ScriptHookV .NET Core v1.2.1
10.558
45
10.558
45
ScriptHookV, for .NET Core
Created with the goal to upgrade ScriptHookV .NET to latest .NET Core runtime, while maintaing compatability with previous versions. See the issue and discussion here
Requirements:
An asi loader and Alexander Blade's ScriptHookV
.NET 7 desktop runtime
Installation:
Extract all contents inside the zip archive to your game root.
For developers:
Create a .NET 7 class library project.
[CoreCLR]
Install the nuget package and start writing scripts like you would in SHVDN.
Add <EnableDynamicLoading>true</EnableDynamicLoading> to your csproj, and copy output to a folder in GTAROOT\CoreScripts, e.g. GTAROOT\CoreScripts\MyScripts.
[NativeAOT]
Install this package instead and copy the compiled dll in the native folder inside the output directory (important! File size should be larger than 4 mb) to GTAROOT\CoreScripts folder.
Press End to unload all scripts, Home to reload.
See the project on GitHub for detailed guides and more information.
Note
This project is a seperate asi plugin that only depends on ScriptHookV. It provides a new way to write scripts in latest .NET version, it does not replace SHVDN, the latter is still needed to run the scripts that're built against it. Existing scripts will continue to work as long as you have SHVDN installed.
Experimental, might have bugs/crash
Credits:
Alexander Blade for his ScriptHookV
crosire and all contributors of ScriptHookV .NET.
Basically all scripting API are from ScriptHookV .NET, with some modifications to adapt to new runtime.
Changelogs(might not be up-to-date, see complete ones on GitHub release page):
v1.2.1
- Fix crash and native call not working in Release build
v1.2.0
v1.1.2
v1.1.1
v1.1.0
- Fixed issue in source generator that causes duplicated script loading under some circumstances (#2)
- Added in-game console, press F6 to open by default, configurable through the ini file. The console is not as powerful as that of SHVDN, only commands registered by scripts can be executed as it's impossible to dynamically compile and execute code in NativeAOT. To expose a function as command, mark it with GTA.ConsoleCommand attribute, most primitives and class that implements IConvertible can be converted and passed as parameters.
- Fixed an error that causes random crash probaly due to the use of fiber switching and GC by reintrducing dedicated script thread, performance degration is expected. To get better performance, mark the script class with [ScriptAttribute(NoScriptThread = true)] like those in the base script, but beware that Script.Yield() and Script.Wait() will throw an exception running in such mode.
- Save time for memory scanning each time a module is loaded by reusing NativeMemoryStruct
- Added NativeInvoker class, which allows easy and intuitive native function calling with strong-typed parameters and comments
Created with the goal to upgrade ScriptHookV .NET to latest .NET Core runtime, while maintaing compatability with previous versions. See the issue and discussion here
Requirements:
An asi loader and Alexander Blade's ScriptHookV
.NET 7 desktop runtime
Installation:
Extract all contents inside the zip archive to your game root.
For developers:
Create a .NET 7 class library project.
[CoreCLR]
Install the nuget package and start writing scripts like you would in SHVDN.
Add <EnableDynamicLoading>true</EnableDynamicLoading> to your csproj, and copy output to a folder in GTAROOT\CoreScripts, e.g. GTAROOT\CoreScripts\MyScripts.
[NativeAOT]
Install this package instead and copy the compiled dll in the native folder inside the output directory (important! File size should be larger than 4 mb) to GTAROOT\CoreScripts folder.
Press End to unload all scripts, Home to reload.
See the project on GitHub for detailed guides and more information.
Note
This project is a seperate asi plugin that only depends on ScriptHookV. It provides a new way to write scripts in latest .NET version, it does not replace SHVDN, the latter is still needed to run the scripts that're built against it. Existing scripts will continue to work as long as you have SHVDN installed.
Experimental, might have bugs/crash
Credits:
Alexander Blade for his ScriptHookV
crosire and all contributors of ScriptHookV .NET.
Basically all scripting API are from ScriptHookV .NET, with some modifications to adapt to new runtime.
Changelogs(might not be up-to-date, see complete ones on GitHub release page):
v1.2.1
- Fix crash and native call not working in Release build
v1.2.0
v1.1.2
v1.1.1
v1.1.0
- Fixed issue in source generator that causes duplicated script loading under some circumstances (#2)
- Added in-game console, press F6 to open by default, configurable through the ini file. The console is not as powerful as that of SHVDN, only commands registered by scripts can be executed as it's impossible to dynamically compile and execute code in NativeAOT. To expose a function as command, mark it with GTA.ConsoleCommand attribute, most primitives and class that implements IConvertible can be converted and passed as parameters.
- Fixed an error that causes random crash probaly due to the use of fiber switching and GC by reintrducing dedicated script thread, performance degration is expected. To get better performance, mark the script class with [ScriptAttribute(NoScriptThread = true)] like those in the base script, but beware that Script.Yield() and Script.Wait() will throw an exception running in such mode.
- Save time for memory scanning each time a module is loaded by reusing NativeMemoryStruct
- Added NativeInvoker class, which allows easy and intuitive native function calling with strong-typed parameters and comments
Primo Caricamento: 21 dicembre 2022
Ultimo Aggiornamento: 12 marzo 2023
Last Downloaded: 10 secondi fa
17 Commenti
More mods by Sardelka:

- Script Hook
- Developers
256
15
1.0.0.1
By Sardelka
ScriptHookV, for .NET Core
Created with the goal to upgrade ScriptHookV .NET to latest .NET Core runtime, while maintaing compatability with previous versions. See the issue and discussion here
Requirements:
An asi loader and Alexander Blade's ScriptHookV
.NET 7 desktop runtime
Installation:
Extract all contents inside the zip archive to your game root.
For developers:
Create a .NET 7 class library project.
[CoreCLR]
Install the nuget package and start writing scripts like you would in SHVDN.
Add <EnableDynamicLoading>true</EnableDynamicLoading> to your csproj, and copy output to a folder in GTAROOT\CoreScripts, e.g. GTAROOT\CoreScripts\MyScripts.
[NativeAOT]
Install this package instead and copy the compiled dll in the native folder inside the output directory (important! File size should be larger than 4 mb) to GTAROOT\CoreScripts folder.
Press End to unload all scripts, Home to reload.
See the project on GitHub for detailed guides and more information.
Note
This project is a seperate asi plugin that only depends on ScriptHookV. It provides a new way to write scripts in latest .NET version, it does not replace SHVDN, the latter is still needed to run the scripts that're built against it. Existing scripts will continue to work as long as you have SHVDN installed.
Experimental, might have bugs/crash
Credits:
Alexander Blade for his ScriptHookV
crosire and all contributors of ScriptHookV .NET.
Basically all scripting API are from ScriptHookV .NET, with some modifications to adapt to new runtime.
Changelogs(might not be up-to-date, see complete ones on GitHub release page):
v1.2.1
- Fix crash and native call not working in Release build
v1.2.0
v1.1.2
v1.1.1
v1.1.0
- Fixed issue in source generator that causes duplicated script loading under some circumstances (#2)
- Added in-game console, press F6 to open by default, configurable through the ini file. The console is not as powerful as that of SHVDN, only commands registered by scripts can be executed as it's impossible to dynamically compile and execute code in NativeAOT. To expose a function as command, mark it with GTA.ConsoleCommand attribute, most primitives and class that implements IConvertible can be converted and passed as parameters.
- Fixed an error that causes random crash probaly due to the use of fiber switching and GC by reintrducing dedicated script thread, performance degration is expected. To get better performance, mark the script class with [ScriptAttribute(NoScriptThread = true)] like those in the base script, but beware that Script.Yield() and Script.Wait() will throw an exception running in such mode.
- Save time for memory scanning each time a module is loaded by reusing NativeMemoryStruct
- Added NativeInvoker class, which allows easy and intuitive native function calling with strong-typed parameters and comments
Created with the goal to upgrade ScriptHookV .NET to latest .NET Core runtime, while maintaing compatability with previous versions. See the issue and discussion here
Requirements:
An asi loader and Alexander Blade's ScriptHookV
.NET 7 desktop runtime
Installation:
Extract all contents inside the zip archive to your game root.
For developers:
Create a .NET 7 class library project.
[CoreCLR]
Install the nuget package and start writing scripts like you would in SHVDN.
Add <EnableDynamicLoading>true</EnableDynamicLoading> to your csproj, and copy output to a folder in GTAROOT\CoreScripts, e.g. GTAROOT\CoreScripts\MyScripts.
[NativeAOT]
Install this package instead and copy the compiled dll in the native folder inside the output directory (important! File size should be larger than 4 mb) to GTAROOT\CoreScripts folder.
Press End to unload all scripts, Home to reload.
See the project on GitHub for detailed guides and more information.
Note
This project is a seperate asi plugin that only depends on ScriptHookV. It provides a new way to write scripts in latest .NET version, it does not replace SHVDN, the latter is still needed to run the scripts that're built against it. Existing scripts will continue to work as long as you have SHVDN installed.
Experimental, might have bugs/crash
Credits:
Alexander Blade for his ScriptHookV
crosire and all contributors of ScriptHookV .NET.
Basically all scripting API are from ScriptHookV .NET, with some modifications to adapt to new runtime.
Changelogs(might not be up-to-date, see complete ones on GitHub release page):
v1.2.1
- Fix crash and native call not working in Release build
v1.2.0
v1.1.2
v1.1.1
v1.1.0
- Fixed issue in source generator that causes duplicated script loading under some circumstances (#2)
- Added in-game console, press F6 to open by default, configurable through the ini file. The console is not as powerful as that of SHVDN, only commands registered by scripts can be executed as it's impossible to dynamically compile and execute code in NativeAOT. To expose a function as command, mark it with GTA.ConsoleCommand attribute, most primitives and class that implements IConvertible can be converted and passed as parameters.
- Fixed an error that causes random crash probaly due to the use of fiber switching and GC by reintrducing dedicated script thread, performance degration is expected. To get better performance, mark the script class with [ScriptAttribute(NoScriptThread = true)] like those in the base script, but beware that Script.Yield() and Script.Wait() will throw an exception running in such mode.
- Save time for memory scanning each time a module is loaded by reusing NativeMemoryStruct
- Added NativeInvoker class, which allows easy and intuitive native function calling with strong-typed parameters and comments
Primo Caricamento: 21 dicembre 2022
Ultimo Aggiornamento: 12 marzo 2023
Last Downloaded: 10 secondi fa
Please note that modern .NET versions aren't called .NET Core anymore, so using that naming is incorrect.
@MrVicho13 Call it whatever you want. Microsoft's rebrand does not change the fact that it is fundamentally .NET Core. I mean, look at the GitHub repo, CoreCLR, CoreRT... IMO using this name to distinguish it from SHVDN is justified
An interesting idea. Will have to test it in action.
does not work
Well... doesn't sure, but i have to trie
So with this mod/plugin or wat it is ScriptHookV.Net itself will work?
Awesome stuff!
@Sardelka So is this attempting to make older script mods work, while being up to date on scripthook? Forgive me if its a dumb question im just curious but not sure i totally understand what this is.
Thanks for making scripts .NET7 compatible! Keep up the good work!
@scarredface1017 Sorry, I didn't really understand you. Older scripts built with SHVDN won't work with this. This is an experimental asi plugin for developer seeking a way to write script in .NET 7 with little efforts migrating from SHVDN.
@KimgKomg Thanks!
@Sardelka awesome thanks for the clarification!
Good
for FiveM ?
Seems minor now, but this is the next scripting system high performance mods are gonna start using. Just a matter of time.
Awesome work as usual.
how I can use async code / await Task.Delay(x) to delay/wait a few seconds only in that particular method? Problem is that Script.Wait() does not work how I want, it Waits the entire class, but I want only one specific method to wait, and other methods still being executing code, without freezing the script.
I've tried many methods (using Timers, Stopwatches etc.) but it doesn't achieve the thing I want.