AutoHookGenPatcher

v1.1.1·Updated 2026-05-02

Automatically generates MonoMod.RuntimeDetour.HookGen's MMHOOK files during the BepInEx preloader phase.

About this mod Author’s original text

AutoHookGenPatcher

Automatically generates MonoMod.RuntimeDetour.HookGen's MMHOOK files during the BepInEx preloader phase.

Manual Installation:

Move the BepInEx folder from the ZIP file to the BepInEx folder of the game.

This project is not officially linked with BepInEx nor with MonoMod.

This software is based off of HookGenPatcher by HarbingerOfMe, which is also licensed under MIT.

Differences to the original HookGenPatcher

  • Instead of only having a fixed list of files to generate MMHOOK files for, AutoHookGenPatcher will get the MMHOOK file references from installed plugins, and generates those MMHOOK files if possible.
  • AutoHookGenPatcher makes use of a cache file to quickly check if everything is still up to date, without needing to check every MMHOOK file for that information.
  • Hook Generation is now multithreaded, meaning that generating multiple MMHOOK files takes less time. For example, generating an MMHOOK file for every file in the Managed directory of Lethal Company takes about 22.5 seconds instead of 40.0 seconds it would take with no multithreading, on my machine.

Usage For Developers

Note: By default, AutoHookGenPatcher already generates an MMHOOK assembly for Assembly-CSharp.dll. So if you only need MMHOOK_Assembly-CSharp.dll, you don't need to do anything.

Using AutoHookGenPatcher is really simple, and the only thing you need to do is tell it to generate the MMHOOK files you want in the first place. This can be by editing the config file AutoHookGenPatcher.cfg, and setting the [Generate MMHOOK File for All Plugins] setting's Enabled value to true:

[Generate MMHOOK File for All Plugins]

If enabled, AutoHookGenPatcher will generate MMHOOK files for all plugins

even if their MMHOOK files were not referenced by other plugins.

Use this for getting the MMHOOK files you need for your plugin.

Setting type: Boolean

Default value: false

Enabled = true

Automatically disable the above setting after the MMHOOK files have been generated.

Setting type: Boolean

Default value: true

Disable After Generating = true

When you publish your mod, make sure to add AutoHookGenPatcher as a dependency in the package you upload.

Q&A

How does AutoHookGenPatcher figure out which MMHOOK files my mod references?

  • During the BepInEx Preloader phase, AutoHookGenPatcher will open\* and read the metadata of every DLL file for referenced assemblies and looks for references that start with MMHOOK_. It will then check if any installed assemblies match the rest of the name, and will run MonoMod's HookGen on those assemblies if they exist.

\This is only done if the date modified* metadata of the assembly on disk is newer than previous known date in AutoHookGenPatcher's cache file. Referenced MMHOOK assemblies are also saved in the cache.

Install & use Install: BepInEx plugin

  1. The archive from playbuff is the mod itself — usually a BepInEx plugin (a .dll or a plugin folder once unzipped).
  2. Recommended: use a community mod manager (such as r2modman) — pick this game, import the mod, and the manager sets up BepInEx and its dependencies for you.
  3. Manual route: install the BepInEx loader in the game folder, then drop the unzipped .dll or plugin folder into BepInEx/plugins/.
  4. Launch the game — the BepInEx console logs every plugin it loads; seeing this mod in the log means it is installed.

Mods with listed dependencies need those installed too, or they will not load. Options are usually changed in-game or in the plugin's config file.

Dependencies

Install these first, or the mod will not work:

BepInEx-BepInExPackHamunii-DetourContext_Dispose_Fix

File & checksum

Filename
AutoHookGenPatcher-1.1.1.zip
File size
74.3 KiB
SHA-256
713240b073a344b405e86c6ea801d0f61eb7a90aeb79df81062706cc3b7f6756
Stored at
2026-10-06 19:12