\BepInEx.cfg:

[IL2CPP]
UnityBaseLibrariesSource = 2019.4.9.zip

04 BepInEx loads but a plugin does not

You get the version banner and a plugin count, but the count is wrong or a plugin's own banner never appears.

SymptomCause and fix
0 plugins to loadNothing is in BepInEx\plugins\, or what is there is inside a wrapper folder. Compare against Plate 04.
1 plugin to load when you installed twoOne of them is misplaced. The most likely culprit is OG Sound Remaster in a doubled folder. Check for plugins\OGSoundRemaster\OGSoundRemaster\.
Correct count, no plugin bannerThe plugin threw during its own startup. Search LogOutput.log for its name and read the exception underneath.
An exception mentioning Il2CppInteropThe interop assemblies are stale or partial. Delete cache\ and interop\ and let them regenerate — see task 2.
Duplicate GUID warningsTwo copies of the same plugin at different depths. Find and delete the extra one; do not just rename it, BepInEx scans recursively.

05 Ungodly GFX problems

The window will not open

Check LogOutput.log for the Ungodly GFX banner. If it is absent, the plugin never loaded — go back to task 4. If it is present, something has taken F7; change MenuKey in the config to any other Unity KeyCode name.

Settings revert when I change Shadow Quality in the game's own menu

The game hot-swaps between four separate URP pipeline assets as that option changes, and by default the plugin patches the active one. Turn on PatchAllPipelineAssets in the Advanced tab.

Bloom, vignette or colour settings do nothing

The weather controller holds a volume profile privately that is never attached to a Volume component in the scene. Searching only the active camera's volumes misses it entirely, so your writes land on a profile nobody reads. Turn on AggressiveVolumeSearch in the Advanced tab and press Rescan. Leave it on.

Values drift or pulse during storms

Lower ApplyInterval to 0.1. If one specific value keeps fighting you, seize that channel instead of trimming it.

The HUD tab does nothing

You are in the main menu. The HUD only exists inside a loaded mission. Start one, press Rescan, and read the status block at the bottom of the HUD tab.

Terrain renders as a flat, evenly lit, untextured colour

Set TerrainDrawInstanced back to 0 (Auto) in the Terrain tab. This game renders terrain through Complete Terrain Shader, which decides instancing for itself and builds the terrain material to match. Forcing it from outside without rebuilding the material collapses terrain normals to flat. Auto is the default from 1.0.2 onward and leaves the game's own values alone.

Squad portraits or reflections show garbage colours

Fixed in 1.0.2 — the texture-filtering pass was writing to render textures. If you are on 1.0.0 or 1.0.1, update. You are on 1.1.0 if you followed this manual.

Something looks broken and UnleashClamps is on

Turn it off first. That switch writes past Unity's tested shader limits and is the first suspect for flickering or black screens.

Screen goes black or effects break entirely

Set Enabled = false at the top of the General tab, confirm the game renders normally, then re-enable sections one at a time until it breaks again. Turn on VerboseLog and watch the console while you do it.

06 OG Sound Remaster problems

No original audio at all, and the log says the OGSound folder was not found

The bank must sit beside the DLL. Check for the doubled folder OGSoundRemaster\OGSoundRemaster\OGSound. This is by a wide margin the most common failure with this package.

The plugin never loads

Confirm you have BepInEx 6 Unity.IL2CPP win-x64 — not BepInEx 5, not the Mono build. And the game must have completed a launch already so the interop assemblies exist.

Some hooks report as unavailable

A game update renamed or removed something. Everything else still binds. The report file at BepInEx\plugins\OGSoundRemaster\OGSoundRemaster.report.txt names the specific hooks — that list is the actionable thing to send to the author.

A particular sound is still the remake's

Read the "left untouched" section of the report file. Anything with no confident original counterpart is deliberately not replaced, and it will be named there. If it is something with a clear original equivalent, that name is a one-line addition to the plugin's sound map.

Music starts on the remake's track and switches a moment later

Expected on the very first mission load if the original track had not finished decoding yet. It is prefetched at scene start, so it will not happen again for that track in the same session.

A crash naming an OGSoundRemaster frame

Version 1.0.0 had a fatal AccessViolationException during SquadMember.Start, caused by reading elements out of an array the game owned. Version 1.0.1 removed the crash site entirely — clip arrays are now built complete and swapped in with a single assignment, and no element is ever read back out. Confirm you are on 1.0.1. If you are and it still crashes, send the log and the report file; a stack trace naming a plugin frame is genuinely actionable.

07 After a game update

A Steam patch changes GameAssembly.dll, which invalidates the interop assemblies. That part is automatic — BepInEx notices the hash mismatch, logs "Detected outdated interop assemblies, will regenerate them now", and you get one slow launch. Nothing to do.

What is not automatic is the plugins. Both are bound to specific game types and methods, so a patch that renames or removes something will show up as:

  • Ungodly GFX: a discovery count that used to be non-zero now reading zero, mid-mission.
  • OG Sound Remaster: a hook count below 33/33, with the missing hooks named in the report file.

Neither is fatal — everything that still binds keeps working. Both are fixable by the author with the specific names from those two reports, which is exactly why both plugins produce them.

08 The clean-slate procedure

When you have changed too many things to reason about, this returns you to a known state without reinstalling the game:

  1. Close the game.
  2. Delete BepInEx\cache\ and BepInEx\interop\.
  3. Delete BepInEx\config\BepInEx.cfg — it will be rewritten with defaults, so you will need to turn the console back on.
  4. Delete BepInEx\config\com.stixsworldhd.ungodlygfx.cfg only if you want to lose your graphics tuning. Otherwise leave it.
  5. Leave unity-libs\, core\ and plugins\ alone.
  6. Launch and wait out one slow first run again.

If that does not fix it, section 09 covers full removal, and reinstalling from section 02 takes ten minutes.