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G6 - Troubleshooting
Updated 2 weeks agoTroubleshooting
When things don't work. Common cases first, edge cases after, plus how to file a useful bug report at the bottom.
"I don't see anything happen — Stitchwork isn't running"
Check the bottom-left corner of the screen for the Status Overlay — a small badge showing pack and conflict counts. If it's missing, Stitchwork didn't load.
Most common cause: you also have the older mod Patchwork installed. Stitchwork notices and disables itself. You'll see a notice on the main menu:
What's needed for this image: screenshot of the inert-mode toast on the title screen.
To fix: remove Patchwork.dll from BepInEx/plugins/. Note that
Architect-Silksong does not require Patchwork and runs fine alongside
Stitchwork — only a standalone Patchwork install trips the inert mode.
Other causes:
- BepInEx itself isn't installed. Stitchwork is a BepInEx plugin —
without BepInEx 5, it can't load. Check that
BepInEx/core/BepInEx.dllexists in your game folder. - Stitchwork is in the wrong place. Its DLL must sit in a folder one
level under
BepInEx/plugins/(recommended name:StitchworkRoot/). The folder name itself doesn't matter — Stitchwork resolves its location from where the DLL loaded — but the DLL can't be loose inplugins/or buried deeper. - An exception during startup. Open
BepInEx/LogOutput.logand search forStitchwork. Errors during the plugin'sAwakewould be there.
"I dropped a sprite PNG in but nothing changed"
A.k.a. "sprite replacement not showing" — the most common new-creator question.
Check the file path
The path matters. Common mistakes:
Sprite/instead ofSprites/— note thes.- Wrong collection name — it's case-insensitive but must match the in-game collection. Use the Animation tab in the Dev Hub to verify the exact name.
- Wrong material name — same.
- Wrong sprite name — the filename (without
.png) must match the sprite name.Idle_0.pngandidle_0.pngboth work;idle 0.png(with space) andidle-0.png(with dash) don't. .PNGextension uppercase — usually fine, but case-sensitive filesystems will fail. Use lowercase.pngto be safe.
Did the file watcher pick it up?
Stitchwork has hot-reload — file changes are detected and applied within about a second. If your file is in the correct path but the game isn't picking it up:
- Try a scene transition (walk through a door). The scene-load path re-applies replacements unconditionally.
- Try toggling the pack off and on in Pack Manager.
- Check
BepInEx/LogOutput.log— look for[Stitchwork]entries near the time you saved the file. You should see a "reload" log line.
Is the sprite ACTUALLY visible right now?
If the character is mid-animation showing a different frame, of course you won't see your replacement until that specific frame plays. Wait until the right frame is on-screen (idle, mid-attack, specific expression).
For Animator-driven sprites that change per-frame, the replacement is applied each time the frame shows.
"Some text is invisible / garbled after a pack apply"
Symptom: applied a skin pack, now main-menu text or save-slot text shows as boxes, gibberish, or is missing entirely.
This is a known issue with skin packs that include certain texture
naming patterns (specifically when a pack ships
Spritesheets/T2D/font.png or similar — the name matches a font
atlas Silksong loads internally). We've shipped multiple fixes; the
current build should handle most cases.
If you still see it:
- Confirm you're on the latest Stitchwork build.
- Identify the offending pack by disabling packs one at a time.
- File a bug report with the pack name and what you see (see "Filing a useful bug report" below).
Workaround until fix: rename any T2D PNGs in your pack folder away
from generic names like font.png, tex.png, etc.
"Two packs target the same thing — what wins?"
The pack with the higher priority. In the Pack Manager, packs are listed in priority order top-to-bottom. The Pack Manager shows "conflicts" — places where two or more packs target the same asset — and tells you which pack wins.
To change priority: drag-reorder packs in the Pack Manager (or use the up/down arrows next to each pack). After reordering, hit Apply.
The Status Overlay at the bottom of the screen shows total conflict count — useful as a "how messy is my current setup" gauge.
"My pack used to work and now doesn't after I added another pack"
Likely cause: the new pack overrides the same files. Check the conflict count and the Pack Manager's conflicts foldout — it tells you exactly which keys collide.
If the new pack shouldn't be overriding what your pack does, that's a bug in the new pack — its files are mis-named or its scope is broader than intended. Report it to that pack's author.
"The Pack Manager / Dev Hub window is stuck somewhere weird"
If a window is dragged to a position outside the visible screen (e.g. you played at a different resolution and dragged it off-screen), you can usually reset by:
- Edit
BepInEx/config/Stitchwork.cfg— look for window-position entries and reset them to0,0or delete the lines and restart. - Some windows reset automatically when the game launches at a new resolution.
If a window's contents are blank (header visible but body empty), and hotkeys stop working, this used to indicate a GUI bug we fixed in the 0505 builds. Update Stitchwork. The fix included a self-healing mechanism — the GUI should recover within a couple of seconds even if something throws.
"Audio replacement plays the wrong audio / cuts off / restarts"
A few separate cases:
- One-shot SFX plays vanilla once, then plays your replacement: this is expected on the very first time a sound fires after your pack is enabled. Stitchwork has to download the replacement asynchronously; the first trigger fires before the load completes. Subsequent triggers use the cached replacement. If it persists past the first trigger, file a bug.
- Music restarts on scene transition: this was a bug fixed in the 0505 builds. Update if you're seeing it.
- Music continues playing the OLD track after a pack switch: also a known case — looped audio doesn't re-fetch the buffer when its AudioClip is reassigned. Stitchwork forces a clean swap (Stop+Play) for looped tracks during pack-apply, so this should be fixed; if you still see it, file a bug.
"My anchors.txt file stopped doing anything"
anchors.txt is no longer read (replaced by filename tags in the
2026-06-09 rework). Stitchwork logs a one-time warning when it finds
one. Anchors now live in the PNG file name as a trailing tag: @t top,
@l left, @r right, @c center, and no tag (or @b) for the default
bottom. Rename your sprite PNGs accordingly and delete anchors.txt.
See Bigger Art: Anchors for the full migration steps.
Filing a useful bug report
A useful bug report includes:
- Stitchwork version. Check the title bar of any Stitchwork
window or the log line
Stitchwork is loaded! Version: X.Y.Z. - What you did. Specific steps that lead to the bug. "It crashed when I opened the game" is less useful than "It happened after I loaded a save and walked into Greymoor."
- What you expected vs what happened.
- Other mods installed. List them — particularly anything that patches sprite, audio, or text loading. Many bugs are mod interactions.
- The log file. Attach
BepInEx/LogOutput.logif it's reasonable size (gzip if it's big). Without the log, we're guessing. - Screenshots or short clips. For visual bugs especially — "the text is garbled" is much clearer with a screenshot showing exactly what garbled looks like.
Without the log file, most bugs can't be diagnosed. The log captures exceptions, the order things loaded in, and what other mods were present. It's the single most useful artifact you can attach.
What's needed for this image: a redacted/sanitized example log excerpt showing what a healthy Stitchwork session looks like in the log, so users can sanity-check their own.
Known limitations
Accepted, documented limitations for the 1.0 line — known, with workarounds where they exist, not expected to block normal use. Fixes for several are planned for a later release.
-
Minor UI bleed from same-name atlases. A few packs see small artifacts on certain icons or UI elements when two of the game's internal atlases share a "clean" name and Stitchwork can't tell them apart. Uncommon and cosmetic. A structural fix (per-atlas-instance matching) is planned post-1.0. Workaround: rename the colliding replacement away from the shared name, or scope your pack more narrowly.
-
Colour grading can briefly drop under heavy pack loads. The reproducible cause was fixed; a residual remains where, with many packs active, scene colour grading may momentarily look absent on some scene entries. Re-entering the scene — or hitting Apply in the Pack Manager — restores it.
-
The smoothness setting and "Verify integrity of game files." Stitchwork enables Unity's incremental garbage collector (via the game's
boot.config) for steadier frame times. If you ever run Steam's Verify integrity of game files, that resetsboot.config— Stitchwork detects it and re-applies the setting on the next launch (you'll see a restart notice). Nothing to do by hand. -
Keep only one copy of
Stitchwork.dll. Stitchwork reads its workspace (yourText/,Sprites/, config) from the folder it actually loaded from. A leftover second copy anywhere underBepInEx/plugins/— an old install you renamed, a backup, an unzipped release folder — is ignored for that resolution, but it trips BepInEx's duplicate-plugin guard and causes confusion (for example, edits that look like they won't revert because an old folder's files were being read). Delete stray copies; keep exactly one. -
Patchwork coexistence. If
Patchwork.dllis present (a legacy install), Stitchwork stays inert by design — it and Patchwork conflict over sprite loading; removePatchwork.dll. Architect-Silksong does not require Patchwork and coexists with Stitchwork fine. -
The Materials sub-tab (Dev Hub → Graphics → Materials) is research-grade tooling, not for end-user use, and is hidden unless
DevModeis enabled.
For anything not listed here, check the current release notes or the community channel the latest release points to.
Pages
- A-0 Wikis
- A1 - Getting Started
- A2 - Installing Packs
- A3 - The Pack Manager
- A4 - How Stitchwork Works
- A5 - When Something Looks Wrong
- AEx1 - Conditional Activation
- B0 - Choosing a Workflow
- B1 - Starting a Skin Pack
- B2 - Finding Any Sprite
- B3 - Porting Prior Work — Spritesheets & CKC
- B4 - Texture2D (T2D) Sprites
- B5 - Bigger Art — Anchors
- B6 - Animation Canvas Workflow
- B7 - Sprite Paths Reference
- B8 - The Animation Controller
- BEx1 - Reused frames — one sprite, many animations
- BEx2 - Instance-specific paths — same name, different art
- BEx3 - Appliqué: Per-Clip Art
- C1 - Text & Dialogue
- D1 - Audio
- E1 - Video
- F1 - Priority & Conflicts
- F2 - Distributing Your Pack
- G1 - Dumping & Full Dump
- G2 - Companion Mods
- G3 - Hotkeys
- G4 - Pack Folder Structure
- G5 - Testing With Savestates (DebugMod)
- G6 - Troubleshooting