Subnautica: Below Zero
0 of 0

File information

Last updated

Original upload

Created by

toebeann

Uploaded by

toebeann

Virus scan

Safe to use

34 comments

  1. toebeann
    toebeann
    • premium
    • 48 kudos
    Locked
    Sticky
    Need help?

    First, please make sure to check that the answer you're looking for isn't already somewhere in the description or somewhere on this page. Use Ctrl+F to search for keywords.

    Second, check the FAQ to see if there is an answer there.

    If not, 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 ;)
  2. loool1555
    loool1555
    • member
    • 0 kudos
    so a lot of my mods seam to fail to load, im useing vortex to install all the mods, and this is part of the debug log (colud not do full) https://pastebin.com/PRE1j3n0
    1. toebeann
      toebeann
      • premium
      • 48 kudos
      I'd recommend joining the Subnautica Modding discord server for help with this, as this does not appear to be an issue with the BepInEx pack itself.
  3. wayneofwilson
    wayneofwilson
    • premium
    • 0 kudos
    I can't get any mods to work, and I don't know why.
    1. toebeann
      toebeann
      • premium
      • 48 kudos
      I would suggest joining the Subnautica Modding discord server and asking for help in #help-and-support. Here's the server invite link:
      https://discord.gg/UpWuWwq
    2. wayneofwilson
      wayneofwilson
      • premium
      • 0 kudos
      I've joined it. It's just that I haven't spent much time there. Also, I can't find Discord on my computer. Not because I don't have it.
    3. toebeann
      toebeann
      • premium
      • 48 kudos
      Right well it's probably an installation issue, i.e. you misunderstood the installation steps of either BepInEx or a mod.

      When BepInEx is installed correctly, the game folder should contain everything inside the .zip file you downloaded, e.g. a "BepInEx" folder, a "doorstop_libs" folder, a "doorstop_config.ini" file, a "winhttp.dll" file, a "run_bepinex.sh" file, etc. etc. all in the same place as the .exe file to launch Subnautica: Below Zero (e.g. SubnauticaZero.exe on Windows and Linux, SubnauticaZero.app on macOS). Note that on macOS and Linux there are additional steps required, which are detailed in the instructions. On macOS I highly recommend using gib to automate that as it's a little tedious and technical. You can find a link to gib in the installation instructions.

      If BepInEx is installed correctly, there will be a LogOutput.log file being generated in the BepInEx folder each time you run the game. If you don't have a log file then you didn't install BepInEx correctly and I would suggest carefully reading the instructions again, or trying a different method e.g. if you tried automatic before, try manual, and vice versa.

      If you do have a LogOutput.log file being generated in the BepInEx folder each time you run the game then BepInEx is installed fine, and your problem is with a mod not with BepInEx, so you would need to ask for help on the specific mod's page, or in the Subnautica Modding discord server for generalised help.

      It's potentially going to take quite a bit of back and forth to figure out where you're getting confused and help you out, unless you can provide more details of the specific problem you're facing at the very least (e.g. what steps you've done, screenshots of game folder, log files, etc.). This is why I suggest the discord server, as it is far easier to have a quick conversation in a realtime chat app than it is here, and it's also easier to attach screenshots and log files there. Not only that, but I am pretty much the only person answering queries here so you're entirely reliant on my own availability, but in the discord server there are multiple friendly and knowledgeable people who can help you out, so even if I'm not personally available someone else will likely be able to help.

      If you can't find your way into the discord app installed on your computer, you could always just use discord in your browser, or on your phone. However if you're sure you installed it, on Windows when you open the start menu if you just start typing "discord" it should show up.
  4. DirtyHomer
    DirtyHomer
    • member
    • 0 kudos
    Hi guys! I have a problem: my Builder cant build anything. When i try to build some i get a message (https://disk.yandex.ru/i/CM-tGKTVtpq1mA). 
    Btw i have an another message when starting game (https://disk.yandex.ru/i/XTPpXpbF90qfZQ).
    Mods i have installed (https://disk.yandex.ru/i/O3yxqZ95E8Adkg)
    Please help me!)
    1. toebeann
      toebeann
      • premium
      • 48 kudos
      An actual logfile would be more helpful than these screenshots. I would suggest joining the Subnautica Modding discord server and asking for help in #help-and-support. Here's the server invite link: https://discord.gg/UpWuWwq
  5. PoProstuRay
    PoProstuRay
    • member
    • 0 kudos
    Hey! I have a little problem it seems that the f1 shortcut that is supposed to open bepin configuration doesn't work instead of the config menu I'm greeted with this box with cordinates 

    I don't know if its the mods fault or it didn't install properly

    I'm ataching the photo of the cords thingy
    1. toebeann
      toebeann
      • premium
      • 48 kudos
      Two things:

      • The configuration window you're talking about only opens up if you have Configuration Manager installed. Did you install it? I ask this because you are posting this query on BepInEx pack page (BepInEx only loads your mods, it does not come with an in-game config window for your mods built-in), not the Configuration Manager mod page.
      • The version of Configuration Manager built for Subnautica and BZ (which is found here and all the other links I've put in this reply) uses a default hotkey of F5 to open the window, not F1, precisely because the F1 key is already used in the game to open a debug menu. This is documented in the description section of the Configuration Manager page here on Nexus Mods for SN1 and BZ. I would suggest double checking the description of your mods as a first step when troubleshooting in future.
    2. PoProstuRay
      PoProstuRay
      • member
      • 0 kudos
      Thank you I couldn't find on nexus and somewhere on youtube was written that you are supposed to click F1 anyway thanks for the quick replay 
  6. GoaGrabben
    GoaGrabben
    • member
    • 0 kudos
    Hi!

    I'm having troubles getting the steam overlay to work after installing this pack.
    I cannot access the steam overlay when launching the game directly from steam or the games folder, the only time it works properly is when I launch it from Vortex. I've tried running it in admin mode aswell but it doesn't work either.
    Am I missing something? Is this supposed to happen?

    The reason I'm asking is because I have an injury in my arms that prevents me from playing with mouse and keyboard. So accessing the steam overlay is vital to let me use my controller setup.

    Thank you!
    1. toebeann
      toebeann
      • premium
      • 48 kudos
      Personally I have never experienced this issue. I have just tested launching both Subnautica and Below Zero through Steam with the BepInEx console enabled and I could access the Steam overlay just fine with Shift+Tab, so all I can do is speculate. I appreciate and sympathise with your situation, so I'll give it my best guesswork.

      Any time I've heard this get reported it is usually later followed up by the original poster saying it works now. However I would say that if it is working when launched through Vortex then it should be working when launched directly from Steam, since Vortex simply tells Steam to launch the game. So, it could just be an intermittent issue, in a similar fashion to the Missing Steam DRM issue documented in the above FAQ?

      One thing I could suggest is disabling the BepInEx console as potentially that might be interfering with the overlay. Instructions on how to disable it are in above the FAQ.

      Another thing I have noticed is that with the new version of the Steam overlay, if you continue holding Shift after the first time you press Shift+Tab, the overlay will not open until you release Shift and press Shift+Tab again. So, do make sure that on repeat attempts to use the shortcut that you let go of both keys and start fresh.

      If none of that resolves it for you then I'm going to have to suggest you rely on launching through Vortex for now, unfortunately.
    2. toebeann
      toebeann
      • premium
      • 48 kudos
      Another thought - have you tried running Steam in Big Picture Mode? This makes the whole Steam interface navigable by controller, which should be helpful for your situation. You may have better luck this way, perhaps?
    3. GoaGrabben
      GoaGrabben
      • member
      • 0 kudos
      Thanks for the quick response!
      I read and tested what you mentioned in your reply and it seemed like it could be several things from the FAQ above. What appears to work is closing the BepInEx window, I've restarted the game several times and restarted my PC and it seems to work consistently! I am curious though if there is a downside or any side effect to disabling the BepInEx console window?

      I appreciate and thank you for your kind thoughts and suggestion. I have tried Big Picture before and honestly I'm not a big fan. To me, it's a bit clunky, especially if I want to use my PC for other things than just Steam related stuff. Steam does however offer great controller support and options which allows me to use my controller as a mouse and keyboard for most things I need. Speaking of, my controllers desktop setup was still active when I couldn't access the Steam overlay in the game, so I'm guessing something along the line that Steam couldn't recognise the game when the BepInEx console window was open?
    4. toebeann
      toebeann
      • premium
      • 48 kudos
      Interesting, yes that was my speculation about the console window too, although for me it's never caused that issue.

      Having the console window disabled won't negatively affect anything, it's just a real-time log output - useful for debugging/troubleshooting and seeing what's going on "behind the scenes," so to speak.

      You can still access the same log output from the file [game folder]\BepInEx\LogOutput.log if needed, you just won't see the messages in real-time.

      The main reason we have the real-time logging console enabled by default in this pack is that it's an easy way to show that BepInEx is running. Prior to setting the console as enabled by default, we got a lot of comments here and in the community discord saying that BepInEx is not working when the users had installed only the BepInEx pack itself, but no mods requiring it. In the majority of these cases it turned out BepInEx was working fine, the users had just expected to see some sort of confirmation that BepInEx was running. Of course, we tried pointing out in the FAQ etc. that you can see BepInEx is working by checking for its generated log file etc., but the kind of confused users who were posting these comments didn't tend to read FAQs and such beforehand, so this didn't do much to prevent user confusion. Since enabling the console by default, people only tend to turn up saying that BepInEx isn't working when it genuinely isn't - usually because they haven't correctly followed the installation instructions, or because they've had an issue with Vortex or something.

      A secondary reason is that back in the QModManager v4 days, many mod developers didn't realise the console existed, and having access to it can be quite helpful during the development process. Enabling it by default means that we don't have mod developers handicapping themselves by overlooking this simple yet useful feature.

      I'm glad we found a resolution which works for you

      Perhaps I should add another entry to the FAQ in case others have this issue.
    5. GoaGrabben
      GoaGrabben
      • member
      • 0 kudos
      Ah, I see. Not knowing exactly how all of this works, I used both logs to check if DRM was the issue, as you suggested previously, good to know I won't miss out on anything from not using the real time log then.

      I think you're right to keep the console enabled by default, if it clears up any kind of confusion it's definitely worth it. And I agree, maybe adding another entry to the FAQ about this might not be a bad idea, it is curious though why I had this issue to begin with.
      Anyway, I thank you once again for all the help and support, keep up the good work!
  7. Drohka
    Drohka
    • member
    • 0 kudos
    Hello, 
    I am playing the latest version Subnautica Below Zero, have manually installed BepInEx 5.4.21.0 - SubnauticaZero and included the ManageCreatureSpawns2 2.0.0 mod folder in the BepInEx plugin folder. 
    Yet when I boot up the game (from Steam) this is the error I receive:
    [Warning:   BepInEx] Skipping [ManageCreatureSpawns2 2.0.0] because of process filters (Subnautica.exe)

    Maybe I am lost as the exe for Below zero is SubnauticaZero.exe

    Is this a BepInEx issue or a mod issue? 
    1. toebeann
      toebeann
      • premium
      • 48 kudos
      It means the mod you are attempting to install put a filter on it so that it will only run on Subnautica. I.e. the mod is designed for Subnautica, not Subnautica: Below Zero.

      Likely cause would be you downloaded the version for Subnautica, not BZ. When I look up "Manage Creature Spawns" here on nexus, the only one for BZ is still a QMM mod. So, I believe you installed the sn1 version.

      So it's neither a BepInEx issue nor a mod issue. It is a user issue
  8. toebeann
    toebeann
    • premium
    • 48 kudos
    What is this?

    BepInEx is a general purpose framework for Unity modding. This is a BepInEx pack for Subnautica: Below Zero, preconfigured and ready to use.

    Is it compatible with QModManager?

    Yes! Please see the section titled Compatibility with QModManager in the above sticky post for more information.

    Can BepInEx load QMods without QModManager?

    No.

    Where can I find mods made for BepInEx?

    You can find some under the Requirements section of the Description tab, under the heading "Mods requiring this file".

    Some of the BepInEx plugins I installed aren't working!

    Issues with BepInEx plugins are usually going to be either an installation issue caused by a mod manager, some manner of PEBCAK issue, or a bug with the plugin itself.

    This BepInEx pack includes Tobey's Plugin Doctor for BepInEx 5, a utility to help with toubleshooting common problems with BepInEx plugins.

    It simply prints a report of all found issues in the logs for you to read over, advising you on how to handle them.

    To access the report, simply load the file SubnauticaZero/BepInEx/LogOutput.log in the text-editor of your choice, and search for "PLUGIN DOCTOR REPORT" (with Ctrl+F where available). You can also see it printed in the console window which opens when you start the game, if you have it enabled on a compatible operating system.

    If the report advises you to consult with the developer of the plugin, you should go to wherever you downloaded the plugin from and find a means to contact them there, e.g. the posts or bugs tab on Nexus, the issues or discussions page on GitHub, etc. Failing that you can reach out to the wider modding community (see below).

    If the report advises you to consult with the modding community, I recommend the Subnautica Modding Community discord server. Head to the #help-and-support channel, describe the problem you need help with, and upload your full log file (found at SubnauticaZero/BepInEx/LogOutput.log) for the people there to have a look over. Make sure to be patient and polite, as these people are volunteering their free time to help you!


    What's with the weird console window that opens whenever I start the game with BepInEx installed?

    This was added to this installation of BepInEx as an easy way for Windows users to determine whether BepInEx has been installed correctly. We have had a number of users think that it isn't working just because they didn't see any difference in-game after installing BepInEx and nothing else.

    Can I close the console window?

    If you close the console window it will also close the game, so we advise against it.

    If you would like to disable the console window entirely, you can do this easily with Configuration Manager. In-game, press F5, then enable Advanced settings. Click the heading BepInEx, and then under the heading Logging.Console simply uncheck the Enabled setting. You will need to restart Subnautica for this change to take effect. You can still access the log output from the file SubnauticaZero/BepInEx/LogOutput.log.


    I can't access the Steam overlay with BepInEx installed!

    Some users have reported inconsistent ability to access the in-game Steam overlay while the BepInEx console window is enabled. If you are having this issue, try disabling the console window following the instructions above.

    I installed QModManager and now some of my BepInEx plugins stopped working!

    QModManager ships with an old version of BepInEx, so installing QModManager after BepInEx will downgrade your BepInEx version, but some BepInEx plugins require the latest BepInEx version to function. Simply reinstall BepInEx to fix this issue.

    I've installed this with Vortex and it doesn't work!

    Please ensure you have the Subnautica Below Zero Support Vortex extension installed and that it is fully up-to-date, then reinstall BepInEx and all Subnautica: Below Zero mods.

    On Steam, I see the console window briefly but it suddenly closes and mods don't work!

    The TL;DR for this is to restart Steam and/or your PC until the problem goes away. For details, read on:

    There is a rare bug that sometimes happens where Steam fails to inject the Steam DRM into the game. The game realises it is meant to have the Steam DRM there, so it relaunches itself to try to fix it. When it does this, it detaches BepInEx from the game process (which is why you see the console open and then close itself), and so BepInEx is now no longer running and neither are the mods.

    You can confirm if this is what is happening by navigating to the SubnauticaZero/BepInEx folder and opening the file LogOutput.log. If you see these two lines, then you're having this issue:

    [Warning: Unity Log] Missing Steam DRM
    [Warning: Unity Log] Couldn't initialize Steamworks

    At this time, the only known fix for the issue is to restart Steam and/or your PC until the problem goes away. Most of the time you only need to restart once, but if you're unlucky it sometimes requires multiple reboots. The root cause of the issue seems to be a glitch between Steam and the game, and is out of our control.


    I'm running a pirated copy of the game and it doesn't work with BepInEx installed!

    Tough luck. We won't be helping you with that. If you have problems running mods on a pirated copy of a game... the pirated copy is the problem, not the mods.

    Mods operate under the assumption that the game is in a specific state, has specific code which does specific things that they can rely on. If these assumptions are proven false, then their mod is not going to be able to function correctly. Pirated copies of games frequently break these assumptions, and therefore frequently break mods. If you're getting bugs when running a pirated copy of a game, the most likely solution is to run a legitimate copy of the game. No developer is going to help you until you try that first, because otherwise you're just wasting their time.


    I have a problem that isn't described above!

    Feel free to post a comment below describing your issue, and I'll try to help you out. But if you're just going to ask a question that could have been answered by reading the instructions or this FAQ, there's a good chance you'll get a snarky response.

    Alternatively, you could reach out to the wider modding community. I recommend the Subnautica Modding Community discord server. Head to the #help-and-support channel, describe the problem you need help with, and upload your full log file (found at SubnauticaZero/BepInEx/LogOutput.log) for the people there to have a look over. Make sure to be patient and polite, as these people are volunteering their free time to help you!
  9. toebeann
    toebeann
    • premium
    • 48 kudos
    Compatibility with QModManager

    BepInEx itself is fully compatible with QModManager. In fact, QModManager requires BepInEx.

    However, mods made for QModManager (hereafter QMods) do not automatically work with BepInEx - you still need QModManager installed and working to use them. BepInEx loads QModManager, and then QModManager loads QMods. That's how it has always been since QModManager v4.0 released. The only thing that has changed is that QModManager has been deprecated and will no longer receive updates.

    As QModManager still works on the latest version of Subnautica: Below Zero, it is currently possible to run all working QMods and BepInEx plugins side-by-side.

    However, if an update is released for Subnautica: Below Zero which is incompatible with QModManager (for example the Living Large update for Subnautica which was released in December 2022), then QModManager and QMods will no longer function, and since QModManager has been deprecated, it will never be updated.


    Are there any caveats for QModManager compatibility?

    • QModManager ships with an old version of BepInEx. If you install QModManager after installing this BepInEx pack, you will be downgrading your version of BepInEx in the process, and some BepInEx plugins will stop working as they require a newer version of BepInEx. To remedy this, simply reinstall BepInEx after installing QModManager. Installing with Vortex Mod Manager should handle this for you.
    • On macOS, QModManager will not work at all without this pack, but it can be a bit tricky to install correctly. Follow the  Installing QModManager on macOS guide and you should be good to go.

    What if they release an update to Subnautica: Below Zero which breaks compatibility with BepInEx? Won't we end up in the same situation?

    The major difference between BepInEx and QModManager is that BepInEx itself does not interact with or depend on the game assemblies to function, while QModManager does. Because of QModManager's dependency on the game assemblies, it has been prone to breaking whenever the game updates.

    Meanwhile, BepInEx only relies on the Unity game engine to function and is compatible with every version of Unity since Unity 3 (released in 2010), so it is far less likely to stop working if the game updates. We have not yet witnessed an update to Subnautica: Below Zero which has prevented BepInEx from working since we started using it to power QModManager in 2020.

    Some BepInEx plugins might stop working when the game is updated if they rely on game code which has been changed by the update, but those which do not will be unaffected. BepInEx plugins which are affected will need to be updated - just as they would if they were QMods - but BepInEx itself and unaffected plugins should continue to function without any update required.

    These factors are part of the reason why the community is moving away from QModManager, why it has been deprecated, and why we believe BepInEx is the right mod loader for the future of Subnautica: Below Zero.

    The main thing that could throw a spanner in the works is if the devs decide to begin compiling the game with IL2CPP. This would require the community to migrate to BepInEx 6, which has support for modding Unity IL2CPP games but is currently in prerelease and not yet recommended for games which do not require it.
  10. Sonat1ne
    Sonat1ne
    • member
    • 12 kudos
    When I'm using BepInEx together with QMM 4.4.4 are ALL mods placed in the "plugins" folder within the "BepInEx" folder or old mods still in the old styled "QMods" folder and only the new ones in "plugins"?
    1. toebeann
      toebeann
      • premium
      • 48 kudos
      QMods go in the QMods folder. BepInEx doesn't do anything with QMods. It just loads QModManager itself.
    2. ikibob
      ikibob
      • supporter
      • 0 kudos
      So if I only have the BepinEx pack installed and not QMM, do I just place mods into the plugins folder?
    3. toebeann
      toebeann
      • premium
      • 48 kudos
      Depends on the mod, really, doesn't it? If the mod is for QMM, then you need to install QModManager and put the mod in the QMods folder, which the mod should tell you. If it is not for QMM and is for BepInEx, then the mod should tell you how to install it. if the mod does not tell you what it requires or how to install it, you should ask the author of the mod on their posts page what you're supposed to do with it. Or if you want me to have any clue, give me more information about the mod, perhaps a name?
  11. SkyrimRules15
    SkyrimRules15
    • member
    • 3 kudos
    Can someone please explain step by step how to get this to work with QMods?  I overrode QMM with this and now the game can't find QMM.  Should I reinstall QMM and override what this changed?
    1. toebeann
      toebeann
      • premium
      • 48 kudos
      1. Install QMM by extracting the archive to your game folder
      2. Install BepInEx by extracting the archive to your game folder
      3. Run game 

      If you need troubleshooting help, your best bet would be the Subnautica Modding Community discord (https://discord.gg/UpWuWwq), just pop into one of the help and support channels there and ask for help. Will be a much quicker way to figure out what's gone wrong with your install        
    2. toebeann
      toebeann
      • premium
      • 48 kudos
      I have a feeling though that if you check your BepInEx logs you might see a message about missing Steam DRM in there. If so, it's a coincidence that it happened after installing BepInEx pack, it's just a temporary issue that happens sometimes with Subnautica games and Steam, and will be resolved by restarting your PC and/or Steam a few times until it works.