A native mod loader for Minecraft Dungeons II. It loads DLL mods into the game, gives them a debug console, and lets Blueprint mods call functions in them.
Downloads, and the Native Mod Template for making mods, are on Nexus Mods.
Put winmm.dll next to the game's exe, in Dungeons\Binaries\Win64 on Steam or Dungeons\Binaries\WinGDK on the Minecraft Launcher. Mods go in Dungeons\Content\Paks\~mods.
Run build.bat. It needs Visual Studio 2022, or the Visual Studio 2022 Build Tools, with the Desktop development with C++ workload. It builds winmm.dll, with intermediate files in obj.
- The game loads
winmm.dllfrom its own folder, so Native Loader takes its place and forwards all 180 WinMM functions to the real one inSystem32. - For every folder in
~mods, it loads<Mod>\<Mod>.dllif there is one. - The debug console is its own window, opened when a mod folder has a
consolefile in it. - For the Blueprint bridge, it finds the engine's object list, name table and bytecode handlers in memory by their shape, then replaces the native function of the stock Get Console Variable String Value node. Calls whose name starts
NL|go to the registered DLL function, and all other calls reach the original.