Read The Logs
When something's off, BepInEx already wrote down what happened. This page shows you where the logs are, how to tell a real problem from a harmless first-launch warning, what each mod's "I loaded" line looks like, and the fix for every common failure — plus how to cleanly remove a mod or the whole loadout.
Where the logs are & how to read them
Both files sit in the BepInEx folder and are rewritten every launch. Open them in any text editor after you run the game.
LogOutput.log
The full boot log. Every plugin announces itself here with a name/version banner. This is where you confirm loads and read most warnings. Search it for a mod's name or its banner line.
ErrorLog.log
Errors only. On a healthy install this is short or empty. If a mod genuinely failed, the exception lands here — copy the relevant lines when reporting an issue.
▸ F:\SteamLibrary\steamapps\common\No Man's Home\BepInEx\ LogOutput.log # right-click → open with Notepad ErrorLog.log
The benign first-launch warning
On the very first modded launch you'll likely see a handful of [Warning:Il2CppInterop] lines while the proxy assemblies are generated. This is normal and self-resolving.
# BepInEx\LogOutput.log — first launch only [Warning:Il2CppInterop] Could not find a suitable constructor … using fallback [Warning:Il2CppInterop] Skipping a few members during generation # ^ expected on the first run. Generation still completes and # later launches are clean. Not an error.
BepInEx is reflecting over a stripped IL2CPP build to generate the proxy types mods bind to. A few members don't map perfectly and get a fallback or skip — harmless. Generation still completes, the BepInEx\interop folder fills out, and subsequent launches are quiet and fast. Only treat warnings as a problem if a specific mod also fails its load check below, or a real exception appears in ErrorLog.log.
Each mod's "I loaded" signal
After a launch, this is what proves each plugin is live — either a line in LogOutput.log or a file it generated. If one is missing, that's the mod to look at.
| Mod | What confirms it loaded |
|---|---|
| Ungodly Enhanced AI Suite | com.stixsworldhd.nomanshome.ungodlyai.cfg appears in config\ |
| Ungodly RPG Overhaul | …rpg.cfg + a StixRPG\ folder appear; pressing P opens the sheet |
| StixGFX — Graphics & UI | log: Director attached. StixGFX is live. |
| Weather & Emissions | log: AtmosphereCore attached - weather & emissions are now ungodly enhanced. |
| PermaGore | …permagore.cfg appears + a PermaGore banner in the log |
| Fire Spreading | log: Ungodly Enhanced Fire Spreading is live — light something and run. |
| Job Generation Overhaul | log: Contract Network online — enhanced job generation engaged. |
| Ungodly Item Stacking | com.stixsworldhd.nomanshome.ungodlyitemstacking.cfg appears |
| Heal Key Fix | log: …Heal Key Fix v1.0.3 loaded - heal key deadlock guard active. |
Common problems & fixes
Work top to bottom — the first two cover the large majority of install issues.
No BepInEx folder after launching
The loader never injected. Almost always the files landed in a wrapper subfolder instead of beside NoMansHome.exe, or the wrong game was launched.
- Confirm
winhttp.dllsits in the same folder asNoMansHome.exe— not one level down. - Confirm you launched No Man's Home (
NoMansHome.exe), not another game. - Re-do Foundation step 3, then launch again.
A mod isn't doing anything
BepInEx loads but one plugin has no effect.
- Check the DLL is actually in
BepInEx\plugins\and spelled exactly as shipped. - Search
LogOutput.logfor that mod's signal (table above). No banner = it didn't load. - If it has a config, make sure its master switch isn't set to
false. - Confirm you launched once after adding it.
Game won't start after install
It launched fine before BepInEx.
- Give the first launch time — interop generation can look like a hang. Wait it out once.
- Temporarily remove the nine DLLs from
plugins\and launch. If it starts, re-add them one at a time to find the culprit, then check that mod's page. - Make sure you extracted the IL2CPP x64 BepInEx (this pack's file), not a Mono or x86 build.
First launch is black / frozen
A long pause or black screen on the first modded run.
- Expected once. BepInEx is generating IL2CPP interop. Let it finish to the menu, then quit and relaunch — it's fast afterward.
- If it never reaches the menu after several minutes, check
ErrorLog.logfor a real exception.
A config file didn't appear
You expected a .cfg in config\.
- Configs are written on first run — launch once after installing the mod.
- Four mods have no config by design (see Tuning); a missing file for those is correct.
- If a config mod still wrote nothing, confirm its DLL loaded via the signal table.
An update or "Verify files" wiped it
A game patch or Steam's Verify integrity of game files can remove winhttp.dll and the BepInEx files.
- Just re-run the Foundation install; your
plugins\andconfig\usually survive. - If antivirus quarantined
winhttp.dllor a DLL, restore it and add a folder exclusion — injectors are often flagged as false positives.
Uninstall — clean every time
Remove a single mod, or strip everything back to a stock copy of = e(GAME) ?>. Neither touches your save games.
Remove one mod
-
Delete its DLL
Remove that mod's
.dllfromBepInEx\plugins\. Gone on next launch. Per-mod cleanup notes are on each mod's page. -
Optional: its config
You may also delete the matching
.cfginBepInEx\config\. RPG progress underStixRPG\is left in place unless you remove it yourself.
Remove everything (back to vanilla)
Delete these from the game folder — what remains is a stock install:
Steam → right-click = e(GAME) ?> → Properties → Installed Files → Verify integrity of game files will also strip the loader and restore stock files.
If a fix here "does nothing," the most common reason is the files are in the wrong game. Everything in this pack targets No Man's Home (NoMansHome.exe) — a Unity IL2CPP game — and not No Man's Sky. Confirm the folder you're working in contains NoMansHome.exe before anything else.
Containment stable — you're cleared to play
BepInEx in, nine plugins loaded, logs clean, configs tuned. That's the full No Man's Home loadout by StixsworldHD (StixsmasterHD4k). Re-read any protocol any time — the dosimeter resets on every page.