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[ANDROID] CLEO ANDROID


Alexander Blade
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  • 2 weeks later...
On 8/15/2021 at 11:55 PM, Alexander Blade said:

XMDS

This is the bug which appears when cleo reads 8 byte string params in SA, since in SA 8 byte strings are prefixed with the param type (9), which I somehow forgot thinking only VCS has the prefix for 8 byte strings (0x0A).

Gonna be fixed, thanks for your bug report!

BTW: Currently I'm waiting for x64 market releases.

Alexander, u said that in version 2.0.1, cleo has support for plugin.. Does that mean I can load .so plugin with cleo? 

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  • 3 weeks later...
  • 3 weeks later...

Hello everyone
I would like to ask Cleo specialists if it is possible to change the HEX value with it? For example, I want to go to the address 0x6b1a69 and change the value specified there from 61, for example, to 6e? Is it real? If necessary, I can tell you in more detail what this address is and why I need it.

Edited by Raskul
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{$CLEO .csa}
0000:
0DD7: 0@ = get_image_base // android  

:1
wait 0
00BE: text_clear_all
01E5: text_1number_highpriority 'NUMBER' 0@ time 5000 1
jump @1

I noticed that Android's ib address cannot be output with OP's number, including some function addresses, they always crash the game because they are negative numbers? For example [email protected] = 0xC22CE000(-1037246464)

 

@fastman92 What caused this problem?

Edited by XMDS
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  • 3 weeks later...

Good morning or afternoon or night whatever I don't usually write much in the forum but I would like you to give me a little help
I am trying to adapt a pc cleo to android, well 2 one that restores gangs 9 and 10 and another that corrects the police such as the desert sheriff, the deputy of the field and the motorized policemen of SF and LV the one of the gangs as it was The easiest and was successful but the cops has been complicated in fact it is my first time and I want to teach myself

Quote

// This file was decompiled using SASCM.ini published on 2021-07-05
{$CLEO .csa}

0000: NOP 

:NONAME_2
wait 0 
if 
8154:   not actor $PLAYER_ACTOR in_zone 'SF' 
jf @NONAME_163 
if 
8154:   not actor $PLAYER_ACTOR in_zone 'VE' 
jf @NONAME_226 
if 
8154:   not actor $PLAYER_ACTOR in_zone 'LA' 
jf @NONAME_289 
if 
8154:   not actor $PLAYER_ACTOR in_zone 'RED' 
jf @NONAME_348 
if 
8154:   not actor $PLAYER_ACTOR in_zone 'FLINTC' 
jf @NONAME_407 
if 
8154:   not actor $PLAYER_ACTOR in_zone 'BONE' 
jf @NONAME_470 
jump @NONAME_2 

:NONAME_163
023C: load_special_actor 'SFPDM1' as 1 // models 290-299 
gosub @NONAME_606 
0A8C: write_memory 6151558 size 2 value 290 virtual_protect 1 
wait 0 
0296: unload_special_actor 1 
05AA: [email protected] = 'SF' // @s = 'short' 
jump @NONAME_529 

:NONAME_226
023C: load_special_actor 'LVPDM1' as 1 // models 290-299 
gosub @NONAME_606 
0A8C: write_memory 6151558 size 2 value 290 virtual_protect 1 
wait 0 
0296: unload_special_actor 1 
05AA: [email protected] = 'VE' // @s = 'short' 
jump @NONAME_529 

:NONAME_289
[email protected] = 284 
gosub @NONAME_559 
0A8C: write_memory 6151558 size 1 value 284 virtual_protect 1 
wait 0 
Model.Destroy([email protected])
05AA: [email protected] = 'LA' // @s = 'short' 
jump @NONAME_529 

:NONAME_348
[email protected] = 283 
gosub @NONAME_559 
0A8C: write_memory 9067168 size 1 value 283 virtual_protect 0 
wait 0 
Model.Destroy([email protected])
05AA: [email protected] = 'RED' // @s = 'short' 
jump @NONAME_529 

:NONAME_407
023C: load_special_actor 'CDEPUT' as 1 // models 290-299 
gosub @NONAME_606 
0A8C: write_memory 9067168 size 2 value 290 virtual_protect 0 
wait 0 
0296: unload_special_actor 4 
05AA: [email protected] = 'FLINTC' // @s = 'short' 
jump @NONAME_529 

:NONAME_470
[email protected] = 288 
gosub @NONAME_559 
0A8C: write_memory 9067168 size 1 value 288 virtual_protect 0 
wait 0 
Model.Destroy([email protected])
05AA: [email protected] = 'BONE' // @s = 'short' 
jump @NONAME_529 

:NONAME_529
wait 0 
if 
   not Player.InZone($PLAYER_CHAR, [email protected])
jf @NONAME_529 
jump @NONAME_2 

:NONAME_559
if 
   Model.Available([email protected])
jf @NONAME_577 
return 

:NONAME_577
Model.Load([email protected])
038B: load_requested_models 

:NONAME_584
wait 0 
if 
   Model.Available([email protected])
jf @NONAME_584 
return 

:NONAME_606
wait 0 
if 
023D:   special_actor 1 loaded 
jf @NONAME_606 
return 

I would like you to give me a little help or some advice as I said I am new to scripting

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  • 3 weeks later...
On 4/18/2020 at 8:59 AM, Nesthor said:

Does anyone know the memory address for the draw distance of peds and vehicles?

 

Vehicles I replace are drawn too close, or appear in the distance as a white box 

There is a mod(CSA) I found at a discord of aml modders, it fixes the white box vehicle from a distance, however there is no official link so I can't provide it here

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  • 3 weeks later...

hi can someone tell me an alternative of this opcode for android 0A95: enable_thread_saving. I want my script to save its state when the player saves the game.

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@Alexander Blade  For the Android CLEO library, it seems that there are some new bugs:

The classic switch.....case command (0871 and 0872) used in the cleo script will cause the game to crash(The same code is normal in the PC version):

{$CLEO .csi}
0000:
int a = 3

:s 
wait 0
0871: init_jump_table a total_jumps 7 default_jump -1 @exit jumps 0 @0 1 @1 2 @2 3 @3 4 @4 5 @5 6 @6
//0872: jump_table_jumps 7 @MAIN_7121 -1 @MAIN_7162 -1 @MAIN_7162 -1 @MAIN_7162 -1 @MAIN_7162 -1 @MAIN_7162 -1 @MAIN_7162 -1 @MAIN_7162 -1 @MAIN_7162 


:0
010D: set_player 0 wanted_level_to 0 
jump @end

:1
010D: set_player 0 wanted_level_to 1 
jump @end

:2
010D: set_player 0 wanted_level_to 2 
jump @end

:3
010D: set_player 0 wanted_level_to 3 
jump @end

:4
010D: set_player 0 wanted_level_to 4
jump @end

:5
010D: set_player 0 wanted_level_to 5 
jump @end

:6
010D: set_player 0 wanted_level_to 6 
jump @end 

:exit
jump @s

:end
end_thread 
Edited by XMDS
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On 12/28/2021 at 4:31 PM, XMDS said:

The classic switch.....case command (0871 and 0872) used in the cleo script will cause the game to crash

Because those opcodes aren't existing

 

Upd: Nvm

Edited by RusJJ
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9 hours ago, RusJJ said:

Because those opcodes aren't existing

 

Upd: Nvm

No. They exist. It is used even in main.scm. (My guess is that the calculation offset of the jump instruction of the cleo script is wrong, and the jump may need to be rewritten).

 

It is worth mentioning that my NewCommands plug-in has written more new op commands, most of which are derived from CLEO4 commands. Even if there is no switch case, I will rewrite a new one (because III and VC LCS are needed)

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  • 2 months later...
Labour_Puwali
On 12/16/2013 at 6:04 AM, Alexander Blade said:

CLEO ANDROID


Version: 2.0.1
Date: Apr 2021


Description
CLEO ANDROID (further forward C/A) is a mobile version of the top-most popular GTA PC version add-on - CLEO library, which enhances game's script engine with ability to load custom scripts. Use cheats, spawn cars and use lots of cool features, especially considering how many content was written for C/A since the initial release back in late 2013! To be precise this is already more than a mobile version, since now C/A covers all RW based GTA games, including PSP versions of LCS and VCS via PPSSPP, which runs on many platforms.

 

Changes in 2.0.1
- support for Android 7 to 11
- support for III v1.8, VC v1.09, SA v2.00
- works with LCS now too, supports v2.2 and v2.4
- the library has been ported to PSP, supports both LCS and VCS
- added touch based gui for menu
- added file swap feature
- added support for plugins
- scripts are loaded from %sdcard%/cleo/%game% folder now


How to report an issue
- Make sure you looked into the Requirements section below first
- Don't quote this post, just put your message in the topic
- Describe when an issue is appearing, is this at start or already after loading screens
- Provide your Android OS version
- Provide your game version
- Provide %sdcard%/cleo/cleo.log contents

Requirements
- Android 4.1 to 11
- Android game series require root access (su installed, magisk/supersu) for the app to function properly
- PSP game series require PPSSPP 1.11.2 or higher (any platform), on Android root is not required (yet)


Supported game versions
- Android game series
  III v1.4 to v1.8
  VC v1.03 to v1.09
  SA v1.00 to v2.00
  LCS v2.2 and v2.4
- PSP game series
  LCS ULES00151/ULES00182/ULUS10041 (all builds, meaning v1.05 to v3.00)
  VCS ULES00502/ULES00503/ULUS10160 (all builds, meaning v1.02 to v1.03)
 
Installation
- make sure your device software is meeting the requirements above
- download and install the apk
- if apk doesn't get installed then enable installation from unknown sources in Android settings
- launch the app, give root and storage access if requests are promted
- select an appropriate page for the game you want to get CLEO installed into
- if the app can detect the game you will see normal [Install] button, if not then the button will be crossed out
- press [Install] in order to install the library, you will see the message with installation result shortly
- if library installation succeed then you can [Install scripts] and deal with installed using [Manage scripts]
- after rebooting your device you might need to install the library again, not the scripts
- the game has to have storage access permission in Android settings, otherwise the only working thing will be the menu
* CLEO for PPSSPP notes
- instead of the game the app will try to find main folder of the emulator, usually this is %sdcard%/PSP
- device reboot can't affect the library installation state
- you can install C/A and the scripts manualy without using the app


Scripts
C/A is using *.csa and *.csi script extensions, *.csa scripts start just after the game loads and *.csi ones only when you directly invoke them via ingame script menu. To open the menu perform a slide from screen top to bottom thru center, arrow popup at start should give a tip, this one is related to the mobile game series only. In order to open the menu on PSP press [start] and instead of showing standard game pause screen you will see cleo menu, pause screen still can be accessed if you hold [start] for a few seconds.

In order to install scripts manually you have to copy them in %sdcard%/cleo/%game%, where %sdcard% is your Android system's external storage, and the %game% is "iii", "vc", "sa" or "lcs". If you don't know where exactly this path is located then install some script using the app and look for "cleo" folder on your device. If you want to manually install scripts for the emu version of the game then the folder to put scripts is %sdcard%/PSP/PLUGINS/cleo/%game% where the %game% is either "lcs" or "vcs".


Plugins
C/A supports custom plugins (*.so, *.prx), if you just want to install C/A plugin then copy the thing in the same folder you would put *.csa/csi script (%game% folder). See developers section if you want to know more about this.


File swap
This feature is available only for Android game series. Allows to replace files without the need of cache/package repacking. The base folder for your files is %game%, just as with scripts. E.g. if you want to replace data/handling.cfg then you have to extract original file and then place the file into %game% folder as %game%/data/handling.cfg maintaining the same directory structure.

Download
http://www.dev-c.com/misc/cleo-android/


Developers

Scripts
A lot of PC CLEO *.cs scripts must be manually rewritten before they can be used with C/A since *.cs scripts use PC opcodes and PC oriented controls. C/A is using *.csa and *.csi script extensions, which internally are the same as PC *.cs scripts, while *.csa scripts start when the game loads and *.csi when user directly invokes a script using the menu.


The name which appears in the menu is a decorated version of an original script file name - game prefix gets cleaned out (e.g. "gtasa."), extension is removed too (".csi"), dots and underlines get replaced with spaces. For instance "gtasa.car_spawner.csi" will appear in the menu as "car spawner".


You can compile and decompile C/A scripts with Sanny Builder, in order to do so add the list of C/A opcode declarations in the corresponding SCM.INI file:
; CLEO ANDROID
0DD0=2,%1d% = get_label_addr %2p%
0DD1=2,%1d% = get_func_addr_by_cstr_name %2d%
0DD2=1,context_call_func %1d% ; deprecated, use 0DDE instead
0DD3=2,context_set_reg %1d% value %2d% ; deprecated, use 0DDE instead
0DD4=2,%1d% = context_get_reg %2d% ; deprecated, use 0DDE instead
0DD5=1,%1d% = get_platform
0DD6=1,%1d% = get_game_version
0DD7=1,%1d% = get_image_base
0DD8=4,%1d% = read_mem_addr %2d% size %3d% add_ib %4d%
0DD9=5,write_mem_addr %1d% value %2d% size %3d% add_ib %4d% protect %5d%
0DDA=3,%1d% = get_pattern_addr_cstr %2d% index %3d%
0DDB=3,get_game_ver_ex name_hash %1d% ver_hash %2d% ver_code %3d%
0DDC=2,set_mutex_var %1d% to %2d%
0DDD=2,%1d% = get_mutex_var %2d%
0DDE=-1, call_func %1d% add_ib %2d%
0DE0=3,%1d% = get_touch_point_state %2d% mintime %3d%
0DE1=5,%1d% = get_touch_slide_state from %2d% to %3d% mintime %4d% maxtime %5d%
0DE2=1,%1d% = get_menu_button_state
0DE3=2,%1d% = get_menu_button_pressed mintime %2d%
0DE4=2,%1d% = psp_get_control_state %2d%
0DE5=3,%1d% = psp_get_control_pressed %2d% mintime %3d%
0DF2=2,create_menu %1d% items %2d%
0DF3=0,delete_menu
0DF4=2,%1d% = get_menu_touched_item_index maxtime %2d%
0DF5=1,set_menu_active_item_index %1d%
0DF6=1,%1d% = get_menu_active_item_index
1000=-1, opcode_func


Example scripts compilation for LCS/VCS requires basic keyword definitions, if your current version of SB doesn't have these already defined then you have to define and add keywords.txt files manually:
- Open SB/data/modes.xml
- Find the mode with id="sa" and see how <keywords> are defined there
- Now find the mode with id="lcs"
- Define the keywords as <keywords>@sb:\data\lcs\keywords.txt</keywords>
- Do the same for id="vcs_psp" using <keywords>@sb:\data\vcs\keywords.txt</keywords>
- Create required keywords.txt files and put the respective definitions there


; keywords.txt for lcs
0001=wait
0002=goto
0002=jump
004d=jf
004e=end_thread
0050=gosub
0051=return
00db=if
03a9=thread


; keywords.txt for vcs
0001=wait
0002=goto
0002=jump
0022=jf
0023=end_thread
0025=gosub
0026=return
0078=if
0238=thread


Opcodes explained
>> 0DD0=2,%1d% = get_label_addr %2p%
>> 0DD1=2,%1d% = get_func_addr_by_cstr_name %2d%
These two are usually used together, first one gets real address of the target label where string or anything else is written and the second gets exported symbol name in the game's main library by C-style string name. It was done in the way like this (not using long strings) in order for opcode to be universal and also work with games which do not support long string type. When used with PSP game series 0DD1 will return 0.


>> 0DD2=1,context_call_func %1d%
>> 0DD3=2,context_set_reg %1d% value %2d%
>> 0DD4=2,%1d% = context_get_reg %2d%
Deprecated, use 0DDE instead.


>> 0DD5=1,%1d% = get_platform
Returns current platform: Android = 1, PSP = 2, primiraly used for LCS scripts.


>> 0DD6=1,%1d% = get_game_version
Returns internal game version, see sdk -> cleo.h -> eGameVerInternal for the details.


>> 0DD7=1,%1d% = get_image_base
Returns image base of the main game library.


>> 0DD8=4,%1d% = read_mem_addr %2d% size %3d% add_ib %4d%
>> 0DD9=5,write_mem_addr %1d% value %2d% size %3d% add_ib %4d% protect %5d%
Reads and writes memory, add_ib should be set only when raw address specified and it needs to be added to the imagebase in order to access needed memory location.


>> 0DDA=3,%1d% = get_pattern_addr_cstr %2d% index %3d%
Searches for the specified byte pattern in main library, if there are few addresses which match this pattern the index is used, see example scripts for the details. Works on both Android and PSP, the search if performed within all executable sections. Max length for the pattern is 32 bytes. Returns 0 if no pattern was found. The thing to keep in mind while using this on PSP - if you are searching for a function start bytes you have to mark first 4 as ?? since PPSSPP can override this for JIT purporses.


>> 0DDB=3,get_game_ver_ex name_hash %1d% ver_hash %2d% ver_code %3d%
Returns current game version:
* name_hash is a jenkins hash of an Android package name, on PSP not a hash while an integer part of a title id
* ver_hash is always a jenkins hash of version string, both platforms have this thing
* ver_code is a package version code on Android, on PSP this is a WORD where lower byte is a minor version and higher is a major version of a title.


>> 0DDC=2,set_mutex_var %1d% to %2d%
>> 0DDD=2,%1d% = get_mutex_var %2d%
Mutex vars are being used as global variables between scripts, mutex id can be any integer value, for example all scripts that use GUI use mutex variable with id 0 which indicates the state of anything being onscreen, if it's value is 0 then script can show GUI, if script is about to show GUI then it sets this var to 1. If mutex variable isn't set then 0 is returned.


>> 0DDE=-1, call_func %1d% add_ib %2d%
Calls a game function using specified address, if add_ib is set to 1 then adds an imagebase. Pairs of ['type', value] follow and indicate with which result type and params this function must be called. Specifying result is optional, just as specifing params if function has none.
Type can be one of these:
'i' - integer param
'f' - float param
'ref' - passes a reference to a variable as param
'resi' - result of integer type
'resf' - result of float type

Let's look how this one works on a simple example:
0DDE: call_func [email protected] add_ib 0 __result 'resi' [email protected] __pad_index 'i' 0
Here we are performing a call to a function which absolute address is stored in [email protected], this is why we don't need to add an imagebase here, so add_ib is set to 0, this function returns integer which get's stored in [email protected] and takes one integer param which is set to 0, can be a variable instead if required.


>> 0DE0=3,%1d% = get_touch_point_state %2d% mintime %3d%
>> 0DE1=5,%1d% = get_touch_slide_state from %2d% to %3d% mintime %4d% maxtime %5d%
Returns result of the requested touch action check, can be 0 or 1. On PSP always returns 0. Touch points is the C/A engine implemented touch detection system which divides touchscreen into 9 parts called touch points, they can be used to detect timed slides and touches.
Touch point ids: https://funkyimg.com/i/EC3B.jpg
 

>> 0DE2=1,%1d% = get_menu_button_state
>> 0DE3=2,%1d% = get_menu_button_pressed mintime %2d%
Returns state of the Android hardware menu button, can be 0 or 1, a lot of devices have no button like this. On PSP always returns 0.


>> 0DE4=2,%1d% = psp_get_control_state %2d%
>> 0DE5=3,%1d% = psp_get_control_pressed %2d% mintime %3d%
Returns state of the PSP control, can be 0 or 1. On Android always returns 0.
enum ePspControl {
    SELECT = 0, UP, RIGHT, DOWN, LEFT, LTRIGGER, RTRIGGER,
    TRIANGLE, CIRCLE, CROSS, SQUARE, HOLD,
    STICK_UP, STICK_DOWN, STICK_RIGHT, STICK_LEFT
}


>> 0DF2=2,create_menu %1d% items %2d%
Creates the menu gui which handles most of the things like drawing and input automatically. With first param being a label like @menu_desc where you describe the menu and second param indicating menu item count, can be set to a higher value than actual items if the menu has last item described as 00 byte. On Android the menu is touch based while on PSP uses controls. To get the point see the example scripts.
Menu flags go as following:
enum eMenuFlags {
    // item names are considered being gxt/fxt entries, if no such entry exists then
    // item name is the name which will be displayed in the menu
    USE_GXT     = 1 << 0,    
    
    // if gxt/fxt entry won't fit the menu bounds then text will be end-trimmed,
    // sizes: III, VC, SA = 20, LCS = 18, VCS = 19
    TRIM_GXT = 1 << 1
}


>> 0DF3=0,delete_menu
Removes active menu.


>> 0DF4=2,%1d% = get_menu_touched_item_index maxtime %2d%
Returns 0-based menu touched item index if condition is met, on PSP returns selected item index which is the same, if no item was touched or selected then the result is -1, if menu has to be closed then the result is -2.


>> 0DF5=1,set_menu_active_item_index %1d%
>> 0DF6=1,%1d% = get_menu_active_item_index
Gets and sets active menu index with scrolling menu pages if necessary, on Android this involves only menu pages while on PSP also sets last active item on the corresponding page. Mostly used in order to pass menu states between different launches of the same *.csi script which uses a menu.


>> 1000=-1, opcode_func
Opcode function, see plugins section for the details.


Plugins
C/A provides an ability to load custom library plugins (*.so, *.prx) and implements the API which allows to add new opcodes for all games at once, i.e. using single code base. Additionally the API provides basic necessary abilities to simplify an access to the game internals, e.g. allows to perform arm/thumb/mips function hooking.

Plugins allow to add new opcodes just as to add opcode functions, which pretty much are name-based opcodes. In order to be called opcode functions are using single script opcode 1000. Name param which is the first param of the opcode is a long string for III/VC/SA, in LCS/VCS name is represented as a set of 8byte strings with trailing parentheses, the rest of the params rely on opcode function implementation. See plugin example for the details. In order to compile the example you have to use Android NDK, compilation for PSP requires the use of devkitPSP which is based on an opensource version of pspsdk (see devkitPSP_r16-1-win32).

 

Hey Blade I got a bug... When Try To Open The Scripts Menu In The Cleo Scripts, The Game Suddenly Crashes.. I tried to open the scripts in the cleo mod menu but it's crashing over and over.. please help me..

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  • 1 month later...
On 3/8/2022 at 12:44 PM, Labour_Puwali said:

Hey Blade I got a bug... When Try To Open The Scripts Menu In The Cleo Scripts, The Game Suddenly Crashes.. I tried to open the scripts in the cleo mod menu but it's crashing over and over.. please help me..

The problem is in that cleo script which you are using 

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  • 2 weeks later...
Alexander Blade

Seems like the internet got up in time for me , don't know for how long thou . I live in Ukraine , Kharkiv , last few months have been nuts around considering the war .

 

In order to update SHV I will require new GTAV.exe from launcher or from egs . Please upload and post the link here . I know RDR has been patched too , SHR gonna be updated accordingly .

 

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LeeC22
On 5/3/2022 at 7:15 AM, Alexander Blade said:

Seems like the internet got up in time for me , don't know for how long thou . I live in Ukraine , Kharkiv , last few months have been nuts around considering the war .

 

In order to update SHV I will require new GTAV.exe from launcher or from egs . Please upload and post the link here . I know RDR has been patched too , SHR gonna be updated accordingly .

 

 

EGS Version of GTA5 2612 -snip-

 

Take your time, other things are more important right now.

 

Edit: If you could just comment to say you've downloaded it that would be good and I can remove the file and link... don't want to leave that file and link hanging round attracting attention. Don't worry if you can't though.

 

I would also like to add, it might be an idea to find someone competent that you can trust and let them handle this for a while. Given what you are probably dealing with, I can't imagine you need this on your mind as well. This is just a game and the mods are inconsequential by comparison. In the big picture, GTAV isn't important right now.

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const96b
On 5/3/2022 at 7:15 AM, Alexander Blade said:

Seems like the internet got up in time for me , don't know for how long thou . I live in Ukraine , Kharkiv , last few months have been nuts around considering the war .

 

In order to update SHV I will require new GTAV.exe from launcher or from egs . Please upload and post the link here . I know RDR has been patched too , SHR gonna be updated accordingly .

 

Hi Alex, I hope you and your family is ok. Its sad what Ukraine has been going through the last few months.

In the following link I posted the executables of the RGL version of GTA V and RDR2.
Link: -snip-

Also one more thing, given the current situation in Ukraine, is there anyone else who you share the source of ScriptHook? It would be great for the modding community to have some sort of access to the source to make sure it will remain up to date!

Anyway, I hope everything turns out well for you. Stay safe ❤️

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Asfran666
On 5/3/2022 at 10:44 AM, const96b said:

Hi Alex, I hope you and your family is ok. Its sad what Ukraine has been going through the last few months.

In the following link I posted the executables of the RGL version of GTA V and RDR2.
Link: -snip-

Also one more thing, given the current situation in Ukraine, is there anyone else who you share the source of ScriptHook? It would be great for the modding community to have some sort of access to the source to make sure it will remain up to date!

Anyway, I hope everything turns out well for you. Stay safe ❤️

I agree with const here. I really hope you're doing well Alex, life must be very very difficult for you and your family and I wish you nothing but the best.

 

Of course it's your choice but I feel like it might finally be the time to release the source code to the public or pass its reigns to someone else. It's kind of apparent that this has become a chore for you that's being done for the sake of helping the community (after all you're much older now and I imagine life's getting on the way), and now with war around you it's definitely even worse. Releasing the source would mean that people will be able to continue your legacy and serve the community without relying on you. There's many talented people in this community, good word will spread it won't be left out to someone that'll ruin it.

 

Also someone has already beat you to it in RDR2, there's an alternative scripthook. Since circumstances are bad now you might want to at least hold off from updating your RDR2 script hook.

https://www.nexusmods.com/reddeadredemption2/mods/1472

 

 

And once again, wishing you nothing but the best and thanks for all your contributions regardless.

 

 

 

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MrGTAmodsgerman
3 hours ago, Asfran666 said:

Of course it's your choice but I feel like it might finally be the time to release the source code to the public or pass its reigns to someone else. It's kind of apparent that this has become a chore for you that's being done for the sake of helping the community (after all you're much older now and I imagine life's getting on the way), and now with war around you it's definitely even worse. Releasing the source would mean that people will be able to continue your legacy and serve the community without relying on you. There's many talented people in this community, good word will spread it won't be left out to someone that'll ruin it.

Making it open source could harm more then help. Because not everyone is interested into Singleplayer modding, if you know what i mean. Better let find someone close who is trusted that is helping out.

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asoto90090

Hope your safe man i love your script hook v mod will you realease the new update for it today

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Tkypcial
25 minutes ago, asoto90090 said:

Hope your safe man i love your script hook v mod will you realease the new update for it today

It won't be released today, he has more important things to do.

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Asfran666
1 hour ago, MrGTAmodsgerman said:

Making it open source could harm more then help. Because not everyone is interested into Singleplayer modding, if you know what i mean. Better let find someone close who is trusted that is helping out.

This ain't 2015 no more bud, there's a lot more public research on the game. There's absolutely zero reason to worry about the online retarded cheaters. The only thing that those cheaters could benefit from is the updated crossmaps which they could steal from the compiled dll anyway, though nowadays that stuff also becomes public quickly anyways.

 

45 minutes ago, asoto90090 said:

Hope your safe man i love your script hook v mod will you realease the new update for it today

stfu bruh. he's got much more important things right now, all he did is ask for files so he could potentially update it, that doesn't mean it'll happen 

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BrianL

sorry for what's happening man i hope the best for you and your fam

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Spider-Vice

Given circumstances I have, in this special case, unlocked the ScriptHook RDR2 and ScriptHook V topics so this topic doesn't get filled with ScriptHook discussion and Alex can freely post the updated versions whenever he's ready. Please do not nag him for the mod, he's got a lot more to worry about right now I'm sure.

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Reecebishop99

man hope youre doing well, take your time bud.

i would stuggest giving the source to ragehook or lspdfr maybe they can take over updating it, youve got far bigger things to worry about my dude

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Stryfaar
Posted (edited)

I hope everything will be well for you and your countrymen, AB. Take your time with the update and focus on your safety. 💙 GTA VI is still to come.

 

Thank you for everything you're doing for the R* community. You are appreciated.

Edited by Stryfaar
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Weedum
12 hours ago, Alexander Blade said:

Seems like the internet got up in time for me , don't know for how long thou . I live in Ukraine , Kharkiv , last few months have been nuts around considering the war .

 

In order to update SHV I will require new GTAV.exe from launcher or from egs . Please upload and post the link here . I know RDR has been patched too , SHR gonna be updated accordingly .

 

Hey man, thanks to you, we were able to see GTA V differently with incredible mods so I wish you the best!

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