Edit: I should actually start by saying thank you to everyone who has taken the time to try this out, and thank you again to those who are posting about your problems and in particular come back when you find a resolution. :) I wrote this somewhat generically to easily copy and paste between the 3 versions of this plugin. This is me trying to put together what others have figured out or other ways to troubleshoot.
If you are having problems getting the plugin to work, here are a few things to double check:
Did you download the correct version of BepInEx? https://github.com/BepInEx/BepInEx/releases/tag/v5.4.23.2 is the link to the correct numeric version of BepInEx (5.4.23.2). https://github.com/BepInEx/BepInEx/releases/download/v5.4.23.2/BepInEx_win_x86_5.4.23.2.zip is the direct link to, specifically the "x86" (*not* the x64) version of BepInEx. The "x86" version is specifically what you need. The "x64" version will *not* work.
Have you tried verifying the integrity of your Steam game files? Have you previously installed any mods that replaced .dll files such as Assembly-CSharp.dll? If you did, it's possible the BepInEx plugins won't work. BepInEx plugins work by knowing at build time which specific method calls you are patching. When someone rebuilds the Assembly-CSharp.dll, they may be modifying those method signatures or changing their behavior, such that the plugin no longer functions correctly. Verifying the integrity of your Steam game will replace any files that are missing or modified.
Did you place the folders correctly? Assuming your game is installed at a 'game install folder' of "C:\Program Files (x86)\Steam\steamapps\common\Shadowrun Returns\" (or "\Shadowrun Dragonfall Director's Cut\" or "\Shadowrun Hong Kong\"), then: - after BepInEx is installed (only BepInEx, no additional plugins): you will have 4 new files in your 'game install folder': - .doorstop_version - changelog.txt - doorstop_config.ini - winhttp.dll and you will have a new folder as well: - BepInEx\ and in the BepInEx\ folder there should be another folder: - BepInEx\core\ and finally, in BepInEx\core\ there should be an additional 18 files (which I won't list here, but you get the idea) - after you install one of my plugins, since I usually include a BepInEx.cfg, you should also have: - BepInEx\config\BepInEx.cfg - BepInEx\plugins\<plugin>.dll - and after running the game once, you should also have: - BepInEx\config\<plugin>.cfg
Have you verified BepInEx loads even without any plugins in place? BepInEx adds logger output even if no plugins are installed. You can find it if you go to "<game install folder>\<datafolder>_Data\output_log.txt. Within the first 60-70 lines of text you should see distinctly BepInEx related output after a base BepInEx installation with no plugins. If you don't, your BepInEx installation is not configured properly and the plugins will not work.
Perhaps I've done something wrong config wise, but I don't see/know how to locate the cheat bar? Where is it supposed to be and/or how am I supposed to make it show up? Given that I'm attempting to use it on a brand new game, I had the thought that it might not show up during the very first mission or something? But I have no way to know. Any help here would be appreciated.
Perhaps related: your install instructions included this line "If you do this, you should also follow the instructions on the template page to update the "Preloader.Entrypoint" section to change the "Type" to "Camera".", but I'm not sure where the "template page" in question is to read said instructions. I located the aforementioned variable within the config file & changed it to Camera, but that didn't seem to change anything that I could see. I also noticed that the pre-generated bepin config file you gave us doesn't seem to have that set to Camera? So I was doubly confused. I glanced through the logs I could find, & as far as I could tell, everything APPEARS to be loading, but yeah I'm lost at how to access the cheat bar. Thanks.
I'm sorry you're having difficulty. Of note, the full quote you referred to is:
If you follow those instructions, it asks you to run the game once to generate the BepInEx.cfg file. If you do this, you should also follow the instructions on the template page to update the "Preloader.Entrypoint" section to change the "Type" to "Camera".
Note that is only if you follow the BepInEx instructions to have it generate the BepInEx.cfg file. I include one that should be properly configured.
And, in case I'm misunderstanding you, I'll start here: are you using Alt+F1 to open the normal cheat menu? I am simply adding code to also display additional buttons, but you have to opened the cheat menu normally to see them.
Ah, it's been so long since I played that I forgot that was a thing. It sounds vaguely familiar now that you bring it up. I'll try it next time I'm in game. Thanks!
Nice list of cheats :) If you're taking requests, one thing I'd quite like when I replay would be a mod that lets you pick both crew updates. Its possible to do it manually but fairly long. A program like this could probably enable both sides of every crew upgrade choices quite easily, especially in DF. HK's system can be slightly trickier.
I looked previously and maybe it's because I started with HK, but I thought that it came down to variants, and I was uncertain about merging variants. I like this as a feature though, so I'll take another look.
'Always sprinting' can cause some odd glitches sometimes, like for example just now at the start of the mission Hard Times, guards would agree to let me in but the rapid movement made it so they immediately thought they had denied me entry before the bouncer could move (reproduced several times). Problem gone once I disabled the sprinting option.
Long story short, as an optional alternative to 'always sprint', perhaps a (configurable?) push to sprint key could be a great option, as well.
Okay, that's a good idea. I'll look into that. A keystroke would be easiest and probably more user friendly, though less obvious in-game. But I'm hesitant to add a UI element for something that would see so little use. Not to mention wanting to have it obvious that is how it functions. Have to think about it.
I've started this game using only this mod. Aside from that I've only used the binary editor to add the missing etiquettes. But this playthrough has been filled with bugs. Stuff like missions not being registered as completed or the last mission I had completed beforehand being registered as completed again but not the one I've just finished. Dietrich acting as if I hadn't taken him with me on his companion quest, even though I did and saved his nephew. And now I've reached the point where Glory's companion quest is completely impossible to complete. After first entering the area it was littered with debris, which seems to be how it would normally look at the very end of the mission. But that made most of the area inaccessible. The workaround I found was to use warp and with that I almost managed to complete the mission. Only now that I've entered the area where the spirit is the game is stuck, I can't move and nothing is happening.
The reason why I post this here is that this is the only mod I've installed and because none of those bugs even seem to occur for anyone else. This game has plenty of bugs but none of the ones I've encountered you can really find any info on at all. Looking at how this mod has been uploaded here only recently I guess it hasn't been tested much. Though I also don't see how the changes this mod makes could mess up the whole game completely to such an extent. But I see no other possible cause. I used the binary editor for the same purpose in the first game and had no issues there. I used 1 or 2 other mods there as I didn't get your mod to work.
I see that you've updated the mod recently because of some issues. I'll try installing the update. Otherwise I'd appreciate any insight into how this mod might have caused so many issues and how to fix it. The way it looks now I probably won't be able to finish the game if I can't fix these issues as there's always more and more of them coming up.
edit: Installing the update didn't change anything.
edit 2: After deleting the mod folder it's clear that this mod was indeed the cause of all these issues. I've loaded up a save from before starting Glory's mission and started the mission again and now there's dialogue triggering right at the beginning and after entering the place it looks as it should, no debris blocking the path.
So you really need to do some testing on this mod to figure out how it can completely mess up people's games when it should only change a few minor things. And I highly discourage anyone from using this mod until these issues have been fixed because the game becomes pretty much unplayable.
I'm sorry you've had this experience and I can say I have played through both the main campaign and Dead Man's Seitch in Dragonfall with all options enabled.
Unless you specify otherwise, I'll assume you used all of the default settings.
The option to remove the popup telling you about unspent karma points seems to have been the cause. At least I can start Glory's mission now without issues. I'll see if that really was the cause of all problems. Though it's strange that you don't seem to have encountered the same issue if you had that option enabled as well. Maybe some other option helped avoid these issues that I didn't have enabled, as I tried to only enable stuff that I actually found useful.
edit: Just a thought with regards to what you've said. This issue might only trigger when you have unspent karma points. Maybe that's why it didn't cause any problems for you in your playthrough. Because you might not have had any leftover karma points for most of the game when entering a new area. Just a guess.
Thanks. Like I said separately, I'll check it out when I get home. Right now that particular patch is about as straightforward as you can imagine; if the feature flag is enabled, the patch should bypass the function call that sets up the popup. I don't see any indication of side effects from doing so (although clearly you're running into some).
I'll have a look at instead patching scene definitions so that they self report as not needing to offer the karma popup.
@spektukal - You were right; there was definitely a bug in the NoUnspentKarmaPopup feature. Because of how I approached it, key initialization was failing to happen. As it happens, that particular scene has significant transition elements (i.e. the debris that would normally only appear after you've had the appropriate encounter) that make it clear what occurred. In the scenario I tend to test with, the issue wasn't apparent and everything seemed to be working. I've now altered how I prevent the popup from occurring in a way that still allows the initialization to occur and I was able to load your save and enter the scene correctly.
Additionally... I realized I couldn't load your save. :) So... I added a new feature, LoadLocalSaves, that re-enables the ability to read from your local save files folder, and even override the location of it to a spot of your choosing, even when still connected to Steam. If the game detects Steam, it *only* interacts there for save game activity. I didn't alter anything to do with save changes (i.e. deletes and such) so while attempting to delete a local save appears to actually remove it, reentering the save list shows it is still there as does a check of the folder itself. I'm probably going to address that too as part of the feature. Anyhow, thanks for the inspiration. :)
Glad to hear that you got it fixed. I'm now starting the first game in this series and was wondering if it would be possible somehow to unlock both companion abilities when they level up. I've seen that it is possible with the binary editor, but it requires either creating new entries for the abilities you didn't choose, or recreating the entries that allow you to level up again. And the result is always that you get 2 entries per rank in the game, one for each ability. Though you can also have 2 or more of the same. But there's no room for more than the normal amount in that window.
And another thing I forgot to mention before: Changing the amount of karma points on character creation really doesn't work for me. It has no effect to matter what I've set it to in the mod's config file. I am using the GOG version so maybe that has something to do with it.
I'll check into the unlocks; it may be simple it may not but it sounds like an interesting feature.
WRT GOG, I don't typically use GOG and have been developing/testing for Steam. I purchased the set when someone else asked if it worked on GOG. Other than that, once it looked like it was loaded and running, I didn't go back and try any functionality on GOG, except again recently with the LoadLocalSaves feature because I wanted to confirm my hunch that my plugin is entirely unneeded on the GOG version since it already allows you to copy saves and load them from local folders.
I'll need to at least go through a pass, for each plugin, for each game. :(
Btw, since you are actively replying I wanted to get your opinion (and anyone else's who wishes to join in) on whether to keep piling features into this plugin or start splitting them off. Right now it's impossible to know what my plugin even does unless you read the description, and even then it's an increasingly long laundry list of bits and bobs of unrelated functionality. And worse, it does nothing to prove what I had hoped to show, which was that we can create binary level plugins without having to pick and choose which to apply, and instead just throw them all in, provided they aren't doing the same thing. Just like modding works in other games. Instead of showing that by releasing multiple, clearly identified, plugins, I've got one monolithic plugin with a configuration file.
I guess I could just have them as separate plugin downloads, but managing that for three games would be more annoying than actually developing the plugins for three games.
About the format of your plugin: It's pretty much the best type of mod in my view. As long as you can freely enable, disable or adjust all parameters in it I see no issues with cramming as much as possible into it. Just gotta make sure that different options don't interfere with each other, which I guess might become more difficult the more stuff you add.
Without a mod like this you'd have to try and piece everything together from different mods. Which often combine different features and offer no means of disabling any of them. They also often use the same files and so are not compatible with each other. So your mod is ideal and it's the only one I've needed since I've got it working. I've used it in Dragonfall and now currently in Hong Kong.
I was able to delete my existing DFDCPlugin.cfg, copy the most recent DFDCPlugin.dll into place, run the game, and see a default DFDCPlugin.cfg created.
To double check a few things: - Has any version of this plugin run successfully on your machine or is the first time attempting to use it? - If the first time, have you made sure to install the off-site requirement mentioned on the Description page: https://github.com/BepInEx/BepInEx/releases/tag/v5.4.23.2
If you have run a previous version successfully, or if you're sure you've correctly installed BepInEx in addition to my plugin, could you please paste a copy of your "Shadowrun Dragonfall Director's Cut\Dragonfall_Data\output_log.txt" so I can take a look at what's happening?
I have only tried the latest version, and my character did start with 63 Karma, so there might be partial functionality? I followed all instructions for installing BepInEx though I'm not sure how to check if it is actually functional.
When I check the "preview file contents" option on the file tab here, there is no DFDCPlugin.cfg included in the uploaded .zip, just FYI.
My output_log.txt is ~16,000 lines long, but I'll give copy paste here a try I guess.
(Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) [Message:BepInEx] BepInEx 5.4.23.2 - Dragonfall (6/24/2024 4:26:36 PM) [Info:BepInEx] Running under Unity v4.3.4.96603 As you can see, the part at the end is where BepInEx injects itself and it is missing in your output.
Next Steps 1. Can you tell me if you are running with any alterations to the game? Any other mods? Specifically do you know if anything has touched your game's Assembly-CSharp.dll? It would be in your 'Dragonfall_Data\Managed' subfolder. Here's a screenshot of my unmodified folder's contents: Unmodified Dragonfall Managed folder for Steam. To be 100% certain, you can tell Steam to verify the integrity of your game's files which will reset things.
2. Can you review the following linked screenshots of my game's folder structure and file contents and tell me if they match what you have: Dragonfall folder structure Dragonfall main game folder (e.g. C:\Program Files (x86)\Steam\steamapps\common\Shadowrun Dragonfall Director's Cut) BepInEx core folder (e.g. C:\Program Files (x86)\Steam\steamapps\common\Shadowrun Dragonfall Director's Cut\BepInEx\core) BepInEx plugins folder (e.g. C:\Program Files (x86)\Steam\steamapps\common\Shadowrun Dragonfall Director's Cut\BepInEx\plugins)
My BepInEx folder is missing the Patchers subfolder, otherwise my folders and files match yours.
I did drop a modded Assembly-CSharp.dll in the proper folder there, but only after I couldn't figure out how to get this to work, having downloaded and redownloaded both BepInEx and DFDCPlugin and being real careful about following all the instructions. I was itching to play and figured it would tide me over.
I'll be honest, I'm not sure what else to tell you. If you've got a stock installed copy of the Steam version, and you've correctly copied the BepInEx files into place, it should at least add the BepInEx startup logging at the beginning of your output_log.txt file. Even without the DFDCPlugin.dll in the plugins folder, the BepInEx install alone should add logging output, and yours doesn't show any of it. That is, even BepInEx by itself doesn't appear to be loading correctly. I honestly don't know why that would be. Aside from something like uninstalling the entire game, deleting the folders after the uninstall, reinstalling, and reinstalling just BepInEx (i.e. without the DFDCPlugin.dll installed yet), just to verify BepInEx is logging something, I don't know what else to suggest. There's no output to debug. :(
You mentioned starting with 63 karma; I know you mentioned that after you had problems with BepInEx, you applied a direct patch to Assembly-CSharp.dll. Was that to change starting karma? If not, I'm still confused since there was no BepInEx output in your log.
I started a test character when I was trying to get the plugin to work and started with 63 Karma, I changed the Assembly-CSharp.dll after trying a few more times. Something very strange going on I guess.
23 comments
If you are having problems getting the plugin to work, here are a few things to double check:
Did you download the correct version of BepInEx?
https://github.com/BepInEx/BepInEx/releases/tag/v5.4.23.2 is the link to the correct numeric version of BepInEx (5.4.23.2).
https://github.com/BepInEx/BepInEx/releases/download/v5.4.23.2/BepInEx_win_x86_5.4.23.2.zip is the direct link to, specifically the "x86" (*not* the x64) version of BepInEx.
The "x86" version is specifically what you need. The "x64" version will *not* work.
Have you tried verifying the integrity of your Steam game files?
Have you previously installed any mods that replaced .dll files such as Assembly-CSharp.dll? If you did, it's possible the BepInEx plugins won't work. BepInEx plugins work by knowing at build time which specific method calls you are patching. When someone rebuilds the Assembly-CSharp.dll, they may be modifying those method signatures or changing their behavior, such that the plugin no longer functions correctly. Verifying the integrity of your Steam game will replace any files that are missing or modified.
Did you place the folders correctly?
Assuming your game is installed at a 'game install folder' of "C:\Program Files (x86)\Steam\steamapps\common\Shadowrun Returns\" (or "\Shadowrun Dragonfall Director's Cut\" or "\Shadowrun Hong Kong\"), then:
- after BepInEx is installed (only BepInEx, no additional plugins):
you will have 4 new files in your 'game install folder':
- .doorstop_version
- changelog.txt
- doorstop_config.ini
- winhttp.dll
and you will have a new folder as well:
- BepInEx\
and in the BepInEx\ folder there should be another folder:
- BepInEx\core\
and finally, in BepInEx\core\ there should be an additional 18 files (which I won't list here, but you get the idea)
- after you install one of my plugins, since I usually include a BepInEx.cfg, you should also have:
- BepInEx\config\BepInEx.cfg
- BepInEx\plugins\<plugin>.dll
- and after running the game once, you should also have:
- BepInEx\config\<plugin>.cfg
Have you verified BepInEx loads even without any plugins in place?
BepInEx adds logger output even if no plugins are installed. You can find it if you go to "<game install folder>\<datafolder>_Data\output_log.txt. Within the first 60-70 lines of text you should see distinctly BepInEx related output after a base BepInEx installation with no plugins. If you don't, your BepInEx installation is not configured properly and the plugins will not work.
Perhaps related: your install instructions included this line "If you do this, you should also follow the instructions on the template page to update the "Preloader.Entrypoint" section to change the "Type" to "Camera".", but I'm not sure where the "template page" in question is to read said instructions. I located the aforementioned variable within the config file & changed it to Camera, but that didn't seem to change anything that I could see. I also noticed that the pre-generated bepin config file you gave us doesn't seem to have that set to Camera? So I was doubly confused. I glanced through the logs I could find, & as far as I could tell, everything APPEARS to be loading, but yeah I'm lost at how to access the cheat bar. Thanks.
Note that is only if you follow the BepInEx instructions to have it generate the BepInEx.cfg file. I include one that should be properly configured.
And, in case I'm misunderstanding you, I'll start here: are you using Alt+F1 to open the normal cheat menu? I am simply adding code to also display additional buttons, but you have to opened the cheat menu normally to see them.
Long story short, as an optional alternative to 'always sprint', perhaps a (configurable?) push to sprint key could be a great option, as well.
The reason why I post this here is that this is the only mod I've installed and because none of those bugs even seem to occur for anyone else. This game has plenty of bugs but none of the ones I've encountered you can really find any info on at all. Looking at how this mod has been uploaded here only recently I guess it hasn't been tested much. Though I also don't see how the changes this mod makes could mess up the whole game completely to such an extent. But I see no other possible cause. I used the binary editor for the same purpose in the first game and had no issues there. I used 1 or 2 other mods there as I didn't get your mod to work.
I see that you've updated the mod recently because of some issues. I'll try installing the update. Otherwise I'd appreciate any insight into how this mod might have caused so many issues and how to fix it. The way it looks now I probably won't be able to finish the game if I can't fix these issues as there's always more and more of them coming up.
edit: Installing the update didn't change anything.
edit 2: After deleting the mod folder it's clear that this mod was indeed the cause of all these issues. I've loaded up a save from before starting Glory's mission and started the mission again and now there's dialogue triggering right at the beginning and after entering the place it looks as it should, no debris blocking the path.
So you really need to do some testing on this mod to figure out how it can completely mess up people's games when it should only change a few minor things. And I highly discourage anyone from using this mod until these issues have been fixed because the game becomes pretty much unplayable.
Unless you specify otherwise, I'll assume you used all of the default settings.
Thanks
edit: Just a thought with regards to what you've said. This issue might only trigger when you have unspent karma points. Maybe that's why it didn't cause any problems for you in your playthrough. Because you might not have had any leftover karma points for most of the game when entering a new area. Just a guess.
I'll have a look at instead patching scene definitions so that they self report as not needing to offer the karma popup.
Additionally... I realized I couldn't load your save. :) So... I added a new feature, LoadLocalSaves, that re-enables the ability to read from your local save files folder, and even override the location of it to a spot of your choosing, even when still connected to Steam. If the game detects Steam, it *only* interacts there for save game activity. I didn't alter anything to do with save changes (i.e. deletes and such) so while attempting to delete a local save appears to actually remove it, reentering the save list shows it is still there as does a check of the folder itself. I'm probably going to address that too as part of the feature. Anyhow, thanks for the inspiration. :)
And another thing I forgot to mention before: Changing the amount of karma points on character creation really doesn't work for me. It has no effect to matter what I've set it to in the mod's config file. I am using the GOG version so maybe that has something to do with it.
WRT GOG, I don't typically use GOG and have been developing/testing for Steam. I purchased the set when someone else asked if it worked on GOG. Other than that, once it looked like it was loaded and running, I didn't go back and try any functionality on GOG, except again recently with the LoadLocalSaves feature because I wanted to confirm my hunch that my plugin is entirely unneeded on the GOG version since it already allows you to copy saves and load them from local folders.
I'll need to at least go through a pass, for each plugin, for each game. :(
Btw, since you are actively replying I wanted to get your opinion (and anyone else's who wishes to join in) on whether to keep piling features into this plugin or start splitting them off. Right now it's impossible to know what my plugin even does unless you read the description, and even then it's an increasingly long laundry list of bits and bobs of unrelated functionality. And worse, it does nothing to prove what I had hoped to show, which was that we can create binary level plugins without having to pick and choose which to apply, and instead just throw them all in, provided they aren't doing the same thing. Just like modding works in other games. Instead of showing that by releasing multiple, clearly identified, plugins, I've got one monolithic plugin with a configuration file.
I guess I could just have them as separate plugin downloads, but managing that for three games would be more annoying than actually developing the plugins for three games.
Without a mod like this you'd have to try and piece everything together from different mods. Which often combine different features and offer no means of disabling any of them. They also often use the same files and so are not compatible with each other. So your mod is ideal and it's the only one I've needed since I've got it working. I've used it in Dragonfall and now currently in Hong Kong.
I was able to delete my existing DFDCPlugin.cfg, copy the most recent DFDCPlugin.dll into place, run the game, and see a default DFDCPlugin.cfg created.
To double check a few things:
- Has any version of this plugin run successfully on your machine or is the first time attempting to use it?
- If the first time, have you made sure to install the off-site requirement mentioned on the Description page: https://github.com/BepInEx/BepInEx/releases/tag/v5.4.23.2
If you have run a previous version successfully, or if you're sure you've correctly installed BepInEx in addition to my plugin, could you please paste a copy of your "Shadowrun Dragonfall Director's Cut\Dragonfall_Data\output_log.txt" so I can take a look at what's happening?
I followed all instructions for installing BepInEx though I'm not sure how to check if it is actually functional.
When I check the "preview file contents" option on the file tab here, there is no DFDCPlugin.cfg included in the uploaded .zip, just FYI.
My output_log.txt is ~16,000 lines long, but I'll give copy paste here a try I guess.
That said, it looks like the BepInEx install is not working. Where your log file has lines 50-60 as:
- Completed reload, in 0.112 seconds
<RI> Initializing input.
<RI> Input initialized.
desktop: 3840x2160 60Hz; virtual: 7680x2160 at -1920,0
Platform assembly: C:\Program Files (x86)\Steam\steamapps\common\Shadowrun Dragonfall Director's Cut\Dragonfall_Data\Managed\System.dll (this message is harmless)
Platform assembly: C:\Program Files (x86)\Steam\steamapps\common\Shadowrun Dragonfall Director's Cut\Dragonfall_Data\Managed\System.Core.dll (this message is harmless)
Analytics.Google [INFO] User-Agent: Mozilla/5.0 (Windows 8_1 (6_3_19044) 64bit; English) Unity/4.3.4f1 (Standalone)
(Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53)
My log file shows:
- Completed reload, in 0.035 seconds
<RI> Initializing input.
<RI> Input initialized.
desktop: 3440x1440 60Hz; virtual: 5360x1440 at 0,0
Analytics.Google [INFO] User-Agent: Mozilla/5.0 (Windows 8_1 (6_3_19045) 64bit; English) Unity/4.3.4f1 (Standalone)
(Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53)
[Message:BepInEx] BepInEx 5.4.23.2 - Dragonfall (6/24/2024 4:26:36 PM)
[Info:BepInEx] Running under Unity v4.3.4.96603
As you can see, the part at the end is where BepInEx injects itself and it is missing in your output.
Next Steps
1. Can you tell me if you are running with any alterations to the game? Any other mods? Specifically do you know if anything has touched your game's Assembly-CSharp.dll? It would be in your 'Dragonfall_Data\Managed' subfolder. Here's a screenshot of my unmodified folder's contents: Unmodified Dragonfall Managed folder for Steam. To be 100% certain, you can tell Steam to verify the integrity of your game's files which will reset things.
2. Can you review the following linked screenshots of my game's folder structure and file contents and tell me if they match what you have:
Dragonfall folder structure
Dragonfall main game folder (e.g. C:\Program Files (x86)\Steam\steamapps\common\Shadowrun Dragonfall Director's Cut)
BepInEx core folder (e.g. C:\Program Files (x86)\Steam\steamapps\common\Shadowrun Dragonfall Director's Cut\BepInEx\core)
BepInEx plugins folder (e.g. C:\Program Files (x86)\Steam\steamapps\common\Shadowrun Dragonfall Director's Cut\BepInEx\plugins)
I did drop a modded Assembly-CSharp.dll in the proper folder there, but only after I couldn't figure out how to get this to work, having downloaded and redownloaded both BepInEx and DFDCPlugin and being real careful about following all the instructions. I was itching to play and figured it would tide me over.