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Troubleshooting Intermediate

Fix: the Graphics (F5) menu won't open or broke

The F5 graphics menu won't open, the screen goes black, or graphics broke after an update. The usual causes and their fixes.

Requirements
  • Graphics (hanmen)

The Graphics mod (hanmen’s HS2Graphics, also called Graphics Plugin) drives Next-Gen shaders, subsurface scattering, cubemaps, and post-processing through its F5 window. It also has the most moving parts of any plugin in a typical install, so it breaks in a handful of predictable ways after updates. Here’s how to read the symptom and fix the right thing.

Quick reference

SymptomLikely causeFix
F5 does nothing, no errorOutdated Graphics mod or modding APIUpdate both to current releases
F5 does nothingPlugin disabledCheck F1 settings and InitSetting.exe
F5 does nothingFN-lock remapping F-keysToggle FN lock off on your keyboard
Character vanishes on Image backgroundColor Grading set to HDRSet Color Grading to LDR in Graphics mod
Screen goes black after autosaveSame LDR/HDR settingSet Color Grading to LDR
Cubemap listed but clicking does nothingStale cubemap folder pathReset the path in F1 plugin settings
Rectangular block of light with no visible sourceReflection probeLower the probe’s strength in F5
Two Graphics entries in the plugin list, FPS dropsLeftover AIGraphics dll fighting HS2GraphicsRemove the wrong-game dll

F5 opens nothing at all

Three causes account for almost every case of a dead F5 hotkey.

The most common is a version mismatch. The Graphics mod depends on the Illusion modding API (kkapi) and BepisPlugins underneath it, and a mod update that isn’t matched by an API update fails silently instead of throwing an error. Update both the Graphics mod itself and IllusionModdingAPI/BepisPlugins to their current releases, not whatever shipped in an older repack. If the mod added a new API layer in a recent version, there is sometimes also a checkbox for it, either in the Graphics mod’s own settings window or under F1, that needs to be turned on after updating.

The second cause is simpler: the plugin is disabled. Check InitSetting.exe for an “Enable GraphicsMod” checkbox, and check the plugin list under F1 to confirm Graphics mod isn’t toggled off there. If you’re also running DHH, note that DHH and Graphics mod cannot run at the same time, Next-Gen shaders only work with Graphics mod, so make sure the one you actually want is the one that’s enabled.

The third cause has nothing to do with mods: some keyboards have an FN-lock that remaps the F-row to media keys. If F5 does nothing anywhere in Studio, toggle FN lock off before you go digging through configs.

Update the whole chain together. BepInEx, IllusionModdingAPI, BepisPlugins, and the Graphics mod all depend on each other's versions. Updating one in isolation is the single most common way to break the others. Back up your BepInEx folder before updating, then bring the whole set current in one pass. See [a plugin that won't load](/help/fix-plugin-not-loading) for the general version of this fix.

Character disappears with an Image background

Switching the Maker or Studio background to Image and having your character vanish entirely is a Color Grading setting, not a missing character or a broken card. Open the Graphics mod (F5) and set Color Grading back to LDR instead of HDR. Some users also see a black screen right after an autosave fires. If that happens, check the same Color Grading setting (LDR versus HDR) before assuming something else broke, since HDR combined with certain backgrounds is a known cause.


Cubemaps show up but won’t load

If cubemaps appear in the Graphics mod’s list under the Lighting tab but clicking one does nothing, or you get a “cubemap not found” message, the plugin is pointed at the wrong folder. This usually happens after an update moves things around, sometimes into an internal Data folder inside the game rather than the top-level cubemaps folder you’re used to. Open F1, search for the cubemap path setting, and reset it so the plugin re-resolves the folder. Confirm your .cube files are sitting directly in the game’s root-level cubemaps folder, that’s where the mod expects to find them. For the full setup, including flat-image backgrounds instead of cubemaps, see skyboxes and night scenes and lighting with the Graphics plugin.


A rectangular block of light you can’t place

A hard-edged rectangular patch of light or color sitting in your scene with no obvious source is almost always a reflection probe’s affected area, not a light. Open F5 and find the reflection probe in question, then reduce its strength (or disable it) to remove the block. If lowering the probe doesn’t fully clear it, check whether Global Illumination is contributing to the same area and turn it down as well.


Two Graphics entries and lost FPS

If your plugin list shows two Graphics-mod-like entries and your framerate has dropped, look for a leftover AIGraphics dll sitting alongside your HS2Graphics dll. AIGraphics is the AI Shoujo build of the same plugin, wrong game for HS2, and if it was renamed with a .dl_ extension at some point to “disable” it, BepInEx can still partially load it and run both graphics systems side by side. Delete the wrong-game dll entirely rather than renaming it, keep only the HS2 build, and restart the game.

Don't rename plugin dlls to disable them. A `.dll` renamed to `.dl_` or similar can still get picked up depending on how BepInEx scans the plugins folder. Move dlls you don't want loaded out of `BepInEx/plugins` entirely, or delete them, rather than renaming in place.

When none of this fixes it

If the menu still won’t open after updating everything and confirming the plugin is enabled, treat it as a general plugin-loading problem rather than a Graphics-mod-specific one. Check the BepInEx console or log for the actual exception, since a missing dependency usually names itself there. See a plugin that won’t load for that workflow, and where to get mods if you’re not sure you have the current build of the Graphics mod or its dependencies.

Once the menu is back, lighting with the Graphics plugin covers setting up subsurface scattering, depth of field, and volumetric lights properly.

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