Ungodly Nazi Zombies Install guide · BepInEx 6 + two mods
6.0.0-be.785 v1.0.0

Nazi Zombies · Hotfix 22 BepInEx 6 · IL2CPP x64 No prior modding needed

Board up
the windowInstall guide

Three archives, one game folder, about fifteen minutes. At the end of it the horde stops walking at you in a straight line, the mystery box stops handing you the same pistol at wave 30, and F7 opens a panel with 161 settings you can change while the game is running.

BepInEx 6.0.0-be.785 The loader. Required by both mods. Install this one first. 36.3 MB
Ungodly Emerald Zombie AI A new zombie brain. Optional. 161 settings behind F7. 172 KB
Ungodly Mystery Box Rarity tiers, a luck curve and pity. Optional. Nothing to configure. 23.5 KB

Board one holds the other two up. The mods themselves are independent — take either, or both.

One loader, two mods

What you are installing

Three separate things, and it is worth knowing which is which, because when something goes wrong the fix is almost always in the first one and not the other two.

Required

BepInEx — the loader

The game is built with IL2CPP, which means its C# was compiled to native code before shipping. Ordinary plugins cannot simply be loaded into it. BepInEx bridges that: it starts a .NET runtime alongside the game, rebuilds a managed interop layer that mirrors the game’s real classes, and then loads plugins against it.

This is a general-purpose loader, not specific to either mod. Both need it, and you only install it once.

Optional mod

Ungodly Emerald Zombie AI

A 172 KB DLL that replaces the zombie brain with a full port of the Emerald AI architecture. Detection cones, target memory, crowd spreading, six abilities, six combat actions — and 161 settings behind F7 that you can change mid-wave.

What it changes →

Optional mod

Ungodly Mystery Box

A 23.5 KB DLL that rebuilds mystery box randomisation. It works out weapon rarity tiers per map on its own, scales your odds with the wave, and adds bad-luck protection the stock box has none of.

No GUI, no config file, nothing to set up. How it works →

The two mods are completely independent

They touch entirely different parts of the game and neither knows the other exists. Install one, the other, or both — in any order, at any time. Everything on this site that applies to only one of them says which.

Loader 6.0.0-be.785 commit 6abdba4 · Unity IL2CPP · win-x64
Zombie AI v1.0.0 161 settings · 17 sections
Mystery box v1.0.0 5 rarity tiers · no config
Time needed ~15 min most of it the first launch

Read this bit

Why this BepInEx build is not the stock download

You can download BepInEx yourself from the official bleeding-edge builds, and it will work. The package on this site is that same build with one change made ahead of time, and the change matters enough to explain.

The interop base libraries are already in the box

On its first launch, BepInEx has to rebuild a managed mirror of the game’s code. To do that it needs a matching set of Unity base libraries, which it normally downloads from the internet at that moment. If that download is blocked, slow, or the machine is offline, the first launch fails with a stripped or missing interop layer — and the mod then loads into nothing and does not work.

This package ships BepInEx\unity-libs\2022.3.62.zip (68 assemblies, 3.5 MB) already matched to this game’s Unity 2022.3.62 build. The first launch reads it straight off your disk. No download, no failure mode, and a noticeably shorter first start.

Everything else in the archive is stock 6.0.0-be.785: the same core assemblies, the same Unity Doorstop 4.5.0, the same doorstop_config.ini. Nothing has been patched, replaced or removed. The full upstream changelog ships inside the archive as changelog.txt.

Sequence

The order, and why it is the order

Each step produces something the next step needs. That is the whole reason this is a sequence rather than a checklist.

Check the game folder first

You need the folder where Nazi Zombies.exe actually lives, and you need the game to have been launched at least once. Two minutes here saves the most common support question there is.

Before you start →

Unpack BepInEx into that folder

The archive is laid out to be merged straight into the game root. Afterwards winhttp.dll and doorstop_config.ini sit next to the game executable, which is how the loader gets a foothold.

Install BepInEx →

Launch the game once and let it finish

This is the slow step, and the one people interrupt. BepInEx builds its interop assemblies now. Let it reach the main menu before you close it.

The first launch →

Drop your chosen mods into the plugins folder

BepInEx\plugins only exists after step 3 has run. Put UngodlyEmeraldZombieAI.dll, UngodlyMysteryBox.dll, or both in it — the DLLs only, never the archives. Two plugins in that folder is a completely normal state; they load independently and neither is aware of the other.

Install the mods →

Launch again and check your work

Each mod announces itself in the log as it loads. The zombie AI writes its own UngodlyEmeraldZombieAI.cfg and opens its panel on F7; the mystery box has nothing to write and nothing to open, so its console line is how you know it is running.

Verify the install →

The rest of the site

What the guide covers

Every folder, pictured

Five screenshots of a finished install, taken on a real machine. Click any image anywhere on this site to open the untouched 1920 × 1080 original.

Verify the install →

Checksums and mirrors

SHA-256 for all three archives, plus Google Drive mirrors on the author’s own paid account.

Downloads and mirrors →

What the zombie AI changed

The Emerald architecture mapped onto this game, the six abilities, the six combat actions, and an honest account of the co-op boundary.

The zombie brain →

All 161 settings

The 17 sections, what each one governs, and four tuning recipes worth trying before you touch anything else.

Brain settings →

How the box decides

The per-map rarity census, the wave-scaled luck curve, pity that is mathematically guaranteed to fire, and why a modded player can share a lobby with an unmodded one.

The mystery box →

When it does not work

How to read the log, the failures that actually happen, and how to remove everything cleanly.

Troubleshooting →

Safe to walk away from

Nothing here modifies a game file. Every step is reversible by deleting the folders you added.

How to remove it →

Neither mod touches the game files

BepInEx loads alongside the game rather than editing it. Nothing in Nazi Zombies_Data is modified, GameAssembly.dll is read but never written, and Steam will not see a changed install. Removing all of it is deleting the folders you added.