Runtime pool extension
Raises attachment and attachmentunique to the capacity you request. A request at or below the current capacity never shrinks a pool.
An open-source DLL that raises Black Ops III asset pool limits at runtime. Your mod's Lua UI code loads it, and it currently extends the attachment and attachmentunique pools without hooking or patching game code.
No packaged release yet. The DLL is built from source. Browse other T7Mods projects →
01 / Overview
Black Ops III gives every asset type a fixed-size pool. Weapon-heavy mods and total conversions can run out of entries well before they run out of content, and the engine fails when a pool is exhausted.
T7Unchained extends those pools in place while the game is running. For each pool you raise, it allocates a separate block of entries and links it onto the end of the pool's free list. Assets already loaded stay where they are, and the engine keeps handing out its stock entries first. The extra entries are only used where the engine would otherwise have failed.
The project began as a fork of T7Overcharged ↗. It keeps that project's init entry point and build detection and drops everything else: its Lua, UI, console, network, Discord, gameplay-patch and hot-reload features. It is aimed at mod authors who are hitting attachment limits and are comfortable testing an experimental tool against their own mod.
02 / Features
Raises attachment and attachmentunique to the capacity you request. A request at or below the current capacity never shrinks a pool.
New entries are linked onto the free list with an atomic compare-exchange. Pools that already exist are extended without installing any hooks.
Checks each pool's entry size, rejects singleton pools, and confirms every free-list link stays inside the pool's storage before it changes anything.
DiagnosticOnly=true validates and logs the pool table without changing memory or installing hooks. Useful for a first run on a new setup.
Each mod gets a log with the resolved paths, the configuration in use, and each pool's original, requested and final capacity. A read-only monitor records when the engine allocates past the original limit.
The DLL works out every path from its own location in mods/<mod>/zone. It doesn't rely on BO3's active-mod structure offsets or the working directory.
03 / Technical details
attachment (128 stock) and attachmentunique (2148 stock). Other pool names are logged and ignored.initT7Unchained.ini and offsets.txt in the mod's zone folder04 / Getting started
A summary of the repository's instructions. The README ↗ is the current reference.
Source only for now. There are no GitHub releases yet, so there is no prebuilt DLL to download. You build T7Unchained.dll yourself with Visual Studio 2022 (Desktop development with C++, MSVC v143, Windows 10/11 SDK) and Git on Windows 10 or later, x64. Building doesn't need the game.
generate.bat fetches the MinHook submodule and generates the Visual Studio solution. Output goes to build\bin\x64\Release\.
git clone --recurse-submodules https://github.com/DebinoYT/T7Unchained.git T7Unchained
cd T7Unchained
generate.bat
msbuild build\T7Unchained.sln /p:Configuration=Release /p:Platform=x64
Take T7Unchained.ini and offsets.txt from the repository. The log folder is created by the DLL.
Black Ops III/mods/<mod>/
├── logs/T7Unchained.log (created by the DLL)
└── zone/
├── T7Unchained.dll
├── T7Unchained.ini
└── offsets.txt
The repository includes a minimal loader ↗ that loads the DLL and calls its init export. Call it once from your UI startup:
InitializeT7Unchained([[.\mods\my_mod\]])
In [AssetPools], 0 leaves a pool unchanged and a positive value is the capacity you're requesting. Run with DiagnosticOnly=true first if you want to check the setup without changing memory.
[T7Unchained]
Enabled=true
LogLevel=info
DiagnosticOnly=false
MonitorIntervalMs=2000
[AssetPools]
attachment=512
attachmentunique=4096
Launch the mod and read mods/<mod>/logs/T7Unchained.log. If it's missing, look for the early startup trace at %TEMP%\T7Unchained_boot_*.log. A successful extension line in the log doesn't by itself mean your content works in game.
05 / Repository
T7Unchained is developed in the open on GitHub. Test results are welcome. Include your log, the BO3 build it reports, and your T7Unchained.ini.