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docs: add drm alert before debugging a newly created mod project#895

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docs: add drm alert before debugging a newly created mod project#895
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@Nenkai

@Nenkai Nenkai commented Jun 30, 2026

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Had this figured for a while but figured it wasn't exactly documented behavior.

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  • docs/ProjectSetup.md

Walkthrough

A warning admonition block is added to the "Debugging Your Mod" section of docs/ProjectSetup.md. The warning states that some games using Steam DRM may not trigger breakpoints after attaching a debugger, and describes a workaround: unpack the executable (e.g., using Steamless) and configure the application in Reloaded-II to point to the unpacked executable.

🚥 Pre-merge checks | ✅ 5
✅ Passed checks (5 passed)
Check name Status Explanation
Title check ✅ Passed The title clearly describes the new DRM warning added to the debugging docs.
Description check ✅ Passed The description is brief but still related to documenting the DRM/debugger behavior.
Docstring Coverage ✅ Passed No functions found in the changed files to evaluate docstring coverage. Skipping docstring coverage check.
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Comment thread docs/ProjectSetup.md

!!! warning

Some games running [Steam's DRM](https://partner.steamgames.com/doc/features/drm) may not trigger breakpoints after a debugger is attached. To get around this, unpack the executable first (with utilities such as [Steamless](https://github.com/atom0s/Steamless)) and edit the application within Reloaded-II to use the new executable. No newline at end of file

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Correct.

Has been an annoyance of mine for a while too- I even have a special code path in the loader (as you may have noticed) for handling this DRM, since game is encrypted at boot.

(It mass hooks Windows functions then loads when one is called)

In any case, I would suggest replacing original executable for simplicity instead, instructions wise.

I once considered bundling Steamless but the license (at the time) has not allowed it. That has however since changed IIRC.

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Also thinking about it.

The games which use this DRM have a console message attached to them when the .bind section is enabled. So you can tell in the Reloaded logs.

So maybe make a subsection, and mention this in a troubleshooting section. A copy of the console message may be helpful to attach.

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