First, please make sure to check that the answer you're looking for isn't already somewhere in the description or somewhere in the comments. Use the search bar at the top right to search for keywords.
Second, check the FAQ which provides answers to common questions and troubleshooting issues.
Otherwise, feel free to leave a comment below describing your issue and I'll try to help you out. But be forewarned: if you're just going to ask a question which could have been answered by reading the description, the FAQ, or the other comments already here, there's a good chance you'll get a snarky response for wasting my time
stupid fucking mod doesn't work like it should. I did every single fucking step 4 times and it never worked. this mod sucks ass and doesn't work. you made me punch a hole through my monitor you fuck.
Maybe try asking for help like a normal person rather than throwing tantrums. There is a link to a discord server above and on the description page where you could have gone and asked for help at any point when you were stuck rather than getting so angry. You also could have posted here letting me know what you were getting stuck on. It's nobody's fault but your own if you are too stubborn to ask for help. Take responsibility for your own decisions.
I also recommend that you try the automated install with Vortex if you were trying manual. Or vice versa.
Otherwise, it would be easiest to help you if I could see a screenshot of your game folder to see if you're actually putting the files in the right place. Upload a screenshot to imgur and then provide a link here and I'll see what I can do for you. You impatient, angry, ungrateful, childish and entitled fuck.
You may be pleased to learn I have revised the manual installation instructions in an attempt to make them even more angry-babyproof. If you have problems, it would be useful to know where you're getting stuck or confused.
Hi so im just wondering cuz i want to play multi with my friend and we need to uninstall mods from BepInex how do we do it? We tried chcecking the files and it didnt uninstall them. Any other ideas?
On Windows, Linux and Steam Deck handhelds, you can temporarily disable BepInEx by editing Subnautica > doorstop_config.ini in a text editor such as Notepad, finding the setting enabled=true and changing it to enabled=false. On macOS you can temporarily disable BepInEx by adding --doorstop_enabled false to the launch options.
To permanently uninstall the pack, you must manually delete all of the files and folders which came with it. On the files tab, you can click Preview file contents under the main file to see which files and folders came from this pack. I recommend clicking on the folder(s) in the preview to collapse them. Then, simply go to your game folder and delete the matching files and folders. On macOS, Linux and Steam Deck handhelds, you must also go to your Steam library, right-click the game, select Properties... and delete the launch options.
I keep getting a Deployment Failed message, but no log for me to look at? I have Subnautica installed on an external hard drive, could that be the issue?
did my own testing and moved the game onto my hard drive, and the answer is yes. Steam was installed on my C: drive, Subnautica was installed on my D: drive, and when I moved it to C:, there were no longer issues with Deployment or Elevation
i didn't realize that it was a Nexus issue, honestly! i've never used Nexus before; I usually always manually install my mods. thanks for getting back to me, though!
winhttp.dll is a file, not a folder. It is inside the zip you download from this page. If you are missing this file, download the zip again and look inside of it.
Instructions on how to install BepInEx are in the description.
Stable is the normal version of the game. If you haven't changed to legacy, you're already on stable. If you are asking how to switch to stable from legacy, just choose "None" from steam beta branches.
a file called "winhttp.dll" needs to be there for the mods to be active but also when i use it i get stuck on the loading screen. Any reason as to why this may be? ive been stuck on this
The winhttp.dll is what injects BepInEx into Subnautica on Windows and Linux. On those systems, no winhttp = no BepInEx = no mods. And as you yourself determined, no mods = no issue with the loading screen.
The issue you're having isn't caused by BepInEx itself. It's the mods you're loading. One of them is attempting to do some work in the loading screen, and crashing when it encounters a problem.
If you have Terrain Patcher v1.1.0 installed, install v1.0.2 instead. Using v1.1.0 while also using Terrain Extender is known to cause this issue. The incompatibility is explained in the release notes of Terrain Patcher v1.1.0.
If it's not that, then my suggestion is to remove mods - either in batches or one at a time - until the problem goes away. This will allow you to determine the culprit.
If you mean the in-game mod manager, then that means BepInEx is working, and it means the problem is the mods - or that you're installing mods that don't work on the version of the game you're playing.
The console window is disabled by default. The description and FAQ gives info about how to determine if BepInEx is working.
Okay I've been working on this for about 3 days now, Im sure I've followed the instructions. the description says it's compatible with steam os. I've tried variations in case I'm having an illiterate moment. bepinex isn't loading and I can't figure out why. There's no console window, there's not a log file, I swear I put it in the right folder. I've tried force compatibility with proton, I've tried editing the startup file to add a ".dll" in the string because that was the only other resource I've found that i hadn't tried. I don't know what else to change? i just tried running the .sh in the terminal as well, it's told me to configure executible name. I'm probably making this more complicated than i need to.
On SteamOS (Linux), the .sh script is not for you. It is for macOS users, who run a native Unix build of the game. Linux users are running the Windows build of the game through Proton, so the .sh script is not applicable to them.
Linux users, all you need to do is install it the same way Windows users do (put all of the files and folders from the .zip directly in the game folder next to the .exe), and then add the launch option specified in the description.
I suggest trying again, making sure to carefully follow all of the instructions in the description related to Linux. If for some reason the launch options aren't working for you, you can also try using winecfg instead by following the instructions in the following link, making sure to clear the launch options and pay attention to the note in the guide about Steam Deck: https://docs.bepinex.dev/articles/advanced/proton_wine.html
If nothing works, try joining the discord server linked above as I'm not currently in a position to give detailed tips for Linux users.
P.S. There is not supposed to be a console window. It is not enabled by default. The only test for whether it is running is the log file which is generated in the Subnautica/BepInEx folder after running the game with BepInEx correctly installed. If there is no log file after running the game, you did not correctly install BepInEx.
Does this not work with Mod Organizer 2? I could have sworn I used this and mods that required it with Mod Organizer 2 and now suddenly it doesn't work .I've been pulling my hair out trying to figure out why its not working, installed mods appear in the mods folder but aren't actually in the game I got logs saying overwriting existing files, failed to open directory and I just don't understand. Here's the logs if you want ] failed to open directory '\??\D:\SteamLibrary\steamapps\common\Subnautica\_ROOT': ObjectNamenotfound. (0xc0000034), [game_subnautica.py:139] Overwriting of existing game files/folders is not supported! D:/SteamLibrary/steamapps/common/Subnautica/winhttp.dll (Tobey's BepInEx Pack for Subnautica), [2024-07-28 16:25:06.531 W] [game_subnautica.py:139] Overwriting of existing game files/folders is not supported! D:/SteamLibrary/steamapps/common/Subnautica/doorstop_config.ini (Tobey's BepInEx Pack for Subnautica)
I have never tested with MO2, and have no idea if MO2 supports it. IIRC MO2 only ever supported QModManager, and idk if it has ever been updated for the change to pure BepInEx.
However, this pack is supported with Vortex (I personally maintain the Vortex extension for this game so I can vouch that it works), and manual installation of mods is trivially easy anyways, so if you have problems with Vortex, I recommend manual.
This might sound like a dumb question but on the mods that say "bepinex required" do you need to have this mod installed? Or does it just say that because you either need qmod or bepin. Im on the legacy version and the mods that i have installed are not working and they say that it need bepin. does this mean i have to have bepin ontop of qmod?
So, it depends on the mod. Some mods are for legacy, which requires QModManager. QModManager requires BepInEx, but it comes with it if you install manually. You can also install this pack and it won't hurt anything in that case.
But, if there are mods saying they require BepInEx, USUALLY that means the mod is not for legacy. It usually means the mod is for the standard version of the game. Nobody is really making mods for legacy anymore, so newer mods will be for the normal version of the game. And many mods have updated to be for the normal version of the game. So, if it says it requires BepInEx, it's very likely the mod is for latest. And you will need to install either this BepInEx pack (which obviously I recommend), or default BepInEx. You cannot and should not use QModManager on non-legacy, as it will break things.
So, those mods that require BepInEx that aren't working, it's because you're on legacy, and they're not made for legacy.
Only if you are happy not to use legacy mods. Legacy mods only work on legacy. New mods only work on latest version. You must choose.
You would have to uninstall QModManager (delete the BepInEx folder entirely). And install this pack. Then, mods for BepInEx usually go in the BepInEx/plugins folder. Always read instructions, as the specific process for each mod may differ.
All I can tell you is what is already written in the instructions. So, read the instructions in the description carefully and try again. Then refer to the FAQ linked in the sticky note at the top of this page for simple troubleshooting steps. And if you're still confused, I advise you join the discord server - also linked above - for much speedier help than I can give here.
373 comments
First, please make sure to check that the answer you're looking for isn't already somewhere in the description or somewhere in the comments. Use the search bar at the top right to search for keywords.
Second, check the FAQ which provides answers to common questions and troubleshooting issues.
Otherwise, feel free to leave a comment below describing your issue and I'll try to help you out. But be forewarned: if you're just going to ask a question which could have been answered by reading the description, the FAQ, or the other comments already here, there's a good chance you'll get a snarky response for wasting my time
For help with mods in general or to chat with the community, check out the Subnautica Modding Community discord server.
I also recommend that you try the automated install with Vortex if you were trying manual. Or vice versa.
Otherwise, it would be easiest to help you if I could see a screenshot of your game folder to see if you're actually putting the files in the right place. Upload a screenshot to imgur and then provide a link here and I'll see what I can do for you. You impatient, angry, ungrateful, childish and entitled fuck.
We tried chcecking the files and it didnt uninstall them.
Any other ideas?
To permanently uninstall the pack, you must manually delete all of the files and folders which came with it. On the files tab, you can click Preview file contents under the main file to see which files and folders came from this pack. I recommend clicking on the folder(s) in the preview to collapse them. Then, simply go to your game folder and delete the matching files and folders. On macOS, Linux and Steam Deck handhelds, you must also go to your Steam library, right-click the game, select Properties... and delete the launch options.
Instructions on how to install BepInEx are in the description.
Stable is the normal version of the game. If you haven't changed to legacy, you're already on stable. If you are asking how to switch to stable from legacy, just choose "None" from steam beta branches.
The issue you're having isn't caused by BepInEx itself. It's the mods you're loading. One of them is attempting to do some work in the loading screen, and crashing when it encounters a problem.
If you have Terrain Patcher v1.1.0 installed, install v1.0.2 instead. Using v1.1.0 while also using Terrain Extender is known to cause this issue. The incompatibility is explained in the release notes of Terrain Patcher v1.1.0.
If it's not that, then my suggestion is to remove mods - either in batches or one at a time - until the problem goes away. This will allow you to determine the culprit.
The console window is disabled by default. The description and FAQ gives info about how to determine if BepInEx is working.
bepinex isn't loading and I can't figure out why. There's no console window, there's not a log file, I swear I put it in the right folder. I've tried force compatibility with proton, I've tried editing the startup file to add a ".dll" in the string because that was the only other resource I've found that i hadn't tried. I don't know what else to change? i just tried running the .sh in the terminal as well, it's told me to configure executible name. I'm probably making this more complicated than i need to.
Linux users, all you need to do is install it the same way Windows users do (put all of the files and folders from the .zip directly in the game folder next to the .exe), and then add the launch option specified in the description.
I suggest trying again, making sure to carefully follow all of the instructions in the description related to Linux. If for some reason the launch options aren't working for you, you can also try using winecfg instead by following the instructions in the following link, making sure to clear the launch options and pay attention to the note in the guide about Steam Deck: https://docs.bepinex.dev/articles/advanced/proton_wine.html
If nothing works, try joining the discord server linked above as I'm not currently in a position to give detailed tips for Linux users.
P.S. There is not supposed to be a console window. It is not enabled by default. The only test for whether it is running is the log file which is generated in the Subnautica/BepInEx folder after running the game with BepInEx correctly installed. If there is no log file after running the game, you did not correctly install BepInEx.
Thank you for your time.
However, this pack is supported with Vortex (I personally maintain the Vortex extension for this game so I can vouch that it works), and manual installation of mods is trivially easy anyways, so if you have problems with Vortex, I recommend manual.
But, if there are mods saying they require BepInEx, USUALLY that means the mod is not for legacy. It usually means the mod is for the standard version of the game. Nobody is really making mods for legacy anymore, so newer mods will be for the normal version of the game. And many mods have updated to be for the normal version of the game. So, if it says it requires BepInEx, it's very likely the mod is for latest. And you will need to install either this BepInEx pack (which obviously I recommend), or default BepInEx. You cannot and should not use QModManager on non-legacy, as it will break things.
So, those mods that require BepInEx that aren't working, it's because you're on legacy, and they're not made for legacy.
You would have to uninstall QModManager (delete the BepInEx folder entirely). And install this pack. Then, mods for BepInEx usually go in the BepInEx/plugins folder. Always read instructions, as the specific process for each mod may differ.