STIXSWORLDHD Bugfix Suite

When it sulks

Troubleshooting

Match your folder against the reference shots and fix the usual suspects.

Almost every install problem is one of a handful of usual suspects — and the fastest way to find yours is to compare your folders against the reference shots below, then work down the symptoms. Nine times out of ten it’s the wrong BepInEx build.

The number-one cause: the wrong BepInEx

PAC-MAN WORLD Re-PAC is Unity IL2CPP, 64-bit. It needs the IL2CPP · win-x64 · BleedingEdge build — not the Mono build, not x86, not a stable 5.x release. If anything below is going wrong, check this first.

Sanity check

Match your folders against these

A correct install looks exactly like this at each level. Click any image to open it at full 1920×1080 resolution, then use to step between them and Esc to close.

PAC-MAN WORLD Re-PAC\The PAC-MAN WORLD Re-PAC game folder with BepInEx installed: winhttp.dll, doorstop_config.ini and a BepInEx folder beside the game .exe and GameAssembly.dll.
Game root — winhttp.dll + doorstop_config.ini + a BepInEx\ folder must sit right next to PAC-MAN WORLD Re-PAC.exe. GameAssembly.dll here = IL2CPP.
BepInEx\Inside the BepInEx folder: cache, config, core, interop, patchers, plugins and unity-libs, plus LogOutput.log.
Inside BepInEx\ after one launch — the key proof is the interop folder and a non-empty LogOutput.log.
BepInEx\plugins\The BepInEx plugins folder containing one file: StixsworldHD.PacManWorldRePac.UngodlyBugfix.dll at 79 KB.
Inside BepInEx\plugins\ — the suite’s single .dll, nothing nested in a sub-folder.
BepInEx\config\The BepInEx config folder with BepInEx.cfg and com.stixsworldhd.pacmanworldrepac.ungodlybugfix.cfg.
Inside BepInEx\config\ — the plugin’s .cfg appears here after the plugin has loaded once.

Symptom

BepInEx didn’t generate its folders

You extracted BepInEx, launched the game, but BepInEx/core/, BepInEx/plugins/ and the others never appeared (and BepInEx/LogOutput.log is missing). Work down this list:

“Same folder as the .exe” is the rule that catches most people

If your BepInEx folder ended up at …\common\BepInEx\ instead of …\common\PAC-MAN WORLD Re-PAC\BepInEx\, move it. The full walkthrough is in Step 01.

Symptom

You grabbed the wrong BepInEx build

There are several BepInEx downloads and only one is correct for this game. Here’s how to tell them apart:

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

Download it from the BepInEx BleedingEdge build server — pick the row labelled BepInEx Unity (IL2CPP) for Windows (x64). The exact build (currently be.785) doesn’t matter as long as it’s the newest IL2CPP win-x64.

Symptom

BepInEx loads, but the plugin doesn’t

The BepInEx folders exist and the log is being written, but ramps are still broken and no com.stixsworldhd.pacmanworldrepac.ungodlybugfix.cfg ever appears in BepInEx/config/. Check:

For comparison, a correctly placed plugin and its generated config look like this:

BepInEx\plugins\One file inside BepInEx plugins: StixsworldHD.PacManWorldRePac.UngodlyBugfix.dll, 79 KB.
Right: the .dll sits directly in BepInEx\plugins\.
BepInEx\config\BepInEx config folder with BepInEx.cfg and the plugin config file.
Right: com.stixsworldhd.pacmanworldrepac.ungodlybugfix.cfg appears in BepInEx\config\ after a load.

Read the log, not the vibes

The log is the source of truth. If you see the suite’s banner and a CAPTURED GAME BASELINE block, it loaded — and any remaining oddness is a tuning question for Configure, not an install problem.

Symptom

The game crashes on launch

If the game launched fine before the plugin and crashes only with it present, the usual cause is an IL2CPP interop mismatch — the plugin’s field and method bindings are generated against a particular Il2CppInterop era, and a wildly mismatched BepInEx build can fail to line them up.

The plugin tries hard not to be the crash

Every patch is guarded and fail-safe — an unexpected error in any single fix is logged and swallowed rather than taking down the controller. So a hard crash on launch points at the loader/interop layer underneath, which is why the fix is almost always “use a matching BepInEx build.”

Symptom

I don’t get a console window

BleedingEdge builds don’t always show a console by default. You don’t need one — everything also goes to BepInEx/LogOutput.log — but if you want the live window, enable it in BepInEx/config/BepInEx.cfg after your first launch:

BepInEx.cfg — enable the console
[Logging.Console]
Enabled = true

Save and relaunch. Either way, the log file already contains the same banner and baseline dump.

Linux & Steam Deck

Running through Proton

Under Proton, Wine needs to be told to use BepInEx’s winhttp proxy. Set this as the game’s Steam launch option (right-click the game → PropertiesLaunch Options):

Steam launch options (Proton / Steam Deck)
WINEDLLOVERRIDES="winhttp=n,b" %command%

Keep the trailing %command%. Then launch once so the folders generate, exactly as on Windows.

Last resort

Still stuck? Read the log

Open BepInEx/LogOutput.log — it answers almost every question:

Start over cleanly

Delete the whole BepInEx folder plus winhttp.dll, doorstop_config.ini and .doorstop_version from the game root, then redo Step 01. Steam → Verify integrity of game files restores anything you remove by accident.

Confirm the two install steps

The loader is Step 01; the plugin is Step 02. Both must be done, and the game launched once after each.