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Script Hook V


Alexander Blade
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Crimson Flam3s

Why don't you guys download the reloaded crack?

 

Ever since I did that, all my headaches went away. No more autentification bullsh*t, no more patches ruining mods bs, no more "can't play offline without verificating your account" bs, no more "your account has logged in somewhere else" bs...

 

Do a separate install for the vanilla game and online and keep a cracked version for mods and that won't be affected by updates.

Edited by Crimson Flam3s
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What is DRM code protection? Is that for online something like VAC?

 

I would assume that they mean the code is obfuscated. Meaning it has been modified solely to prevent reverse engineering

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XXCrimsonXX

 

What is DRM code protection? Is that for online something like VAC?

 

I would assume that they mean the code is obfuscated. Meaning it has been modified solely to prevent reverse engineering

 

And they said they wouldn't be against Single Player modding... What a load of sh*t.

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Why don't you guys download the reloaded crack?

 

Ever since I did that, all my headaches went away. No more autentification bullsh*t, no more patches ruining mods bs, no more "can't play offline without verificating your account" bs, no more "your account has logged in somewhere else" bs...

 

Do a separate install for the vanilla game and online and keep a cracked version for mods and that won't be affected by updates.

You mind sending a link to one that doesn't come with the rest of the game or a virus? lol

 

Anyways, I might try downgrading my game back to 1.26, then doing that tutorial on adding DLC.

Edited by nkjellman
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Alexander Blade

GTA V Native hash translation table from b350 to b372

http://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/?p=1067582303

Edited by Alexander Blade
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BezerkGaming

@Alexander Blade, if your releasing it and saying you are not allowed to use this information, to tamper with the online mode, then why release it at all.

 

It makes sense, does it not? Considering half the people that buy the game, will say to your message "Screw that, I'm going to change it anyways."

 

Excuse me, if I'm talking complete rubbish or don't make any sense at all.

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Flying Scotsman

What is DRM code protection? Is that for online something like VAC?

 

 

What is DRM code protection? Is that for online something like VAC?

 

I would assume that they mean the code is obfuscated. Meaning it has been modified solely to prevent reverse engineering

 

 

Got it in 1. It's not anti-cheat like VAC, no. They've just changed the hashes and made it slightly harder to decrypt the hashes back into natives for trainers etc. For those who have decrypted the hashes so far, it shouldn't be too much of an issue to reverse engineer - but it's no walk in the park either.

 

They used to do this all the time on Consoles due to mod menus running rampant. Didn't take long for the new hashes to be discovered and used however.

@Alexander Blade, if your releasing it and saying you are not allowed to use this information, to tamper with the online mode, then why release it at all.

 

It makes sense, does it not? Considering half the people that buy the game, will say to your message "Screw that, I'm going to change it anyways."

 

Excuse me, if I'm talking complete rubbish or don't make any sense at all.

 

It's a vicious circle - you don't release it, no singleplayer mods (and any Scripthook alternatives don't get updated - like the .NET one).

 

You release it - possibility for people to abuse it.

 

You can't have one or the other - they come as a pair.

Edited by Zemanez
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x1xjcramair1x1x

GTA V Native hash translation table from b350 to b372 , http://pastebin.com/hrRtb81n

You are not allowed to use this info if you want to tamper (or grant an ability to do so) with active R* hosted sessions of GTA:O .

 

You are good my friend! Progress at it's best to say the least!

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What is DRM code protection? Is that for online something like VAC?

 

 

What is DRM code protection? Is that for online something like VAC?

 

I would assume that they mean the code is obfuscated. Meaning it has been modified solely to prevent reverse engineering

 

 

Got it in 1. It's not anti-cheat like VAC, no. They've just changed the hashes and made it slightly harder to decrypt the hashes back into natives for trainers etc. For those who have decrypted the hashes so far, it shouldn't be too much of an issue to reverse engineer - but it's no walk in the park either.

 

They used to do this all the time on Consoles due to mod menus running rampant. Didn't take long for the new hashes to be discovered and used however.

@Alexander Blade, if your releasing it and saying you are not allowed to use this information, to tamper with the online mode, then why release it at all.

 

It makes sense, does it not? Considering half the people that buy the game, will say to your message "Screw that, I'm going to change it anyways."

 

Excuse me, if I'm talking complete rubbish or don't make any sense at all.

 

It's a vicious circle - you don't release it, no singleplayer mods.

 

You release it - possibility for people to abuse it.

 

You can't have one or the other - they come as a pair.

 

Hey I see you replying to a lot of questions and you must have a lot of knowledge, would u mind teaching me how to apply this to my gta v ? thank you so much

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GTA V Native hash translation table from b350 to b372 , http://pastebin.com/hrRtb81n

You are not allowed to use this info if you want to tamper (or grant an ability to do so) with active R* hosted sessions of GTA:O .

What is this? Should we do something with it or what? Or it is just the change in between 350 and 372?

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Understandably, some new folks will be coming in and asking why scripthook will not work. There should be stickies everywhere showing how to prevent updates and keep playing with SP mods (if Online is not your thing).

 

If you have not already updated:

  • Allow the RGSC update to run.
  • Then when the game updater begins downloading, that is when you block the connection (via a firewall or just unplugging/disabling your connection).
  • Only GTAVLauncher.exe needs to be blocked.
  • Continue enjoying SP mods

That way, it will hold you over until the next scripthook update comes out. Always make backups of your game if you are able to.

Thanks for your continued efforts, AB!

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emmanicolaides

Why don't you guys download the reloaded crack?

 

Ever since I did that, all my headaches went away. No more autentification bullsh*t, no more patches ruining mods bs, no more "can't play offline without verificating your account" bs, no more "your account has logged in somewhere else" bs...

 

Do a separate install for the vanilla game and online and keep a cracked version for mods and that won't be affected by updates.

Thanks men, no more worries, it works like a charm!

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AccursedEntity

If only people would stop using trainers online... I would be sooo happy.

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or rockstar could implement a cheaters pool(server) that they get put into instead of banning people for having mods.

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or rockstar could implement a cheaters pool(server) that they get put into instead of banning people for having mods.

I believe there is such thing. But it is only temporary so it's not a big deal unfortunately.

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or rockstar could implement a cheaters pool(server) that they get put into instead of banning people for having mods.

Or maybe they could've provided actual dedicated servers instead of this P2P bullsh*t that does nothing to combat cheaters.

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GTA V Native hash translation table from b350 to b372 , http://pastebin.com/hrRtb81n

You are not allowed to use this info if you want to tamper (or grant an ability to do so) with active R* hosted sessions of GTA:O .

What is this? Should we do something with it or what? Or it is just the change in between 350 and 372?

 

This is for developers only. All others: Nothing to see here. Move on.

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Any idea when we might expect an update?

Probably about a week.

It'll give us plenty of time to do our knitting!

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Frozenskipper

BLB: Finally comes around to mod GTA:5 and play it 2 hours before work. Comes home only to find it unplayable and waiting for an update *sigh*

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Flying Scotsman

 

Hey I see you replying to a lot of questions and you must have a lot of knowledge, would u mind teaching me how to apply this to my gta v ? thank you so much

 

I'd suggest waiting for Alex to update his SDK since the natives in there will be updated, ready for use (and in a readable format). If you want to make mods for GTA and you've never learned C++ before - I (highly) recommend watching youtube tutorials on C++ as all menus/trainers (apart from the LUA one) uses it. You'll be able to understand Alex's Trainer source as well, and use it as a base for your own.

 

In the current state - those new natives aren't useful to us as they're obfuscated (not human readable). We're going to have to wait until they're understandable (ie - in english) before we can use them (technically speaking - we CAN use them, but we don't know what they do and that's if we want to use them. For all we know, those are Natives we don't care about but since they're obfuscated- we can't tell).

 

If only people would stop using trainers online... I would be sooo happy.

 

As much as I'd love this, it ain't going to happen. It was bad on consoles and modded consoles are pretty rare but now that it's so much easier to mod on the PC - everyone and their dog wants to show off the next 'best mod'. It's almost akin to hackers showing off new virus techniques and code and boasting about how they created it. That or they go online purely to grief.

 

or rockstar could implement a cheaters pool(server) that they get put into instead of banning people for having mods.

 

There is a cheater's pool (which removes all your money, and resets your rank on your second visit) but they stopped using it within the first month Online was out because of modders - so they just decided to start banning instead.

 

 

or rockstar could implement a cheaters pool(server) that they get put into instead of banning people for having mods.

I believe there is such thing. But it is only temporary so it's not a big deal unfortunately.

 

 

 

 

or rockstar could implement a cheaters pool(server) that they get put into instead of banning people for having mods.

Or maybe they could've provided actual dedicated servers instead of this P2P bullsh*t that does nothing to combat cheaters.

 

Oh there is a lobby for modders. It was nicknamed "Modders Pool" on consoles as only people with the same files as you (including any mod menus) could play in the same lobby unless you had a script bypass which bypassed these checks and allowed you into public games with mods.

 

For some reason, the PC is lacking this script check and is in a state of permanent script bypass (Alex's Hook may have an online check, but the game should have one too). It's a pity since IV had a modders lobby. Suppose we've just got FiveM etc left since they'll allow mods online without all the hassle of levels.

Edited by Zemanez
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diamond-optic

aww damn :-( had a pretty rough day at work and was looking forward to coming home and playing some gta.. but no luck so far getting it to start with steam in offline mode (rockstar social says it needs to activate online or whatever)

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A script check would make things harder for sure. However, cheaters will find ways - there are good programmers and there are evil ones. I think things would be mitigated if Rockstar would cater to both but they were running tight deadlines, most likely.

 

 

aww damn :-( had a pretty rough day at work and was looking forward to coming home and playing some gta.. but no luck so far getting it to start with steam in offline mode (rockstar social says it needs to activate online or whatever)

 

You can have this activated by briefly allowing GTALauncher access to the internet (for activation) - once that screen passes, quickly block access and you can play in offline mode. I think the method is the same for steam GTA V users.

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Here's the list of files that were updated on the SC version (if you want to backup and downgrade):

 

GFSDK_ShadowLib.win64.dll

GTA5.exe

GTAVLauncher.exe

update\update.rpf

update\x64\metadata.dat

 

New content:

 

update\x64\dlcpacks\mpluxe

update\x64\dlcpacks\patchday4ng

 

Wonder if it's possible to add the new dlc to dlclist.xml in the 350.2 update.rpf... Anyone tried this yet?

 

 

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diamond-optic

You can have this activated by briefly allowing GTALauncher access to the internet (for activation) - once that screen passes, quickly block access and you can play in offline mode. I think the method is the same for steam GTA V users.

 

hmm i must not understand or something.. cause If i have steam in offline, it seems like the rockstar social automatically assumes i have no connection (as I havent blocked anything from the internet so)

...but if I have steam in online mode it forces the update to download before anything else if I try and play... and I cant start the launcher outside of steam either

 

 

*edit* I guess I'll just try letting it update and then overwrite the files with the old versions

 

*edit2* updating then downgrading worked good enough for me :) i can play again weeee

Edited by diamond-optic
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Yes, and that

Here's the list of files that were updated on the SC version (if you want to backup and downgrade):

 

GFSDK_ShadowLib.win64.dll

GTA5.exe

GTAVLauncher.exe

update\update.rpf

update\x64\metadata.dat

 

New content:

 

update\x64\dlcpacks\mpluxe

update\x64\dlcpacks\patchday4ng

 

Wonder if it's possible to add the new dlc to dlclist.xml in the 350.2 update.rpf... Anyone tried this yet?

Yep, and that works fine. The only thing that seems to be missing is the new weapon tints.

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