By default, TPP checks the loaded d3d11.dll before and after it creates necessary D3D11 interfaces to confirm d3d11.dll hasn’t been hooked. This is likely meant as a countermeasure against cheating in MGO but a side effect is that tools like graphics debuggers (RenderDoc) and mod packages (ReShade) generally do not work. The fix is to simply ignore the result of fox::gr::dg::CheckModuleHook by patching a conditional jump to simply always jump to the true case.
Offsets:
| Version | File (Japanese) | Memory (Japanese) | File (English) | Memory (English) |
|---|---|---|---|---|
| 1.0.15.3 | TBA | 0x1402ba1c0 | 0x2ba642 | 0x1402bb242 |
| 1.0.15.4 | TBA | 0x1402ba130 | TBA | 0x1402b9a10 |
Using a hex editor, navigate to mgsvtpp.exe+0x(file offset) or 0x14(memory offset):

and set the following six bytes (0F 84 1F 04 00 00, (JZ LAB_1402bb667)) to 48 E9 00 00 00 00 (JMP LAB_1402bb248):
