StixsworldHDZone Ops // Field Terminal
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Protocol 03 // Diagnostics

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.

MAIN LOG  BepInEx\LogOutput.log ERRORS  BepInEx\ErrorLog.log
LOGTelemetry

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.

how to open them
 F:\SteamLibrary\steamapps\common\No Man's Home\BepInEx\
      LogOutput.log   # right-click → open with Notepad
      ErrorLog.log
IGNDon't panic

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 run
# 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.
Why it happens

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.

SIGConfirmation

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.

Load signals · check BepInEx\LogOutput.log and BepInEx\config\
ModWhat confirms it loaded
Ungodly Enhanced AI Suitecom.stixsworldhd.nomanshome.ungodlyai.cfg appears in config\
Ungodly RPG Overhaul…rpg.cfg + a StixRPG\ folder appear; pressing P opens the sheet
StixGFX — Graphics & UIlog: Director attached. StixGFX is live.
Weather & Emissionslog: AtmosphereCore attached - weather & emissions are now ungodly enhanced.
PermaGore…permagore.cfg appears + a PermaGore banner in the log
Fire Spreadinglog: Ungodly Enhanced Fire Spreading is live — light something and run.
Job Generation Overhaullog: Contract Network online — enhanced job generation engaged.
Ungodly Item Stackingcom.stixsworldhd.nomanshome.ungodlyitemstacking.cfg appears
Heal Key Fixlog: …Heal Key Fix v1.0.3 loaded - heal key deadlock guard active.
FIXFailure modes

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.dll sits in the same folder as NoMansHome.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.log for 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.log for 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\ and config\ usually survive.
  • If antivirus quarantined winhttp.dll or a DLL, restore it and add a folder exclusion — injectors are often flagged as false positives.
REMRemoval

Uninstall — clean every time

Remove a single mod, or strip everything back to a stock copy of . Neither touches your save games.

Remove one mod

  1. Delete its DLL

    Remove that mod's .dll from BepInEx\plugins\. Gone on next launch. Per-mod cleanup notes are on each mod's page.

  2. Optional: its config

    You may also delete the matching .cfg in BepInEx\config\. RPG progress under StixRPG\ 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:

▸ No Man's Home # your game folder├── ▸ BepInExdelete # loader, plugins, configs├── ▸ dotnetdelete # .NET runtime├── winhttp.dlldelete # the injector├── doorstop_config.inidelete├── .doorstop_versiondelete├── changelog.txtdelete├── NoMansHome.exe # keep — the game itself├── ▸ NoMansHome_Data # keep
Or let Steam do it

Steam → right-click PropertiesInstalled FilesVerify integrity of game files will also strip the loader and restore stock files.

One last time — the game is No Man's Home

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.