Phase Two · The Exhibit
Installing the Ungodly AI Mod
Phase two is quick. The mod archive holds just two things — the plugin and its README. You'll drop the plugin into BepInEx/plugins, launch, watch one line appear in the log, and open the control panel with F6.
⚠️Finish Phase 1 first
This plugin only loads on a working BepInEx 6 IL2CPP install whose
interop assemblies have already been generated. If you haven't run the game once with
BepInEx installed yet, do Phase 1 before continuing — the mod will
not load otherwise.
Open the case
What's inside the mod archive
Extract StixsworldHD-UngodlyAI-TPM-v1_0_3.rar anywhere convenient (your Desktop is fine). It contains
exactly two files:
├─ StixsworldHD.UngodlyAI.TPM.dll # the plugin (85 KB) → goes in BepInEx\plugins └─ README.md # full feature + config reference → keep anywhere you like
StixsworldHD.UngodlyAI.TPM.dll
The actual mod. This is the only file that has to go into the game. It's a managed BepInEx plugin
(GUID com.stixsworldhd.tpm.ungodlyai) built against the interop assemblies you generated
in Phase 1.
README.md
Documentation only — it doesn't get installed. It explains every one of the 67 settings across 13 sections, the four directors, and the technical hooks. Worth keeping as a reference; there's a copy in the downloads too.
The walkthrough
Mount the exhibit in five stops
Go to BepInEx\plugins
In the game root, open BepInEx, then plugins. The full path on the example
PC is:
F:\SteamLibrary\steamapps\common\Two Point Museum\BepInEx\plugins\
This folder came from the loader archive and was empty after Phase 1. If it isn't there, your BepInEx install is incomplete — revisit Phase 1.
Drop StixsworldHD.UngodlyAI.TPM.dll into plugins
Copy StixsworldHD.UngodlyAI.TPM.dll from the extracted archive into that
plugins folder. That's the whole installation — one file. Afterwards the folder holds
just the one DLL:
└─ StixsworldHD.UngodlyAI.TPM.dll # the only file you add
Here's that exact result — click to view full size:
🗂️Optional: tidy it into a subfolder
BepInEx scans plugins recursively, so you can also place the DLL in its own subfolder
for organization, e.g. plugins\StixsworldHD-UngodlyAI-TPM\StixsworldHD.UngodlyAI.TPM.dll.
Both layouts load identically — the flat one shown above is simplest.
Leave the config to generate itself
You don't need to add a config file. The first time the game runs with the plugin present, the mod writes its fully-documented config to:
BepInEx\config\com.stixsworldhd.tpm.ungodlyai.cfg
It starts at sensible vanilla-ish defaults, so the mod is safe to run immediately. You can edit it later with the game closed, or live in-game via the F6 window — they're the same data and never drift apart. The Configuration page covers it in full.
Start the game and watch the log
Launch Two Point Museum as usual. Open BepInEx\LogOutput.log (or watch the
BepInEx console if it's showing). With the mod installed you'll now see the chainloader pick it up —
representative lines:
[Info : BepInEx] Loading [StixsworldHD Ungodly AI, Staff, Crime & Economy Overhaul 1.0.3]
[Info :StixsworldHD] [GUI] OnGUI is live # the in-game window is ticking
[Info :StixsworldHD] Ungodly AI, Staff, Crime & Economy Overhaul is online. Enjoy the chaos!
[Message: BepInEx] Chainloader startup complete — 1 plugin loaded
And the config folder now contains the generated file — that's the proof it loaded and ran its setup (click to enlarge):
✓It's installed
See the “…is online. Enjoy the chaos!” line and a
com.stixsworldhd.tpm.ungodlyai.cfg sitting in BepInEx\config? The mod is live.
Press F6 to open the control panel
In a menu or inside a museum, press F6 to open the Ungodly control panel — a solid, draggable window with 13 section tabs, every setting paired with a plain-English explanation and its range, and a master MOD ON / MOD OFF toggle. Changes apply live and auto-save a second after your last edit.
⌨️F6 does nothing?
If the log shows [GUI] OnGUI is live but the panel won't open, your hotkey is likely
bound to something the game also uses. Rebind it in the config
(ConfigMenuHotkey = F7, etc.) or via the panel's Rebind button — see
Configuration.
The finished install
Where everything ends up
After both phases and one launch with the mod present, the mod-relevant parts of your
BepInEx folder look like this:
├─ plugins/ │ └─ StixsworldHD.UngodlyAI.TPM.dll # you added this (Phase 2) └─ config/ ├─ BepInEx.cfg # BepInEx's own — from Phase 1's first run └─ com.stixsworldhd.tpm.ungodlyai.cfg # generated on first run WITH the mod
🧹To uninstall
Delete StixsworldHD.UngodlyAI.TPM.dll from plugins (and optionally the
com.stixsworldhd.tpm.ungodlyai.cfg). Nothing was ever written to your save, so the museum returns
to stock behaviour on the next launch.
Next: make it yours
Now tune it. The Configuration page explains the F6 window, the config file, and what every section does.
Compare against the screenshots
The Directory Map gathers all four reference screenshots in one place, each clickable to full size.