STIXSWORLDHD Bugfix Suite

01 Step One

Install BepInEx 6 (IL2CPP x64)

Lay down the mod loader the suite plugs into.

BepInEx is the loader that hooks into PAC-MAN WORLD Re-PAC at launch so plugins can run. The game is built on Unity IL2CPP, so it needs one specific flavour of BepInEx 6: the IL2CPP, Windows x64, BleedingEdge build. Get that part right and the rest is just copying a folder.

IL2CPP — not Mono win-x64 — not x86 BleedingEdge (be.###)

Step 1 of 5

Find your game folder — and confirm it’s IL2CPP

In Steam, right-click PAC-MAN WORLD Re-PACManageBrowse local files. A typical path looks like the one in the address bar below:

game folder path (yours may differ by drive/library)
…\SteamLibrary\steamapps\common\PAC-MAN WORLD Re-PAC\

You’re in the right place if you can see these three files sitting together. The middle one is the proof the game is IL2CPP:

Why IL2CPP matters

Unity games ship as either Mono or IL2CPP. A Mono build of BepInEx will simply not load on an IL2CPP game (and vice-versa). The presence of GameAssembly.dll is the tell — this game is IL2CPP, x64.

Step 2 of 5

Download the correct BepInEx build

Grab the BleedingEdge build from the official build server. On that page, find the row for BepInEx Unity (IL2CPP) for Windows (x64) and download that single zip:

the file you want (build number climbs over time — take the newest)
BepInEx-Unity.IL2CPP-win-x64-6.0.0-be.785+6abdba4.zip

The filename decodes like this, so you can recognise the right one on any future build:

BleedingEdge means newer features and newer bugs

These builds come straight from the latest source. That’s exactly what an IL2CPP plugin like this suite expects — the suite is built against the same Il2CppInterop era. Stable 6.0 releases are not published for IL2CPP, so BleedingEdge is the correct choice here, not a risky one.

Steps 3 – 5

Extract, launch once, verify

3

Extract the zip into the game folder

Open the BepInEx zip and copy everything inside it directly into the game folder — the same folder that holds PAC-MAN WORLD Re-PAC.exe. Do not make a subfolder; the BepInEx files must sit beside the game executable. When you’re done, the root gains these items:

What winhttp.dll is doing

BepInEx 6 injects through a proxy DLL (winhttp.dll) plus a “doorstop”. When the game starts, Windows loads that proxy, the doorstop reads doorstop_config.ini, and BepInEx bootstraps before the game does. No Steam launch options are required — the proxy handles it.

Here’s the real folder after extraction. Click to view full size.

F:\…\common\PAC-MAN WORLD Re-PACThe PAC-MAN WORLD Re-PAC game folder with BepInEx extracted in: winhttp.dll, doorstop_config.ini, .doorstop_version, changelog.txt, the dotnet and BepInEx folders, all beside the game executable, GameAssembly.dll and UnityPlayer.dll.
The game root with BepInEx extracted in — winhttp.dll, doorstop_config.ini, .doorstop_version, the dotnet\ and BepInEx\ folders all sit beside PAC-MAN WORLD Re-PAC.exe.
4

Launch the game once to generate folders

Start the game normally (through Steam, or by running the .exe). Let it reach the main menu, then quit. This first run is BepInEx setting itself up: it creates its working folders and, for an IL2CPP game, generates the interop assemblies it needs into BepInEx/interop/.

The first launch is slower — that’s normal

Generating IL2CPP interop can take anywhere from a few seconds to a couple of minutes, and the window may sit on a black screen while it works. Don’t kill it. Subsequent launches are fast.

After that launch, the BepInEx\ folder is populated:

BepInEx\The BepInEx folder after first launch, showing cache, config, core, interop, patchers, plugins and unity-libs subfolders, plus ErrorLog.log and LogOutput.log files.
Inside BepInEx\ after one launch — core, config, interop, plugins, patchers, cache and unity-libs are all generated, and a LogOutput.log appears.
5

Verify BepInEx actually loaded

Confirm all of these exist after that first launch:

  • The folders BepInEx/core/, BepInEx/plugins/, BepInEx/config/ and BepInEx/interop/.
  • A non-empty BepInEx/LogOutput.log. Open it — near the top it prints the BepInEx version and that it’s running in IL2CPP mode.

If those are present, the loader is working and you’re ready for the plugin. If not, jump to Troubleshooting.

Optional but recommended

Turn on the BepInEx console

The suite has no in-game GUI, so a visible console is the easiest way to watch it load and to read the baseline values it prints (you’ll want those for tuning — see Configure). Open BepInEx/config/BepInEx.cfg in any text editor and set the console to enabled:

BepInEx/config/BepInEx.cfg
[Logging.Console]

## Enables showing a console for log output.
# Setting type: Boolean
# Default value: false
Enabled = true

Save, relaunch, and a console window opens alongside the game. The next time you start up with the suite installed you’ll see its banner and its captured-baseline block scroll past.

On Steam Deck / Linux (Proton)

The winhttp proxy still works under Proton, but you may need to register the override. In Steam, set the game’s Launch Options to WINEDLLOVERRIDES="winhttp=n,b" %command%. Everything else on this page is identical.

Loader down. Plugin next.

With BepInEx generating its folders and writing a log, you have a working mod loader. Now drop in the suite.