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) | Original JZ | Replace JMP |
|---|---|---|---|---|---|---|
| 1.0.15.3 | 0x2B96CB |
0x1402ba1c0 |
0x2B9C2B |
0x1402bb242 |
75 2D |
EB 2D |
| 1.0.15.4 | 0x2B963B |
0x1402ba130 |
0x2B90AB |
0x1402b9a10 |
75 2D |
EB 2D |
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), or Original JZ) to 48 E9 00 00 00 00 (JMP LAB_1402bb248), or Replace JMP:
