There was a similar problem with running Vulcan and ENB together for Fallout 4, which was solved by renaming the d3d11.dll to d3d11_Vulcan.dll, and then installing ENB, which would make each have it's own DLL. It might be possible to do this for Reshade as well.
Your scenario is two dx11 modules that happened to share the same default name but don't strictly require any specific nams. That is incomparable to the enormous task of getting an application that is fundamentally tied to the dx11 pipeline to work on a completely different graphics API and btw 3dmigoto is a dead project so no one would be around to do it anyway. But this game should be easily moddable with pak loading or other similar methods since it's not an online game. 3dmigoto is only good for online games or stuff with strict anticheat preventing file manipulation, like genshin
It would be super awesome if this loaded after the pak files so the textures could over write those introduced by other mods in pak form. As it stands, I can manipulate load order of pak over pak by changing names and get a custom texture over a custom mesh, but with this mod, I have to choose either the custom mesh or the custom texture.
Attempting to install the HD project mod that requires this and I've got no progress. No console, no changes, nothing. Everything seems to be where it's supposed to be. I am trying to follow instructions but there is no mod page for the HD mod anymore I only have a screenshot of the readme. It seems only a handful of objects are changing. No skybox changes and no response from the shortcut keys. Damn shame. Everything I read about the mod is Epic Games and not the Steam version.
I'm not familiar with DXVK. Bypassing some shaders could definitely cause some issues with the way 3dmigoto works. I'd have to look into it, but right now I'm focused on getting mesh imports working.
A lot of us would appreciate if you could look into a way to run both your mod and DXVK which is effectively a DX to Vulkan wrapper. The stuttering difference for some of us in DX11 and DX12 mode is massive, the game is unplayable without DXVK.
It was the d3d11.dll that was replaced/overwritten by the DXVK stutter fix version. Idk if they ever worked ok together before, but with the most current build, once you replace it, the ability to force the game to run in DX11 mode is gone and therefore, so is your ability to use 3dmigoto. I made the exact same mistake
Edit: I managed to fix my issue by overwriting the bogus dll with the original inside the 3dmigoto install folder. I didn't think to look in there until much later, but glad I did, since trying to use the one from my Windows SysWOW64 folder didn't seem to work :D
what is _id folder do I just downloaded the mod and I extracted the files to WIN64 file and it gave me more options Im confused on where to put all the 3dmigoto files
any way toget this working together with https://www.nexusmods.com/finalfantasy7remake/mods/74?tab=description and reshade? keep getting fatal error
edit: found the issue and fix. 3dmigoto was conflicting with reshade, if you have reshade above version 4.9.1 installed, uninstall it and use 4.9.1 instead
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You cant use both.
Did you set your game to launch in Dx11 mode?
Edit: I managed to fix my issue by overwriting the bogus dll with the original inside the 3dmigoto install folder. I didn't think to look in there until much later, but glad I did, since trying to use the one from my Windows SysWOW64 folder didn't seem to work :D
edit: found the issue and fix. 3dmigoto was conflicting with reshade, if you have reshade above version 4.9.1 installed, uninstall it and use 4.9.1 instead