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  • @JIMX Not exactly a library; it basically aims to be a reimplementation of the GTA V scripting interface, by disabling all GTA 5 game scripts, and running actually moddable (quasi-standard) scripts on its own engine. May not be perfect, but for experienced scripters who would like to make Total Conversions (like the usual Russian GTA modders in the past), this is currently the best tool in existence... or at least the only one, which can save and reload the game session, without requiring custom solutions.

    October 31, 2023
  • MOD STATUS CHANGE
    Aug 21, 2023

    Mod version 2.0 is available.
    This includes a totally refurbished ASI plugin, which is not compatible with older vrsion.

    Help has been also rewritten in a more friendly tone, and script examples have also been uploaded to this site.

    Mod is now Open Source.

    August 21, 2023
  • @GTAV_WattyK Hi. Could you link me a source code with a FiveM API function signatures list? I need those function signatures, so I can write a proper code for execution in native environment (I need a lis of pure C function signatures, not C++ or C#). I'm only keen on working directly with the FiveM DLL exported functions, and not make a hard dependency on FiveM, using dynamic DLL import.
    And, anyway, is the "FiveM" the same as "cfx.re", that is interactable by JavaScript? Honestly speaking, I'm not acquainted with FiveM...

    July 02, 2023
  • @Fenrir1974
    1, It should be possible... I may try to find a solution.
    2, If, and only if, the Menyoo trainer outputs the saved outfit into an XML or other text file, it may be possible.

    June 28, 2023
  • @anon23623 I may rework it. I originally thought of reworking it with a custom-textured UI, to have a kind-of modern MP3 player look... is it an iPod Classic with a smartphone-like look?

    June 26, 2023
  • STATUS CHANGE (Jun 26, 2023)
    I seem to be back in GTA 5 modding.

    June 26, 2023
  • Pinned Comment

    STATUS CHANGE (Jun 26, 2023)
    I seem to be back in GTA 5 modding...
    Mod updated to 1.0.2845.0 game version.

    June 26, 2023
  • @SylveticHearts I'm still too late, sorry for that. I'm modding another game now. But I can help you.
    I was doing some research while first making this empty map mod, but I could not find, where the exact pause menu map coordinate limits are defined. The menu system uses Scaleforrm movies, which is GFX flash ... well ... with a rather strange structure. The menu system also uses XML files, but they're mostly layouts' informations.

    The limit coordinates I've found are based on an unicolor map (eg. pink), plus using a ShowCoords script, then flying out and manually writing down the coordinates, while looking at the map.

    The first 'example' should show up ok. It is within the limits. The second example is totally outside the bounds.

    Do not forget about the 'minimap.rpf', it may interfere with your radar map, if not disabled.

    January 02, 2021
  • @psychludawn Well, I know, that it has this kind of bug, if the game is not fullscreen. The calculated positions of the elements does not correspond to their graphical shape in that case!

    December 01, 2020
  • @SylveticHearts Hello. I'm a bit late. Yes, it's possible to disable just parts of it. You need to edit the 'images.meta' file. In is an XML. Just copy it from vanilla, and remove the entries you don't need.
    What do you mean 'Also how do you expand how far the pause map can go?'?

    December 01, 2020