The cursor is handed back
While the panel is open the mouse is freed and visible. When it closes, control returns to the game’s own cursor code and the pointer is re-centred, so you do not get stuck with a loose cursor mid-round.
Step 5 of 6 Board up the window
Two plugins, the same three moves each. Install either, or both.
Both mods install the same way, because a BepInEx plugin is always the same three moves:
get the DLL out of the archive, put it in BepInEx\plugins, launch the game.
They are independent of each other — take one, the other, or both.
Do not start this page until stage one is finished
Plugins go into BepInEx\plugins, and that folder only exists once BepInEx
has been extracted. More importantly, both mods need the interop layer that
the first launch generates — without it a DLL loads into nothing and silently does no
work. If you have not yet launched the game once with BepInEx installed and reached the main
menu, go back to the first launch and do that
now.
Optional
Open UngodlyEmeraldZombieAI_v1_0_0.rar. Three files, sitting loose at the top level —
there are no folders inside this archive at all.
UngodlyEmeraldZombieAI_v1_0_0.rar — 3 files, 64.8 KB
Ignore one line in INSTALL.txt
INSTALL.txt tells you to drag a BepInEx folder from the
archive into the game folder. This archive has no such folder — it
is the three files above and nothing else.
What that instruction means in practice is the line directly beneath it, which is
correct: UngodlyEmeraldZombieAI.dll goes into
<game>\BepInEx\plugins\. Put the DLL there yourself and you have done
exactly what it intended.
Watch for this line in the BepInEx console as the game loads. It is the mod announcing itself, and it is the definitive confirmation that the DLL was found, loaded and initialised:
[UEZAI] v1.0.0 loaded by StixsworldHD (StixsmasterHD4k).
On this launch the mod also writes its own configuration file. You do not create it, and you should not write one by hand — it is produced by the mod’s own serializer, which is why it can never drift out of step with what the code actually reads.
<game root>
Then press F7 from the main menu or in a match.
That window is the whole configuration surface: every one of the 161 settings, grouped into the same 17 tabs the config file uses, with a slider or a toggle, the accepted range, the default, and an explanation on every row. Changes apply live — you do not need to restart to feel them.
While the panel is open the mouse is freed and visible. When it closes, control returns to the game’s own cursor code and the pointer is re-centred, so you do not get stuck with a loose cursor mid-round.
The search box filters across all 161 rows — type part of a setting name or a word from its description.
Save writes the file. Reload File picks up edits made in a text editor. Defaults (Tab) and Defaults (All) undo experiments.
F7 clashing with something? The GUI
tab has GuiToggleKey, and it rebinds live.
Optional
Open UngodlyMysteryBox_v1_0_0.rar. Two files, and again they sit loose at the top level.
UngodlyMysteryBox_v1_0_0.rar — 2 files, 17.1 KB
Ignore one line in this README too
The install section of README.md says the archive already contains a
BepInEx/plugins/ layout you can merge into the game directory.
It does not — this archive is the two files above, flat, with no
folders in it at all.
The instruction still resolves to the right thing: put UngodlyMysteryBox.dll into
<game>\BepInEx\plugins\ yourself.
There is nothing to configure
No settings file, no panel, no key to press. The mod works out weapon rarity tiers for each map on its own and scales your odds with the wave automatically, so it ships with no GUI and no config file at all. Once the DLL is in place you are done with it forever.
Because there is no panel and no config file to appear, the console is how you confirm this one is working. Two lines, at Info level, which is the default:
Roll engine online. Session entropy seed: 0x…
All 3 patch groups engaged. The box is now Ungodly.
All 3 patch groups engaged is the one that matters. The three
groups are the interact purchase path, the public API purchase path, and the suppression of
the vanilla 50 Hz re-roll. They apply independently, so if a future game update ever
renames one target, that group alone reports [SKIP] and runs vanilla while the
rest keeps working.
After that, the next thing you will see is a census line the first time each box in the map is used — the mod reading that box’s weapon pool and sorting it into 5 rarity tiers. There is one census per box, and it happens once.
Want to watch it roll?
Set the log level to Debug in BepInEx\config\BepInEx.cfg
and the mod additionally prints the full per-tier weapon list at census and a one-line
verdict for every roll — tier, weapon, and current pity state. It is genuinely
interesting to watch for a round, and noisy after that.
There is no further step. Buy from the box and the difference shows up immediately: no more flat equal odds, no more dud-as-likely-as-the-sniper, and a pity counter quietly making sure a bad streak cannot run away from you.
Check
One DLL if you installed one mod, two if you installed both. Nothing else belongs here.
<game root>
This screenshot predates the second mod
It was taken with only the zombie AI installed, which is why it shows a single file. If
you installed both, you will see UngodlyMysteryBox.dll listed alongside it at
23.5 KB. Everything else about the folder is identical.
Next
The next page puts every screenshot side by side so you can check your install against a known-good one at a glance, and lists the exact log lines each mod writes.