Welcome, Guest
You have to register before you can post on our site.

Username
  

Password
  





Search Forums

(Advanced Search)

Forum Statistics
» Members: 245
» Latest member: Carlodaw
» Forum threads: 17
» Forum posts: 17

Full Statistics

Online Users
There are currently 866 online users.
» 0 Member(s) | 865 Guest(s)
Baidu

Latest Threads
Official GTA IV Save Migr...
Forum: GTA 4
Last Post: ice
08-26-2026, 10:32 PM
» Replies: 0
» Views: 346
How to Manually Migrate G...
Forum: GTA 4
Last Post: ice
07-24-2026, 10:28 PM
» Replies: 0
» Views: 1,229
GTA Online “BattlEye Is R...
Forum: GTA 5 Discussions
Last Post: ice
07-24-2026, 10:28 AM
» Replies: 0
» Views: 1,242
GTA Online “Maximum Numbe...
Forum: GTA Online
Last Post: ice
07-24-2026, 12:08 AM
» Replies: 0
» Views: 1,076
How to Sell GTA Online Bu...
Forum: GTA 5 Discussions
Last Post: ice
07-23-2026, 05:49 PM
» Replies: 0
» Views: 446
GTA 5 ERR_GFX_STATE Fix: ...
Forum: GTA 5 Discussions
Last Post: ice
07-23-2026, 11:46 AM
» Replies: 0
» Views: 630
How to Install FiveM for ...
Forum: GTA 5 Discussions
Last Post: ice
07-23-2026, 03:16 AM
» Replies: 0
» Views: 451
How to Disable BattlEye f...
Forum: GTA 5 Discussions
Last Post: ice
07-22-2026, 03:10 PM
» Replies: 0
» Views: 444
FiveM sv_enforceGameBuild...
Forum: GTA 5 Discussions
Last Post: ice
07-22-2026, 02:59 AM
» Replies: 0
» Views: 448
How to Install SilentPatc...
Forum: GTA San Andreas Mods
Last Post: ice
07-21-2026, 02:50 PM
» Replies: 0
» Views: 402

 
  scripthookvdotnet: An ASI plugin for Grand Theft Auto V, which allows running scripts written
Posted by: ice - 07-15-2026, 02:40 PM - Forum: GTA 5 Mods - No Replies

[Image: scripthookvdotnet.png]

ScriptHookVDotNet is the bridge that lets you write GTA V mods in C# or any other .NET language instead of raw C++. Most of the singleplayer mods you have installed over the years depend on this one project.

What is scripthookvdotnet?
An ASI plugin for Grand Theft Auto V, which allows running scripts written in any .NET language on the .NET Framework runtime in-game.

This is an ASI plugin for Grand Theft Auto V, based on the C++ ScriptHook by Alexander Blade, which allows running scripts written in any .NET language in-game. The issues page should be primarily used for bug reports and focused enhancement ideas. Questions related to GTA V scripting in general, are better off on the Discussions page or in forums dedicated to this purpose. Microsoft Visual C++ Redistributable (Latest supported v14, not v14.0) The stable builds can be downloaded from the Releases page. You need to use the ASI file and the DLL files for APIs in an archive of the same version as the internal structure can be changed without notice. If you are using the game version v1.0.3258.0 or later and installing SHVDN as a user, use the nightly version v3.6.0-nightly.89 or later (see below for nightly version details), or downgrade the game to v1.0.3179.0 or earlier! v3.6.0 and v3.5.1 have a compatibility issue with the game version v1.0.3258.0 and later game versions! For script developers: you should build your scripts against stable versions rather than nightly ones unless you acknowledge that public features that aren't in stable versions can get breaking changes.

The facts, straight from GitHub

  • Repository: scripthookvdotnet/scripthookvdotnet
  • 1,343 stars and 633 forks, with 43 open issues
  • Written mainly in C#
  • Licensed under Zlib
  • Started in 2015, last updated 2026-07-14

Getting started
Grab it with: git clone https://github.com/scripthookvdotnet/scr...dotnet.git
You will need the .NET SDK. Clone the repository, open the solution or run dotnet build, and check the README for configuration steps.

Frequently asked questions

Is scripthookvdotnet free to use?
It is released under the Zlib license, so it is free to use. Read the license text for the exact terms before you ship anything based on it.

Is the project still maintained?
Yes, the last update was pushed on 2026-07-14, so the project is alive and moving.

What do I need to know before diving in?
The project is written mainly in C#, so some familiarity there helps a lot. Start with the README, then browse the open issues to see what the rough edges are. That is usually the fastest way to understand the real state of any repository.

Where do I get help if I am stuck?
Open an issue on the GitHub issue tracker, check existing discussions, and of course post right here in this topic. Someone in the GTA community has probably hit the same wall before you.

Over to you
Have you tried scripthookvdotnet? Are you running it, forking it, or did you rage quit halfway through the setup? Reply below with your experience, your questions or your own favorite alternative. If there is enough interest we can put together a community guide for it.

Print this item

  qb-core: FiveM RP Framework Core :muscle:
Posted by: ice - 07-15-2026, 02:33 PM - Forum: GTA 5 Mods - No Replies

[Image: qb-core.png]

QBCore is one of the most widely used roleplay framework cores for FiveM servers. If you are planning an RP server and do not want to build inventory, jobs and player management from zero, this is one of the two big ecosystems to consider.

What is qb-core?
FiveM RP Framework Core :muscle:

Copyright © 2015-2022 ESX (Jérémie N'gadi), Joshua Eger This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License

The facts, straight from GitHub

  • Repository: qbcore-framework/qb-core
  • 731 stars and 987 forks, with 2 open issues
  • Written mainly in Lua
  • Licensed under GPL-3.0
  • Started in 2021, last updated 2026-06-17

Getting started
Grab it with: git clone https://github.com/qbcore-framework/qb-core.git
Check the README for how to install: most Roblox projects are distributed through Wally or as rbxm models you drop into Studio.

Frequently asked questions

Is qb-core free to use?
It is released under the GPL-3.0 license, so it is free to use. Read the license text for the exact terms before you ship anything based on it.

Is the project still maintained?
Yes, the last update was pushed on 2026-06-17, so the project is alive and moving.

What do I need to know before diving in?
The project is written mainly in Lua, so some familiarity there helps a lot. Start with the README, then browse the open issues to see what the rough edges are. That is usually the fastest way to understand the real state of any repository.

Where do I get help if I am stuck?
Open an issue on the GitHub issue tracker, check existing discussions, and of course post right here in this topic. Someone in the GTA community has probably hit the same wall before you.

Over to you
Have you tried qb-core? Are you running it, forking it, or did you rage quit halfway through the setup? Reply below with your experience, your questions or your own favorite alternative. If there is enough interest we can put together a community guide for it.

Print this item

  gta-v-data-dumps: GTA V Data dumps useful for modding & scripting
Posted by: ice - 07-15-2026, 02:26 PM - Forum: GTA 5 Mods - No Replies

[Image: gta-v-data-dumps.png]

This repository is a goldmine for GTA V modders: complete data dumps of vehicles, peds, weapons, natives, clothes and much more, kept up to date across game updates. Instead of reverse engineering the game files yourself, you just look it up here.

What is gta-v-data-dumps?
GTA V Data dumps useful for modding & scripting

This is a collection of various GTA V data dumps mostly useful for modding & scripting. All of these are auto generated and some are enhanced with data from my GTA V researches.

The facts, straight from GitHub

  • Repository: DurtyFree/gta-v-data-dumps
  • 999 stars and 319 forks, with 18 open issues
  • Written mainly in mixed languages
  • No standard license declared
  • Started in 2020, last updated 2026-06-09

Getting started
Grab it with: git clone https://github.com/DurtyFree/gta-v-data-dumps.git
Check the README in the repository for installation and build instructions.

Frequently asked questions

Is gta-v-data-dumps free to use?
The repository does not declare a standard license, which legally means all rights reserved. Treat it as reference and study material, and contact the author if you want to reuse the code.

Is the project still maintained?
Yes, the last update was pushed on 2026-06-09, so the project is alive and moving.

What do I need to know before diving in?
The project is written mainly in mixed languages, so some familiarity there helps a lot. Start with the README, then browse the open issues to see what the rough edges are. That is usually the fastest way to understand the real state of any repository.

Where do I get help if I am stuck?
Open an issue on the GitHub issue tracker, check existing discussions, and of course post right here in this topic. Someone in the GTA community has probably hit the same wall before you.

Over to you
Have you tried gta-v-data-dumps? Are you running it, forking it, or did you rage quit halfway through the setup? Reply below with your experience, your questions or your own favorite alternative. If there is enough interest we can put together a community guide for it.

Print this item

  fivem: The source code for the Cfx.re modification frameworks, such as FiveM and R
Posted by: ice - 07-15-2026, 02:19 PM - Forum: GTA 5 Mods - No Replies

[Image: fivem.png]

FiveM needs no introduction if you have ever touched GTA V multiplayer outside of Rockstar's own servers. This is the actual source code of the Cfx.re framework that powers FiveM and RedM, the platform behind tens of thousands of custom roleplay and freeroam servers.

What is fivem?
The source code for the Cfx.re modification frameworks, such as FiveM and RedM, as well as FXServer.

This repository contains the code for the Cfx.re projects, among which are the following: FiveM, a dual-purpose (SP/MP) modification framework for the PC version of Grand Theft Auto V as released by Rockstar Games. RedM, a modification framework for the PC version of Red Dead Redemption 2 as released by Rockstar Games. FXServer, the server component for multiplayer services on the Cfx.re projects. On the multiplayer aspect, the GTA/RAGE modifications differ from other similar modifications by utilizing the embedded game networking frameworks, building a modification framework around them, and expanding the game's functionality on an end-to-end level, directly binding to the RAGE Technology Group's base frameworks and Rockstar North's GTA codebase. To play FiveM, simply download the launcher binaries from the website. To develop FiveM, please follow the documentation in docs/ in the repository. FiveM is licensed under a dual license, details of which are in the code/LICENSE file in the repository.

The facts, straight from GitHub

  • Repository: citizenfx/fivem
  • 4,190 stars and 2,683 forks, with 814 open issues
  • Written mainly in C++
  • No standard license declared
  • Started in 2017, last updated 2026-07-14

Getting started
Grab it with: git clone https://github.com/citizenfx/fivem.git
You will need a C++ toolchain (Visual Studio on Windows or gcc/clang elsewhere) plus CMake if the project uses it. Check the README for exact build steps.

Frequently asked questions

Is fivem free to use?
The repository does not declare a standard license, which legally means all rights reserved. Treat it as reference and study material, and contact the author if you want to reuse the code.

Is the project still maintained?
Yes, the last update was pushed on 2026-07-14, so the project is alive and moving.

What do I need to know before diving in?
The project is written mainly in C++, so some familiarity there helps a lot. Start with the README, then browse the open issues to see what the rough edges are. That is usually the fastest way to understand the real state of any repository.

Where do I get help if I am stuck?
Open an issue on the GitHub issue tracker, check existing discussions, and of course post right here in this topic. Someone in the GTA community has probably hit the same wall before you.

Over to you
Have you tried fivem? Are you running it, forking it, or did you rage quit halfway through the setup? Reply below with your experience, your questions or your own favorite alternative. If there is enough interest we can put together a community guide for it.

Print this item

  When is GTA 6 trailer 3 coming? Reading the tea leaves (July 2026)
Posted by: ice - 07-10-2026, 07:45 PM - Forum: GTA 6 News & Rumors - No Replies

Best current estimate: late July to mid-August 2026. Not confirmed by Rockstar — that's the projection based on their own history.

The reasoning, for those who want it:

  • Trailer 1 dropped December 2023, Trailer 2 in May 2025. Rockstar paces these things around business milestones.
  • Pre-orders went live June 25 without a new trailer, which surprised a lot of people (me included — I genuinely expected a same-day drop).
  • For RDR2, the final big trailer landed about 3 months before launch. Same math here points at August-ish.

Expect trailer 3 to be the story-heavy one: proper voiced scenes with Jason and Lucia, probably our first look at the HUD, maybe mission gameplay.

Until then, assume every "LEAKED TRAILER 3" video on YouTube is fake, because all of them are. Rockstar drops trailers on their own channels with zero warning beyond a teaser image a day or two before. That's the only signal worth watching.

Print this item

  Essential GTA San Andreas mods in 2026 — install these first
Posted by: ice - 07-08-2026, 08:10 PM - Forum: GTA San Andreas Mods - No Replies

Setting up a fresh SA modding install? This is the foundation load order, battle-tested:

The non-negotiables

  1. SilentPatch — before anything else. Bugfixes for everything modern Windows breaks.
  2. ThirteenAG's Widescreen Fix — proper aspect ratio, clean HUD.
  3. SkyGfx — restores the PS2-era graphics effects the PC port lost (the orange PS2 sky is a religion in this community, and SkyGfx is its church).
  4. CLEO 5 — the script engine half the mod catalog depends on.
  5. ModLoader — install mods by dropping folders in, remove by deleting. No more overwriting game files like a caveman.

After the foundation, the fun tier:
  • Things To Do In San Andreas — massive side content pack
  • Improved Vehicle Features — turn signals, working dashboards
  • Project2DFX — draw-distance lights that make night driving gorgeous

Skip (as a beginner): huge total conversions and ENB graphics packs. They conflict with everything and you'll spend the weekend debugging instead of playing. Get a stable base first, then experiment one mod at a time on top.

What's in your load order? Always hunting for hidden gems.

Print this item

  How to make GTA San Andreas run properly on modern Windows (2026 fix guide)
Posted by: ice - 07-07-2026, 09:15 PM - Forum: GTA San Andreas - No Replies

Fresh install of San Andreas running at 900 mph with broken audio on Windows 11? Here's the fix order that works:

The 5-minute fix list

  1. Install SilentPatch — the single most important download for any classic GTA. Fixes dozens of bugs, frame-rate issues, and modern-Windows crashes. If you install exactly one thing, it's this.
  2. Cap the frame rate / keep Frame Limiter ON — the game's physics are tied to FPS. Uncapped = swimming breaks, cars handle wrong, missions glitch. 30 FPS is authentic; SilentPatch makes higher framerates safer but the limiter exists for a reason.
  3. Widescreen fix — ThirteenAG's widescreen fix gives proper 16:9/21:9 without stretched HUD.
  4. Run as administrator, and don't install into Program Files — half the classic "settings won't save" complaints come from Windows folder permissions.
  5. Audio crackling: set your Windows output to 44100 Hz (Sound settings → device properties → Advanced), it's an old DirectSound game.

Which version to own: the classic PC version (if you have an old copy or the Rockstar Launcher one) + patches beats the Definitive Edition for modability, though DE has improved a lot since its disastrous launch. For modding specifically, classic is the only real answer — see the mods section here for the essential list.

Post your specific crash/issue below and I'll try to point you at the right patch.

Print this item

  GTA Online in 2026: beginner's guide — what to actually do first
Posted by: ice - 07-05-2026, 01:10 PM - Forum: GTA Online - No Replies

Starting GTA Online in 2026 is intimidating — a decade of content gets dumped on you at once. Here's the path that skips the suffering:

First session

  1. Do the intro/tutorial missions until the game sets you loose
  2. Play a few of Lamar's missions and early contact missions for starter cash
  3. Don't buy ANY vehicle yet. Your starter cash matters more elsewhere.

First real goal: a Kosatka submarine (~$2.2M)
That unlocks the Cayo Perico heist, which is how solo players actually make money (separate thread in this section). Yes, it feels far away at first. Contact missions + any weekly 2x event will get you there faster than you think. If GTA+ or a career builder bonus is available on your platform, that shortcuts it massively.

Things veterans wish they knew:
  • Play in an Invite Only session while grinding — griefers can't touch you there, and almost everything works in solo lobbies now
  • Never buy shark cards out of frustration; buy setup-unlocking properties in the right order instead (Kosatka → Agency → Nightclub)
  • The Criminal Enterprise Starter Pack (often bundled/free) gives a decent property head start if you have it
  • Armor and snacks are in the Interaction Menu. Use them. Everyone forgets.

It's honestly a good time to start — the player base is warming up again ahead of GTA 6, and lobbies are lively.

Print this item

  The essential GTA modding toolbox: what each tool actually does
Posted by: ice - 07-04-2026, 10:20 AM - Forum: Tools & Resources - No Replies

New to GTA modding and confused why every guide namedrops five different tools? Here's the map of what does what:

GTA 5

  • OpenIV — opens/edits the game archives (.rpf). The gateway tool. Its mods-folder system keeps vanilla files safe.
  • Script Hook V — lets native script mods (.asi) run. Foundation for most gameplay mods.
  • ScriptHookVDotNet — same job for C#/.NET mods.
  • LML (Lenny's Mod Loader) — clean mod management, big in the RDR2 world too.
  • Codewalker — 3D map viewer/editor, the serious mapmaker's tool.

Classic GTAs (3/VC/SA)
  • SilentPatch — the universal bugfix layer, install always
  • CLEO — script engine for thousands of mods
  • ModLoader — drag-and-drop mod management for SA
  • IMG Tool / Mod Manager — mostly legacy now, ModLoader replaced the workflow

Where to download safely: gta5-mods.com, gtainside.com, mixmods (SA scene), and each tool's official page. The rule that keeps your PC clean: if the download is a .exe "installer" for what should be a zip of files, be suspicious.

Suggest additions below and I'll keep this list current — planning to make this the sticky resource thread for the section.

Print this item

  GTA 3 classic vs Definitive Edition in 2026 — which should you actually play?
Posted by: ice - 07-03-2026, 04:35 PM - Forum: GTA 3 & Classic GTA - No Replies

Honest answer: for most people in 2026, the Definitive Edition is now the easier recommendation — years of patches fixed the worst of that launch disaster. For purists and modders, classic + fan patches is still the better game.

Play Definitive if: you want it to just work on modern hardware/consoles, with checkpoints, better controls, and the GTA 5-style weapon wheel. The rain still looks wrong, but it's playable and convenient.

Play classic if: you care about the original fog-soaked atmosphere (a huge part of GTA 3's identity, honestly), you want mods, or you're on PC and comfortable installing SilentPatch + a widescreen fix. The original art direction was moody on purpose; DE's bright lighting flattens it.

My setup: classic with SilentPatch, widescreen fix, and nothing else. Takes 10 minutes and it plays like your memory of it instead of like 2001 hardware.

Fun fact for the young ones: GTA 3 came out October 2001, invented the 3D open-world crime genre more or less by itself, and its map fits inside roughly one GTA 5 neighborhood. Respect your elders.

Print this item