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.
Step 6 of 6 Board up the window
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
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).
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.dotnet folderThe private .NET runtime. Large, and required.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
Nine items. Four came out of the archive; the rest were created by the first launch and are how you know it completed.
| Item | Where it came from | What 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
One DLL for each mod you installed, sitting directly in the folder. Not in a subfolder, not still inside an archive.
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.
UngodlyEmeraldZombieAI.dll and UngodlyMysteryBox.dllIf Windows appended (1) or .dll.dll, rename it. BepInEx matches on the extension.plugins\UngodlyMysteryBox\UngodlyMysteryBox.dll will not be found..rar in hereArchives are ignored. Extract the DLLs out.Check four of five
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.
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
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.
| On screen | What 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
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.
BepInEx 6.0.0-be.785 <- the loader started
Chainloader started <- interop is in place
Loading [Ungodly Emerald Zombie AI 1.0.0]
[UEZAI] v1.0.0 loaded by StixsworldHD (StixsmasterHD4k).
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
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.
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.
All 161 settings by section, the four dials worth touching first, and tuning recipes for a harder, faster, cheaper or calmer horde.
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.
Reading the log properly, the failures that actually happen and their fixes, updating the mod, and removing everything cleanly.