? Reference
Troubleshooting
Most problems come down to one of a handful of things: a first launch that hasn't finished, a Mono build where an IL2CPP one was needed, or a file in the wrong folder. Work down the list — they're roughly ordered most-common first.
Installing & launching
The first launch looks frozen / shows a black windowNormal
This is expected on the very first launch after installing BepInEx. It's reading the game's
~300 MB GameAssembly.dll and rebuilding C# definitions (the Cpp2IL → Interop step). Depending on
your machine this takes from tens of seconds to a few minutes.
Fix: wait it out — don't force-close. It only does this once, then caches the result, and
every later launch is as fast as vanilla. If you want to watch progress, open
BepInEx/LogOutput.log in a text editor while it works.
The game crashes or closes instantly after installing BepInExCrash
Usually one of three things:
- Wrong build. Two Point Campus is IL2CPP — a Mono build of BepInEx will not work. Make sure you used this package (IL2CPP, x64).
- Incomplete copy. The
dotnetfolder (the runtime) must be present in the game root. If it's missing, the loader has nothing to host BepInEx with. Re-copy everything from the archive. - Files in the wrong place.
winhttp.dlland theBepInExanddotnetfolders go in the same folder asTPC.exe, not in a subfolder.
Fix: re-extract the archive and copy its full contents into the game root again, then check
BepInEx/ErrorLog.log for the specific failure.
BepInEx didn't create cache / config / interop folders
If those folders never appear, BepInEx isn't actually loading. The trigger is almost always a missing
winhttp.dll in the game root, or the dotnet runtime folder not being copied across.
Fix: confirm winhttp.dll sits beside TPC.exe, confirm the
dotnet folder is in the game root, then launch once more and let it reach the menu. Compare your
layout against the screenshots on the Install BepInEx page.
The mod & its window
Pressing F6 does nothingNo GUI
If BepInEx is loading but the window won't open, check, in order:
- Is the plugin installed?
UngodlyAIOverhaul_TwoPointCampus.dllmust be directly insideBepInEx/plugins(not nested in a subfolder). - Did it load? Open
BepInEx/LogOutput.logand search for the overhaul's name — a loaded plugin is listed at startup. If it isn't there, BepInEx didn't find the DLL. - Key conflict. Something else may be bound to F6. The toggle key is
configurable in the mod's
.cfg— change it and relaunch.
The config file (com.stixsworldhd.ungodlyaioverhaul.twopointcampus.cfg) never appears
The overhaul writes its config on the first launch where the plugin is present and loads successfully. No file means it didn't load.
Fix: confirm the DLL is in BepInEx/plugins, launch the game and reach the main
menu, then look again in BepInEx/config. If it's still missing, the plugin isn't loading — check
LogOutput.log as above.
A setting in the config seems to do nothing
Most controls work by patching the game's own definition data and are rock-solid. The one feature that relies on a runtime hook is per-need decay. In the unlikely event a future game update changes how that routine is compiled, decay tuning could quietly no-op while everything else (priorities, satisfaction, academics, economy, the Director) keeps working.
Fix: nothing breaks either way — and you can turn the decay engine off independently in the Advanced tab if you prefer to rule it out. For other settings, toggle Master Enable off and on to force a clean re-apply.
Maintenance
It stopped working after a game updateAfter update
A game update can change the compiled code BepInEx cached, or shift the definitions the mod targets. The mod is built fail-soft — if a target moves, that one feature no-ops and the rest keeps running — but a big update can still warrant a clean rebuild.
Fix: launch the game once and let BepInEx re-process the updated code (the first post-update
launch will be slow again, like the very first time). If problems persist, delete the BepInEx/cache
and BepInEx/interop folders and launch once more to force a full regeneration.
Reading the logs to see exactly what loadedDiagnostics
Two files in the BepInEx folder tell you everything:
LogOutput.log— the full startup log. Loaded plugins are listed here; this is where you confirm the overhaul attached and its two runtime hooks (UpdateCharacterStatsandCalculateScore) connected.ErrorLog.log— errors only. A clean run leaves this short or empty.
Open them in any text editor after a launch. They're plain text and overwritten each run.
Getting back to vanilla / uninstallingUninstall
Nothing here touches your saves or the game's own files, so removal is clean:
- Disable the mod only: delete
UngodlyAIOverhaul_TwoPointCampus.dllfromBepInEx/plugins. - Disable BepInEx entirely: delete
winhttp.dllfrom the game root. The game then launches completely vanilla, ignoring everything else still on disk. - Remove it all: delete
winhttp.dll,doorstop_config.ini,.doorstop_version, and theBepInExanddotnetfolders.
As a final reset, Steam's Verify integrity of game files restores any original game file — though since none were modified, this is just peace of mind.
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Start the install over
The full flow, from a clean game to a configured overhaul.
Overview