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If a Castlevania: Belmont’s Curse mod is missing, start with the shared dependency: BepInEx 6 Unity IL2CPP x64. Install or repair the game-specific loader, launch the game once so it can generate its proxy files, then check each mod’s exact folder. Belmont Minimap and Experience Bar HUD are separate plugins under BepInEx/plugins; music replacement is different because it either overwrites StreamingAssets/master.bank or uses a playlist plugin. The fixes below cover the tested Steam build, default settings that can make a working mod look invisible, safe backup and rollback procedures, and the log checks that identify a broken installation.
What should I check before fixing an individual mod?
Check the loader before changing any minimap, HUD, or music files. All three solutions depend on a functioning BepInEx installation, but only the music-bank method bypasses the plugin folder after the replacement file is installed.
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- Loader: use BepInEx 6 Unity IL2CPP x64. The package listing used by the minimap is version 6.0.0-be.788 (also shown as 6.0.788 in installation guidance).
- Install location: extract BepInEx and every mod into the game’s root folder—the folder that contains
Castlevania Belmont's Curse_Data. - First launch: BepInEx must be initialized once before plugin DLLs can load reliably.
- Log file:
BepInEx/LogOutput.logrecords whether the loader and plugins started.
Do not mix a Mono build of BepInEx with this Unity IL2CPP game. A loader can appear to be installed while producing no usable plugin environment, which makes every mod look broken.
How do I install or repair BepInEx 6 for Belmont’s Curse?
Install the game-specific BepInEx 6 Unity IL2CPP x64 package in the game root, initialize it once, and only then add the plugins.
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- Close the game and any launcher process. Work in the installed game directory, not a downloaded archive or a shortcut folder.
- Extract the loader. Copy the contents of the BepInEx 6 Unity IL2CPP x64 package into the folder containing
Castlevania Belmont's Curse_Data. The listed package version is 6.0.0-be.788/6.0.788. - Launch the game once. The first run may take longer while BepInEx generates proxy assemblies and its initial directory structure.
- Exit normally. Confirm that a
BepInExfolder andBepInEx/LogOutput.lognow exist. - Install one mod at a time. This makes the log and any new error easier to associate with the correct plugin.
If no BepInEx directory or log appears after the first launch, stop there and repair the loader rather than repeatedly reinstalling individual mods. Re-extracting a plugin cannot fix a loader that never initialized. Also check that the archive was not placed one directory too deep; the game root should directly contain the BepInEx folder.
How do I fix a missing Belmont Minimap?
Belmont Minimap 1.1.4 loads when its files are extracted into BepInEx/plugins/BelmontMinimap/. After installation, its controls are in the pause-menu MODS tab, not in the game’s ordinary options.
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Install the minimap in the required path
- Exit Belmont’s Curse.
- Repair or install BepInEx 6 Unity IL2CPP x64 and complete the one-time initialization described above.
- Extract Belmont Minimap so the final directory is exactly
BepInEx/plugins/BelmontMinimap/. The mod files must not remain inside an unextracted archive or an extra nested folder. - Start the game and pause after entering gameplay.
- Open MODS → Minimap → Settings.
The author describes the mod as a “Live corner minimap, customizable layout and markers.” It was tested with Steam BuildID 25975867 and BepInEx 6.0.0-be.788, so a later game update or a substantially different loader may require a compatible mod release.
What if the MODS menu is missing?
A missing MODS entry usually means that BepInEx or the minimap plugin did not load, rather than that the map is merely hidden. Quit the game and open BepInEx/LogOutput.log. Search for a Belmont Minimap startup message and for loader errors; include the complete relevant log when asking for support. Recheck the folder path before replacing files.
Why is the minimap still invisible after it loads?
The mod’s hotkeys are unbound by default. In the minimap’s Behaviour tab, assign the show/hide and size controls before testing keyboard shortcuts. A map can also appear to vanish because it follows fog of war or automatically hides during dialogue, cutscenes, and menus.
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Optional assistance settings can display all terrain and collectible positions. They are off by default and can reveal locations that the normal fog-of-war progression would keep hidden. Enable them deliberately if you want navigation help rather than the standard exploration experience.
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- Visibility: confirm the map is enabled and not toggled off by an unassigned or conflicting key.
- Behaviour: bind the show/hide and size actions.
- Fog of war: remember that unexplored areas are intentionally concealed.
- Auto-hide: test during active gameplay, not while a dialogue, cutscene, or menu is open.
- Assistance markers: enable all-terrain or collectible positions only if you accept the spoiler effect.
How do I get the XP bar back?
Experience Bar HUD adds a yellow experience gauge directly under the health and mana displays. Its DLL must be at BepInEx/plugins/CBCExpBar/CBCExpBar.dll; its settings are stored separately in BepInEx/config/CBCExpBar.cfg.
Install and verify the DLL
- Close the game.
- Ensure BepInEx 6 Unity IL2CPP is installed and has completed its first launch.
- Extract the Experience Bar HUD files so the DLL exists at
BepInEx/plugins/CBCExpBar/CBCExpBar.dll. - Launch the game and inspect the HUD beneath health and mana.
- If the bar is absent, close the game and open
BepInEx/config/CBCExpBar.cfg.
The author’s description is precise: “Adds an experience bar to the player HUD, directly under health and mana.” If the DLL is one level deeper—for example, inside a second CBCExpBar directory—BepInEx will not discover it. Move the DLL into the exact path instead of duplicating the entire loader installation.
Which configuration values can correct a misplaced bar?
The configuration exposes an Enabled switch plus controls for thickness, spacing, the potion-row shift, and colors. Use those values to distinguish a disabled bar from one that is present but overlapped by another HUD element:
- Set Enabled on.
- Increase thickness temporarily if a one-pixel line is difficult to see.
- Adjust spacing when the gauge is pressed against health or mana.
- Use the potion-row shift if the potion display covers the gauge.
- Choose a contrasting color while diagnosing visibility, then return to your preferred appearance.
Save the configuration, relaunch the game, and check the result after a change. If the file is not created, the plugin probably never loaded; return to LogOutput.log and verify the DLL path rather than editing a nonexistent configuration.
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Why did my music replacement stop working?
A bank replacement is not a normal BepInEx plugin. It changes the game’s audio bank at Castlevania Belmont's Curse_Data/StreamingAssets/master.bank, so a game update, file verification, or an incorrect filename can silently restore or invalidate the change.
How do I install a replacement bank safely?
- Close the game completely. Do not replace an audio bank while the game is running.
- Back up the original. Copy
Castlevania Belmont's Curse_Data/StreamingAssets/master.bankto a safe location. The Complete Music Replacement instructions specifically recommend renaming the copy toMaster.Bank.ORIGINAL; keeping a separate copy outside the game folder is safer against file verification. - Prepare the replacement. Confirm that the downloaded file is the intended bank and that it is not still inside a compressed archive.
- Replace the file. Put the new file in
Castlevania Belmont's Curse_Data/StreamingAssetsand preserve the filenamemaster.bank. - Launch and test several contexts. Check a stage, a boss encounter, a menu, and another transition before assuming the replacement is complete.
The Complete Music Replacement page says its bank covers all stages, bosses, the menu, credits, and endings. That is a coverage claim for that replacement package, not a guarantee that every music mod uses the same bank layout.
What should I know about the early music build?
SigmaNL’s music page labels its file an early, incompletely tested build: “This is still an early build so if you encounter problems let me know.” Treat that disclosure as a practical warning. Keep the original bank available, test more than one level, and restore the backup immediately if audio is missing, crashes occur, or unrelated sounds are affected.
How do I restore the original music?
Exit the game, delete or move the replacement master.bank, and copy your backed-up original back into Castlevania Belmont's Curse_Data/StreamingAssets with the exact filename master.bank. Launch again and test before trying another package. If you did not make a backup, use the game platform’s file-repair or verification function to reacquire the original, then reinstall only after the clean file works.
Is a playlist mod safer than replacing master.bank?
BelmontJukebox uses BepInEx and a separate Music folder, so it avoids overwriting the game’s shared audio bank. It is the better fit when you want to switch tracks during play or preserve an easy rollback path, while a bank replacement is designed to replace the game’s built-in music set more broadly.
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How do I install BelmontJukebox?
- Close the game and confirm BepInEx is working.
- Extract the mod so its directory is
BepInEx/Plugins/BelmontJukebox. - Place supported songs in that mod’s Music folder.
- Launch the game and use Page Up and Page Down to change tracks.
Keep the capitalization and plural form of the folder shown above. BelmontJukebox requires BepInEx, but it does not require replacing master.bank; removing its own folder disables the playlist mod without touching the game’s original audio file.
Which approach should I use for maps, HUD, and music?
Choose based on what you are trying to change and how reversible you want the installation to be.
| Feature | Belmont Minimap | Experience Bar HUD | Music bank replacement | BelmontJukebox |
|---|---|---|---|---|
| Loader requirement | BepInEx 6 Unity IL2CPP x64 | BepInEx 6 Unity IL2CPP x64 | Not a plugin after the file is replaced | BepInEx |
| Primary location | BepInEx/plugins/BelmontMinimap/ |
BepInEx/plugins/CBCExpBar/CBCExpBar.dll |
Castlevania Belmont's Curse_Data/StreamingAssets/master.bank |
BepInEx/Plugins/BelmontJukebox and its Music folder |
| Controls | Pause menu → MODS → Minimap → Settings; Behaviour hotkeys | CBCExpBar.cfg settings |
Replace or restore one bank file | Page Up/Page Down |
| Default visibility or behavior | Fog of war; may auto-hide; hotkeys unbound | Yellow gauge below health and mana | Depends on the replacement bank | Playlist tracks selected during play |
| Rollback | Remove the minimap folder | Remove the CBCExpBar folder or DLL | Restore the backed-up original bank | Remove the BelmontJukebox folder |
| Known caution | Assistance markers can reveal spoilers; larger game updates may require a mod update | Incorrect config can hide or overlap the gauge | Some packages are early or incompletely tested | Requires a working BepInEx installation |
The two HUD mods use separate plugin paths, so they can be installed independently. Compatibility is still version-sensitive: if either stops loading after a game or loader update, inspect the log and test that plugin alone before assuming the other caused the failure.
How can I diagnose a mod that worked and then disappeared?
Assume an update or file replacement first, especially if the failure appeared after the game patched itself.
Run this update checklist
- Check the current Steam BuildID against the 25975867 build on which Belmont Minimap 1.1.4 was tested.
- Confirm the installed BepInEx version and that it is the Unity IL2CPP x64 package.
- Open
BepInEx/LogOutput.logand look for the affected plugin’s startup line or an exception. - Recheck the exact folder path and case, especially
pluginsversusPluginsand the nested minimap directory. - For music, verify that
master.bankstill exists inStreamingAssets; game updates or verification can overwrite it. - Test with only the affected plugin installed when the log shows multiple errors.
The minimap author notes that larger game updates may require a mod update. Do not infer that a previously valid DLL is permanently compatible just because BepInEx still launches.
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- 5 Bosses - Made by the most sadistic of the devs, raised on the salt of the testers
- 150 or so weapons and skills - Spears, swords, bows, magic spells, shields, pets, frying pans etc; You name it, we got it
- Unlock the four original Dead Cells DLCs, giving you late-game content plus an entire new pathway to follow, with an alternative ending and tons of new enemies, weapons & outfits
- Battle through the corridors of Dracula’s Castle; Wield weapons against monsters to reach the throne room of the Dark Lord
Use the symptom to choose the next action
| Symptom | Most useful check | Recovery |
|---|---|---|
| No BepInEx folder or log after first launch | Loader architecture, extraction depth, and game root | Re-extract the Unity IL2CPP x64 package and initialize once |
| BepInEx exists but MODS is absent | Belmont Minimap path and log entry | Correct BepInEx/plugins/BelmontMinimap/; remove duplicate nesting |
| MODS exists but map is not visible | Behaviour hotkeys, fog of war, auto-hide conditions | Bind visibility controls and test during active gameplay |
| XP bar absent | CBCExpBar/CBCExpBar.dll and Enabled |
Correct the DLL path or configuration, then relaunch |
| Music reverted after an update | Timestamp and filename of master.bank |
Reapply the replacement only after backing up the current original |
| Music causes errors or missing audio | Whether the package is identified as early or incompletely tested | Restore the backed-up bank |
How do I remove one broken mod without damaging the others?
Remove only the affected component and leave the BepInEx foundation intact. This isolates the fault and preserves working mods.
- Minimap: close the game and move
BepInEx/plugins/BelmontMinimap/out of the plugins folder. - XP bar: move the
CBCExpBarplugin folder or DLL; leave unrelated plugins in place. - BelmontJukebox: move
BepInEx/Plugins/BelmontJukeboxand its Music folder. - Music bank: restore the original
master.bankfrom your backup; do not delete the entire StreamingAssets directory.
Launch after each isolated change and read the log again. Deleting the complete BepInEx installation as a first response removes useful diagnostics and forces every working plugin to be reinstalled.
What installation habits prevent these failures?
- Keep a dated backup of the original
master.bankoutside the game directory. - Record the game BuildID, BepInEx version, and mod version when an installation works.
- Install and test one plugin at a time.
- Preserve the exact directory names and DLL filenames supplied by each mod.
- Read
LogOutput.logbefore changing configuration values. - After a game update, test the loader first, then the minimap, XP bar, and music independently.
These habits separate loader failures, path errors, default visibility settings, and overwritten game assets—the four causes that otherwise look identical from inside the game.
Frequently Asked Questions
Can I keep the original music and use BelmontJukebox at the same time?
Yes, the playlist approach stores its songs in its own Music folder and does not require replacing master.bank. Remove or restore any bank replacement first if you want to return to the unmodified audio before testing the playlist.
What does Steam BuildID 25975867 tell me when troubleshooting?
It identifies the game build used for Belmont Minimap 1.1.4 testing. If your installed BuildID differs, treat compatibility as unconfirmed and check the plugin log after launch rather than assuming the mod is defective.
Will changing CBCExpBar.cfg reset my character or save?
The documented configuration controls presentation—enabled state, thickness, spacing, potion-row shift, and colors. Keep a copy of the file before experimenting, but do not edit save files while diagnosing a HUD problem.
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Auto-hide behavior is part of the minimap’s design for dialogue, cutscenes, and menus. Test the map during ordinary movement, then review the Behaviour settings instead of reinstalling the plugin.
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