09 When it goes wrong

Troubleshooting

Symptom, cause, fix. Start at the top — the first section rules out the whole category of “nothing is happening at all” before you spend time on anything more specific.

Before anything else: open BepInEx\LogOutput.log and look at the N plugins to load line. That single number separates “the loader is not running” from “the loader is running and something else is wrong”, and those are two completely different problems.

Start hereNothing happens at all

The game launches normally and no mod appears to be installed

Work through these in order. They are ranked by how often each one turns out to be the cause.

  1. Is winhttp.dll directly beside Bendy and the Ink Machine.exe? If you have to open a folder to find it, the BepInEx zip was extracted one level too deep. This is the most common cause by a wide margin. Redo BepInEx step 2.
  2. Did you download the x64 package? Check the name of the zip. An x86 install into this 64-bit game is silently ignored — no error, no log, nothing.
  3. Does BepInEx\LogOutput.log exist? If not, BepInEx never ran. If it exists but is empty, the game folder is somewhere the process cannot write to.
  4. Is the DLL actually in BepInEx\plugins\? Not in BepInEx\, not in patchers\, not still inside the extracted archive folder in your Downloads.
  5. Check your antivirus quarantine. BepInEx injects into a game process, which is mechanically what a lot of malware does, so heuristic scanners flag it — and some quarantine it without telling you.

The log says 1 plugins to load when I installed two

One of the two DLLs is missing from plugins\. Open the folder and count: you want UngodlyBendyEnhanced.dll and UngodlyBendyCommunityPatch.dll, and nothing else.

Windows Explorer showing the plugins folderView full size · 1752×130
the plugins folderThe entire mod install: two DLLs, 54 KB and 242 KB. Nothing else belongs in here — no READMEs, no extracted folders, no .rar files.

The game will not start now, or crashes on launch

The emergency stop: delete winhttp.dll and doorstop_config.ini from the game folder. The game starts normally again, unmodded. Those two files are the entire hook, so this always works.

Then delete the whole BepInEx folder as well and reinstall from scratch. The usual cause is two BepInEx versions layered on top of each other, or a partially-extracted zip.

EnhancedThe settings window

F7 does not open anything

Check the log for the Enhanced banner first. Banner present means the plugin loaded and something else has taken F7 — change MenuKey in BepInEx\config\stixsworldhd.bendy.ungodlyenhanced.cfg to another Unity KeyCode name such as F6, Insert or BackQuote.

Banner absent means the plugin did not load at all. Go back to the section above.

Expected

The Diagnostics panel says no post-processing profiles found

Normal at the main menu — that scene has no world being rendered, so there are no profiles to find. Load a chapter and it becomes 2: the depth profile on the world camera and the colour profile on the weapon camera.

If it still says zero while you are actually playing, then something is wrong.

Graphics settings do nothing / keep reverting

Check that Master Enable is on, and that the specific Override … toggle at the top of that effect's tab is on. Each effect has its own override switch; with it off, the mod deliberately leaves the game's own values alone.

If settings revert when you open the vanilla options menu, turn on Force Quality Level on the Quality tab. The game force-sets a dozen values every time its options screen is touched; pinning the tier stops your overrides being trampled.

Screen-space reflections, MSAA or Ambient Light Only do nothing

All three require the camera to render in deferred mode and cannot work in forward rendering. This is a property of the renderer, not a bug in the mod. Use TAA instead of MSAA, and leave SSR off. The About tab reports what was actually detected.

Supersampling switched itself off

It disables itself deliberately when it cannot work safely — usually because the UI camera's depth left no room to insert the presenter without disturbing draw order, or the GPU refused the buffer size. The log states which. Lower the factor, or use MSAA and TAA instead.

Re-enable supersampling on the About tab clears the failure latch once you have changed something.

The game keeps resetting my resolution

Set Resolution Control to Always on the Display tab. The mod will then re-assert your choice and stop the game changing it.

PhysicsMovement and smoothness

The camera still stutters

Check the Smoothness line on the About tab, which tells you exactly which state it is in.

  • no player in scene — you are in a menu. Load a chapter and look again.
  • compensation unavailable — the game has been patched and the mod is correctly refusing to touch the physics rate rather than risk breaking your jump height. Nothing you can do; everything else still works.
  • A rate that matches your refresh — the fix is active, and the remaining stutter is something else. Check that the framerate cap is not set to Off: running uncapped is a widely reported cause of stutter in this game.

Jumps feel wrong, or I fall too fast

Set Physics Update Rate to Off on the Smoothness tab, which returns you to vanilla 50 Hz physics immediately — and then please report it. The compensation is verified exact in simulation (0.00000% jump apex error across 50–360 Hz), so a real discrepancy would be worth investigating.

Expected

My CPU usage went up

Expected and normal. The physics simulation now runs at your refresh rate instead of 50 Hz, so it does genuinely more work. Lower Physics Rate Ceiling to 120 or 90 on the Smoothness tab to claw most of it back while keeping most of the smoothness.

Random hitches with no obvious cause

Usually garbage collection stopping the world. Check Incremental Garbage Collection is on and try raising GC Time Slice to 5–6 ms.

If the hitching happens specifically when walking into new areas, that is asset streaming instead — set Background Loading Priority to Low, which trades longer loads for smoother movement through doorways.

If an effect hitches the first time it appears, turn on Pre-compile All Shaders At Launch. It costs a one-off pause on startup that can look like a hang.

Community PatchGame bugs

How do I know the Community Patch is working?

You mostly cannot, and that is the point — it has no menu and its whole job is that things stop going wrong. The only positive confirmation is the chainloader line in the log showing it loaded.

One thing you can see: after a successful save, look in your save folder. If batim.game.bak1 through .bak3 have appeared alongside batim.game, the replacement save writer is running.

I hit a softlock the patch is supposed to fix

Several of the recoveries are deliberately slow to trigger, because a false positive would be much worse than a miss. The player-recovery thresholds in particular are enormous: seventy-five metres of fall, or three full seconds of no movement while genuinely embedded in geometry. Give it a moment before concluding it failed.

If it genuinely does not recover, that is worth reporting with the log attached.

My save was already broken before I installed the patch

The patch heals a corrupt save on load — if batim.game will not deserialise it restores the newest valid backup in its place, and if nothing is salvageable it sets the damaged file aside as batim.game.corrupt and gives you a clean main menu instead of a hang.

But it can only use backups it created itself. A save that was already destroyed before the patch was installed has no backup chain behind it, so there is nothing to restore from.

Enemies behave differently than I remember

They do, and that is intentional. Stuck enemies now escalate through three levels of unstick instead of only dropping their path, and the AI dispatch rewrite means thought transitions land a frame earlier than they used to. Enemies are correspondingly less likely to wedge themselves on a door frame and stand there forever.

Bug reportsReporting a problem

Four things make a report actionable, and the mod is built to produce all four.

  1. Step 01Turn on verbose logging

    General tab → Verbose Logging → on. This writes a detailed play-by-play to the console and to LogOutput.log — every camera found, every profile patched, every canvas rescaled.

  2. Step 02Reproduce the problem

    Do the thing that goes wrong, then quit the game normally so the log is complete.

  3. Step 03Screenshot the About tab

    The Diagnostics panel reports what the mod actually found on your machine — profiles, cameras, canvases, whether the aspect patch installed, what the smoothness system decided, how many resolutions were detected. It answers most of the questions anyone would ask you.

    About tab of the Ungodly Bendy Enhanced settings windowView full size · 1920×1080
    AboutScreenshot this tab, not just the sidebar — the Diagnostics panel in the lower half is the part that matters for a bug report.
  4. Step 04Say what you expected

    Include, briefly:

    • Your GPU, your monitor resolution and refresh rate
    • Which preset you were on, and anything you changed afterwards
    • Whether both plugins are installed or just one
    • Whether it also happens with Master Enable off

    That last one is the single most useful line in any report. If the problem persists with Master Enable off, the mod is not causing it — and that saves everybody a great deal of time.

Contact details are on the about page.