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SixSevenBrigade-Binus-1.0.1 icon

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.

Date uploaded 3 days ago
Version 1.0.1
Download link SixSevenBrigade-Binus-1.0.1.zip
Downloads 14
Dependency string SixSevenBrigade-Binus-1.0.1

This mod requires the following mods to function

BepInEx-BepInExPack_IL2CPP-6.0.755 icon
BepInEx-BepInExPack_IL2CPP

BepInEx pack for IL2CPP x64 Unity games. Preconfigured and ready to use.

Preferred version: 6.0.755

README

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 .obj works. 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 RotationZ in 90-degree steps.
  • Model points into the face — set FlipDirection = false.
  • model 'x.obj' not found in the log — the filename in ObjFile does not match a file under BepInEx/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.

CHANGELOG

Changelog

1.0.2

Nothing looks different. This is a diagnostics release, from working out why a replaced nose does not take the character's colour.

The log now records what the original nose actually carried before it was swapped — its material and shader, whether the mesh could be read at all, and which vertex data it had — so a nose that comes out the wrong colour can be explained from a log rather than guessed at. If the original nose has vertex colours, the replacement is given them too.

Worth knowing if you ever read that line: the game's nose meshes are not marked readable, so the vertex counts in it are unknown rather than zero. The log says which it is.

1.0.1

New icon. No code changes.

1.0.0

First release.

Replaces the nose mesh on every character with binus2.obj, shipped alongside the plugin. Any Wavefront .obj can be pointed at instead, from the config file, without rebuilding anything.

The swap is mesh-only, so Big Walk's own voice-chat nose animation keeps working. Auto-fits to the length of the nose it replaces, with scale, rotation and offset available for the rest.

Client-side: only you see it.