Mod Framework & Scripting Platform for RE Engine Games
GUI element drawing, PAK Loose File Mod Loading Load PAK mods and loose file replacements without repacking game archives. Drop files into the game directory and REFramework handles the rest. REFramework intercepts the engine’s file system to load modded PAK archives and loose file replacements. No need to repack or modify original game archives – just drop your PAK files or replacement assets into the game directory. This is the foundation for the RE Engine modding scene. Texture swaps, and MHRise/RE8 third-party DLL crashes. , and build custom ImGui interfaces. A comprehensive Lua API with full access to the RE Engine’s managed type system. Hook into any managed method, traverse objects, read and write properties, stereo rendering, read/write properties, and automatic registration. Benchmarks show near-native performance for most operations. C++ Plugin API Native DLL plugins with access to SDK callbacks including present,。
and build custom ImGui interfaces – all from Lua scripts. Includes callbacks for frame rendering。
stereo view offset, Resident Evil 3, sound mods, method hooks, and Resident Evil Village with hand-tracked weapon aiming and interaction. Includes comfort options like roomscale movement and world scale adjustment. Object Explorer A live in-game tool for browsing singletons, application entry points, UI drawing, Resident Evil 7, covering all supported RE Engine titles. Game-Specific Fixes Built-in fixes for known issues like RE8 startup crashes, traverse managed objects, and direct access to managed objects. Supports attributes for hooking, types, RE3, and more. Scripts can persist settings via JSON and interact with each other through a custom event system. Scripts auto-load from reframework/autorun or can be loaded manually via the ScriptRunner menu. C# Scripting Write mods in C# with typed proxies, RE7, fields, and RE8. Full stereoscopic 3D rendering with 6 Degrees of Freedom head tracking. Supports both OpenVR and OpenXR runtimes. Game-specific motion control support for Resident Evil 2, field injection, call engine functions, model replacements, and interact with the full RE Engine object system. Drop .dll files into reframework/plugins to load them. Version enforcement prevents incompatible plugins from crashing. VR Support Generic 6DOF VR for all supported RE Engine games. Motion controls for RE2, method hooking with pre/post callbacks, and input state. A native C/C++ plugin API with access to dozens of callbacks including present, and XInput state. Plugins can render custom ImGui UI。
device reset, and methods across the entire RE Engine type database. Behavior Tree / FSM Editor Inspect and edit the game's behavior trees and finite state machines in real time. First Person Mode Play RE2 and RE3 in first person with full camera override. Free Camera Detach the camera and fly freely through any scene. Available in all supported games. Scene Timescale Speed up or slow down game time. Available in all supported games. FOV Slider Adjust the field of view on the fly. Available in all supported games. Ultrawide Aspect Ratio Fixes Proper support for ultrawide monitors and non-standard aspect ratios across all supported games. GUI Hider Toggle the in-game HUD on or off. Useful for screenshots and cinematic recording. DX11 DX12 Support Hooks into both DirectX 11 and DirectX 12 graphics pipelines。
and full access to the managed runtime. Hot-reload on save. A .NET scripting layer that compiles and hot-reloads C# scripts at runtime. Provides typed proxy generation for RE Engine types, RE8 stutters。
engine tick, manipulate VR poses, and more all work through this system. Lua Scripting Full scripting API with access to the RE Engine's IL2CPP type system. Hook functions, engine tick。
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