Binus
Replaces the nose on every character with a model of your choosing. Ships with one, and takes any Wavefront .obj. The nose still animates while you talk. Only you see it.
| Last updated | 3 hours ago |
| Total downloads | 5 |
| Total rating | 0 |
| Categories | Mods Misc |
| Dependency string | SixSevenBrigade-Binus-1.0.1 |
| Dependants | 0 other packages depend on this package |
This mod requires the following mods to function
BepInEx-BepInExPack_IL2CPP
BepInEx pack for IL2CPP x64 Unity games. Preconfigured and ready to use.
Preferred version: 6.0.755README
Binus
Replaces the nose on every character in Big Walk with a model of your choosing. Ships with one, and it is a big one.
Features
- A new nose, on everyone — Every character in your game wears it, yours included.
- Bring your own — Any Wavefront
.objworks. Drop it next to the plugin and name it in the config; no rebuilding anything. - It still animates — Big Walk stretches and bulges the nose while you talk in voice chat, and this keeps that intact. The mesh is swapped, the animation is left alone.
- Nobody else sees it — Client-side. Other players in your session see the stock nose, so it is safe in multiplayer and needs nobody else to install anything.
- Fits itself — The model is auto-scaled to the nose it replaces, so its real-world size does not matter. Sliders for the rest.
Installation
With a mod manager (Gale, r2modman), install this and let it pull BepInEx in. Manually: install BepInEx 6 IL2CPP (win-x64), run the game once so it unpacks, then extract this archive into the Big Walk folder — the one with Big Walk.exe in it — so that you end up with BepInEx/plugins/Binus/Binus.dll and binus2.obj beside it.
Big Walk is an IL2CPP game, so BepInEx 5 will not work.
On Steam Deck, SteamOS and Linux, BepInEx needs a DLL override to load under Proton. Put this in the game's Launch Options: WINEDLLOVERRIDES="winhttp=n,b" %command%
To confirm it loaded, look for Binus loaded in BepInEx/LogOutput.log.
Using your own model
Drop a .obj next to Binus.dll and set ObjFile to its filename. Changes take effect on the next game start. For a clean fit: point the model along +Z with the end that meets the face at the origin, Y up. Only geometry and UVs are read — materials and .mtl files are ignored, which is what lets the voice animation keep working.
Configuration
Edit BepInEx/config/deck.bigwalk.realisticnose.cfg.
- Enabled — Turn the whole mod off without uninstalling. Default: true.
- ObjFile — Model to load. Searched next to the plugin, then anywhere under
BepInEx/plugins. An absolute path works too. Default:binus2.obj. - AutoFit — Scale the model to match the nose it replaces. Default: true.
- Scale — Overall size multiplier, on top of AutoFit. Default: 1.
- ScaleX / ScaleY / ScaleZ — Per-axis stretch. Default: 1.
- RotationX / RotationY / RotationZ — Rotation relative to the fitted orientation. Default: 0 / 0 / -90.
- OffsetX / OffsetY / OffsetZ — Nudge in local space. Default: 0.
- FlipDirection — Flip end for end if the nose points into the head. Default: true.
- InvertFaces — Reverse triangle winding if the model renders inside out. Default: false.
- DumpHierarchy — Log the nose hierarchy on first spawn. Turn on for bug reports. Default: false.
Three of those defaults are properties of Big Walk's nose bone rather than of any model, and you should not normally need to touch them: FlipDirection = true, RotationZ = -90 and InvertFaces = false.
Notes
- Model renders inside out — set
InvertFaces = true. - Model is rolled onto its side — adjust
RotationZin 90-degree steps. - Model points into the face — set
FlipDirection = false. model 'x.obj' not foundin the log — the filename inObjFiledoes not match a file underBepInEx/plugins. Check the spelling and the extension.- Nothing in the game's own files is modified. The swap happens in memory at runtime, so removing the plugin restores the stock nose.
Built with BepInEx and HarmonyX. Do what you like with it — fork it, reuse the code, roll it into a pack. Credit appreciated, not required.