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[V|REL] GTAV Mod Manager - By Bilago


bilago
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Hey guys,





Main Features


  • Modded/Vanilla RPF hot swapping (Super easy to use RPF Installation wizard privided with vanilla RPF backups)
  • ASI, LUA, FX, DLL, VB, CS, PY full support with the ability to be imported to their correct locations automatically using the 'Add Mod' feature.
  • Mods are always stored in an external folder, never in the GTAV directory
  • Mod Folder is configurable to any location on your PC
  • Firewall rules are created to block GTA5.exe from the internet while mods are enabled
  • Social Club is automatically set to offline mode when mods are enabled
  • Online Mode' which automatically disables all mods and opens the firewall
  • Mods can be automatically removed as soon as you quit the game (configurable)
  • Config files are automatically detected can be edited directly in the manager
  • Ability to rename mods to friendly names (double click name to edit)
  • GTA5.exe high priority tweak Registry tweak built in
  • Drag and drop installation of mods (UAC enabled Windows 8+ does not allow this at this time)
  • Uninstall/Delete mods from within the manager
  • Manager has Automatic Updates with change logs


If you need any assistance, you can reach out to me on this thread, or the reddit post provided above.








  • Like 3
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That looks good. Thanks! :p

 

*requested to be moved to the Showroom*

Edited by NaidRaida
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Screenshots?

Visit the GTAV-Mods.com website link I pasted, it has screenshots + videos

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Doesn't work for me

 

The link?

 

The Manager?

 

Any error messages?

 

This wont work on exFat formated drives ( no symlink support)

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  • 2 weeks later...

Mods aren't automatically removed when leaving the game, unless you have the force offline option enabled (either in symlink or copy mode), as the manager doesn't remain running in the background. This is a problem if you wish to launch the game directly for online play rather than use the manager to launch.

Edited by Anach
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Mods aren't automatically removed when leaving the game, unless you have the force offline option enabled (either in symlink or copy mode), as the manager doesn't remain running in the background. This is a problem if you wish to launch the game directly for online play rather than use the manager to launch.

 

There is an option in the settings for "Disable On Exit"...

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Mods aren't automatically removed when leaving the game, unless you have the force offline option enabled (either in symlink or copy mode), as the manager doesn't remain running in the background. This is a problem if you wish to launch the game directly for online play rather than use the manager to launch.

 

There is an option in the settings for "Disable On Exit"...

 

Yes I know, but the problem is, that only works if I have Force Offline enabled. If I don't have Force Offline enabled, then the mod manager exits as soon as I launch the game, which means it's not running in the background to detect when I exit the game and disable the mods.

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Yes I know, but the problem is, that only works if I have Force Offline enabled. If I don't have Force Offline enabled, then the mod manager exits as soon as I launch the game, which means it's not running in the background to detect when I exit the game and disable the mods.

 

 

 

I'm surprised no one else has noticed this, I was able to reproduce the issue and found out why. My daily update tomorrow morning will have this fixed. Thanks for letting me know

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Yes I know, but the problem is, that only works if I have Force Offline enabled. If I don't have Force Offline enabled, then the mod manager exits as soon as I launch the game, which means it's not running in the background to detect when I exit the game and disable the mods.

 

 

 

I'm surprised no one else has noticed this, I was able to reproduce the issue and found out why. My daily update tomorrow morning will have this fixed. Thanks for letting me know

 

Great news!

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There is another issue I just came across, and that is there is no grouped file association with mods, which can lead to having stray scripts and other files in the directories when you disable one or two particular mods, which in-turn can lead to breaking the loading of active mods.

Example: Realistic Vehicle Controls, has a lib file named rvc.GUI.lua, and if you disable the mod, that lib file renames, because it's not recognised as being part of the RealisticVehicleControls.lua. So when this file references something that isn't there, other Lua scripts are blocked from loading by an error.

There are other mods which have multiple files also, and currently there isn't a way to specify which files belong to which mods. The same thing happens if you have mods with multiple files (like Pacific Heists 4 lua files), they all show up as differen't mods, instead of a single unit.

 

Mod Organiser in Skyrim uses symlinks also, but has each mod installed to it's own sub-folder within a mods folder; each mod's sub-folder has the correct folder layout (eg. mods\mymodname\scripts\addins\mymod.lua), and then each mod gets symlinked from there. Sure it's more complex, but it's a good way of fixing multiple issues.

 

Also, I'm still having the asi folder recognition issue. The asi folder was a recognised folder in GTA4 for asi mods, which kept things neater in the root of the GTA4 directory. There are some mods which use an asi folder in GTAV, and without it, the mods wont read their ini files. Right now I have to symlink this folder myself, as mod manager wont recognise it. I have asked the mod's author to see if it's possible to have their mod check the root for the ini before the asi folder, but I also think this is something needed to be supported by mod manager.

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There is another issue I just came across, and that is there is no grouped file association with mods, which can lead to having stray scripts and other files in the directories when you disable one or two particular mods, which in-turn can lead to breaking the loading of active mods.

Example: Realistic Vehicle Controls, has a lib file named rvc.GUI.lua, and if you disable the mod, that lib file renames, because it's not recognised as being part of the RealisticVehicleControls.lua. So when this file references something that isn't there, other Lua scripts are blocked from loading by an error.

There are other mods which have multiple files also, and currently there isn't a way to specify which files belong to which mods. The same thing happens if you have mods with multiple files (like Pacific Heists 4 lua files), they all show up as differen't mods, instead of a single unit.

 

Mod Organiser in Skyrim uses symlinks also, but has each mod installed to it's own sub-folder within a mods folder; each mod's sub-folder has the correct folder layout (eg. mods\mymodname\scripts\addins\mymod.lua), and then each mod gets symlinked from there. Sure it's more complex, but it's a good way of fixing multiple issues.

 

Also, I'm still having the asi folder recognition issue. The asi folder was a recognised folder in GTA4 for asi mods, which kept things neater in the root of the GTA4 directory. There are some mods which use an asi folder in GTAV, and without it, the mods wont read their ini files. Right now I have to symlink this folder myself, as mod manager wont recognise it. I have asked the mod's author to see if it's possible to have their mod check the root for the ini before the asi folder, but I also think this is something needed to be supported by mod manager.

 

The LUA issue that you found is actually a bug in the LUA Loader by headscript, I contacted him and it's been fixed in the latest git hub version of the mod. Realistic Vehicle Controls is one of the lua mods I've tested with the fix and it does work.

 

Thanks for the other suggestions though I'll keep them in mind while i work out upcoming features.

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I think you misunderstood what I meant about the Lua bug; That bug right now is that the Lua plugin is interpreting your '_disabled_lua' as a path, and trying to load it, which causes an error. What I was trying to explain, is that if you disable an Lua that has files in other directories, the mod manager will only disable the one file, because it's either seeing the other files as seperate mods, or not reading them at all. The example is 'Realistic Vehicle Controls', which requires 'RealisticVehicleControls.lua' in the addins folder like every other Lua mod, but it also requires 'rvcGUI' in the libs folder. The problem is, Mod Manager doesn't recognise the file within the libs folder, so there is no way to disable it from the Mod Manager interface, and if left in that folder activated, it tries to reference the 'RealisticVehicleControls.lua', which results in an error, because it's disabled.

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  • 2 weeks later...

Could you please add "asi" and "SweetFX" folders to the copy/symlink; also the "ScriptHookV.dev" file. Thanks

 

*edit* And the "enbseries" folder.

Edited by Anach
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  • 3 weeks later...

Encountered an issue. Right now my connection is really slow, and so the launcher takes forever to load, causing the mod manager to timeout, and so not activating the mods. The MM should detect the launcher process as well as the game exe to prevent this.

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Had a few updates the to mod manager since my last post, but no responses to my mod support requests or issues, so there are still unsupported or partially supported mods having problems with the manager. Should I instead post issues to reddit or gta5-mods?

 

New issue for today is that MM sees "enblightsprite.fx" as a mod and enables it fine as a separate mod rather than part of ENB's "d3d11.dll", and it also symlinks the .ini files fine, however, it doesn't support the "enbseries" folder, which contains configuration files, and it also doesn't remember the enabled status of "d3dcompiler_46e.dll" which also comes with ENB. This brings the partially supported mods I have had to manually symlink or remove to 6.

 

Also, would it be possible to delete mods to the recycle bin? This would be especially handy now that it deletes configuration files too.

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Had a few updates the to mod manager since my last post, but no responses to my mod support requests or issues, so there are still unsupported or partially supported mods having problems with the manager. Should I instead post issues to reddit or gta5-mods?

 

Sorry, I don't check this website as often as I do on reddit and GTA5-Mods, for faster help I would recommend reaching out to me from there.

Regarding all your requests, I have been working on migrating to a folder architecture but have not released any updates to support this outside of lspdfr. With that being said it's almost ready for release and will be a togglable feature so those who don't want to restructure their entire mods folder won't have to do so and can continue to use the manager in the same way. If you PM me your email I can send you test builds if you want to use the feature now.

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Folder structure is definitely the way to go, and should solve most the problems I've posted about mod compatibility.

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  • 2 weeks later...

Is there a way to only put the files you are modifying into an RPF instead of the whole RPF each time?

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