Ungodly AI Overhaul Two Point Campus · install

03 Phase three

Configure to taste

There are two ways to drive the overhaul and they control the same live values: the in-game window, and the config file. Use whichever you like — change something in one and it's reflected in the other.

GUI key F6 Tabs 7 Applies Live

Surface one

The in-game window

Press F6 any time — even on the main menu — to toggle it. Edits apply within a second or two while you watch.

The in-game window (press F6). Seven tabs, plain-English explanations under every control, and edits that apply live while you watch.

Across the top sit the controls that apply everywhere: a Master Enable toggle for the whole overhaul, an Apply Now button, and a live Director pressure readout. Below them, seven tabs group everything you can tune. Every control has a one-line explanation right beneath it, and you can either type a number or nudge it with the −/+ steppers.

General

Master enable, the global decay master dial, and the responsiveness / re-think timing controls.

Priorities

A multiplier for every one of the 21 action types — study, teach, eat, clean, seek care and the rest.

Needs

Per-need decay and per-need satisfaction for all 11 needs, from forgiving to brutal.

Academic

Independent learning-rate and teaching-rate multipliers.

Director

The Dynamic Difficulty Director: mode, manual pressure, min/max bounds and adapt speed.

Economy

Tuition & rent multipliers, optional custom starting balance and custom game-over thresholds.

Advanced

Independent on/off switches for each engine, including the need-decay hook.

The headline system

The Dynamic Difficulty Director

An optional adaptive layer that gently steers a single global “pressure” value — from −1.0 (mercy) to +1.0 (challenge) — within bounds you set. It's off by default, so your manual settings rule until you opt in.

The Director is on the Director tab (shown above). It runs in one of four modes:

FinanceBased Thriving campus → harder; struggling → easier. Reads your live finances and adapts.
TimeRamp Slowly ramps challenge upward across a play session, regardless of performance.
Manual Ignore adaptation; you set a single master difficulty dial via Manual pressure.
Off Pressure stays neutral at 0.00. Your manual per-feature settings rule.

The remaining Director controls shape how far and how fast that pressure is allowed to move:

Manual pressure
Used only in Manual mode. −1.0 = maximum mercy, 0.0 = neutral, +1.0 = maximum challenge. A single master difficulty dial.
Min pressure easiest
The lower bound the Director may push pressure to. Keeps “easier” from going too far. Set to −1.0 to allow full mercy.
Max pressure hardest
The upper bound the Director may push pressure to. Keeps “harder” from going too far. Set to +1.0 to allow full challenge.
Adapt speed
How fast pressure drifts toward its target each Director tick. Higher = snappy, reactive swings; lower = slow, barely-noticeable adaptation.

Surface two

The config file

Prefer a text editor? Every setting lives in one fully-commented file, with its min/max range and a plain explanation written right above it.

After the mod's first run (Phase two), the file is here:

PATH
BepInEx\config\com.stixsworldhd.ungodlyaioverhaul.twopointcampus.cfg

Open it with any text editor — Notepad works, though something like Notepad++ or VS Code makes the sections easier to scan. It's a standard BepInEx TOML-style config: sections in [brackets], then key = value lines, each preceded by comment lines describing what it does and the valid range.

cfg
## A multiplier for how eagerly characters choose to study.
## Setting type: Single
## Default value: 1
## Acceptable value range: From 0 to 5
Study Priority = 1

## How fast the Energy need drains. Higher = drains faster (more brutal).
## Acceptable value range: From 0 to 5
Energy Decay = 1

The full surface

What you can actually tune

21 action priorities

A multiplier for every behaviour characters can choose — study, teach, eat, drink, socialise, clean, seek medical care, take breaks, chase personal goals, attend events and more. Decide how eagerly each one competes.

11 needs, two ways

Independently tune how fast each need drains (energy, hygiene, food, drink, toilet, social, fun, happiness, health, litter, sober) and how much each interaction refills it. Forgiving through brutal, plus a global decay master dial.

Academics & timing

Separate learning-rate and teaching-rate multipliers, plus responsiveness controls that make characters re-think their choices more often and retry failed actions sooner — snappier, smarter-looking behaviour.

Economy

Tuition and rent multipliers, an optional custom starting balance, and optional custom bankruptcy / game-over thresholds — for a relaxed sandbox or a genuinely hardcore run.

All set

If something's off

Frozen launch, no window on F6, or getting back to vanilla — it's all covered.

Troubleshooting