Here’s a helpful write-up on 3DMigoto for DirectX 12 (DX12).
For a long time, 3DMigoto was the king of DirectX 11 modding. It powered massive modding scenes for games like Nier: Automata and Resident Evil 2. But as developers moved to DX12 for its lower-level access to hardware and better CPU utilization, the old 3DMigoto tricks stopped working. 3dmigoto dx12
DirectX 12 is fundamentally different from its predecessor. It gives developers much closer control over the hardware, but this "low-level" access makes intercepting data significantly harder. The predictable pipeline state objects (PSOs) of DX11 were replaced by a much more complex architecture in DX12. Here’s a helpful write-up on 3DMigoto for DirectX
This threatened to kill "deep" modding for modern titles. However, the developers behind 3DMigoto refused to let that happen. The Great Shift: From DX11 to DX12 For
The workflow for DX12 modding remains similar to the classic method, though the tools under the hood are vastly different:
Artists using Blender or XNALara can use the DX12 version to rip high-poly models from games like Resident Evil 4 Remake or Tekken 8. The tool can freeze geometry and dump the vertex buffers via the vb dumper, even with complex skinning.