Floor Plan & Catalogue
Directory Map & Reference Screenshots
A single floor plan of the whole install. These are the four reference shots of a correctly-installed setup — one per checkpoint. Every image is shown at a readable size here; click any one to open it full-size (1920×1080) in the lightbox, then use ← → to step between them or “open original in new tab”.
🗺️How to use these
Work through the install, and at each checkpoint compare your own File Explorer window against the matching shot below. If yours matches, that phase is done. The four together trace the full path: game root → BepInEx folder → plugins → config. Click any image to inspect it pixel-for-pixel.
The four checkpoints
What each screenshot proves
Each one corresponds to a step in the two install phases. Jump to the relevant page if a checkpoint doesn't match.
| Plate | Folder shown | Phase | It confirms… |
|---|---|---|---|
| I | …\Two Point Museum\ | Phase 1 | BepInEx was extracted into the game root — winhttp.dll, dotnet\ and
BepInEx\ now sit beside TPM.exe. |
| II | …\Two Point Museum\BepInEx\ | Phase 1 | The game was launched once — BepInEx generated interop\, cache\,
config\ and the log files. |
| III | …\BepInEx\plugins\ | Phase 2 | The mod is in place — exactly one file, StixsworldHD.UngodlyAI.TPM.dll. |
| IV | …\BepInEx\config\ | Phase 2 | The mod ran — its com.stixsworldhd.tpm.ungodlyai.cfg was generated next to
BepInEx.cfg. |
This is your Two Point Museum folder right after Phase 1's extraction, before the first launch. The loader archive drops its files straight in beside the game. The things to spot:
winhttp.dll— the Doorstop proxy that bootstraps BepInEx (≈ 26 KB).dotnet\— the bundled .NET 6 runtime BepInEx 6 IL2CPP needs.BepInEx\— the loader itself (itscoreholds Il2CppInterop).doorstop_config.ini,.doorstop_version,changelog.txt— the rest of the archive.- All of it sits next to
TPM.exe,GameAssembly.dllandTPM_Data\— proof it's the right folder.
Matches Phase 1, steps 1 & 5 (locate the folder, then verify the extraction). Open Phase 1 →
Open BepInEx\ after launching the game once and letting it reach the menu. The
first run is what creates most of these — if your folder only has core\ and
unity-libs\, you haven't completed that launch yet.
interop\— the Il2Cpp interop assemblies, generated on first run. The mod cannot load without this.cache\— BepInEx's type cache, also built on first run.config\— now containsBepInEx.cfg(the mod's own cfg appears here later, in Phase 2).core\,patchers\,plugins\,unity-libs\— shipped in the archive.LogOutput.log+ErrorLog.log— your diagnostic trail for everything that follows.
Matches Phase 1, steps 6 & 7 (first-run interop generation, confirm the load). Open Phase 1 →
Inside BepInEx\plugins\ after Phase 2. The entire mod installation is this one file —
if anything else is in here it isn't from this package.
StixsworldHD.UngodlyAI.TPM.dll— the plugin itself (≈ 85 KB). This is the only file you copy in.- No
.cfglives here — configuration is generated inconfig\, notplugins\.
Matches Phase 2, step 2 (drop the DLL in). Open Phase 2 →
Inside BepInEx\config\ after launching with the mod present. The appearance of the mod's
own .cfg here is the clearest sign that the plugin loaded and ran its first-time
setup successfully.
BepInEx.cfg— BepInEx's own settings (created back in Phase 1's first run).com.stixsworldhd.tpm.ungodlyai.cfg— the mod's fully-documented config, written on the first launch with the plugin installed.
Matches Phase 2, step 4 (launch and watch it generate). Then tune it on the Configuration page.
Everything matches?
Then you're fully installed. Head to Configuration to learn the F6 window and what all 67 settings across 13 sections do.
Something's off?
If one of these checkpoints doesn't look right, Troubleshooting maps each symptom to its fix.