Ungodly Ravenfield Installation guide

05 Installation

Install the mods

With BepInEx in place, each mod is one file in one folder. There is no installer, no load order to manage, no dependency between them, and no reason you cannot install one now and the others next week.

Destination
BepInEx\plugins\

Files to copy
Three .dll

Load order
Irrelevant

Time
Two minutes

What is inside each archive#

All three are the same shape. Two files, no folders, nothing to preserve:

UngodlyRavenfieldAI_v5.7.0.rar — and the other two are identical in structure
  • UngodlyRavenfieldAI.dllthe plugin — this is the only file that matters
  • README.mdthe full technical write-up, for you to read

The DLL goes into BepInEx\plugins\. The README does not go into the game folder at all — put it wherever you keep things you might want to read later, or delete it. It is a Markdown file, so any text editor opens it, and it renders nicely in anything that understands Markdown.

The install#

  1. Extract each archive to a real folder

    Do not drag out of the preview window

    Right-click a .rar7-ZipExtract Here, or the WinRAR equivalent. Your Downloads folder is fine — this is a staging area, nothing stays here.

    Extract properly rather than dragging the DLL straight out of the archive preview window. The preview looks like a folder and mostly behaves like one, which is exactly why it is worth being careful about.

  2. Open BepInEx\plugins in your game folder

    Steam → right-click Ravenfield → ManageBrowse local files, then into BepInEx, then plugins.

    It will be empty on a fresh install. That is correct.

  3. Copy the DLLs in

    Any subset, in any order

    Copy UngodlyRavenfieldAI.dll, UngodlyRavenfieldEnhanced.dll and UngodlyRavenfieldGore.dll into that folder — or just the ones you want.

    Loose in plugins, not in subfolders. BepInEx does scan subfolders, so a subfolder would work, but flat means one glance tells you what is installed.

  4. Launch Ravenfield

    Each mod writes its config file on this launch and applies its patches. The first launch after adding a plugin takes a couple of seconds longer than usual while BepInEx rebuilds its cache — that is normal and only happens once.

  5. Open a panel

    F4 gore, F5 AI, F6 graphics

    F6 works anywhere, including the main menu, because Enhanced deals with rendering and the interface. F4 and F5 need a match in progress, because there is no AI and no blood to configure until there are soldiers on a map.

    A panel opening is your confirmation that the mod loaded, applied and is running.

Which file goes where#

From the archive Goes to Hotkey Config written on first launch
UngodlyRavenfieldAI.dll
610 KB
BepInEx\plugins\ F5 BepInEx\config\UngodlyRavenfieldAI.cfg
UngodlyRavenfieldEnhanced.dll
196 KB
BepInEx\plugins\ F6 BepInEx\config\com.stixsworldhd.ravenfield.ungodlyenhanced.cfg
UngodlyRavenfieldGore.dll
147 KB
BepInEx\plugins\ F4 BepInEx\config\UngodlyRavenfieldGore.cfg
README.md ×3 Nowhere in the game folder. Keep it, read it, or delete it.
The finished install — three files added, three config files written for youalready thereyou add thiscreated for you
  • Ravenfield\
    • BepInEx\
      • cache\
      • config\
        • BepInEx.cfg
        • com.stixsworldhd.ravenfield.ungodlyenhanced.cfgcreated for you
        • UngodlyRavenfieldAI.cfgcreated for you
        • UngodlyRavenfieldGore.cfgcreated for you
      • core\
      • patchers\
      • plugins\
        • UngodlyRavenfieldAI.dllyou add this
        • UngodlyRavenfieldEnhanced.dllyou add this
        • UngodlyRavenfieldGore.dllyou add this
      • LogOutput.log
    • ravenfield.exe
    • winhttp.dll

And the same thing photographed. The plugins folder on a working install:

The plugins folder with all three mods installedExplorer
The plugins folder with all three mods installed All three DLLs sit loose in BepInEx\plugins\. No subfolders, no nesting. BepInEx does scan subfolders, but keeping them flat makes it obvious at a glance what is installed.

The config files are written for you#

You do not create these, copy them or edit them before first launch. Each mod generates its own the first time it loads, already populated with every setting at its default value, its permitted range and a plain-English explanation of what it does.

The config folder after the first launchExplorer
The config folder after the first launch Each mod writes its own .cfg the first time it loads. If a file named after a mod is missing here, that mod did not load — go straight to the log.

They are ordinary text files. Editing one by hand works and is the right approach if you want to copy a configuration between machines — but for normal tuning the in-game panels are far quicker, because every change applies live and you can see the result without reloading a map.

The hotkeys#

Three mods, three keys, deliberately chosen not to collide with each other or with the game.

KeyOpensAvailableRebindable
F4 Ungodly Ravenfield Gore — 9 tabs, 85 settings In a match Yes, General tab
F5 Ungodly Ravenfield AI — 11 tabs, 564 settings In a match Yes, General tab
F6 Ungodly Ravenfield Enhanced — 7 tabs, 187 settings Anywhere, including the menu Yes, General tab

Running all three together#

This was designed for, not hoped for. Each mod has its own plugin GUID, its own config file, its own hotkey and its own IMGUI window ID, and the sets of game methods they patch do not overlap at any point:

ModPlugin GUIDWhat it patches
AI com.stixsworldhd.ravenfield.ungodlyai AiActorController.*, ActorManager.UpdateAI
Enhanced com.stixsworldhd.ravenfield.ungodlyenhanced SetupHorizontalFov, GameManager.*, Options.Apply, PostProcessingManager.ApplyOptions, UI scaling
Gore com.stixsworldhd.ravenfield.ungodlygore DecalManager, Actor.Damage/Die/SpawnAt/ApplyRigidbodyForce, DamageUI.ShowVignette

There is one deliberate interaction worth knowing about. Enhanced hooks Options.Apply, which is also where Ravenfield resets its own blood quality setting. Gore re-asserts full blood quality a couple of times a second, so it always ends up authoritative. That is intended behaviour rather than a conflict, and it is why blood settings survive you touching the game's video options.

Alongside other people's mods#

Nothing here assumes it is the only plugin installed. Two things are worth knowing if you run a larger mod list:

  • The AI mod reports conflicts rather than resolving them. It patches around sixty methods inside Ravenfield's AI, and any other AI mod worth having will touch some of the same ones. After patching, it asks Harmony who else has hooked what and reports the answer in the log and in the panel footer. Nothing is unpatched on the basis of it — deciding which of two mods should win is your call, not the mod's. But it turns "the bots move oddly and I have four mods installed" into a specific place to look.
  • Hotkeys are the likeliest real clash. If another plugin has claimed F4, F5 or F6, rebind on the General tab of the affected panel, or change ConfigMenuHotkey in its .cfg. All three mods use that same setting name.

Installing a newer version later#

Replace the DLL. That is the whole procedure.

  1. Close the game

    Windows will not let you overwrite a DLL that is currently loaded, and a half-written plugin file is the one way to get a genuinely confusing failure.

  2. Overwrite the DLL

    Copy the new .dll into BepInEx\plugins\ and confirm the replace prompt.

  3. Leave the config file alone

    Do not delete the .cfg. Settings are matched by name, so anything that still exists keeps your value, anything new appears at its default, and anything removed is ignored. Your tuning carries over.

    Both recent updates here — Enhanced 1.0.2 and Gore 1.0.1 — changed no setting names, ranges or defaults at all, so existing config files carry straight across untouched.

Installed#

Verify the install → Go to first-run settings