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How To Use Deep Rock Galactic ModMenu

Admin Aug 30, 2026 12 min read 185 views

DRG MOD MENU — Deep Rock Galactic Mod Menu

by TheHolyOneZ ("TheZ") · zlogic.eu · downloads: zlogic.eu/mods/

A mod menu for Deep Rock Galactic (Unreal Engine 4.27.2).
Full ESP, ore veins seen through solid rock, silent aim, weapon mods,
fullbright, movement, and the developers' own shipped cheat functions.

Built for: Deep Rock Galactic — build CL 134248+main. Every offset is
tied to that exact build; a game update will require a rebuild.

🚨 THE GAME MUST RUN IN DIRECTX 11. The menu draws inside the game's own
frame, which is a DX11-only path. On DX12 it injects fine and then draws
nothing at all. DRG uses DX11 by default so most people need to change
nothing — and the injector checks for you and warns before injecting. See
section 3, step 0.

✅ Fullscreen is fine. Unlike overlay-style menus, this one draws inside
the game's own frame rather than in a separate window on top, so exclusive
fullscreen, borderless and windowed all work. You do not need to change your
display mode.

🚨 INJECT FROM THE MAIN MENU — NOT EARLIER. Start the game first and wait
until you are on the main menu, then run the injector. Injecting during a
loading screen can leave some features without a world to read.

🛑 Only download this from zlogic.eu/mods/.
Anything on any other site is not mine and is not safe.


1. What you get in the download

  • injector.exe — the injector, the thing you actually run
  • DRGMenu.dll — the menu itself (loaded by the injector)
  • readme.txt — the short offline version of these steps
  • features.txt — the complete feature list, tab by tab
  • tutorial.md — this file

Keep injector.exe and DRGMenu.dll in the same folder. The injector looks
for the DLL right next to itself.

Two more files appear after the first run:

  • DRGMenu.cfg — your saved settings, loaded automatically next time
  • DRGMenu.log — written every run, and the first thing to check if something misbehaves

2. Antivirus — read this first

Every game injector gets flagged by antivirus. Loading a DLL into another program
is exactly what real malware does, so Windows Defender throws a false
positive
. The files are not infected — you just have to allow them, or Windows
will delete injector.exe the moment you extract it.

Allow it in Windows Defender

  1. Open Windows Security (search it in the Start menu).
  2. Virus & threat protection.
  3. Under Virus & threat protection settings → Manage settings.
  4. Scroll to Exclusions → Add or remove exclusions.
  5. Add an exclusion → Folder, and select the folder where you put injector.exe and DRGMenu.dll.

If it was already deleted / quarantined

  • Virus & threat protection → Protection history, find the entry, and choose Allow / Restore.
  • Then re-download or re-extract into your excluded folder.

Only ever do this for files from zlogic.eu/mods/. Never disable your
antivirus for random downloads.


3. How to run it — step by step

🚨 Step 0 — Make sure the game is on DirectX 11

The menu does not draw on DX12. It will inject and show nothing.

DRG runs DX11 by default, so most people can skip this entirely. The
injector detects DX12 and warns you before injecting, so you will know.

If you did turn DX12 on at some point:

  1. Close the game — it rewrites its config on exit and will undo your change otherwise.
  2. Open FSD\Saved\Config\WindowsNoEditor\GameUserSettings.ini (on some installs this lives under %LOCALAPPDATA%\FSD\Saved\Config\WindowsNoEditor\ instead).
  3. Set:
   [D3DRHIPreference]
   bUseD3D12InGame=False
  1. Optionally add -dx11 to the game's launch options.

The only thing DX11 costs you is DLSS Frame Generation, which is DX12-only.

  1. Start Deep Rock Galactic and wait until you are on the main menu. Not the intro, not a loading screen — the menu.
  2. Run injector.exe. A console window opens with the banner.
  • It shows a spinner while it looks for the game, injects on its own, and prints a green [+] Injected successfully.
  • You can actually run it before the game too — it will just wait.
  • If it says "OpenProcess failed", close it, right-click → Run as administrator.
  • The console closes itself after 20 seconds, or press any key. That's normal — the menu stays loaded.
  1. Join or start a mission. The menu opens on the Space Rig too, but almost everything needs an actual mission to do anything.
  2. Open the menu with RIGHT SHIFT (or INSERT). Same key closes it.

That's it. Tick what you want, close the menu, play.

Injected too early by mistake? Press END to unload, get back to the
main menu, and run the injector again. No need to restart the game.


4. Ore veins — the one nothing else does

Ore Veins tab → Enable vein ESP.

Every other DRG ore mod works by making the ore material glow brighter. That
looks nice, but walls still hide it — a brighter texture is still behind rock.

This reads the terrain's own instanced debris meshes, which means it knows the
actual position of every ore chunk in the cave. You see ore that is still
buried in the wall, through the wall.

  • 28 ore types auto-detected by material name — Nitra, Gold, Red Sugar, Morkite, Bismor, Croppa, Jadiz, Magnite, Umanite, Enor Pearl, Bittergem, Phazyonite and the rest — each with a colour matched to how it looks underground.
  • Every other material in the cave is listed too, with a checkbox. If a biome uses a name I did not anticipate, you can just tick it yourself. No new build needed.
  • Three highlight styles: dots per chunk, a box around each deposit, or a 3D box around each deposit.
  • Deposit grouping decides how close two chunks must be to count as one vein. Turn it down if one vein is drawn as several boxes; turn it up to merge neighbours.
  • Ore name, chunk count and distance are drawn above each deposit.
  • Counts update live as you mine, so a vein disappears as you clear it.

If the ore looks too dense on screen, lower Range rather than Max chunks
— the budget always keeps the nearest ore, so cutting the range is what actually
reduces clutter.


5. Hotkeys

  • RIGHT SHIFT or INSERT — open / close the menu
  • END — unload the menu from the game (clean exit, game keeps running)
  • RIGHT MOUSE — default aimbot trigger, while the menu is closed

6. Aimbot — silent vs visible, and why it matters

Aimbot tab. There are two very different things here and mixing them up is the
most common confusion.

  • Silent only — your view never moves. The shot is redirected to the target behind the scenes. This is the point of silent aim: to an observer, and to you, nothing looks different — things just die. If you turn this on and expect your crosshair to snap, you will think it is broken.
  • Visible only — actually turns your camera onto the target, with a smoothing slider from instant snap to a slow drag.
  • Silent + visible — both, and the default, so you can see it working.

Other controls worth knowing:

  • Trigger — hold a key, toggle a key, or always on. Default is hold right mouse.
  • FOV cone — how far from your crosshair a target can be. Turn on Draw FOV cone to see it.
  • Priority — closest to crosshair, or closest to you.
  • Targets — enemies, flying enemies, turrets, sentries, players and neutrals (Molly, Doretta, Steeve) are each separate toggles.
  • Anything damageable — instead of a fixed list of enemy types, this matches anything in the game with health. Cave leeches, Bosco, destructibles, bosses, and anything a future update adds.
  • Redirect misses — this is what makes silent aim actually strong. A shot into a wall is suppressed and re-sent as a hit on your target. Turn it off for a much subtler version that only nudges shots which already hit something.

The tab shows live counters — candidates in cone, hits rewritten, misses
redirected. If something is not working, those numbers tell you which half.


7. Playing with friends — what works and what doesn't

DRG is host-authoritative peer-to-peer, so it genuinely matters whether you
are hosting. Rather than make you guess, every toggle in the menu is labelled:

  • CLIENT — nothing is replicated. Always works, hosting or joined. All ESP, ore veins, fullbright, FOV, no recoil, no spread, no overheat.
  • CLIENT-AUTH — the client reports it and the host trusts it. Works when you join someone else's lobby, which is the interesting category. Silent aim, extra penetration, movement, god mode.
  • HOST-ONLY — only takes effect when you host. Damage multiplier, kill all, force treasure.
  • UNVERIFIED — honestly not confirmed either way yet. Ammo, fire rate, reload, multi jump.

If something does nothing in a friend's lobby, check its badge before assuming
it is broken
. HOST-ONLY things cannot work as a client — that is the game's
networking, not a bug.


8. ESP

ESP tab → Enable ESP. Nine categories, each completely independent:
Enemies, Players, Resources, Carriables, MULE, Drop Pod, Sentries, Turrets and
Objectives.

Expand any category for its own settings — colour, fill colour, box style
(corner brackets, full box, filled, or none), name, distance, class name,
tracer with a selectable origin, health bar with a selectable side, off-screen
arrow, text scale, max distance, and box size.

Useful details:

  • Players show their real player names.
  • Resources show the ore and amount, like Gold x15.
  • Objectives covers resupply pods, the refinery, mining head, pipeline start and finish, mining pod drop spots and treasure beacons — and defaults to unlimited range with an off-screen arrow, since that is what you are hunting.
  • Off-screen arrows point toward things behind you, which is how you find Molly when she wanders off.

At the bottom, Diagnostics shows live counts of what was found versus drawn,
and Scan actor classes lists every actor class in the level. If a category
looks empty, that tells you whether there is genuinely nothing there or the
filter is not matching.


9. Weapons and Player

Weapons tab — no recoil (camera and weapon separately), no spread, no
overheat, infinite clip and reserve ammo, fast reload, custom fire rate, extra
penetration and a damage multiplier.

Two worth explaining:

  • No spread applies to every weapon, including the ones like the Minigun whose accuracy degrades as you hold the trigger. Those compute spread on the fly rather than from a fixed value, so they need different handling — it is covered.
  • No overheat holds heat at a low level rather than forcing it to zero. That sounds odd but it is deliberate: a value flipping between hot and cold re-triggers the barrel smoke effects over and over, which looks wrong and costs frames. If you still see smoke, lower Hold heat at.

Player tab — God mode clears the "can take damage" flag on your own health
component. Keep health topped up clears accumulated damage every frame; as
host that is effectively invulnerability, as a joining client the host can still
put damage back, so treat it as surviving spikes rather than immortality.


10. World, Movement and Cheats

World — Fullbright adds ambient light to every surface, including from
below, so cave darkness is actually removed. There is a separate Exposure
boost
slider, but exposure only amplifies light that is already there, so on
its own in a black cave it blows out your flashlight and leaves the shadows
black. Use ambient first. Also here: custom FOV and a console command box.

Movement — speed, jump height, multi jump, gravity and mid-air steering.
Unreal movement is client-predicted, so moderate changes hold even as a client;
push them far enough and the host will rubber-band you, which you will notice
immediately. Low gravity plus high mid-air steering is the closest thing to
flight that the host will accept.

Cheats — the developers' own debug functions, shipped in the retail game.
The progression half (resources, credits, XP, perk points, and unlocking
weapons, upgrades, schematics, beers, pickaxe parts) writes your own save file
and works in any lobby. The in-mission half (god mode, kill all, jet boots,
force treasure) is the host's to decide and will do nothing as a client. Those
buttons are also disabled unless you are actually in a mission.

⚠️ Progression buttons write to your save and there is no undo.


11. How to turn it off

  • Close the menu — RIGHT SHIFT / INSERT. Untick anything you don't want.
  • Unload completely without closing the game — press END. Everything detaches and the game keeps running. You can run the injector again afterwards.
  • Full reset — just close the game. Nothing is left running.

12. Troubleshooting

Menu injects but nothing shows at all
The game is on DirectX 12. See step 0.
DRGMenu.log will say "Present fired but the swapchain is not DX11".

Silent aim doesn't move my crosshair
That is exactly what silent aim does — it never moves your view. Switch Mode to
Silent + visible if you want to see it aim. See
section 6.

A feature does nothing in my friend's lobby
Check its badge. HOST-ONLY genuinely cannot work as a client. See
section 7.

Ore veins show nothing
Make sure you are in a mission, not the Space Rig, and press Rescan. The
counter line shows how many components and instances were found — if it is zero,
the level had not generated yet when you injected.

ESP boxes look wrong or missing
Open Diagnostics in the ESP tab. It shows matched vs drawn counts and why
things were culled.

Files got deleted or blocked
Antivirus false positive — see section 2.

Injector can't find DRGMenu.dll
Put it in the same folder as injector.exe.

"OpenProcess failed"
Run the injector as administrator.

My settings didn't come back
If the menu was updated since you last saved, the config is deliberately
rejected rather than loading a mismatched layout. Just save once more.

Everything is ticked but nothing happens
The game was updated. Every offset is tied to one exact build, so a DRG patch
breaks it until it is rebuilt.

A log file, DRGMenu.log, is written next to the DLL. Include it if you ask
for help — it records exactly which parts resolved on your build.


13. Found a bug / something feels off?

Please include:

  1. What you were doing when it happened
  2. Whether you were the HOST or a CLIENT
  3. Which weapon or class, if it is weapon-related
  4. The log file DRGMenu.log from next to the DLL

Most tabs also have a diagnostics section with live counters. A screenshot of
that usually points straight at the cause.


Credits

DRG MOD MENU — Deep Rock Galactic mod menu (UE 4.27.2)
Made by TheHolyOneZ ("TheZ") · zlogic.eu · zlogic.eu/mods/

More projects at zsync.eu

Thanks to the authors of Dear ImGui (Omar Cornut), MinHook (Tsuda Kageyu) and
Dumper-7 (Encryqed).

Deep Rock Galactic is a trademark of Ghost Ship Games. This project is not
affiliated with or endorsed by them.

Only ever download this from zlogic.eu/mods/.


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