i not use DHH, if you need help with DHH eroshane is your man, he tried fix graphics options and results was good .
For second yes, i put survival mod that was in discord, tried pregnancy mod and others (search in discord if you want some of these or other) but with new illusion patchs mods fail, sideloeader fail for me, and i'm totally noob for fix by myself.
It's not dificult follow instructions for specifics mod (put in x folder or add the .dll file in x folder)
but when modders says update bpinex folders, sideloaders or autotranslation, etc, etc. or you need x version of some thing simply i dont know.
Maybe the easier will be wait for BR 2.3 and test, but hf patch explain each mod so you can auto delete or not and try one by one. Manually is hard and how i said i dont understand or know all mods. (for this reason STN, eroshane, hiddengame and other here are awesome, STN compile, update, test and make work a lot of mods, plugins, etc. And its impossible for him always do well, wich is normal. But really is a great labor, so if i dont like something i simply haven't right to say something bad because i understan that it's hard and require time. I want to know the basic at least for not broke the game adding or erasing files.
Firstly, if avoidable, it is best not to worry too much about Bepinex and all that unless you REALLY need a mod that uses it. If you are experiencing conflicts after an update, downloading a clean version of STN's better repack is the best bet you will get to a clean reinstall of the game. You can save your current version, but starting clean is always best, knowing your current version is tested true and working. Start installing your mods one at a time.
Avoid mods that overwrite game DLLs directly. Sideloaders, Mods, Plugins that go inside Bepinex and then .cs files in scripts are fine, but anything that goes into the AI-Syoujyo_Data folder or anything like that is no bueno...
Do not mod the core files as this WILL almost certainly cause massive conflicts with everyone else's mods. I think that CairBair caught some flames for something like that (may be incorrect). Some people threw that my way but they extracted my zipmod then overwrote their core files with my modded files, which is simply not following the instructions because some arbitrary harmless error reported in a log file they noticed or somesuch regarding a zipmod manifest file, the software I used didn't create a manifest, whatever... If it won't run from the Sideloader Modpack, Mods, or Scripts folders, trash that noob garbage son... (or make a zipmod with the files using the supplied STN BR modding tools yourself and drop it in the sideloader modpack folder)
Whenever anyone specifies you need X version of something (like ManlyMarco's Performance Mod or the Atmospheric Control mod) they usually are dependent on a new feature included in the most recent release of the platform they built on. Like Bepinex for instance. Without having an officially released or leaked source code, modders are scratch coding through reverse engineering. The closest thing we have to an original source code of the game core files are a modded dump of files hacked by VRAM dumping the running game to a folder and utilizing those DLLs as if they are the game, and they are, so to speak, in a crude cloned form, but we use these instead of Unity Engine, although resources can be created in 2018.3.0f2 (I believe was the correct version release) we cannot load the full game yet for real modding/optimization. Like vertice render reduction and LOD distant object culling (there is no legit reason you should be loading the up-close hi-res textures of a computer monitor, in the underground lab, in a building, in the flooded ruins, over a mountain and through a forest, when fishing on the beach at the very beginning of the game), etc. Basically you just need the latest version or one released later (larger number) than the one mentioned. Usually STN's BR has the latest versions of almost all the required plugs for mods. You may need to update one or two things. Usually, these plugins have intsructions on their Patreon or Github on how to install the mod/plugin. Likewise you can check in that install location for the current version you have. Usually the file version number shows when you hover over the icon for the file.
I believe (as of last Tuesday) Bepinex dropped a beta version 5.0.0 or 5.0.1 or something that was awesome and bugfixed a lot on it's own. To update that you will need to grab the latest Bepinex build, AIPMX (or AIBMX whatever it is, I think it is BMX as it is related to custom bone adjustments on models like AI Bone Mod X-something I dunno, X Rated, sure that works lol, X factor lol), and... and... Jesus my mind is drawing a blank here... Something else... at work so sorry... Also you want to grab the latest Bepis plugins. There is another dependency though and my brain is crapping on me right now. (someone else help me out) LOL!
Are these updates actually bringing in performance improvements?
--- MEH ---
By performance improvements, if you mean better FPS stability and less FPS drops/hanging... Yes, they have improved quite a bit from vanilla 1.0.0... If you have a very low end machine (capable of running this game from launch date to now) you will likely see the most improvement at this point, as the +1-2fps here and there across the last 3 patches is virtually unnoticeable on better machines. However, I remember when this first launched if I was standing at the ruins and spun in a circle near the stairs to the sunken part of the "city," FPS would get very unstable, highs around 17-18, normal lows dropping to 5, with frequent freezes and 1-2fps drop spikes/hangs. Now, I am pulling around 32-35fps there commonly, when I spin around in circles it may drop down to about 22-23 with low spikes hitting 12 but only momentary, then stabilizing back around the common fps with literally no freezing at all. That is quite honestly roughly a +90-100% improvement if you critically think about it and contrast the data honestly. Although, being the improvement was across 5 dlc updates/releases, it seems unnoticeable because we don't relate this update to the v1.0.0 -- we contrast v1.0.3 to v1.0.4, and v1.0.4 to v1.0.5 introspectively.
So, although the slow progress and minimal optimization seen from one update to the next appears small, from the initial product to the current one, also considering at first the bloom was massively overdone (and useless as it didn't seem to affect ambient lighting at all, just created a memory hogging globe of blurred atmosphere around area lights), chromatic abberation way out of proportion, you more-or-less NEEDED to disable shadows and SSAO shaders to play, etc., equaling a much more poor feeling cartoonish look -- versus what we see now, it is also quite a bit more polished than originally as well... So it both looks better and performs massively better than 1.0.0.
Ergo, although in subtle baby steps, I would say yes, there has been a lot of improvement since launch. But, again, if you go back to some of my earliest comments here, the game felt like an early Alpha release upon official launch. Most even stated the demo felt more polished. Now it does feel like a near-retail quality stable-beta compared to your average video game. Considering the bare-bones staff and lack of funding they are working with at Illusion, this has made pretty big improvements...
If they'd leak a source code for all the Unity modders out there to load the full game into Unity for real editing, we could likely make better progress optimizing than they have, but that is a "whatever will be will be," situation.