Sadly not working on Linux with epic version (Kubuntu 24.04 - Heroic + WINEGE) After following the below steps..
Edit: Fixed all Bepinex issues! Firstly ProtonGE is more supported: win + proton: go into WINECFG -> library -> add winhttp and save Native: follow documentation but add || like so in the launch option: ./run_bepinex.sh || %command%
You probably already tried to install the mod and it doesn't work, right? If it's the case, then delete the files you put in your game folder. It should be with only the original game files. Make sure there are no residual folders/files, like the "BepInEx" and "Mono" folders.
Do not use VORTEX, it will mess up everything, only use it if you are running it for other games, but not for this mod.
First, go to ( https://builds.bepinex.dev/projects/bepinex_be ) and download version 652.
( direct link: https://builds.bepinex.dev/projects/bepinex_be/652/BepInEx-Unity.IL2CPP-win-x64-6.0.0-be.652%2B8621f84.zip )
Unpack this file into your game folder. It will create the "BepInEx" and "dotnet" folders direct into your game files tree (....\Encased\BepInEx) and (....\Encased\dotnet)
Now you manually download this mod (thank you to the creator, by the way, great mod!!)
Put the file you downloaded into plugins folder (...\Encased\BepInEx\plugins)
Then run the game. If it work you will see a new window doing the matrix thing.
Load your game, save it again, exit the game and you will find the blueskutya.encased.lifebelt.cfg file into the config folder (...\Encased\BepInEx\config).
Thank you overdozze for trying to help. Unfortunately it is not working for me. I completely uninstalled and reinstalled the game. I then unpacked the BepInEx zip file into the Encased game folder. The BepInEx folder was created but not the dotnet folder. I then manually downloaded the mod zip file and unpacked it into the BepInEx/plugin folder. Then started the game, played a bit and then exited. I did not see a new window doing a "matrix thing" and no cfg file was created.
I got the game from Steam so that may have something to do with it. For now I will just forget about this mod and try to enjoy the game as is.
I tried this with the Epic version (Christmas giveaway) and BepInEx builds 649, 652 and 664 (most recent at this date), but doesn't works (even running the game as administrator).
Since I've made the mistake of using Vortex first, you have to unmanage the game in Vortex, remove the "mono" and "Bepinex" folders, then download OP's version of Bepinex, and manually move the plugin to the "plugins" folder. The preloader screen (aka "Matrix thing") should appear before the game loads. Afterwards, you can edit the config file in the Bepinex folder to your liking. Personally, I only use it to negate encumbrance because I'm a hoarder. :P
Fatal error. System.AccessViolationException: Attempted to read or write protected memory. This is often an indication that other memory is corrupt. Repeat 2 times: -------------------------------- at Interop+WinHttp.WinHttpOpen(IntPtr, UInt32, System.String, System.String, Int32) -------------------------------- at System.Net.Http.HttpWindowsProxy.TryCreate(System.Net.IWebProxy ByRef) at System.Net.Http.SystemProxyInfo.ConstructSystemProxy() at System.Lazy`1[[System.__Canon, System.Private.CoreLib, Version=6.0.0.0, Culture=neutral, PublicKeyToken=7cec85d7bea7798e]].ViaFactory(System.Threading.LazyThreadSafetyMode) at System.Lazy`1[[System.__Canon, System.Private.CoreLib, Version=6.0.0.0, Culture=neutral, PublicKeyToken=7cec85d7bea7798e]].ExecutionAndPublication(System.LazyHelper, Boolean) at System.Lazy`1[[System.__Canon, System.Private.CoreLib, Version=6.0.0.0, Culture=neutral, PublicKeyToken=7cec85d7bea7798e]].CreateValue() at System.Lazy`1[[System.__Canon, System.Private.CoreLib, Version=6.0.0.0, Culture=neutral, PublicKeyToken=7cec85d7bea7798e]].get_Value() at System.Net.Http.HttpClient+<>c.<get_DefaultProxy>b__15_0() at System.Threading.LazyInitializer.EnsureInitializedCore[[System.__Canon, System.Private.CoreLib, Version=6.0.0.0, Culture=neutral, PublicKeyToken=7cec85d7bea7798e]](System.__Canon ByRef, System.Func`1<System.__Canon>) at System.Threading.LazyInitializer.EnsureInitialized[[System.__Canon, System.Private.CoreLib, Version=6.0.0.0, Culture=neutral, PublicKeyToken=7cec85d7bea7798e]](System.__Canon ByRef, System.Func`1<System.__Canon>) at System.Net.Http.HttpClient.get_DefaultProxy() at System.Net.Http.HttpConnectionPoolManager..ctor(System.Net.Http.HttpConnectionSettings) at System.Net.Http.SocketsHttpHandler.SetupHandlerChain() at System.Net.Http.SocketsHttpHandler.SendAsync(System.Net.Http.HttpRequestMessage, System.Threading.CancellationToken) at System.Net.Http.HttpClientHandler.SendAsync(System.Net.Http.HttpRequestMessage, System.Threading.CancellationToken) at System.Net.Http.HttpMessageInvoker.SendAsync(System.Net.Http.HttpRequestMessage, System.Threading.CancellationToken) at System.Net.Http.HttpClient+<GetStreamAsyncCore>d__51.MoveNext() at System.Runtime.CompilerServices.AsyncMethodBuilderCore.Start[[System.Net.Http.HttpClient+<GetStreamAsyncCore>d__51, System.Net.Http, Version=6.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a]](<GetStreamAsyncCore>d__51 ByRef) at System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1[[System.__Canon, System.Private.CoreLib, Version=6.0.0.0, Culture=neutral, PublicKeyToken=7cec85d7bea7798e]].Start[[System.Net.Http.HttpClient+<GetStreamAsyncCore>d__51, System.Net.Http, Version=6.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a]](<GetStreamAsyncCore>d__51 ByRef) at System.Net.Http.HttpClient.GetStreamAsyncCore(System.Net.Http.HttpRequestMessage, System.Threading.CancellationToken) at System.Net.Http.HttpClient.GetStreamAsync(System.Uri, System.Threading.CancellationToken) at System.Net.Http.HttpClient.GetStreamAsync(System.String) at BepInEx.Unity.IL2CPP.Il2CppInteropManager.DownloadUnityAssemblies() at BepInEx.Unity.IL2CPP.Il2CppInteropManager.GenerateInteropAssemblies() at BepInEx.Unity.IL2CPP.Il2CppInteropManager.Initialize() at BepInEx.Unity.IL2CPP.Preloader.Run() at BepInEx.Unity.IL2CPP.UnityPreloaderRunner.PreloaderMain() at Doorstop.Entrypoint.Start()
I also am having the same problem. I installed and enabled the mod using Vortex. I then started the game and played for a few minutes and then exited. When I went to look for the config file it was not there. I checked to see if the lifebelt.dll file was in the correct folder and it was there. I looked for the log file but it was not present anywhere. I then reinstalled BepInEX Bleeding Edge build 652 as suggested by smackadummy and did it all over again but got the same result, no lifebelt config file and no log file.
This mod required the Vortex extension So if you delete whole the BepInEx folder inside the game installation folder, the Vortex UI automatically extract the right version.
But, of course you can manually download the right binaries BepInEx when you download the main file of Vortex extension game-encased.zip\assets\BepInEx_UnityIL2CPP_x64_6.0.0-pre.1.zip
Can't seem to get this to work, have BepInEx installed and the mod installed but it never creates the configuration file to turn on the fatigue and encumbrance features. All I see is the core configuration file for Bepinex there. Not sure what i'm doing wrong but any assistance would be appreciated!
It is strange. The mod-validation does have not enabled Vortex-type download, yet. So, please check that you have copied the plugin DLL (Lifebelt.dll) into the right folder (<GAME_DIR>\BepInEx\plugins\)
Of course you can add a simple downloaded mod file (zip) into vortex manually.
Please check and attach your "LogOutput.log" file from BepInEx main folder. <GAME_DIR>\BepInEx\)
Here is a valid run: [Message: Preloader] BepInEx 6.0.0-be.652 - Encased [Message: Preloader] Built from commit 8621f8449c3cda532a3db0558c919ed7e3380239 [Info : BepInEx] System platform: Windows 10 64-bit [Info : BepInEx] Process bitness: 64-bit (x64) [Info : BepInEx] Running under Unity 2019.4.31f1 [Info : BepInEx] Runtime version: 6.0.7 [Info : BepInEx] Runtime information: .NET 6.0.7
<-- some BepInEx internal (unpack, download) status log lines with Info level -->
26 comments
Edit: Fixed all Bepinex issues! Firstly ProtonGE is more supported:
win + proton: go into WINECFG -> library -> add winhttp and save
Native: follow documentation but add || like so in the launch option: ./run_bepinex.sh || %command%
Thank you for this mod!
https://builds.bepinex.dev/projects/bepinex_be/697/BepInEx-Unity.IL2CPP-win-x64-6.0.0-be.697%2B5362580.zip
You probably already tried to install the mod and it doesn't work, right? If it's the case, then delete the files you put in your game folder. It should be with only the original game files. Make sure there are no residual folders/files, like the "BepInEx" and "Mono" folders.
Do not use VORTEX, it will mess up everything, only use it if you are running it for other games, but not for this mod.
First, go to ( https://builds.bepinex.dev/projects/bepinex_be ) and download version 652.
( direct link: https://builds.bepinex.dev/projects/bepinex_be/652/BepInEx-Unity.IL2CPP-win-x64-6.0.0-be.652%2B8621f84.zip )
Unpack this file into your game folder. It will create the "BepInEx" and "dotnet" folders direct into your game files tree (....\Encased\BepInEx) and (....\Encased\dotnet)
Now you manually download this mod (thank you to the creator, by the way, great mod!!)
Put the file you downloaded into plugins folder (...\Encased\BepInEx\plugins)
Then run the game. If it work you will see a new window doing the matrix thing.
Load your game, save it again, exit the game and you will find the blueskutya.encased.lifebelt.cfg file into the config folder (...\Encased\BepInEx\config).
Thank you smackadummy for sharing your solution.
I got the game from Steam so that may have something to do with it. For now I will just forget about this mod and try to enjoy the game as is.
Thanks again for your help.
Used this link to install BepInEx Manually:
https://builds.bepinex.dev/projects/bepinex_be/652/BepInEx-Unity.IL2CPP-win-x64-6.0.0-be.652%2B8621f84.zip
Put Mod DLL in:
Encased A Sci-Fi Post-Apocalyptic RPG\BepInEx\plugins
Fatal error. System.AccessViolationException: Attempted to read or write protected memory. This is often an indication that other memory is corrupt.
Repeat 2 times:
--------------------------------
at Interop+WinHttp.WinHttpOpen(IntPtr, UInt32, System.String, System.String, Int32)
--------------------------------
at System.Net.Http.HttpWindowsProxy.TryCreate(System.Net.IWebProxy ByRef)
at System.Net.Http.SystemProxyInfo.ConstructSystemProxy()
at System.Lazy`1[[System.__Canon, System.Private.CoreLib, Version=6.0.0.0, Culture=neutral, PublicKeyToken=7cec85d7bea7798e]].ViaFactory(System.Threading.LazyThreadSafetyMode)
at System.Lazy`1[[System.__Canon, System.Private.CoreLib, Version=6.0.0.0, Culture=neutral, PublicKeyToken=7cec85d7bea7798e]].ExecutionAndPublication(System.LazyHelper, Boolean)
at System.Lazy`1[[System.__Canon, System.Private.CoreLib, Version=6.0.0.0, Culture=neutral, PublicKeyToken=7cec85d7bea7798e]].CreateValue()
at System.Lazy`1[[System.__Canon, System.Private.CoreLib, Version=6.0.0.0, Culture=neutral, PublicKeyToken=7cec85d7bea7798e]].get_Value()
at System.Net.Http.HttpClient+<>c.<get_DefaultProxy>b__15_0()
at System.Threading.LazyInitializer.EnsureInitializedCore[[System.__Canon, System.Private.CoreLib, Version=6.0.0.0, Culture=neutral, PublicKeyToken=7cec85d7bea7798e]](System.__Canon ByRef, System.Func`1<System.__Canon>)
at System.Threading.LazyInitializer.EnsureInitialized[[System.__Canon, System.Private.CoreLib, Version=6.0.0.0, Culture=neutral, PublicKeyToken=7cec85d7bea7798e]](System.__Canon ByRef, System.Func`1<System.__Canon>)
at System.Net.Http.HttpClient.get_DefaultProxy()
at System.Net.Http.HttpConnectionPoolManager..ctor(System.Net.Http.HttpConnectionSettings)
at System.Net.Http.SocketsHttpHandler.SetupHandlerChain()
at System.Net.Http.SocketsHttpHandler.SendAsync(System.Net.Http.HttpRequestMessage, System.Threading.CancellationToken)
at System.Net.Http.HttpClientHandler.SendAsync(System.Net.Http.HttpRequestMessage, System.Threading.CancellationToken)
at System.Net.Http.HttpMessageInvoker.SendAsync(System.Net.Http.HttpRequestMessage, System.Threading.CancellationToken)
at System.Net.Http.HttpClient+<GetStreamAsyncCore>d__51.MoveNext()
at System.Runtime.CompilerServices.AsyncMethodBuilderCore.Start[[System.Net.Http.HttpClient+<GetStreamAsyncCore>d__51, System.Net.Http, Version=6.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a]](<GetStreamAsyncCore>d__51 ByRef)
at System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1[[System.__Canon, System.Private.CoreLib, Version=6.0.0.0, Culture=neutral, PublicKeyToken=7cec85d7bea7798e]].Start[[System.Net.Http.HttpClient+<GetStreamAsyncCore>d__51, System.Net.Http, Version=6.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a]](<GetStreamAsyncCore>d__51 ByRef)
at System.Net.Http.HttpClient.GetStreamAsyncCore(System.Net.Http.HttpRequestMessage, System.Threading.CancellationToken)
at System.Net.Http.HttpClient.GetStreamAsync(System.Uri, System.Threading.CancellationToken)
at System.Net.Http.HttpClient.GetStreamAsync(System.String)
at BepInEx.Unity.IL2CPP.Il2CppInteropManager.DownloadUnityAssemblies()
at BepInEx.Unity.IL2CPP.Il2CppInteropManager.GenerateInteropAssemblies()
at BepInEx.Unity.IL2CPP.Il2CppInteropManager.Initialize()
at BepInEx.Unity.IL2CPP.Preloader.Run()
at BepInEx.Unity.IL2CPP.UnityPreloaderRunner.PreloaderMain()
at Doorstop.Entrypoint.Start()
Go to the BepInEx readme.md/main repository description and find the Bleeding Edge builds link and get ver 652.
But I fully configured this BepInEx for the game.
This mod required the Vortex extension
So if you delete whole the BepInEx folder inside the game installation folder, the Vortex UI automatically extract the right version.
But, of course you can manually download the right binaries BepInEx when you download the main file of Vortex extension
game-encased.zip\assets\BepInEx_UnityIL2CPP_x64_6.0.0-pre.1.zip
[Message: Preloader] BepInEx 6.0.0-pre.1 - Encased
[Info : BepInEx] System platform: Windows 10 64-bit
[Info : BepInEx] Process bitness: 64-bit (x64)
[Info : Preloader] Running under Unity v2019.4.31
[Info : Preloader] 0 patcher plugins loaded
[Info : Preloader] 0 assemblies discovered
[Message:AssemblyPatcher] Executing 0 patch(es)
[Message: BepInEx] Chainloader initialized
[Info :Unhollower] Registered mono type UnhollowerRuntimeLib.DelegateSupport+Il2CppToMonoDelegateReference in il2cpp domain
[Info : BepInEx] 0 plugins to load
[Message: BepInEx] Chainloader startup complete
Please help. I REALLY hate thirst/hunger but LOVE a fallout 2ish game experience
Your problem is here:
>>> BepInEx] 0 plugins to load <<<
Please validate that the parent-folder and the mod file is valid.
It is in the right folder though. *\encased\bepinex\plugins
The mod-validation does have not enabled Vortex-type download, yet.
So, please check that you have copied the plugin DLL (Lifebelt.dll) into the right folder
(<GAME_DIR>\BepInEx\plugins\)
Of course you can add a simple downloaded mod file (zip) into vortex manually.
Please check and attach your "LogOutput.log" file from BepInEx main folder.
<GAME_DIR>\BepInEx\)
Here is a valid run:
[Message: Preloader] BepInEx 6.0.0-be.652 - Encased
[Message: Preloader] Built from commit 8621f8449c3cda532a3db0558c919ed7e3380239
[Info : BepInEx] System platform: Windows 10 64-bit
[Info : BepInEx] Process bitness: 64-bit (x64)
[Info : BepInEx] Running under Unity 2019.4.31f1
[Info : BepInEx] Runtime version: 6.0.7
[Info : BepInEx] Runtime information: .NET 6.0.7
<-- some BepInEx internal (unpack, download) status log lines with Info level -->
[Info : Preloader] 0 patcher plugins loaded
[Info : Preloader] 0 assemblies discovered
[Message:AssemblyPatcher] Executing 0 patch(es)
[Message: BepInEx] Chainloader initialized
[Info :Il2CppInterop] Registered mono type Il2CppInterop.Runtime.DelegateSupport+Il2CppToMonoDelegateReference in il2cpp domain
[Info : BepInEx] 1 plugin to load
[Info : BepInEx] Loading [Lifebelt 1.0.0]
[Info : Lifebelt] Plugin blueskutya.encased.lifebelt is loaded!