About this mod
d3d11.dll which loads DLL mods into Fallout4.exe
- Requirements
- Permissions and credits
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
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
https://github.com/CyberShadow/csfo4