Use this thread for these requests.
If it's been over 3 days or something, there is a chance you forgot to actually upload a file to your mod page.
Use this thread for these requests.
If it's been over 3 days or something, there is a chance you forgot to actually upload a file to your mod page.
@EdherVela thats odd, how do you do it when I disconnect my internet I cant load up the game I get a network error?
im not going to put any more work into this
Is Only active for synced steering wheel rotation or custom controller wheel rotation. not enough of a hint that Custom wheel rotation should be enabled?
It might help to post the ScriptHookVDotNet.log where the GearShiftingAnim is actually logged.
The log indicates M3GTRWhine broke.
GSA isn't updated any more, so you'll have to resort to VBC.
If you suffer from the infinite animation issue, read the comments that everybody seems to ignore.
@xskx0118 :
Hey @Hunk I believe I found a solution for the infinite gearshiftanim. I set ANIMSPEED to 5.0f (originally 5,0) and ANIMSTOPPOINT to 0.5 (originally 0,5). I remembered seeing that txt in the GSA.ini and what do you know it worked. I hope this helps someone else I've been struggling with this issue for a few weeks!
So change your commas to decimal or the other way around. It's a C# localization thing.
Do note that stuff will break with Manual Transmissions' animation sync feature. I do aim to build in compatibility (stop my animations while the gear shift or other animations are playing) but Hunk will need to reply first.
You could just, like, ask the author (me).
It's ikt, not IKT btw.
It does exactly what it says on the tin: Synchronize animations with wheel rotation using third-person animations. Only active for synced steering wheel rotation or custom controller wheel rotation. For a more in-depth explanation, read the 4.8.0 release notes included with the 4.8.0 and 4.8.1 release zips.
It can be seen working in my later (post-4.7.1) uploads, such as
When the option to sync the steering wheel with your real wheel is enabled, or when you enable the custom wheel rotation in Custom Steering, the steering wheel will rotate more than just 90 degrees left and right, but to whatever angle you put there.
The player animations don't match up - in proper first person view, they only rotate 90 degrees left and right. While the default third person animations do rotate more, their animations are not synced with the steering wheel (which still rotates 90 degrees left or right) and in fact aren't really proportional to actual input.
What the thing does - when overriding steering wheel rotation - is to play the third person animations and sync up the animation with the (new, overridden) steering rotation. Which allows for up to 360 degrees of rotation to either side. (or 180 degrees for "low" cars)
https://github.com/E66666666/GTAVManualTransmission/blob/master/Gears/Memory/VehicleExtensions.cpp#L965
https://github.com/E66666666/GTAVManualTransmission/blob/master/Gears/Memory/VehicleFlags.h
You can read and thus probably write them, but I'm not sure what it'll do then. This also doesn't apply it on the instance itself afaik but globally.
Wrong section, this doesn't go in documentation.
Read the guides - you don't go online with modded files. If you took precautions and used a mods folder, you can just disable the asi loader (rename dinput8.dll) and the game will not have any mods applied.
@Jitnaught
Thanks, I forgot that one despite constantly using it these days
So you wanna create your first GTA V script? There's a few things to think of and know beforehand, which helps you in making a script. This post will quickly explain what your options are, what you already need to do beforehand, and link some existing guides.
You do not need to be an expert at programming, since scripting in games can be a very fun way to learn a language and some concepts.
There are different frameworks (libraries) that you can make scripts for. These manage loading scripts into the game for you, and provide functions to interact with the game.
| Scripting framework | Language | Features/Notes |
|---|---|---|
| ScriptHookV | C++ | Barebones scripting interface, decently popular, standalone |
| ScriptHookVDotNet | C#/.NET languages | Powerful scripting interface, very popular, builds on ScriptHookV |
| RagePluginHook | C#/.NET languages | Powerful scripting interface, not as popular, standalone |
There are other similar frameworks, standalone or requiring ScriptHookV, with their own advantages and disadvantages. I will not go into FiveM in this quick overview, but there's good support for many languages there too.
Generally, as a script developer, you want to choose something that allows you to develop in an easy way, or where the learning curve isn't as steep. Depending on your experience with software development and/or any performance requirements, you may choose your scripting framework. It's a good idea to give them all a quick spin.
Scripting is basically programming. This chapter will discuss some GTA 5-specific details.
Scripts are generally run in an infinite loop. Each iteration here is called a "tick", in which it should have completed all its operations for that tick. If you've ever developed for an Arduino or something alike, you might already be familiar with the process.
Depending on your framework, you need to manually make that loop, or you can just use a provided function like OnTick(). All of your script logic is run in that loop, and at the end you instruct your script to wait until its turn happens again. If your framework offers a "Tick" mechanism, this manual wait is not needed, and you can set the tick rate elsewhere.
Before the loop starts, you can add some initialization code. For example: read your settings.
To interact with the game, you can use natives. These are essentially the functions Rockstar also uses in their game scripts to interact with the world. The scripting frameworks find these natives and provide them to you. Internally, these frequently change when the game is updated, but the scripting framework will also be updated to keep the natives the same to you.
There are many natives for many different operations, ranging from player functions to various UI functions. All these natives have a C-interface, meaning they are simply functions, sometimes with a return value, sometimes with arguments. You can make wrappers for these to interact with the game in an object-oriented manner, or use a framework that does this heavy lifting for you. ScriptHookV is very barebones and does not wrap any of these natives, ScriptHookVDotNet and RagePluginHook do abstract this away for you. The latter two still provide functions to directly call the natives, so you have full control regardless of which framework you pick.
Some natives can be run once and have a lasting effect, others need to be run every tick. Use one of the Native DBs or your framework documentation to find out which natives behave in which way.
In general, beware of the exact workings of these natives. As everything here is unofficial and has been discovered with reverse engineering and trial-and-error, documentation might not be very complete and many natives are still unnamed. Expect some trial-and-error when using less straightforward natives.
Depending on your use case, there are different ways to get your user interacting with your mod. Some use cases do not require the user to do anything, and integrate right into the existing aspects of the game. Others might require some explicit user input, in form of a command, or through some sort of menu.
Again, how this is implemented depends on your chosen framework, but generally these methods can be put into a few categories. These are not exclusive, and depending on how complex you want to make your mod, mixing these is certainly possible.
No input can be used for things that should "run in the background", such as a god mode or vehicle auto-repair.
Keypresses can be used to activate a function, or combine game actions with additional mod enhancements. You have two options here.
Commands
GTA V on PC comes with a cheat console. By pressing tilde (~) this opens, and text can be entered. With natives it's possible to respond to this input once the player has finished their input. It's also possible to launch new text entry windows.
Additionally, RagePluginHook and ScriptHookVDotNet v3 support consoles of their own, though these can generally be considered as tools to aid development.
Menus
The game does not offer any native-accessible menus, such as the interaction menu or tuning menus. You'll need to spin up your own, or use an existing library.
Making your own can take a lot of effort, so most scripts that use a menu stick with an existing base.
AHK1221's tutorials. (Text & images, ScriptHookVDotNet)
Metiri Personal's tutorials (YouTube videos, ScriptHookVDotNet)
Alexander Blade's ScriptHookV SDK samples (Code)
General information/support channels:
Suggestions are welcome!
This is purely an overview of what scripting for GTA V is and where to find resources. I do not claim to know everything about scripting - I felt a central place for people to start with scripting, to lack. Suggestions are welcome to fill in information gaps or correct wrong information.
I'm aware information about MP mods such as FiveM, RageMP and whatnot are missing, but the platforms themselves should already provide plenty of guidance. I don't know much about these, so I left them out.
I made this guide a while ago on GitHub (gists), but only really published it now. You can find the changelog of the guide there.
script god
uh wat
but it always crash randomly and i assume that it would be more stable not using rage?
You can always ask the author why this happens, and check what is dumped in the logs. If they're a bunch of null reference stuff, the author should fix their stuff.
Btw on youtube i asked for your nurburgring ars track xml
I use the default included ones.
The author has indicated it's outdated and you should use v3:
The search index gets refreshed periodically. You just happened to search right when it updates - try again after a minute or something.
This person on GTAForums is having similar issues.
Since this seems to go wrong inside SHVDN, try and call the natives yourself.
Vector3 modelDimMin, modelDimMax;
GAMEPLAY::GET_MODEL_DIMENSIONS(ENTITY::GET_ENTITY_MODEL(vehicle), &modelDimMin, &modelDimMax);
Bounding box:
Vector3 lfd = ENTITY::GET_OFFSET_FROM_ENTITY_IN_WORLD_COORDS(vehicle, modelDimMin.x, modelDimMax.y, modelDimMin.z);
Vector3 lfu = ENTITY::GET_OFFSET_FROM_ENTITY_IN_WORLD_COORDS(vehicle, modelDimMin.x, modelDimMax.y, modelDimMax.z);
Vector3 rfd = ENTITY::GET_OFFSET_FROM_ENTITY_IN_WORLD_COORDS(vehicle, modelDimMax.x, modelDimMax.y, modelDimMin.z);
Vector3 rfu = ENTITY::GET_OFFSET_FROM_ENTITY_IN_WORLD_COORDS(vehicle, modelDimMax.x, modelDimMax.y, modelDimMax.z);
Vector3 lrd = ENTITY::GET_OFFSET_FROM_ENTITY_IN_WORLD_COORDS(vehicle, modelDimMin.x, -modelDimMax.y, modelDimMin.z);
Vector3 lru = ENTITY::GET_OFFSET_FROM_ENTITY_IN_WORLD_COORDS(vehicle, modelDimMin.x, -modelDimMax.y, modelDimMax.z);
Vector3 rrd = ENTITY::GET_OFFSET_FROM_ENTITY_IN_WORLD_COORDS(vehicle, modelDimMax.x, -modelDimMax.y, modelDimMin.z);
Vector3 rru = ENTITY::GET_OFFSET_FROM_ENTITY_IN_WORLD_COORDS(vehicle, modelDimMax.x, -modelDimMax.y, modelDimMax.z);
GRAPHICS::DRAW_LINE(lfd.x, lfd.y, lfd.z, rfd.x, rfd.y, rfd.z, 255, 255, 255, 255); // Front low
GRAPHICS::DRAW_LINE(lfu.x, lfu.y, lfu.z, rfu.x, rfu.y, rfu.z, 255, 255, 255, 255); // Front high
GRAPHICS::DRAW_LINE(lfd.x, lfd.y, lfd.z, lfu.x, lfu.y, lfu.z, 255, 255, 255, 255); // Front left
GRAPHICS::DRAW_LINE(rfd.x, rfd.y, rfd.z, rfu.x, rfu.y, rfu.z, 255, 255, 255, 255); // Front right
GRAPHICS::DRAW_LINE(lrd.x, lrd.y, lrd.z, rrd.x, rrd.y, rrd.z, 255, 255, 255, 255); // Rear low
GRAPHICS::DRAW_LINE(lru.x, lru.y, lru.z, rru.x, rru.y, rru.z, 255, 255, 255, 255); // Rear high
GRAPHICS::DRAW_LINE(lrd.x, lrd.y, lrd.z, lru.x, lru.y, lru.z, 255, 255, 255, 255); // Rear left
GRAPHICS::DRAW_LINE(rrd.x, rrd.y, rrd.z, rru.x, rru.y, rru.z, 255, 255, 255, 255); // Rear right
GRAPHICS::DRAW_LINE(lfu.x, lfu.y, lfu.z, lru.x, lru.y, lru.z, 255, 255, 255, 255); // Left up
GRAPHICS::DRAW_LINE(rfu.x, rfu.y, rfu.z, rru.x, rru.y, rru.z, 255, 255, 255, 255); // Right up
GRAPHICS::DRAW_LINE(lfd.x, lfd.y, lfd.z, lrd.x, lrd.y, lrd.z, 255, 255, 255, 255); // Left down
GRAPHICS::DRAW_LINE(rfd.x, rfd.y, rfd.z, rrd.x, rrd.y, rrd.z, 255, 255, 255, 255); // Right down
WIP/betas/alphas/early builds are fine, but make sure your description is clear and describes what still needs improvement, so people know what to expect.
For consistency, please check @Eddlm's excellent summary of V's handling:
https://forums.gta5-mods.com/topic/24280/understanding-and-editing-gtav-s-handling
A note about top speed: The value in the handling.meta is a "base" value in kph. I don't think it's mph.
To get the top speed in-game in KPH, divide the handling.meta top speed value with 0.75. At that speed the RPM is maxed out.
When maxed out, GTA doesn't do rev limiting and the car might keep accelerating if you have lots of power. I suggest balancing your fInitialDriveForce and fInitialDragCoeff so the car tops out at about the top speed, and set your handling.meta top speed value so it's slightly higher than the factory-specified top speed - as usually cars run out of oomph before running out of gears.
For shaky:
(Call the function but set 0)
For gear ratios:
https://www.gta5-mods.com/scripts/custom-gear-ratios
You can dial in gear ratios and stuff here, should be self-explanatory. As you can completely ignore the handling.meta top speed here, just slap on whatever gear ratios the real car has. Then change the final drive speed thing such that the top speed in top gear matches your original values again.
If you want some numbers:
The stock game generates/pulls out gear ratios starting from 3.33.. in first gear, to 0.9 in the top gear. Things start getting wonky after 6th gear, as the 7th gear has a higher ratio number (e.g. lower speed) than the 6th. There's a factor 1.2 between the handling.meta value and the final drive value in Custom Gear Ratios. No idea what it implies.
For lateral grip:
Would be neat if you could correlate some skid pad numbers with real-world tyre data. Generally real-world street tyres are around 1.1-1.2 grip and drop off to about 1.1-1.0, though things might be more extreme with race tyres. Remember downforce also has an effect, so first get your base rubber numbers nicely, and then slap on downforce for more lateral grip when cornering at higher speeds.
Thanks for using the search function, but please don't necro-bump a 4 year old thread.
For your question itself:
ScriptHookV files go in the main game folder. If stuff crashes when you press F4, it's probably because your game version could be outdated or something else is wrong. Make a new thread.
Be sure to read the pinned informational topics, they might help you along too.
From your post history, it seems like you've asked very generic and/or vague questions? I'm not sure who removed your posts, but please check this if you have mod-related questions. Simply asking "how to get?" or "why gone?" doesn't make much sense.
I made a general overview of scripting a while ago, so that might also help:
https://gist.github.com/E66666666/0678311d913a348bc4fcae0751436a48
Already answered you in my Discord, but to get the info out there:
Model name doesn't have a getter. If you just need to check, you can compare the model hash against the hashed name with GET_HASH_KEY (or your own joaat implementation). If you need the name itself, Add-on Spawner reads it when the game loads the models.
Make name can be retrieved (from 1868+) with a new native, 0xF7AF4F159FF99F97(modelHash) (reported by rootcause). Prior to that, it (and gameName) can be retrieved from CModelInfo. See the add-on spawner code how that was done.
If it were up to me, I wouldn't have approved the other mods either, and we regularly reject mods that include common, regularly updated libraries such as ScriptHookV, ScriptHookVDotNet, NativeUI etc. Mostly because they're very likely to cause compatibility issues when a user downloads an old mod in the future and replaces their up-to-date dependency with an outdated dependency. Here's a set of stuff we use as guidelines for moderating.
As for enb series:
PUBLISHING BINARY FILES OF ENBSERIES ON NEXUS SITES (TES NEXUS, SKYRIM NEXUS, ETC)
IS STRICTLY PROHIBITED. ONLY PRESETS AND SHADERS CAN BE HOSTED THERE.
I over-interpreted this. Just asked the author for clarification and it's just exclusive to NexusMods, so I'll just approve your thing. But, please, if you can, just link the original files instead.