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GTA V Enhanced / Gen9 / E&E Modding Discussion & Finds


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davidavi
Posted (edited)

Alexander Blade's ASI loader will not work without a patch, because it checks if `GTA5.exe` is the binary it's been attached to.

NOP-ing this check will get it to load `OpenIV.asi`, which will then fail due to patterns which need to be updated.

 

image.thumb.png.d83403f5ca6ff62a5907455ad10a5223.png

Edited by davidavi
  • Like 3
GTAVEnhanced

scripthookv update is already in process... alexander blade was successfull in making it work in enhanced, however as he reported today, it seems that the textures do not load (or at least not properly) it will take a while for this

 

we just have to wait

Edited by Pedrooo
  • Like 3
18 hours ago, Pedrooo said:

scripthookv update is already in process... alexander blade was successfull in making it work in enhanced, however as he reported today, it seems that the textures do not load (or at least not properly) it will take a while for this

 

we just have to wait

Where do you follow his activities

sjaak327
21 hours ago, davidavi said:

Alexander Blade's ASI loader will not work without a patch, because it checks if `GTA5.exe` is the binary it's been attached to.

NOP-ing this check will get it to load `OpenIV.asi`, which will then fail due to patterns which need to be updated.

 

image.thumb.png.d83403f5ca6ff62a5907455ad10a5223.png

advanced asi loader works, no need to nop anything. Of course openiv.asi won't indeed work. 

davidavi
1 hour ago, sjaak327 said:

advanced asi loader works, no need to nop anything. Of course openiv.asi won't indeed work. 

OpenIV.asi won't even try to launch without AB's ASI loader, for some reason. I don't think we'll depend on it anymore, though.

sjaak327
4 hours ago, davidavi said:

OpenIV.asi won't even try to launch without AB's ASI loader, for some reason. I don't think we'll depend on it anymore, though.

actually it did inject using advanced asi loader, but it fails with the same error message as in your screenshot. 

 

Considering the last update was almost three years ago, it might indeed be that they  won't update it anymore. 

Edited by sjaak327
calvooo

Is there any way to manually replace vehicles? I tried and game wont even start. But, when I use ArchiveFix.exe.. game stops after rockstar intro which is one step forward.

I have kinda working openiv so I can edit .xml and .meta files.

Edited by calvooo
Bernd Schulze

Ich habe selber einen Unlock ALL mit 2 Bilionen, 390 Millionen und 500 Tausend auf dem Konto. Würde es ausreichen, dass ich meinen Kontostand auf 200-300 Millionen GTA5 Dollar schmälere, damit ich die E+E Version zocken (übertragen) kann ?? 

Der Account ist über 5 Monate alt und hat hat wie gesagt 2 390 500 000$ auf dem Konto. Wie kriege ich das Geld am schnellsten weg ?? Habe jetzt angefangen, das Casino zu füttern, indem ich Jetons kaufe und damit meine Taschen leere. Reicht das aus ?? Oder wie kriege ich das Geld alle ?? Habe alle Garagen voll. Oder sollte ich die Garagen mit Doppeltkäufen von Polizei Hellfires belegen, damit jedes mal 5 Millionen weggehen ?

 

The-Ghost
On 3/14/2025 at 11:18 AM, BadassBaboon said:

Enhanced can look even better with mods. All thanks to dexy and codewalker.

GrandTheftAutoVScreenshot2025_03.14-00_24_56_28.thumb.png.abed839a7937064253f0cf4c3acf58d1.png

How's the modding situation going on in this version? I assume we can't use SP menus and trainers yet right?

zanesix
2 hours ago, The-Ghost said:

How's the modding situation going on in this version? I assume we can't use SP menus and trainers yet right?

Scripts won't work until scripthook is updated and even then scripts will probably have to be partially remade. Gen9 assets can be converted to legacy at this point, but not the other way around as far as I know. Small data changes like with graphics mods work fine as long as the rpfs are rebuilt correctly.

GTAVEnhanced
20 minutes ago, zanesix said:

Gen9 assets can be converted to legacy at this point, but not the other way around as far as I know.

btw, I'm trying to backport enhanced vehicles to be able to spawn them in legacy but no success...

Edited by GTAVEnhanced
zanesix
33 minutes ago, GTAVEnhanced said:

btw, I'm trying to backport enhanced vehicles to be able to spawn them in legacy but no success...

You need a dev build of codewalker from github which can only be compiled from source right now. I don't know how to do that and the page doesn't have any instructions so I'm just waiting for the next release.

BS_BlackScout
21 minutes ago, zanesix said:

You need a dev build of codewalker from github which can only be compiled from source right now. I don't know how to do that and the page doesn't have any instructions so I'm just waiting for the next release.

I have it compiled myself but I don't think you should trust random exes from strangers. 

Honestly, just download the repo as a zip, install Visual Studio, open the SLN file, hit build, go to the codewalker folder, look for another called bin and copy the files (exes and stuff) over the latest copy from gta5mods.

GTAVEnhanced
5 minutes ago, BS_BlackScout said:

I have it compiled myself but I don't think you should trust random exes from strangers. 

Honestly, just download the repo as a zip, install Visual Studio, open the SLN file, hit build, go to the codewalker folder, look for another called bin and copy the files (exes and stuff) over the latest copy from gta5mods.

true, the part that I thought was the hardest, which would be compiling the codewalker from github, was actually the easiest, the hard part is being able to backport gen9 vehicles to gen8 since the vehicles still don't spawn anyway  😭

Edited by GTAVEnhanced
zanesix
2 hours ago, GTAVEnhanced said:

true, the part that I thought was the hardest, which would be compiling the codewalker from github, was actually the easiest, the hard part is being able to backport gen9 vehicles to gen8 since the vehicles still don't spawn anyway  😭

I can't figure it out either lol, I can't even export anything to xml which is literally the first step, it's all greyed out no matter what. Oh well sjaak was able to do it so at least I know it's possible. Hopefully this will be made a little more user-friendly in the future. As someone whos never used codewalker before if this is our OpenIV replacement the transition is gonna be rough.

BS_BlackScout
53 minutes ago, zanesix said:

I can't figure it out either lol, I can't even export anything to xml which is literally the first step, it's all greyed out no matter what. Oh well sjaak was able to do it so at least I know it's possible. Hopefully this will be made a little more user-friendly in the future. As someone whos never used codewalker before if this is our OpenIV replacement the transition is gonna be rough.

Models or actual Meta/XML files? XMLs just extract raw.

Quote

image.thumb.png.0a2079e658e03fc6a37efd868e99ee92.png

image.png.764d64d2668e80ef9729cdf0042a835b.png

The UX isn't the best ngl.

zanesix
Just now, BS_BlackScout said:

Models or actual Meta/XML files? XMLs just extract raw.

The UX isn't the best ngl.

I eventually got it to work and the files converted, however I could never get the game to load as it would always throw a FIL_PACK_3 error. Throwing in the towel for now.

  • Like 1
BS_BlackScout
2 minutes ago, zanesix said:

I eventually got it to work and the files converted, however I could never get the game to load as it would always throw a FIL_PACK_3 error. Throwing in the towel for now.

I see, might be the rpf cache issue or the rpf file itself needing the archive-fix thingy.

 

One thing that the modding scene for this game suffered for years (and is now facing the consequences) is overreliance on GooD's OpenIV.

Completely closed source, his website and the tool were unavailable for months and now either someone reverse engineer's his DLL or starts to create a new loader (sort of from zero) just to get Enhanced to load custom content. Sucks.

zanesix
4 minutes ago, BS_BlackScout said:

and now either someone reverse engineer's his DLL or starts to create a new loader (sort of from zero) just to get Enhanced to load custom content. Sucks.

I say f*ck that sh*t. Rockstar got what they wanted, they can keep their Enhanced edition free of me modding it if converting everything to legacy actually works as well as I've seen others do it. Only problem is that codewalker needs a better way to automate it so it isn't so tedious. I can almost guarantee the error is due to me not converting something, but I don't remember enough about GTA 5 modding to know what it is.

Noobbbb

archive fix doesnt work because it looks for GTA5.exe, im not smart enough to edit archivefix to look for GTA5_Enhanced.exe i tried 

i dont understand how modders like chromatix were able to reencrypt the archives for their enhanced ver mods without it working 

iNSANE666
10 minutes ago, Noobbbb said:

archive fix doesnt work because it looks for GTA5.exe, im not smart enough to edit archivefix to look for GTA5_Enhanced.exe i tried 

i dont understand how modders like chromatix were able to reencrypt the archives for their enhanced ver mods without it working 

It doesn't look for game's .exe at all, I've imported my own mods into update.rpf then used archive fix on the archive, and everything works just fine in Enhanced Version.

 

BTW, official modding tools are coming, (yeah I am surprised as well for this Rockstar move, the only thing that can surprise me more is GTA VI PC version releasing same time as consoles 🤣)

Edited by iNSANE666
sjaak327
2 hours ago, zanesix said:

I can't figure it out either lol, I can't even export anything to xml which is literally the first step, it's all greyed out no matter what. Oh well sjaak was able to do it so at least I know it's possible. Hopefully this will be made a little more user-friendly in the future. As someone whos never used codewalker before if this is our OpenIV replacement the transition is gonna be rough.

https://forum.jvangent.nl/download/all_gen9.rar

 

this you put in mods\update\x64\dlcpacks, all of them

 

then use :

 

https://forum.jvangent.nl/download/trainervb.rar

 

and set: OverrideDetection=1 in defaults section of ini.

 

This will give you: five vehicles, one weapon, one interior (the vinewood club garage) and all vehicle mod kits in legacy. For modding enhanced, that is now also possible, but it's a bloody drag to do : )

 

Enjoy :)

 

 

 

 

Edited by sjaak327
  • Like 1
  • Realistic Steak! 1
zanesix
3 hours ago, sjaak327 said:

https://forum.jvangent.nl/download/all_gen9.rar

 

this you put in mods\update\x64\dlcpacks, all of them

 

then use :

 

https://forum.jvangent.nl/download/trainervb.rar

 

and set: OverrideDetection=1 in defaults section of ini.

 

This will give you: five vehicles, one weapon, one interior (the vinewood club garage) and all vehicle mod kits.

 

Enjoy :)

 

 

 

 

You're a real one my man, thanks. Was just about to post a progress report, but this saves me the work!

 

Edit: Unfortunately doesn't work for me all the way. Weapon and interior works fine, but the five vehicles and mod kits don't want to spawn in. All trainers will claim the vehicle is spawned, but nothing actually appears. Tested on 2 different installs, clean game. If anyone else could test and see if it's not just my game, that would be great, because I can't wrap my head around why this stuff can't spawn in...

 

Edit Edit: I've figured it out. in update.rpf/common/data, there are 2 files: gen9_exclusive_assets_peds.meta and gen9_exclusive_assets_vehicles.meta, which blocks these things from spawning. Blanking out these files lets them spawn fine. The only thing I haven't figured out yet are the chameleon paints which all show up in the menu without any name and are all just black, but its probably something similar where there's a data file from gen9 that has to be brought over or something.

Edited by zanesix
  • Like 2
sjaak327
9 minutes ago, iNSANE666 said:

It doesn't look for game's .exe at all, I've imported my own mods into update.rpf then used archive fix on the archive, and everything works just fine in Enhanced Version.

 

BTW, official modding tools are coming, (yeah I am surprised as well for this Rockstar move, the only thing that can surprise me more is GTA VI PC version releasing same time as consoles 🤣)

yeah one can dream :) I doubt this will happen, they will make us pc gamers wait for a few years. 

Noobbbb
1 hour ago, iNSANE666 said:

It doesn't look for game's .exe at all, I've imported my own mods into update.rpf then used archive fix on the archive, and everything works just fine in Enhanced Version.

 

BTW, official modding tools are coming, (yeah I am surprised as well for this Rockstar move, the only thing that can surprise me more is GTA VI PC version releasing same time as consoles 🤣)

if you already dumped the keys it will work, but you cant dump the keys with the current version, I've just messed around for an hour with decompiling and recompiling it  so it looks for GTA5_Enhanced.exe but it only makes a partial dump and i get the following error

Screenshot 2025-03-16 050306.png

Edited by Noobbbb
sjaak327

Forgot to mention, you need to edit mods\update\update.rpf\common\data\gen9_exclusive_assets_vehicles.meta in LEGACY

 

and replace everything with this:

 

Gen9ExclusiveAssetsDataVehicles>
  <VehicleModels>
  </VehicleModels>
  <VehicleData>
    </VehicleData>
</Gen9ExclusiveAssetsDataVehicles>

Edited by sjaak327
  • Like 1

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