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.
01
BepInEx 6.0.0-be.785
The loader. Required by both mods. Install this one first.
36.3 MB
02
Ungodly Emerald Zombie AI
A new zombie brain. Optional. 161 settings behind F7.
172 KB
03
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 →
i
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.
01
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 →
02
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 →
03
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 →
04
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 →
05
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
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 →
i
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.