60.256
526
60.256
526
Open-source script that aims to address some of the numerous issues GTA:V has.
The advantages of using this mod are:
- It's compatible with both Legacy and Enhanced.
- It's tested on Legacy b1180 & b3521, Enhanced b812 & b1013.
- It's theoretically compatible with every game version since b335 (ScriptHook base).
- Functionalities are thoroughly tested, and blend-in with the game as if Rockstar implemented them.
- It's faster than its C#/.NET counterparts because it's written in CPP, with great attention at keeping it performant.
- It merges functionalities from many other mods, meaning that mods can now share resources (e.g., entity pools), making the code faster and allowing cross-compatibility between different options.
- Almost all functionality works out-of-the-box, without the need to patch the game's memory. Options that do so are clearly labelled, complexity is not hidden from the user.
- The lack of reliance on ScriptHookV .NET (which is essentially a fancy wrapper for normal ScriptHook) means less compatibility issues across game versions.
- It's open-source.
To my knowledge it's also the only mod that fixes the "Low Priority Props" bug in Enhanced and implements NM reactions without relying on ScriptHookV .NET.
Use the INI to configure it to your liking. I highly suggest you to read through all the options and decide which one to enable, with particular attention to the ones that could possibly cause issues with the game story (those which don't say anything have been tested and work fine with the story). All options can be enabled or disabled independently from one another.
Requires ScriptHookV
Installation: simply extract the ASI inside the game's root directory (where you have installed GTA:V, not inside the "scripts" folder).
Features
Input:
- Reload the INI config with F12 (key can be changed).
Memory:
- Allow low priority props to be spawned around the map.
- You must enable ExtendGamePools if using Enhanced.
- Disable the automatic centering of the wheels when a ped exits a vehicle. Applies to all vehicles (not only the player's).
- Disable cops from randomly changing the player's vehicle steering angle while ramming during a chase.
- Disable the slowdown and screen effects triggered by the weapon and the radio wheel.
Player:
- Enable the unused crouched motion state.
- Allow the player to grab onto nearby ledges when jumping. Useful for emulating parkour movement.
- Keep pressing the "Jump" button (space bar/'X' on controller) when in the air to automatically grab ledges that are in front of the player.
- Allow all ped models to use stealh and action mode.
- Disable action mode.
- Clean the player's wounds and dirt as he gradually enters the water and after picking up a medkit.
- Sprint inside interiors.
- Works in b1180 & later, but doesn't in b372. Don't know in between.
- Disable auto-vaulting small objects.
- Vaulting can still be performed manually by pressing the 'Jump' control near the objects.
- Disable automatic drop-down animations when near a ledge at high heights.
- Silent wanted (hide all HUD/music related to the wanted system).
Player Damage/Weapons:
- Enable friendly fire.
- Locational damage (e.g., armor won't protect your head, arms and lower body).
- Headshots can be made fatal for the player (just like NPCs).
- Configurable weapon recoil.
- Togglable inside vehicles.
- Separate recoil multipliers for weapon types (pistols, shotguns...) and addons (grips, silencers...).
- Player disarm (allow enemies that hit the player's weapon (or hands) to disarm the player, similar to RDR and GTA:IV).
- Definable custom 'drop chance' when hit.
- The weapon will retain all of its customizations (attachments, tints...).
- Weapon can be auto-equipped after being collected.
- When dropped, the weapon can be blipped on the minimap.
- Definable max distance after which a dropped weapon is despawned.
- Drop player weapon when ragdolling.
- Compatibility with custom NM reactions (read below).
- The weapon will retain all of its customizations (attachments, tints...).
- Weapon can be auto-equipped after being collected.
- When dropped, the weapon can be blipped on the minimap.
- Definable max distance after which a dropped weapon is despawned.
- Player Euphoria bullet reactions (the player will react to bullets with Euphoria like NPCs)
- Definable 'reaction chance' when hit.
- Definable minimum and maximum time for reaction.
- Togglable when in cover.
- Compatibility with other options that drop the player's weapon (so that the bullet reactions do not drop the player's weapon).
- Allow weapons inside the safehouse.
- Uses function hooks and could break upon updating.
Player Vehicle:
- Disable mid-air car controls and the ability to rotate the player's vehicle while stuck/upside down.
- Disable the automatic explosion after the player's vehicle collides with something at high speeds.
- Disable engine fire/smoke.
- Leave the engine on when exiting a vehicle unless the player keeps the exit vehicle button pressed for 250ms. Exactly like GTA:IV.
- Keeps the current position of the player vehicle's hydraulics on enter/exit.
- Requires at least b2372.
- Turn on brake lights while the player's vehicle is stopped.
- Helicopter water physics (allow helicopter's rotors to affect the movement of dynamic water bodies, similar to GTA:IV).
- Dynamically clean vehicles (clean dirt and decals (e.g., blood) from the vehicles near the player, including his, while raining).
- Depends on the amount of rain and the speed of the vehicle.
- Vehicles can also be cleaned by entering rivers or running along the seaside while partially in the water.
- Disable ragdolls on vehicle roof.
- Customizable max speed the vehicle the player is standing on before making the player enter ragdoll.
- Prevent other peds from dragging the player out of his vehicle.
- Prevent the player from flying through the windscreen.
- Prevent the player from falling off bikes.
- Disable the forced jump out when entering a water body with a bike (the player will still jump out if completely submerged).
- Disable vehicle jitter effect.
- Disable air vehicle turbulence.
- Disable auto-equip helmets.
- Togglable on bikes/helicopters.
- Disable all stunt jumps around the map
Player Controls:
- Disable assisted movement (when a player follows a path automatically while moving forward, eg. Floyd's apartment entrance).
- Quickly turn off the radio by tapping the radio control button ('Q'/left arrow on controller).
- Toggle walking for first person by pressing (and not holding) the sprint button (X on PS / A on XBOX).
- Disable auto-centering of the gameplay camera.
- Togglable on foot/in vehicle/always.
- Force the gameplay camera to follow the vehicle when using the handbrake
- Customizable handbrake delay before centering the camera on the vehicle.
- Disable First Person View.
- Disable the idle camera (it activates when the player stands still for too long).
- Disable the replay recording feature completely.
- Disable the player's mobile phone.
- Obviously brakes story missions.
HUD:
- Allow the game to continue when the pause menu is active, similar to GTA:Online.
- The game can still be paused by pressing the "ESC" key instead of the "P" key.
- Disable the blur and color filter on the pause menu.
- Disable all on-screen effects in menus and HUD (weapon wheel, radio wheel, character switch, etc.).
- Disable the on-screen effects when the player is using a special ability.
- Allow the player to switch between normal minimap size and extended, similar to GTA:Online.
- Enable a non-intrusive, Rockstar-like, speedometer on the minimap.
- Force a specified zoom level of the minimap.
- Flatten the minimap view.
- Reveal all the map (hide the "Fog Of War").
- Hide direction and distance indicator under the minimap when a waypoint is set.
- Hide the depth indicators under the minimap when inside a submersible.
- Hide the health, armour and ability bar under the minimap.
- Overrides all other 'minimap bars' options.
- Show remaining stamina instead of armour in the blue bar below the minimap.
- Hide specific HUD component(s).
- Hide the weapon reticle.
- Hide enemy's blips from the (mini)map. Also applies to police.
Audio:
- Disable the dynamic music that plays when wanted.
- Disable the police scanner voice that plays when wanted.
- The scanner still warks while in police vehicles.
- Disable the dynamic music that plays when flying.
- Disable all non-music radio content (ads, etc.).
- Disable vehicle's radio auto-start. Different modes available:
- Vehicles will start with the radio turned off by default, unless the engine is already running (e.g. when jacking a car).
- Radio will always be turned off when first entering a vehicle, regardless of engine state.
- Mute specific sound categories.
- Mute artificial ambient sounds (read INI for a deeper explanation).
- Disable player pain audio.
Peds:
- Dynamic car jacking reactions (allow peds to dynamically react to the player pointing a gun at their vehicle, just like in GTA:IV). Some will instantly flee, others will react and there's also a chance they'll still run you over.
- Shoot jacked peds (allow the player to kill the driver while jacking a vehicle with a handgun).
- Weapon jacking animations trigger only with non-customized weapons (e.g. silencers won't work).
- Allow the player to push (shove) peds out of his way, like in GTA:IV.
- Press the "Jump" button (space bar/'X' on controller) when standing in front of a ped to activate.
- Allow peds to use umbrellas during rainy weather.
- Definable max number of peds allowed to equip umbrellas.
- Disable all peds scenarios.
- Disable all dynamic population of the game world.
Peds Combat:
- Disable writhe state (block peds from entering the "writhe" state and consequently dying).
- Disable hurt state (block peds from entering the "hurt" state when shot while standing and consequently dying, or entering writhe).
- Disable shoot from ground (force peds to get up instead of shooting when they fall on the ground with their backs).
- Disable sitting peds instant death.
- Allow mission peds to be damaged by other entities and not only the player.
- Disable dead peds from jumping out of the vehicle they are in.
- Deadly NPCs headshots (headshots between NPCs will be deadly, just like when hit by the player).
- Ped disarm (allows the player to disarm peds when they are hit on the hand/weapon).
- Definable custom 'drop chance' when hit.
Peds Accuracy:
- Configurable ped accuracy. Modes available:
- Global: all peds will have the same accuracy.
- Random: peds will have random accuracy inside the custom-defined range.
- Clamp: ensure the default accuracy of a ped is inside the custom-defined range.
- Proportional: scale the ped's default accuracy value inside the the custom-defined range.
- More info inside the INI.
- Configurable ped shoot rate.
- The modes are the same for the option defined right above, excluding "Clamp" and "Proportional" modes.
- Global damage modifier for peds (both gun/melee weapons).
v3.2 - Changelog:
- Fix LowPriorityPropsPatch on Enhanced
- Misc improvements
Changelog History
GitHub
Credits
If you find a bug leave a comment and I'll try to fix it, feedback is always appreciated.
Donating:
If you like what I do and are looking for a way to support me, you can do so on Ko-Fi or PayPal. Thank you!
The advantages of using this mod are:
- It's compatible with both Legacy and Enhanced.
- It's tested on Legacy b1180 & b3521, Enhanced b812 & b1013.
- It's theoretically compatible with every game version since b335 (ScriptHook base).
- Functionalities are thoroughly tested, and blend-in with the game as if Rockstar implemented them.
- It's faster than its C#/.NET counterparts because it's written in CPP, with great attention at keeping it performant.
- It merges functionalities from many other mods, meaning that mods can now share resources (e.g., entity pools), making the code faster and allowing cross-compatibility between different options.
- Almost all functionality works out-of-the-box, without the need to patch the game's memory. Options that do so are clearly labelled, complexity is not hidden from the user.
- The lack of reliance on ScriptHookV .NET (which is essentially a fancy wrapper for normal ScriptHook) means less compatibility issues across game versions.
- It's open-source.
To my knowledge it's also the only mod that fixes the "Low Priority Props" bug in Enhanced and implements NM reactions without relying on ScriptHookV .NET.
Use the INI to configure it to your liking. I highly suggest you to read through all the options and decide which one to enable, with particular attention to the ones that could possibly cause issues with the game story (those which don't say anything have been tested and work fine with the story). All options can be enabled or disabled independently from one another.
Requires ScriptHookV
Installation: simply extract the ASI inside the game's root directory (where you have installed GTA:V, not inside the "scripts" folder).
Features
Input:
- Reload the INI config with F12 (key can be changed).
Memory:
- Allow low priority props to be spawned around the map.
- You must enable ExtendGamePools if using Enhanced.
- Disable the automatic centering of the wheels when a ped exits a vehicle. Applies to all vehicles (not only the player's).
- Disable cops from randomly changing the player's vehicle steering angle while ramming during a chase.
- Disable the slowdown and screen effects triggered by the weapon and the radio wheel.
Player:
- Enable the unused crouched motion state.
- Allow the player to grab onto nearby ledges when jumping. Useful for emulating parkour movement.
- Keep pressing the "Jump" button (space bar/'X' on controller) when in the air to automatically grab ledges that are in front of the player.
- Allow all ped models to use stealh and action mode.
- Disable action mode.
- Clean the player's wounds and dirt as he gradually enters the water and after picking up a medkit.
- Sprint inside interiors.
- Works in b1180 & later, but doesn't in b372. Don't know in between.
- Disable auto-vaulting small objects.
- Vaulting can still be performed manually by pressing the 'Jump' control near the objects.
- Disable automatic drop-down animations when near a ledge at high heights.
- Silent wanted (hide all HUD/music related to the wanted system).
Player Damage/Weapons:
- Enable friendly fire.
- Locational damage (e.g., armor won't protect your head, arms and lower body).
- Headshots can be made fatal for the player (just like NPCs).
- Configurable weapon recoil.
- Togglable inside vehicles.
- Separate recoil multipliers for weapon types (pistols, shotguns...) and addons (grips, silencers...).
- Player disarm (allow enemies that hit the player's weapon (or hands) to disarm the player, similar to RDR and GTA:IV).
- Definable custom 'drop chance' when hit.
- The weapon will retain all of its customizations (attachments, tints...).
- Weapon can be auto-equipped after being collected.
- When dropped, the weapon can be blipped on the minimap.
- Definable max distance after which a dropped weapon is despawned.
- Drop player weapon when ragdolling.
- Compatibility with custom NM reactions (read below).
- The weapon will retain all of its customizations (attachments, tints...).
- Weapon can be auto-equipped after being collected.
- When dropped, the weapon can be blipped on the minimap.
- Definable max distance after which a dropped weapon is despawned.
- Player Euphoria bullet reactions (the player will react to bullets with Euphoria like NPCs)
- Definable 'reaction chance' when hit.
- Definable minimum and maximum time for reaction.
- Togglable when in cover.
- Compatibility with other options that drop the player's weapon (so that the bullet reactions do not drop the player's weapon).
- Allow weapons inside the safehouse.
- Uses function hooks and could break upon updating.
Player Vehicle:
- Disable mid-air car controls and the ability to rotate the player's vehicle while stuck/upside down.
- Disable the automatic explosion after the player's vehicle collides with something at high speeds.
- Disable engine fire/smoke.
- Leave the engine on when exiting a vehicle unless the player keeps the exit vehicle button pressed for 250ms. Exactly like GTA:IV.
- Keeps the current position of the player vehicle's hydraulics on enter/exit.
- Requires at least b2372.
- Turn on brake lights while the player's vehicle is stopped.
- Helicopter water physics (allow helicopter's rotors to affect the movement of dynamic water bodies, similar to GTA:IV).
- Dynamically clean vehicles (clean dirt and decals (e.g., blood) from the vehicles near the player, including his, while raining).
- Depends on the amount of rain and the speed of the vehicle.
- Vehicles can also be cleaned by entering rivers or running along the seaside while partially in the water.
- Disable ragdolls on vehicle roof.
- Customizable max speed the vehicle the player is standing on before making the player enter ragdoll.
- Prevent other peds from dragging the player out of his vehicle.
- Prevent the player from flying through the windscreen.
- Prevent the player from falling off bikes.
- Disable the forced jump out when entering a water body with a bike (the player will still jump out if completely submerged).
- Disable vehicle jitter effect.
- Disable air vehicle turbulence.
- Disable auto-equip helmets.
- Togglable on bikes/helicopters.
- Disable all stunt jumps around the map
Player Controls:
- Disable assisted movement (when a player follows a path automatically while moving forward, eg. Floyd's apartment entrance).
- Quickly turn off the radio by tapping the radio control button ('Q'/left arrow on controller).
- Toggle walking for first person by pressing (and not holding) the sprint button (X on PS / A on XBOX).
- Disable auto-centering of the gameplay camera.
- Togglable on foot/in vehicle/always.
- Force the gameplay camera to follow the vehicle when using the handbrake
- Customizable handbrake delay before centering the camera on the vehicle.
- Disable First Person View.
- Disable the idle camera (it activates when the player stands still for too long).
- Disable the replay recording feature completely.
- Disable the player's mobile phone.
- Obviously brakes story missions.
HUD:
- Allow the game to continue when the pause menu is active, similar to GTA:Online.
- The game can still be paused by pressing the "ESC" key instead of the "P" key.
- Disable the blur and color filter on the pause menu.
- Disable all on-screen effects in menus and HUD (weapon wheel, radio wheel, character switch, etc.).
- Disable the on-screen effects when the player is using a special ability.
- Allow the player to switch between normal minimap size and extended, similar to GTA:Online.
- Enable a non-intrusive, Rockstar-like, speedometer on the minimap.
- Force a specified zoom level of the minimap.
- Flatten the minimap view.
- Reveal all the map (hide the "Fog Of War").
- Hide direction and distance indicator under the minimap when a waypoint is set.
- Hide the depth indicators under the minimap when inside a submersible.
- Hide the health, armour and ability bar under the minimap.
- Overrides all other 'minimap bars' options.
- Show remaining stamina instead of armour in the blue bar below the minimap.
- Hide specific HUD component(s).
- Hide the weapon reticle.
- Hide enemy's blips from the (mini)map. Also applies to police.
Audio:
- Disable the dynamic music that plays when wanted.
- Disable the police scanner voice that plays when wanted.
- The scanner still warks while in police vehicles.
- Disable the dynamic music that plays when flying.
- Disable all non-music radio content (ads, etc.).
- Disable vehicle's radio auto-start. Different modes available:
- Vehicles will start with the radio turned off by default, unless the engine is already running (e.g. when jacking a car).
- Radio will always be turned off when first entering a vehicle, regardless of engine state.
- Mute specific sound categories.
- Mute artificial ambient sounds (read INI for a deeper explanation).
- Disable player pain audio.
Peds:
- Dynamic car jacking reactions (allow peds to dynamically react to the player pointing a gun at their vehicle, just like in GTA:IV). Some will instantly flee, others will react and there's also a chance they'll still run you over.
- Shoot jacked peds (allow the player to kill the driver while jacking a vehicle with a handgun).
- Weapon jacking animations trigger only with non-customized weapons (e.g. silencers won't work).
- Allow the player to push (shove) peds out of his way, like in GTA:IV.
- Press the "Jump" button (space bar/'X' on controller) when standing in front of a ped to activate.
- Allow peds to use umbrellas during rainy weather.
- Definable max number of peds allowed to equip umbrellas.
- Disable all peds scenarios.
- Disable all dynamic population of the game world.
Peds Combat:
- Disable writhe state (block peds from entering the "writhe" state and consequently dying).
- Disable hurt state (block peds from entering the "hurt" state when shot while standing and consequently dying, or entering writhe).
- Disable shoot from ground (force peds to get up instead of shooting when they fall on the ground with their backs).
- Disable sitting peds instant death.
- Allow mission peds to be damaged by other entities and not only the player.
- Disable dead peds from jumping out of the vehicle they are in.
- Deadly NPCs headshots (headshots between NPCs will be deadly, just like when hit by the player).
- Ped disarm (allows the player to disarm peds when they are hit on the hand/weapon).
- Definable custom 'drop chance' when hit.
Peds Accuracy:
- Configurable ped accuracy. Modes available:
- Global: all peds will have the same accuracy.
- Random: peds will have random accuracy inside the custom-defined range.
- Clamp: ensure the default accuracy of a ped is inside the custom-defined range.
- Proportional: scale the ped's default accuracy value inside the the custom-defined range.
- More info inside the INI.
- Configurable ped shoot rate.
- The modes are the same for the option defined right above, excluding "Clamp" and "Proportional" modes.
- Global damage modifier for peds (both gun/melee weapons).
v3.2 - Changelog:
- Fix LowPriorityPropsPatch on Enhanced
- Misc improvements
Changelog History
GitHub
Credits
If you find a bug leave a comment and I'll try to fix it, feedback is always appreciated.
Donating:
If you like what I do and are looking for a way to support me, you can do so on Ko-Fi or PayPal. Thank you!
Primo Caricamento: 28 gennaio 2024
Ultimo Aggiornamento: 10 giorni fa
Last Downloaded: 5 minuti fa
All Versions
380 Commenti
More mods by SuleMareVientu:
Open-source script that aims to address some of the numerous issues GTA:V has.
The advantages of using this mod are:
- It's compatible with both Legacy and Enhanced.
- It's tested on Legacy b1180 & b3521, Enhanced b812 & b1013.
- It's theoretically compatible with every game version since b335 (ScriptHook base).
- Functionalities are thoroughly tested, and blend-in with the game as if Rockstar implemented them.
- It's faster than its C#/.NET counterparts because it's written in CPP, with great attention at keeping it performant.
- It merges functionalities from many other mods, meaning that mods can now share resources (e.g., entity pools), making the code faster and allowing cross-compatibility between different options.
- Almost all functionality works out-of-the-box, without the need to patch the game's memory. Options that do so are clearly labelled, complexity is not hidden from the user.
- The lack of reliance on ScriptHookV .NET (which is essentially a fancy wrapper for normal ScriptHook) means less compatibility issues across game versions.
- It's open-source.
To my knowledge it's also the only mod that fixes the "Low Priority Props" bug in Enhanced and implements NM reactions without relying on ScriptHookV .NET.
Use the INI to configure it to your liking. I highly suggest you to read through all the options and decide which one to enable, with particular attention to the ones that could possibly cause issues with the game story (those which don't say anything have been tested and work fine with the story). All options can be enabled or disabled independently from one another.
Requires ScriptHookV
Installation: simply extract the ASI inside the game's root directory (where you have installed GTA:V, not inside the "scripts" folder).
Features
Input:
- Reload the INI config with F12 (key can be changed).
Memory:
- Allow low priority props to be spawned around the map.
- You must enable ExtendGamePools if using Enhanced.
- Disable the automatic centering of the wheels when a ped exits a vehicle. Applies to all vehicles (not only the player's).
- Disable cops from randomly changing the player's vehicle steering angle while ramming during a chase.
- Disable the slowdown and screen effects triggered by the weapon and the radio wheel.
Player:
- Enable the unused crouched motion state.
- Allow the player to grab onto nearby ledges when jumping. Useful for emulating parkour movement.
- Keep pressing the "Jump" button (space bar/'X' on controller) when in the air to automatically grab ledges that are in front of the player.
- Allow all ped models to use stealh and action mode.
- Disable action mode.
- Clean the player's wounds and dirt as he gradually enters the water and after picking up a medkit.
- Sprint inside interiors.
- Works in b1180 & later, but doesn't in b372. Don't know in between.
- Disable auto-vaulting small objects.
- Vaulting can still be performed manually by pressing the 'Jump' control near the objects.
- Disable automatic drop-down animations when near a ledge at high heights.
- Silent wanted (hide all HUD/music related to the wanted system).
Player Damage/Weapons:
- Enable friendly fire.
- Locational damage (e.g., armor won't protect your head, arms and lower body).
- Headshots can be made fatal for the player (just like NPCs).
- Configurable weapon recoil.
- Togglable inside vehicles.
- Separate recoil multipliers for weapon types (pistols, shotguns...) and addons (grips, silencers...).
- Player disarm (allow enemies that hit the player's weapon (or hands) to disarm the player, similar to RDR and GTA:IV).
- Definable custom 'drop chance' when hit.
- The weapon will retain all of its customizations (attachments, tints...).
- Weapon can be auto-equipped after being collected.
- When dropped, the weapon can be blipped on the minimap.
- Definable max distance after which a dropped weapon is despawned.
- Drop player weapon when ragdolling.
- Compatibility with custom NM reactions (read below).
- The weapon will retain all of its customizations (attachments, tints...).
- Weapon can be auto-equipped after being collected.
- When dropped, the weapon can be blipped on the minimap.
- Definable max distance after which a dropped weapon is despawned.
- Player Euphoria bullet reactions (the player will react to bullets with Euphoria like NPCs)
- Definable 'reaction chance' when hit.
- Definable minimum and maximum time for reaction.
- Togglable when in cover.
- Compatibility with other options that drop the player's weapon (so that the bullet reactions do not drop the player's weapon).
- Allow weapons inside the safehouse.
- Uses function hooks and could break upon updating.
Player Vehicle:
- Disable mid-air car controls and the ability to rotate the player's vehicle while stuck/upside down.
- Disable the automatic explosion after the player's vehicle collides with something at high speeds.
- Disable engine fire/smoke.
- Leave the engine on when exiting a vehicle unless the player keeps the exit vehicle button pressed for 250ms. Exactly like GTA:IV.
- Keeps the current position of the player vehicle's hydraulics on enter/exit.
- Requires at least b2372.
- Turn on brake lights while the player's vehicle is stopped.
- Helicopter water physics (allow helicopter's rotors to affect the movement of dynamic water bodies, similar to GTA:IV).
- Dynamically clean vehicles (clean dirt and decals (e.g., blood) from the vehicles near the player, including his, while raining).
- Depends on the amount of rain and the speed of the vehicle.
- Vehicles can also be cleaned by entering rivers or running along the seaside while partially in the water.
- Disable ragdolls on vehicle roof.
- Customizable max speed the vehicle the player is standing on before making the player enter ragdoll.
- Prevent other peds from dragging the player out of his vehicle.
- Prevent the player from flying through the windscreen.
- Prevent the player from falling off bikes.
- Disable the forced jump out when entering a water body with a bike (the player will still jump out if completely submerged).
- Disable vehicle jitter effect.
- Disable air vehicle turbulence.
- Disable auto-equip helmets.
- Togglable on bikes/helicopters.
- Disable all stunt jumps around the map
Player Controls:
- Disable assisted movement (when a player follows a path automatically while moving forward, eg. Floyd's apartment entrance).
- Quickly turn off the radio by tapping the radio control button ('Q'/left arrow on controller).
- Toggle walking for first person by pressing (and not holding) the sprint button (X on PS / A on XBOX).
- Disable auto-centering of the gameplay camera.
- Togglable on foot/in vehicle/always.
- Force the gameplay camera to follow the vehicle when using the handbrake
- Customizable handbrake delay before centering the camera on the vehicle.
- Disable First Person View.
- Disable the idle camera (it activates when the player stands still for too long).
- Disable the replay recording feature completely.
- Disable the player's mobile phone.
- Obviously brakes story missions.
HUD:
- Allow the game to continue when the pause menu is active, similar to GTA:Online.
- The game can still be paused by pressing the "ESC" key instead of the "P" key.
- Disable the blur and color filter on the pause menu.
- Disable all on-screen effects in menus and HUD (weapon wheel, radio wheel, character switch, etc.).
- Disable the on-screen effects when the player is using a special ability.
- Allow the player to switch between normal minimap size and extended, similar to GTA:Online.
- Enable a non-intrusive, Rockstar-like, speedometer on the minimap.
- Force a specified zoom level of the minimap.
- Flatten the minimap view.
- Reveal all the map (hide the "Fog Of War").
- Hide direction and distance indicator under the minimap when a waypoint is set.
- Hide the depth indicators under the minimap when inside a submersible.
- Hide the health, armour and ability bar under the minimap.
- Overrides all other 'minimap bars' options.
- Show remaining stamina instead of armour in the blue bar below the minimap.
- Hide specific HUD component(s).
- Hide the weapon reticle.
- Hide enemy's blips from the (mini)map. Also applies to police.
Audio:
- Disable the dynamic music that plays when wanted.
- Disable the police scanner voice that plays when wanted.
- The scanner still warks while in police vehicles.
- Disable the dynamic music that plays when flying.
- Disable all non-music radio content (ads, etc.).
- Disable vehicle's radio auto-start. Different modes available:
- Vehicles will start with the radio turned off by default, unless the engine is already running (e.g. when jacking a car).
- Radio will always be turned off when first entering a vehicle, regardless of engine state.
- Mute specific sound categories.
- Mute artificial ambient sounds (read INI for a deeper explanation).
- Disable player pain audio.
Peds:
- Dynamic car jacking reactions (allow peds to dynamically react to the player pointing a gun at their vehicle, just like in GTA:IV). Some will instantly flee, others will react and there's also a chance they'll still run you over.
- Shoot jacked peds (allow the player to kill the driver while jacking a vehicle with a handgun).
- Weapon jacking animations trigger only with non-customized weapons (e.g. silencers won't work).
- Allow the player to push (shove) peds out of his way, like in GTA:IV.
- Press the "Jump" button (space bar/'X' on controller) when standing in front of a ped to activate.
- Allow peds to use umbrellas during rainy weather.
- Definable max number of peds allowed to equip umbrellas.
- Disable all peds scenarios.
- Disable all dynamic population of the game world.
Peds Combat:
- Disable writhe state (block peds from entering the "writhe" state and consequently dying).
- Disable hurt state (block peds from entering the "hurt" state when shot while standing and consequently dying, or entering writhe).
- Disable shoot from ground (force peds to get up instead of shooting when they fall on the ground with their backs).
- Disable sitting peds instant death.
- Allow mission peds to be damaged by other entities and not only the player.
- Disable dead peds from jumping out of the vehicle they are in.
- Deadly NPCs headshots (headshots between NPCs will be deadly, just like when hit by the player).
- Ped disarm (allows the player to disarm peds when they are hit on the hand/weapon).
- Definable custom 'drop chance' when hit.
Peds Accuracy:
- Configurable ped accuracy. Modes available:
- Global: all peds will have the same accuracy.
- Random: peds will have random accuracy inside the custom-defined range.
- Clamp: ensure the default accuracy of a ped is inside the custom-defined range.
- Proportional: scale the ped's default accuracy value inside the the custom-defined range.
- More info inside the INI.
- Configurable ped shoot rate.
- The modes are the same for the option defined right above, excluding "Clamp" and "Proportional" modes.
- Global damage modifier for peds (both gun/melee weapons).
v3.2 - Changelog:
- Fix LowPriorityPropsPatch on Enhanced
- Misc improvements
Changelog History
GitHub
Credits
If you find a bug leave a comment and I'll try to fix it, feedback is always appreciated.
Donating:
If you like what I do and are looking for a way to support me, you can do so on Ko-Fi or PayPal. Thank you!
The advantages of using this mod are:
- It's compatible with both Legacy and Enhanced.
- It's tested on Legacy b1180 & b3521, Enhanced b812 & b1013.
- It's theoretically compatible with every game version since b335 (ScriptHook base).
- Functionalities are thoroughly tested, and blend-in with the game as if Rockstar implemented them.
- It's faster than its C#/.NET counterparts because it's written in CPP, with great attention at keeping it performant.
- It merges functionalities from many other mods, meaning that mods can now share resources (e.g., entity pools), making the code faster and allowing cross-compatibility between different options.
- Almost all functionality works out-of-the-box, without the need to patch the game's memory. Options that do so are clearly labelled, complexity is not hidden from the user.
- The lack of reliance on ScriptHookV .NET (which is essentially a fancy wrapper for normal ScriptHook) means less compatibility issues across game versions.
- It's open-source.
To my knowledge it's also the only mod that fixes the "Low Priority Props" bug in Enhanced and implements NM reactions without relying on ScriptHookV .NET.
Use the INI to configure it to your liking. I highly suggest you to read through all the options and decide which one to enable, with particular attention to the ones that could possibly cause issues with the game story (those which don't say anything have been tested and work fine with the story). All options can be enabled or disabled independently from one another.
Requires ScriptHookV
Installation: simply extract the ASI inside the game's root directory (where you have installed GTA:V, not inside the "scripts" folder).
Features
Input:
- Reload the INI config with F12 (key can be changed).
Memory:
- Allow low priority props to be spawned around the map.
- You must enable ExtendGamePools if using Enhanced.
- Disable the automatic centering of the wheels when a ped exits a vehicle. Applies to all vehicles (not only the player's).
- Disable cops from randomly changing the player's vehicle steering angle while ramming during a chase.
- Disable the slowdown and screen effects triggered by the weapon and the radio wheel.
Player:
- Enable the unused crouched motion state.
- Allow the player to grab onto nearby ledges when jumping. Useful for emulating parkour movement.
- Keep pressing the "Jump" button (space bar/'X' on controller) when in the air to automatically grab ledges that are in front of the player.
- Allow all ped models to use stealh and action mode.
- Disable action mode.
- Clean the player's wounds and dirt as he gradually enters the water and after picking up a medkit.
- Sprint inside interiors.
- Works in b1180 & later, but doesn't in b372. Don't know in between.
- Disable auto-vaulting small objects.
- Vaulting can still be performed manually by pressing the 'Jump' control near the objects.
- Disable automatic drop-down animations when near a ledge at high heights.
- Silent wanted (hide all HUD/music related to the wanted system).
Player Damage/Weapons:
- Enable friendly fire.
- Locational damage (e.g., armor won't protect your head, arms and lower body).
- Headshots can be made fatal for the player (just like NPCs).
- Configurable weapon recoil.
- Togglable inside vehicles.
- Separate recoil multipliers for weapon types (pistols, shotguns...) and addons (grips, silencers...).
- Player disarm (allow enemies that hit the player's weapon (or hands) to disarm the player, similar to RDR and GTA:IV).
- Definable custom 'drop chance' when hit.
- The weapon will retain all of its customizations (attachments, tints...).
- Weapon can be auto-equipped after being collected.
- When dropped, the weapon can be blipped on the minimap.
- Definable max distance after which a dropped weapon is despawned.
- Drop player weapon when ragdolling.
- Compatibility with custom NM reactions (read below).
- The weapon will retain all of its customizations (attachments, tints...).
- Weapon can be auto-equipped after being collected.
- When dropped, the weapon can be blipped on the minimap.
- Definable max distance after which a dropped weapon is despawned.
- Player Euphoria bullet reactions (the player will react to bullets with Euphoria like NPCs)
- Definable 'reaction chance' when hit.
- Definable minimum and maximum time for reaction.
- Togglable when in cover.
- Compatibility with other options that drop the player's weapon (so that the bullet reactions do not drop the player's weapon).
- Allow weapons inside the safehouse.
- Uses function hooks and could break upon updating.
Player Vehicle:
- Disable mid-air car controls and the ability to rotate the player's vehicle while stuck/upside down.
- Disable the automatic explosion after the player's vehicle collides with something at high speeds.
- Disable engine fire/smoke.
- Leave the engine on when exiting a vehicle unless the player keeps the exit vehicle button pressed for 250ms. Exactly like GTA:IV.
- Keeps the current position of the player vehicle's hydraulics on enter/exit.
- Requires at least b2372.
- Turn on brake lights while the player's vehicle is stopped.
- Helicopter water physics (allow helicopter's rotors to affect the movement of dynamic water bodies, similar to GTA:IV).
- Dynamically clean vehicles (clean dirt and decals (e.g., blood) from the vehicles near the player, including his, while raining).
- Depends on the amount of rain and the speed of the vehicle.
- Vehicles can also be cleaned by entering rivers or running along the seaside while partially in the water.
- Disable ragdolls on vehicle roof.
- Customizable max speed the vehicle the player is standing on before making the player enter ragdoll.
- Prevent other peds from dragging the player out of his vehicle.
- Prevent the player from flying through the windscreen.
- Prevent the player from falling off bikes.
- Disable the forced jump out when entering a water body with a bike (the player will still jump out if completely submerged).
- Disable vehicle jitter effect.
- Disable air vehicle turbulence.
- Disable auto-equip helmets.
- Togglable on bikes/helicopters.
- Disable all stunt jumps around the map
Player Controls:
- Disable assisted movement (when a player follows a path automatically while moving forward, eg. Floyd's apartment entrance).
- Quickly turn off the radio by tapping the radio control button ('Q'/left arrow on controller).
- Toggle walking for first person by pressing (and not holding) the sprint button (X on PS / A on XBOX).
- Disable auto-centering of the gameplay camera.
- Togglable on foot/in vehicle/always.
- Force the gameplay camera to follow the vehicle when using the handbrake
- Customizable handbrake delay before centering the camera on the vehicle.
- Disable First Person View.
- Disable the idle camera (it activates when the player stands still for too long).
- Disable the replay recording feature completely.
- Disable the player's mobile phone.
- Obviously brakes story missions.
HUD:
- Allow the game to continue when the pause menu is active, similar to GTA:Online.
- The game can still be paused by pressing the "ESC" key instead of the "P" key.
- Disable the blur and color filter on the pause menu.
- Disable all on-screen effects in menus and HUD (weapon wheel, radio wheel, character switch, etc.).
- Disable the on-screen effects when the player is using a special ability.
- Allow the player to switch between normal minimap size and extended, similar to GTA:Online.
- Enable a non-intrusive, Rockstar-like, speedometer on the minimap.
- Force a specified zoom level of the minimap.
- Flatten the minimap view.
- Reveal all the map (hide the "Fog Of War").
- Hide direction and distance indicator under the minimap when a waypoint is set.
- Hide the depth indicators under the minimap when inside a submersible.
- Hide the health, armour and ability bar under the minimap.
- Overrides all other 'minimap bars' options.
- Show remaining stamina instead of armour in the blue bar below the minimap.
- Hide specific HUD component(s).
- Hide the weapon reticle.
- Hide enemy's blips from the (mini)map. Also applies to police.
Audio:
- Disable the dynamic music that plays when wanted.
- Disable the police scanner voice that plays when wanted.
- The scanner still warks while in police vehicles.
- Disable the dynamic music that plays when flying.
- Disable all non-music radio content (ads, etc.).
- Disable vehicle's radio auto-start. Different modes available:
- Vehicles will start with the radio turned off by default, unless the engine is already running (e.g. when jacking a car).
- Radio will always be turned off when first entering a vehicle, regardless of engine state.
- Mute specific sound categories.
- Mute artificial ambient sounds (read INI for a deeper explanation).
- Disable player pain audio.
Peds:
- Dynamic car jacking reactions (allow peds to dynamically react to the player pointing a gun at their vehicle, just like in GTA:IV). Some will instantly flee, others will react and there's also a chance they'll still run you over.
- Shoot jacked peds (allow the player to kill the driver while jacking a vehicle with a handgun).
- Weapon jacking animations trigger only with non-customized weapons (e.g. silencers won't work).
- Allow the player to push (shove) peds out of his way, like in GTA:IV.
- Press the "Jump" button (space bar/'X' on controller) when standing in front of a ped to activate.
- Allow peds to use umbrellas during rainy weather.
- Definable max number of peds allowed to equip umbrellas.
- Disable all peds scenarios.
- Disable all dynamic population of the game world.
Peds Combat:
- Disable writhe state (block peds from entering the "writhe" state and consequently dying).
- Disable hurt state (block peds from entering the "hurt" state when shot while standing and consequently dying, or entering writhe).
- Disable shoot from ground (force peds to get up instead of shooting when they fall on the ground with their backs).
- Disable sitting peds instant death.
- Allow mission peds to be damaged by other entities and not only the player.
- Disable dead peds from jumping out of the vehicle they are in.
- Deadly NPCs headshots (headshots between NPCs will be deadly, just like when hit by the player).
- Ped disarm (allows the player to disarm peds when they are hit on the hand/weapon).
- Definable custom 'drop chance' when hit.
Peds Accuracy:
- Configurable ped accuracy. Modes available:
- Global: all peds will have the same accuracy.
- Random: peds will have random accuracy inside the custom-defined range.
- Clamp: ensure the default accuracy of a ped is inside the custom-defined range.
- Proportional: scale the ped's default accuracy value inside the the custom-defined range.
- More info inside the INI.
- Configurable ped shoot rate.
- The modes are the same for the option defined right above, excluding "Clamp" and "Proportional" modes.
- Global damage modifier for peds (both gun/melee weapons).
v3.2 - Changelog:
- Fix LowPriorityPropsPatch on Enhanced
- Misc improvements
Changelog History
GitHub
Credits
If you find a bug leave a comment and I'll try to fix it, feedback is always appreciated.
Donating:
If you like what I do and are looking for a way to support me, you can do so on Ko-Fi or PayPal. Thank you!
Primo Caricamento: 28 gennaio 2024
Ultimo Aggiornamento: 10 giorni fa
Last Downloaded: 5 minuti fa


@SuleMareVientu I'm currently testing it out. I think I have to delete my comment because it's working now. I think it's with the LowPrio and GamePools what's causing the issue. The following are the thing I've changed (I listed everything just to be sure)
LowPriorityPropsPatch = false
ExtendGamePools = false
EnableLogging = true
EnableWeaponRecoil = false
EnableRecoilInVehicles = false
DisableCarMidAirAndRollControl = false
LeaveEngineOnWhenExitingVehicles = false (Have to false, since I'm using "Better and Realistic Vehicle Options With Control)
EnableBrakeLightsOnStoppedVehicle = false (Have to false, since I'm using "Better and Realistic Vehicle Options With Control)
ReplaceRadioTuneForwardWithRadioOff = true
HideMinimapFog = false
This is the last few lines of the logs when it crashed:
|02:28:08.522|[Info] -- --------------------------- Cop Bump ---------------------------
|02:28:08.522|[Operation] -- Finding cop bump addresses...
|02:28:08.522|[Operation] -- Found address 1 at 0xF180B2D0! Patching 9 bytes...
|02:28:08.524|[Operation] -- Found address 2 at 0xF180B309! Patching 9 bytes...
|02:28:08.524|[Operation] -- Done!
|02:28:08.524|[Info] -- ------------------------- Extend Pools -------------------------
|02:28:08.524|[Operation] -- Finding "GetSizeOfPool" address...
|02:28:08.525|[Operation] -- Found address of "GetSizeOfPool" at: 0xF0BA0010
|02:28:21.611|[Operation] -- Pool "Dummy Object" extended to 20000 (was 15050)
Mods I'm using:
BugstarFixes & MapFixes
CoreFX + Reshade
LA Traffic
GTA V Remastered Enhanced
Forests of San Andreas Revised
Vegetation Reflection
flourine's Euphoria
Scripts I'm using
fwBoxStreamer + DecalsPatch
DirectStorage
HeapAdjuster
PackfileLimitAdjuster
Simple Trainer
Menyoo
InversePower
TurboFix
Please note that these mods & scripts are also the one's im using while using the 3.1 version
5/5
Can you please create config templates for different things, i for example only want disabled first person mode with everything else disabled, and wise versa so i could preselect what i want, otherwise it's a fantastic mod
"[18:44:55] CORE: Creating texture 'C:\Program Files (x86)\Steam\steamapps\common\Grand Theft Auto V Enhanced\scripts\Shootdodge\bg.dds', id 0
[18:44:55] CORE: Creating texture 'C:\Program Files (x86)\Steam\steamapps\common\Grand Theft Auto V Enhanced\scripts\Shootdodge\fg100.dds', id 1
[18:45:52] CORE: Creating texture 'C:\Program Files (x86)\Steam\steamapps\common\Grand Theft Auto V Enhanced\scripts\Shootdodge\fg87.5.dds', id 2
[18:52:05] CORE: An exception occurred while executing 'GameplayFixesV.asi', id 4
Exception addr 0x00007FFDDD2D8CF0 is clr.dll+0x005F8CF0
Last called native 0x0000000000000000"
anyone know what error this might be caused by? On enhanced with plenty of other mods.
I can drive around, kill and destroy things, and melee weapons work fine. But as soon as I get into a gunfight with some bad guys near Davis/Brouge Ave, (or anywhere else) the game crashes gracefully and leaves these logs:
This is from RockStar game launcher.log
20:59:33.616 [DISPLAY] [21988] [gamelaunch] Working Directory: as usual
21:14:20.477 [DISPLAY] [21988] [gamelaunch] Game exited with code 0x1 (1)
21:14:20.516 [DISPLAY] [21988] [crashdetection] Game left no exit file.
21:14:20.516 [ ERROR ] [21988] [crashdetection] Exit code 0x1 indicates an unexpected game termination
This is from ScriptHookV.log
21:13:20]CORE: An exception occurred while executing 'GameplayFixesV.asi', id 4
Exception addr 0x00007FF6FB2A1314 is GTA5.exe+0x015D1314
Last called native 0x0000000000000000
@SlowDrag having the same problem
@SlowDrag Same issue. Crashes only during gunfights (not always). I don't have the log, but I think it is happening when the player gets shot.
For me the make player ragdoll when shot feature seems to crash my game.
@SlowDrag @Xzrvde @Armouredivision @SUBTEXT
Sorry to ping all of you guys, but can someone provide a short clip of the game crashing? Because I cannot replicate the crash in any way on my machine. From what you are describing it seems there's an issue with the NM reactions on Enhanced
@SuleMareVientu Not on enhanced but I'm on older version 3586. Update right before the safehouse on the hills. How can I share the clip with you. Do you need the logs too?
Yo, I'm playing on the most recent update for legacy. But I'm not sure how to screen record.
Also I really like this mod and it's one of my favorites. I've been looking for a mod that allows me to use weapons in the safe house, so thank you for this mod.
@SUBTEXT @Armouredivision
You can add me on discord "sulemarevientu" and send it there or upload it to GDrive and post a link here. Thanks a lot guys!
Hi @@SuleMareVientu, I'm having problems with Hood Safari Mission, Lamar and Trevor dies so fast during the mission which makes the mission fails. Is there any settings that I can turn off for this to happen?
Nevemind. I found it. DeadlyNPCsHeadshots causes the issue. I did a fresh install due to the new NVE and this is the first mod I installed just to check if it will be compatible. I still having problems with the LowPriorirtyPropsPAtch so I just disabled it.
@SuleMareVientu trying to get a clip and now it just refuses to crash lol
for some reason i get a scripthookv error in game whenever i get shot and it says "[15:40:28] CORE: An exception occurred while executing 'GameplayFixesV.asi', id 3
Exception addr 0x00007FF6BB9C1314 is GTA5.exe+0x015D1314
Last called native 0x0000000000000000"
@jazzysoggy12
Hey man, can you record when it crashes? If you look a couple of comments higher I've linked my discord. Thanks!
@SuleMareVientu This is a really cool mod, but I notice some bugs using the 3.2 version of the mod on 1.0.1180.2:
- `EnablePlayerNMReactionsWhenShot = true` causes the game to crash almost instantly when I'm shot.
- `DisarmPlayerWhenShot = true` and `DropPlayerWeaponWhenRagdolling = false` still causes me to drop my weapon when hit by a car, and picking it back up takes away any attachments/colour. It also doesn't auto-equip despite `AutoEquipDroppedWeapon = true`. The weapon blip reappears when I run away and the gun is there again, but still without customisations.
- `DisarmPlayerWhenShot = true` and `DisarmPlayerChance = 100` and `DontDropWeapon = false` causes me to switch to fists without dropping my weapon on the ground.
- With `EnableBrakeLightsOnStoppedVehicle = true`, backing up into a fence/vehicle/other immovable object keeps the brake lights on due to the car not moving (breaks realism because the player isn't braking).
- With `FriendlyFire = true` there's a small chance shooting your friend will cause you to be hurt by an invisible gunshot (not sure if this is intentional or not, it looks like a bug)
- The recording options on the character select wheel screen are still shown even when `DisableRecording = true`
- `DefaultVehicleRadioOff = 1` doesn't cause broken-into cars to have their radios off. Every car has its radio on by default for me.
- Shoving police officers doesn't give you a wanted level (it probably should since jumping into them does).
Suggested changes/additions:
Could we please see:
- Crouched jogging when tapping the sprint key; exiting crouch when holding the sprint key.
- A crouch type setting 0/1/2: 0 = Disabled; 1 = Only crouch while holding sneak; 2 = Maintain crouch after sneak key is let go. 0 is what `EnableCrouching = false` currently does, and 2 is what `EnableCrouching = true` currently does.
- Immediate exit from a vehicle without automatically trying to use the handbrake (I notice this happens more often at slower speeds).
- Always enter a vehicle regardless of whether it's heavily damaged or not (does not apply to exploded vehicles).
- Set the delay in ms for how long it takes to exit and turn off a car (currently is set to 250ms only)
- Disable immediate death when exiting a vehicle at very high speeds.
- Hotkeys to change an INI setting in-game (example: B to set DisableCarMidAirAndRollControl = true/false).
- The shoving animation might look more realistic if it could have player body thrust (like they're putting their weight into the push -- upper body pushing movement).
- An option that either uses first person walking from the start or jogging (what it is now) from the start, togglable with tapping sprint. I prefer to start out walking like it is in third person view.
- A blur and colour filter on pause menu setting 0/1/2: 0 = Always show blur and colour on pause menu; 1 = Only show when the game execution is paused; 2 = Never show blur and colour on pause menu.
- The ability to hide the "autosave is off" message.
- Fixing the sprint-strafe bug where aiming and sprint-strafing left and right takes a few more steps before moving in the correct direction. Walk-strafing seems okay.
I'm sorry if that's a lot of stuff. You don't have to implement/change all of it, I just wanted to report my results. Overall I think your mod is really good and I appreciate your contributions to the modding scene. :-)
Must-have script!