11 Reference
Troubleshooting
Organised by what you are actually seeing rather than by what is wrong, because if you knew what was wrong you would not need the page. Start with the symptom that matches, and check the log first in every case.
Nothing happens at all#
The game runs fine and no mod exists. There is no LogOutput.log.#
BepInEx never started. Work through these in order — the first two account for the vast majority.
| Check | What correct looks like |
|---|---|
Is winhttp.dll beside ravenfield.exe? |
Both visible in the same Explorer window. If there is a folder named after the BepInEx zip in your game root, everything went one level too deep — fix it here. |
Is winhttp.dll exactly 26 KB? |
That is the x64 build. A different size means you have the x86 pack, which a 64-bit game cannot load and will silently ignore. |
Does doorstop_config.ini say enabled = true? |
Under [General]. Some repacks ship it disabled. |
| Did antivirus quarantine anything? | Check the quarantine log for the last hour. Add a folder exclusion and extract again. |
| Was the zip unblocked before extracting? | Right-click → Properties → Unblock. Or clear it afterwards with PowerShell. |
| Are there stray launch options? | Steam → Properties → Launch Options. A leftover
--doorstop-enabled false disables the whole chain. |
The log exists but says 0 plugins to load#
The loader works and found nothing to load. The DLLs are not where it is looking.
- They must be in
BepInEx\plugins\, not inBepInEx\and not in the game root. - Check the file extension is really
.dlland not.dll.txt— turn on File name extensions in Explorer's View tab if you are not sure. - Check a DLL is not 0 KB, which means the copy out of the archive was interrupted.
- On Linux or Steam Deck, check the capitalisation:
pluginsandPluginsare different folders and only the first is scanned.
Some things load and others do not#
Two mods work and the third does not#
Compare BepInEx\plugins\ against BepInEx\config\. Every mod that loaded
successfully wrote a config file. A DLL present with no matching .cfg is the one that
failed, and the log will say why on the lines just after it is mentioned.
| DLL | Should produce |
|---|---|
UngodlyRavenfieldAI.dll |
BepInEx\config\UngodlyRavenfieldAI.cfg |
UngodlyRavenfieldEnhanced.dll |
BepInEx\config\com.stixsworldhd.ravenfield.ungodlyenhanced.cfg |
UngodlyRavenfieldGore.dll |
BepInEx\config\UngodlyRavenfieldGore.cfg |
The log mentions a duplicate plugin#
You have two copies of the same DLL — usually an older one left behind in a subfolder of
plugins from a previous install, since BepInEx scans subfolders too. Search the
plugins folder for the file name and delete everything but the newest.
The log says a plugin targets a newer version of BepInEx#
You are on an older BepInEx 5 build. Download BepInEx_win_x64_5.4.23.3.zip and extract it over the top
— your plugins and config folders are untouched by this, so nothing is lost
and no settings reset.
The panels#
Pressing the key does nothing#
- Check you are in the right context. F6 works anywhere including the menu. F4 and F5 need a match in progress.
- Check the log for that mod. If it is not mentioned at all, it did not load and the panel is not the problem.
-
Check for a hotkey clash. Another plugin may have claimed the key. Change
ConfigMenuHotkeyin that mod's.cfg— all three use the same setting name. - Check your keyboard is not sending media keys. Some laptops and compact keyboards need Fn held for the function row to send F-keys at all.
The panel opens as an empty box#
Fixed. This was an AI mod bug in v1.0.0 — the panel skin was being built from Update(),
where GUI.skin is inaccessible, and the "already built" flag latched before the failure
so it never retried, leaving every style null.
Update to the current build. If you are already on 5.7.0 and seeing this, it is something new and worth reporting.
Dragging a slider presses a menu button behind the panel#
Also fixed in the same pass. uGUI click-through is now blocked while a panel is open. Update.
My cursor is stuck or the game will not take mouse-look back#
Close the panel with its hotkey rather than by clicking the X in the corner, and
it should release. All three mods route cursor control through Ravenfield's own
unlockCursorRavenscriptOverride flag and re-assert it every frame while open, so
dying, respawning, entering a vehicle or loading a level mid-session cannot strand you.
If it does happen, opening and closing the panel once more resolves it. A pause-menu open and close will also do it.
Visual problems#
The sky shears or warps during killcam, respawn or end of round#
Fixed in Enhanced v1.0.2 — the cause is written up here. Update.
If it still happens on 1.0.2, check the General tab diagnostics: sky guard should read
active. If it reads unavailable, Ravenfield renamed
BackgroundCamera in an update and the guard could not bind — that is worth reporting,
and it can be re-pointed.
Enormous stretched triangles across the sky when someone dies#
Fixed in Gore v1.0.1 — the full explanation is here, and it is worth reading because it is a good story. Update, and if you have corpses left over from a 1.0.0 session that baked a broken pose, press Clear Gore on the panel.
HUD markers are in the wrong place#
Turn off HUD Safe Zone on Enhanced's UI Scaling tab. World-tracking elements are auto-detected and excluded from the inset, but if a HUD mod uses its own component the detection can miss it — add a fragment of its object name to the Safe Zone Skip List to exclude it specifically.
Screen Space Reflections do nothing#
Correct, and not a fault. SSR requires deferred rendering and Ravenfield renders forward. The control exists for custom maps and shader mods that switch rendering path.
Settings and behaviour#
My graphics settings do not stick#
Ravenfield rewrites graphics state whenever you touch its own video options or load a level. The mod re-applies afterwards automatically — unless you turned off Reapply On Level Load in Enhanced's General tab. Turn it back on.
Physics tick rate will not change#
Make sure Override Physics Tick Rate is on. Ravenfield hard-codes the value in
UnpauseGame() and SetTimeScale(), so it is re-asserted immediately after
those calls and setting it any other way does not survive.
I edited a config file and my changes vanished#
The game was running. Each mod writes its config back on shutdown and on Save, which overwrites whatever you typed. Close the game first, then edit.
Bots behave strangely and I have several mods installed#
Check the AI panel footer and the log. The AI mod asks Harmony who else has patched the same methods it did and reports what it finds — so instead of guessing, you get a specific list of which methods have more than one mod on them.
It deliberately does not unpatch anything on the basis of that, because deciding which of two mods should win is your call. But it turns a vague problem into a specific place to look.
Performance#
My frame rate dropped after installing these#
Work in this order:
- Identify the mod. Master switch each one off in turn and watch the frame counter. Do this before changing any settings.
-
If it is Gore — Maximum blood drops in flight on the Performance tab is
the single biggest lever, then Droplet collision interval set to
2, which is almost invisible and halves the largest per-frame cost the mod has. Full ordered list here. - If it is Enhanced — you have probably raised something. Grass density, shadow distance, supersampling and LOD bias are the expensive ones. The frame-chasing profile is here.
- If it is AI — the adaptive budget on the Perf / Fixes tab protects a target framerate by scaling the AI thinking cap, with a floor at Ravenfield's own stock limit. Lower the target if you would rather have frames than reaction time.
Occasional hitches rather than a low frame rate#
Set Garbage Collector Mode to Incremental on Enhanced's Smoothness tab. That
converts collection pauses into an invisible per-frame cost instead of a periodic freeze, and it is
usually the answer to Unity stutter specifically.
After a game update#
Everything stopped working after Ravenfield updated#
Steam's file verification sometimes decides winhttp.dll does not belong and removes it.
Extract the BepInEx pack again — your plugins and config folders survive,
so no settings are lost.
The log says "Patch target not found"#
Ravenfield renamed or moved something. That one feature switches itself off and everything else carries on working — the message names exactly which one.
This is by design rather than a lucky outcome. Every game-side binding is resolved by cached reflection and every patch point is applied inside its own try/catch, specifically so that an update degrades a single feature instead of taking the whole plugin down. Nothing uses IL transpilers, which is the other common approach and the one that breaks silently and completely.
Starting over#
Three levels of reset, in increasing severity. Try them in order.
| Level | What to do | What you lose |
|---|---|---|
| Reset one mod's settings | Close the game, delete that mod's .cfg from
BepInEx\config\, launch again. |
Only that mod's tuning |
| Reset the loader's cache | Delete BepInEx\cache\. It rebuilds on next launch. |
Nothing — a couple of seconds on the next start |
| Full clean install | Delete BepInEx\, winhttp.dll,
doorstop_config.ini, .doorstop_version and
changelog.txt. Then start again. |
All settings for all mods |
If you want a guaranteed-stock copy of the game back, Steam → right-click Ravenfield → Properties → Installed Files → Verify integrity of game files. That restores anything considered missing and strips what does not belong.
If none of this covers it#
When reporting a problem, these four things turn a guess into a diagnosis:
- Your
BepInEx\LogOutput.log— the whole file, not an excerpt. - Which mods you have installed and their versions.
- Whether the problem persists with the affected mod's master switch off.
- What you were doing when it happened — in a match, at the menu, during a killcam, on respawn. Several past bugs turned out to be specific to one of those moments.