how to spawn new DLC cars into GTA5 without using scripthookv
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Okay download these and drag them into your GTA5 main folder
https://www.gta5-mods.com/scripts/mplowrider2-in-sp
https://www.gta5-mods.com/scripts/mp-vehicles-in-spAnd use the Cheat code option to spawn the vehicles
infernus2, turismo2, gp1, ruston
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@GTAOnlineGamer Both of those scripts require ScriptHookV to work, so how does having them in your main folder help, if they won't run with the latest patch until ScriptHookV is updated?
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@LeeC2202 Nah mate, they need dinput8.dll only. Some C++ modders use this so they dont have to wait for the SHV update to be released.
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It's unnecessary to use the first one if you are already using the second one.
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@AHK1221 I don't understand this comment on the first one then:
"robi29 has found a global value for Special Races DLC, so we decided to release it. When ScriptHook will be patched, then our ASI will work."
That comment was made by the author.
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@LeeC2202 hmmm well the guy did say it worked on the latest patch. (Talking about the second one)
Typing on a phone is so hard...
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@AHK1221 Yeah the second one only requires the .asi loader and will work on any game version. The first one requires the .asi loader AND ScriptHookV.
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@LeeC2202 Try it without scripthookv and you will find out it works
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@GTAOnlineGamer My game is on lockdown in my firewall until ScriptHookV is updated, I don't have the update yet, so I couldn't spawn them even if I wanted to.
I was just curious because I have only just discovered that the mods folder works without ScriptHookV, I thought everything needed that and I am finding that it's not always the case.
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Oh wow had no idea...Im tempted but I really dont feel like being bothered with fiddling with my GTA folder
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@LeeC2202 I also have the game in lockdown, i play it using -scOfflineOnly, shouldn't be a problem.
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@LeeC2202 Make sure you remove scripthookv first
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This post is deleted!
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@LeeC2202 said in how to spawn new DLC cars into GTA5 without using scripthookv:
@GTAOnlineGamer My game is on lockdown in my firewall until ScriptHookV is updated, I don't have the update yet, so I couldn't spawn them even if I wanted to.
I was just curious because I have only just discovered that the mods folder works without ScriptHookV, I thought everything needed that and I am finding that it's not always the case.
There's a reason why it's called ScriptHookV. For the mods folder to work you need OpenIV.asi which needs the .asi loader. That's all.
In case you're a little more interested: ScriptHookV is the library that hooks the script from a custom .asi plugin into GTA V's script engine (puts it so to speak in rage::scrThreadCollection so it can be used as a rage::scrThread). This allows you to call script API functions (aka natives). This is the safest way, especially when it comes to TLS. This is simplified but I hope you understand this a little bit better now.
Also, everything that doesn't call natives or uses one of ScriptHookV's internal functions can be used without ScriptHookV. The first mod that was posted here uses getGlobalPtr, so it requires ScripHookV. The second one, though, doesn't call any natives or SHV's functions. It's just a plain DLL, renamed to *.asi so that it can be loaded by the .asi loader.
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@GTAOnlineGamer Nice work! But without the ScriptHook stuff (and every other script/trainer depending on it), I think I'm just going to wait it out a bit until a newer version becomes available.
Besides, spawning the new vehicles sans my trusted Simple Trainer and such, means I'll have it dented faster than I can install it.