DLL (Native mod) loader

Fallout 4 Mods |

DLL (Native mod) loader

This is a loader required for my DLL mods.

Installation

Unpack and place d3d11.dll in the game’s directory (same directory as Fallout4.exe).

If you already have d3d11.dll from ENB installed:

Create the directory “NativeMods” under your Fallout 4 game directory
Inside the “NativeMods” directory, create a directory called “ENB”
Move ENB’s d3d11.dll the “ENB” directory under “NativeMods”
Rename ENB’s d3d11.dll to “ENB.dll”
Install this mod as above

Usage

By itself, this mod adds nothing to the game, and is only a requirement for certain other mods (see below).

Mode of operation

What this mod does exactly:

when the game starts and this DLL loads, this mod will load installed native DLL mods. Native mods are loaded as follows:

For every subdirectory X under the “NativeMods” directory, the game will attempt to load NativeMods/X/X.dll. Errors are silently ignored. If X.dll exports a d3d11.dll function the game uses (currently just D3D11CreateDeviceAndSwapChainProxy), it will be called instead of the system DirectX function.

List of mods which require this loader

Pip-Boy App Local Map Fix
Upscale (any-resolution borderless fullscreen)

If you created a DLL mod that can be used with this loader, please let me know and I’ll add it to the list.

Changelog

v0.1 (2015-11-21):
Split off as separate mod (previously this was part of the Pip-Boy App Local Map Fix mod).
Link against msvcrt.dll to remove dependency to msvcr110.dll
Switch to proxying d3d11.dll instead of dxgi.dll, to avoid conflict with shader mods

v0.2 (2015-11-21):
Added chain-loading (API forwarding) for ENB compatibility

Source code


Credits: CyberShadow
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