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

Step 6 of 6 Board up the window

Verify the install

Five screenshots of a finished install. Match yours against them.

Five screenshots from a real, working install on a real machine. Compare each against your own folder. If they match, the install is correct and anything odd you see afterwards is a tuning question rather than an installation one.

Every screenshot on this site opens at full size

Click any image to open the untouched 1920 × 1080 original in an overlay. Use the arrows or ← and → to move between them, Open original to load the raw PNG in a new tab, and Esc to close. On a phone, swipe sideways.

Check one of five

The game root

Thirteen items. The four that were not there before are BepInEx, dotnet, doorstop_config.ini and winhttp.dll (plus .doorstop_version and changelog.txt, which are small and easy to miss).

The game root folder with BepInEx installed
  • winhttp.dll is in this folderBeside Nazi Zombies.exe, not inside a subfolder. Without this, nothing loads at all.
  • doorstop_config.ini is beside itDoorstop reads this to find the runtime and the entry point.
  • There is a dotnet folderThe private .NET runtime. Large, and required.
  • There is a BepInEx folderNot a folder named after the archive that contains BepInEx.
  • GameAssembly.dll and Nazi Zombies.exe are still hereUntouched. If either is missing you are in the wrong folder.

Check two of five

The BepInEx folder

Nine items. Four came out of the archive; the rest were created by the first launch and are how you know it completed.

The BepInEx folder after the first launch
ItemWhere it came fromWhat it means if it is missing
core The archive Extraction failed or was partial. Re-extract.
unity-libs The archive You extracted an incomplete copy — this is the pre-seeded interop cache.
patchers The archive Harmless here; nothing in this guide uses it.
plugins The archive Create it yourself if it is genuinely absent.
interop First launch The launch did not complete. Fix this first — nothing works without it.
cache First launch Same as above.
config First launch Same as above.
LogOutput.log Every launch BepInEx never started. Check winhttp.dll is in the game root.
ErrorLog.log Every launch Same as above.

interop is the one that counts

Of everything on this page, BepInEx\interop existing and containing a healthy set of DLLs is the strongest single signal that the install is sound. It is the generated managed mirror of the game, it is what the mod is compiled against, and it is the only item here that cannot be created by copying a file.

Check three of five

The plugins folder

One DLL for each mod you installed, sitting directly in the folder. Not in a subfolder, not still inside an archive.

BepInEx\plugins with a plugin in place

Taken with only the zombie AI installed

Which is why the screenshot shows a single file. If you installed both mods you will see UngodlyMysteryBox.dll listed alongside it at 23.5 KB. Two DLLs in this folder is the normal, correct state for a both-mods install.

  • The filenames are exactly UngodlyEmeraldZombieAI.dll and UngodlyMysteryBox.dllIf Windows appended (1) or .dll.dll, rename it. BepInEx matches on the extension.
  • The sizes look rightRoughly 172 KB for the zombie AI and 23.5 KB for the mystery box. A file of a few hundred bytes is a failed download.
  • Neither is inside a folderplugins\UngodlyMysteryBox\UngodlyMysteryBox.dll will not be found.
  • There is no .rar in hereArchives are ignored. Extract the DLLs out.

Check four of five

The config folder

BepInEx.cfg appeared after the loader’s first launch, and UngodlyEmeraldZombieAI.cfg after the zombie AI’s. The mystery box adds nothing here — it has no config file by design, so this folder looks the same whether or not you installed it.

BepInEx\config after the mod has run once

This file is the strongest proof the mod ran

UngodlyEmeraldZombieAI.cfg is written by the mod itself, at around 41 KB, the first time it loads. Nothing else creates it.

So if it is there, the DLL was found, loaded and initialised successfully. If it is not there but BepInEx.cfg is, then BepInEx is running fine and the mod specifically is not being loaded — which narrows the problem down to the plugins folder and makes it quick to fix.

Check five of five · zombie AI only

The panel

Press F7. This is the finish line for the zombie AI, and everything on this screen is a signal. The mystery box has no panel — skip to the log check for that one.

The in-game panel on the Lunge tab
On screenWhat it confirms
UNGODLY EMERALD ZOMBIE AI The mod loaded and its interface is running.
v1.0.0 by StixsworldHD (StixsmasterHD4k) The version you installed. Useful when reporting anything.
WATCHING in the header The state readout. In a menu the brain has nothing to drive yet, so it is watching. In a match it changes to reflect what it is doing.
161 settings along the bottom The full configuration surface is registered — not a partial load.
UngodlyEmeraldZombieAI.cfg beside it The file it reads and writes, confirming the config path resolved.
Panel key: F7 (GUI tab) The current bind, and where to change it.
The 17 tabs Six ability tabs, plus Actions, Combat, Weapon Types, Status FX, Events, General, Performance, GUI, Debug, Detection and Movement.
A range and default under every row Generated from the mod itself, so the panel and the file can never disagree.

The written record

Confirm it in the log

Quit the game and open BepInEx\LogOutput.log in any text editor. It holds the full record of the last run. For the mystery box this is the only verification there is — it writes no config file and has no interface, so the log is how you know it is working.

The loader

BepInEx\LogOutput.log · stage one
BepInEx 6.0.0-be.785            <- the loader started
Chainloader started              <- interop is in place

The zombie AI, if you installed it

BepInEx\LogOutput.log · the zombie AI
Loading [Ungodly Emerald Zombie AI 1.0.0]
[UEZAI] v1.0.0 loaded by StixsworldHD (StixsmasterHD4k).

The mystery box, if you installed it

BepInEx\LogOutput.log · the mystery box
Roll engine online. Session entropy seed: 0x…
All 3 patch groups engaged. The box is now Ungodly.

All 3 patch groups engaged is the line that confirms it. If you instead see one of the groups reporting [SKIP], that path is running vanilla while the others keep working — usually a sign the game has been updated. A message about standing down for the rest of this game session means the kill switch tripped and the box has returned to fully vanilla behaviour.

Then buy from a box in a match and look for a census line, which appears the first time each box is used and lists how many weapons landed in each of the 5 rarity tiers. That is the mod having read the map’s weapon pool successfully.

Both logs are overwritten every launch

They describe the most recent run only. If you want to keep a copy of a failure, copy the file out of the folder before launching again. ErrorLog.log beside it holds errors alone and is usually the faster of the two to scan.

Next

All five matched

Then the install is done and correct. From here the site stops being a sequence: read whichever of the remaining pages is useful to you.

What the zombie brain does

The Emerald architecture mapped onto this game, the six abilities and six combat actions, what stays with the stock code and why, and the honest account of the online co-op boundary.

The zombie brain →

Make the horde yours

All 161 settings by section, the four dials worth touching first, and tuning recipes for a harder, faster, cheaper or calmer horde.

Brain settings →

How the box decides

The per-map rarity census, the wave-scaled luck curve, pity that is guaranteed to fire, and why an unmodded friend can share your lobby.

The mystery box →

If something is off

Reading the log properly, the failures that actually happen and their fixes, updating the mod, and removing everything cleanly.

Troubleshooting →