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	<channel>
		<title><![CDATA[GTA Forums - GTA 5 Mods]]></title>
		<link>https://gta.how/</link>
		<description><![CDATA[GTA Forums - https://gta.how]]></description>
		<pubDate>Sat, 22 Aug 2026 12:47:13 +0000</pubDate>
		<generator>MyBB</generator>
		<item>
			<title><![CDATA[scripthookvdotnet: An ASI plugin for Grand Theft Auto V, which allows running scripts written ]]></title>
			<link>https://gta.how/thread-35.html</link>
			<pubDate>Wed, 15 Jul 2026 14:40:56 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://gta.how/member.php?action=profile&uid=1">ice</a>]]></dc:creator>
			<guid isPermaLink="false">https://gta.how/thread-35.html</guid>
			<description><![CDATA[<img src="https://gta.how/images/github/scripthookvdotnet.png" loading="lazy"  alt="[Image: scripthookvdotnet.png]" class="mycode_img" /><br />
<br />
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.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">What is scripthookvdotnet?</span><br />
An ASI plugin for Grand Theft Auto V, which allows running scripts written in any .NET language on the .NET Framework runtime in-game.<br />
<br />
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.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">The facts, straight from GitHub</span><ul class="mycode_list"><li>Repository: <a href="https://github.com/scripthookvdotnet/scripthookvdotnet" target="_blank" rel="noopener" class="mycode_url">scripthookvdotnet/scripthookvdotnet</a><br />
</li>
<li>1,343 stars and 633 forks, with 43 open issues<br />
</li>
<li>Written mainly in C#<br />
</li>
<li>Licensed under Zlib<br />
</li>
<li>Started in 2015, last updated 2026-07-14<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Getting started</span><br />
Grab it with: <span style="font-weight: bold;" class="mycode_b">git clone <a href="https://github.com/scripthookvdotnet/scripthookvdotnet.git" target="_blank" rel="noopener" class="mycode_url">https://github.com/scripthookvdotnet/scr...dotnet.git</a></span><br />
You will need the .NET SDK. Clone the repository, open the solution or run dotnet build, and check the README for configuration steps.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Frequently asked questions</span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Is scripthookvdotnet free to use?</span><br />
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.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Is the project still maintained?</span><br />
Yes, the last update was pushed on 2026-07-14, so the project is alive and moving.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">What do I need to know before diving in?</span><br />
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.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Where do I get help if I am stuck?</span><br />
Open an issue on the <a href="https://github.com/scripthookvdotnet/scripthookvdotnet/issues" target="_blank" rel="noopener" class="mycode_url">GitHub issue tracker</a>, 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.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Over to you</span><br />
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.]]></description>
			<content:encoded><![CDATA[<img src="https://gta.how/images/github/scripthookvdotnet.png" loading="lazy"  alt="[Image: scripthookvdotnet.png]" class="mycode_img" /><br />
<br />
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.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">What is scripthookvdotnet?</span><br />
An ASI plugin for Grand Theft Auto V, which allows running scripts written in any .NET language on the .NET Framework runtime in-game.<br />
<br />
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.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">The facts, straight from GitHub</span><ul class="mycode_list"><li>Repository: <a href="https://github.com/scripthookvdotnet/scripthookvdotnet" target="_blank" rel="noopener" class="mycode_url">scripthookvdotnet/scripthookvdotnet</a><br />
</li>
<li>1,343 stars and 633 forks, with 43 open issues<br />
</li>
<li>Written mainly in C#<br />
</li>
<li>Licensed under Zlib<br />
</li>
<li>Started in 2015, last updated 2026-07-14<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Getting started</span><br />
Grab it with: <span style="font-weight: bold;" class="mycode_b">git clone <a href="https://github.com/scripthookvdotnet/scripthookvdotnet.git" target="_blank" rel="noopener" class="mycode_url">https://github.com/scripthookvdotnet/scr...dotnet.git</a></span><br />
You will need the .NET SDK. Clone the repository, open the solution or run dotnet build, and check the README for configuration steps.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Frequently asked questions</span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Is scripthookvdotnet free to use?</span><br />
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.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Is the project still maintained?</span><br />
Yes, the last update was pushed on 2026-07-14, so the project is alive and moving.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">What do I need to know before diving in?</span><br />
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.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Where do I get help if I am stuck?</span><br />
Open an issue on the <a href="https://github.com/scripthookvdotnet/scripthookvdotnet/issues" target="_blank" rel="noopener" class="mycode_url">GitHub issue tracker</a>, 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.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Over to you</span><br />
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.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[qb-core: FiveM RP Framework Core :muscle:]]></title>
			<link>https://gta.how/thread-34.html</link>
			<pubDate>Wed, 15 Jul 2026 14:33:56 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://gta.how/member.php?action=profile&uid=1">ice</a>]]></dc:creator>
			<guid isPermaLink="false">https://gta.how/thread-34.html</guid>
			<description><![CDATA[<img src="https://gta.how/images/github/qb-core.png" loading="lazy"  alt="[Image: qb-core.png]" class="mycode_img" /><br />
<br />
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.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">What is qb-core?</span><br />
FiveM RP Framework Core :muscle:<br />
<br />
Copyright &copy; 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<br />
<br />
<span style="font-weight: bold;" class="mycode_b">The facts, straight from GitHub</span><ul class="mycode_list"><li>Repository: <a href="https://github.com/qbcore-framework/qb-core" target="_blank" rel="noopener" class="mycode_url">qbcore-framework/qb-core</a><br />
</li>
<li>731 stars and 987 forks, with 2 open issues<br />
</li>
<li>Written mainly in Lua<br />
</li>
<li>Licensed under GPL-3.0<br />
</li>
<li>Started in 2021, last updated 2026-06-17<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Getting started</span><br />
Grab it with: <span style="font-weight: bold;" class="mycode_b">git clone <a href="https://github.com/qbcore-framework/qb-core.git" target="_blank" rel="noopener" class="mycode_url">https://github.com/qbcore-framework/qb-core.git</a></span><br />
Check the README for how to install: most Roblox projects are distributed through Wally or as rbxm models you drop into Studio.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Frequently asked questions</span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Is qb-core free to use?</span><br />
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.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Is the project still maintained?</span><br />
Yes, the last update was pushed on 2026-06-17, so the project is alive and moving.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">What do I need to know before diving in?</span><br />
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.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Where do I get help if I am stuck?</span><br />
Open an issue on the <a href="https://github.com/qbcore-framework/qb-core/issues" target="_blank" rel="noopener" class="mycode_url">GitHub issue tracker</a>, 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.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Over to you</span><br />
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.]]></description>
			<content:encoded><![CDATA[<img src="https://gta.how/images/github/qb-core.png" loading="lazy"  alt="[Image: qb-core.png]" class="mycode_img" /><br />
<br />
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.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">What is qb-core?</span><br />
FiveM RP Framework Core :muscle:<br />
<br />
Copyright &copy; 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<br />
<br />
<span style="font-weight: bold;" class="mycode_b">The facts, straight from GitHub</span><ul class="mycode_list"><li>Repository: <a href="https://github.com/qbcore-framework/qb-core" target="_blank" rel="noopener" class="mycode_url">qbcore-framework/qb-core</a><br />
</li>
<li>731 stars and 987 forks, with 2 open issues<br />
</li>
<li>Written mainly in Lua<br />
</li>
<li>Licensed under GPL-3.0<br />
</li>
<li>Started in 2021, last updated 2026-06-17<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Getting started</span><br />
Grab it with: <span style="font-weight: bold;" class="mycode_b">git clone <a href="https://github.com/qbcore-framework/qb-core.git" target="_blank" rel="noopener" class="mycode_url">https://github.com/qbcore-framework/qb-core.git</a></span><br />
Check the README for how to install: most Roblox projects are distributed through Wally or as rbxm models you drop into Studio.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Frequently asked questions</span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Is qb-core free to use?</span><br />
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.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Is the project still maintained?</span><br />
Yes, the last update was pushed on 2026-06-17, so the project is alive and moving.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">What do I need to know before diving in?</span><br />
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.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Where do I get help if I am stuck?</span><br />
Open an issue on the <a href="https://github.com/qbcore-framework/qb-core/issues" target="_blank" rel="noopener" class="mycode_url">GitHub issue tracker</a>, 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.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Over to you</span><br />
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.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[gta-v-data-dumps: GTA V Data dumps useful for modding & scripting]]></title>
			<link>https://gta.how/thread-33.html</link>
			<pubDate>Wed, 15 Jul 2026 14:26:56 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://gta.how/member.php?action=profile&uid=1">ice</a>]]></dc:creator>
			<guid isPermaLink="false">https://gta.how/thread-33.html</guid>
			<description><![CDATA[<img src="https://gta.how/images/github/gta-v-data-dumps.png" loading="lazy"  alt="[Image: gta-v-data-dumps.png]" class="mycode_img" /><br />
<br />
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.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">What is gta-v-data-dumps?</span><br />
GTA V Data dumps useful for modding &amp; scripting<br />
<br />
This is a collection of various GTA V data dumps mostly useful for modding &amp;amp; scripting. All of these are auto generated and some are enhanced with data from my GTA V researches.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">The facts, straight from GitHub</span><ul class="mycode_list"><li>Repository: <a href="https://github.com/DurtyFree/gta-v-data-dumps" target="_blank" rel="noopener" class="mycode_url">DurtyFree/gta-v-data-dumps</a><br />
</li>
<li>999 stars and 319 forks, with 18 open issues<br />
</li>
<li>Written mainly in mixed languages<br />
</li>
<li>No standard license declared<br />
</li>
<li>Started in 2020, last updated 2026-06-09<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Getting started</span><br />
Grab it with: <span style="font-weight: bold;" class="mycode_b">git clone <a href="https://github.com/DurtyFree/gta-v-data-dumps.git" target="_blank" rel="noopener" class="mycode_url">https://github.com/DurtyFree/gta-v-data-dumps.git</a></span><br />
Check the README in the repository for installation and build instructions.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Frequently asked questions</span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Is gta-v-data-dumps free to use?</span><br />
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.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Is the project still maintained?</span><br />
Yes, the last update was pushed on 2026-06-09, so the project is alive and moving.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">What do I need to know before diving in?</span><br />
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.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Where do I get help if I am stuck?</span><br />
Open an issue on the <a href="https://github.com/DurtyFree/gta-v-data-dumps/issues" target="_blank" rel="noopener" class="mycode_url">GitHub issue tracker</a>, 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.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Over to you</span><br />
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.]]></description>
			<content:encoded><![CDATA[<img src="https://gta.how/images/github/gta-v-data-dumps.png" loading="lazy"  alt="[Image: gta-v-data-dumps.png]" class="mycode_img" /><br />
<br />
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.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">What is gta-v-data-dumps?</span><br />
GTA V Data dumps useful for modding &amp; scripting<br />
<br />
This is a collection of various GTA V data dumps mostly useful for modding &amp;amp; scripting. All of these are auto generated and some are enhanced with data from my GTA V researches.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">The facts, straight from GitHub</span><ul class="mycode_list"><li>Repository: <a href="https://github.com/DurtyFree/gta-v-data-dumps" target="_blank" rel="noopener" class="mycode_url">DurtyFree/gta-v-data-dumps</a><br />
</li>
<li>999 stars and 319 forks, with 18 open issues<br />
</li>
<li>Written mainly in mixed languages<br />
</li>
<li>No standard license declared<br />
</li>
<li>Started in 2020, last updated 2026-06-09<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Getting started</span><br />
Grab it with: <span style="font-weight: bold;" class="mycode_b">git clone <a href="https://github.com/DurtyFree/gta-v-data-dumps.git" target="_blank" rel="noopener" class="mycode_url">https://github.com/DurtyFree/gta-v-data-dumps.git</a></span><br />
Check the README in the repository for installation and build instructions.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Frequently asked questions</span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Is gta-v-data-dumps free to use?</span><br />
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.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Is the project still maintained?</span><br />
Yes, the last update was pushed on 2026-06-09, so the project is alive and moving.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">What do I need to know before diving in?</span><br />
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.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Where do I get help if I am stuck?</span><br />
Open an issue on the <a href="https://github.com/DurtyFree/gta-v-data-dumps/issues" target="_blank" rel="noopener" class="mycode_url">GitHub issue tracker</a>, 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.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Over to you</span><br />
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.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[fivem: The source code for the Cfx.re modification frameworks, such as FiveM and R]]></title>
			<link>https://gta.how/thread-32.html</link>
			<pubDate>Wed, 15 Jul 2026 14:19:56 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://gta.how/member.php?action=profile&uid=1">ice</a>]]></dc:creator>
			<guid isPermaLink="false">https://gta.how/thread-32.html</guid>
			<description><![CDATA[<img src="https://gta.how/images/github/fivem.png" loading="lazy"  alt="[Image: fivem.png]" class="mycode_img" /><br />
<br />
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.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">What is fivem?</span><br />
The source code for the Cfx.re modification frameworks, such as FiveM and RedM, as well as FXServer.<br />
<br />
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.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">The facts, straight from GitHub</span><ul class="mycode_list"><li>Repository: <a href="https://github.com/citizenfx/fivem" target="_blank" rel="noopener" class="mycode_url">citizenfx/fivem</a><br />
</li>
<li>4,190 stars and 2,683 forks, with 814 open issues<br />
</li>
<li>Written mainly in C++<br />
</li>
<li>No standard license declared<br />
</li>
<li>Started in 2017, last updated 2026-07-14<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Getting started</span><br />
Grab it with: <span style="font-weight: bold;" class="mycode_b">git clone <a href="https://github.com/citizenfx/fivem.git" target="_blank" rel="noopener" class="mycode_url">https://github.com/citizenfx/fivem.git</a></span><br />
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.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Frequently asked questions</span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Is fivem free to use?</span><br />
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.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Is the project still maintained?</span><br />
Yes, the last update was pushed on 2026-07-14, so the project is alive and moving.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">What do I need to know before diving in?</span><br />
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.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Where do I get help if I am stuck?</span><br />
Open an issue on the <a href="https://github.com/citizenfx/fivem/issues" target="_blank" rel="noopener" class="mycode_url">GitHub issue tracker</a>, 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.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Over to you</span><br />
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.]]></description>
			<content:encoded><![CDATA[<img src="https://gta.how/images/github/fivem.png" loading="lazy"  alt="[Image: fivem.png]" class="mycode_img" /><br />
<br />
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.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">What is fivem?</span><br />
The source code for the Cfx.re modification frameworks, such as FiveM and RedM, as well as FXServer.<br />
<br />
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.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">The facts, straight from GitHub</span><ul class="mycode_list"><li>Repository: <a href="https://github.com/citizenfx/fivem" target="_blank" rel="noopener" class="mycode_url">citizenfx/fivem</a><br />
</li>
<li>4,190 stars and 2,683 forks, with 814 open issues<br />
</li>
<li>Written mainly in C++<br />
</li>
<li>No standard license declared<br />
</li>
<li>Started in 2017, last updated 2026-07-14<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Getting started</span><br />
Grab it with: <span style="font-weight: bold;" class="mycode_b">git clone <a href="https://github.com/citizenfx/fivem.git" target="_blank" rel="noopener" class="mycode_url">https://github.com/citizenfx/fivem.git</a></span><br />
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.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Frequently asked questions</span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Is fivem free to use?</span><br />
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.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Is the project still maintained?</span><br />
Yes, the last update was pushed on 2026-07-14, so the project is alive and moving.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">What do I need to know before diving in?</span><br />
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.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Where do I get help if I am stuck?</span><br />
Open an issue on the <a href="https://github.com/citizenfx/fivem/issues" target="_blank" rel="noopener" class="mycode_url">GitHub issue tracker</a>, 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.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Over to you</span><br />
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.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[How to install GTA 5 mods safely in 2026 (Script Hook V, OpenIV, and not getting banned)]]></title>
			<link>https://gta.how/thread-15.html</link>
			<pubDate>Sun, 28 Jun 2026 14:50:00 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://gta.how/member.php?action=profile&uid=1">ice</a>]]></dc:creator>
			<guid isPermaLink="false">https://gta.how/thread-15.html</guid>
			<description><![CDATA[The complete beginner setup, and the safety rules that keep your account alive.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Rule zero: mods are for single-player ONLY.</span> Never load mods into GTA Online. Rockstar bans for it, and with GTA 6 coming you do not want your account flagged. The tools below have safeguards, but the responsibility is yours.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">The core toolkit</span><br />
<ol type="1" class="mycode_list"><li><span style="font-weight: bold;" class="mycode_b">Script Hook V</span> (Alexander Blade) — the foundation. Lets .asi scripts run. It intentionally disables itself in Online. Note: it breaks after most game updates — wait for the updated version before launching modded after a patch day.<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">ScriptHookVDotNet</span> — same idea for .NET mods; loads of mods need it.<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">OpenIV</span> — the archive editor for texture/model/data mods. Use its "mods folder" feature so you NEVER touch original game files. Everything installs into /mods/, vanilla stays clean.<br />
</li>
<li>A trainer (Menyoo or Simple Trainer) — teleports, vehicle spawning, saving setups.<br />
</li>
</ol>
<br />
<span style="font-weight: bold;" class="mycode_b">Install order that never fails</span><br />
<ol type="1" class="mycode_list"><li>Back up your game folder (or at least know how to verify files)<br />
</li>
<li>Script Hook V → test the game launches<br />
</li>
<li>ScriptHookVDotNet → test again<br />
</li>
<li>OpenIV + create the mods folder<br />
</li>
<li>Add mods ONE at a time, testing between each. When something breaks, you'll know exactly what did it.<br />
</li>
</ol>
<br />
<span style="font-weight: bold;" class="mycode_b">Where to get mods:</span> gta5-mods.com is the main hub with actual moderation. Random YouTube-description zip files are how you get a miner on your PC.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Golden combo to start with:</span> NaturalVision (graphics), LSPDFR (play as police — genuinely a whole second game), and World of Variety. That trio alone is hundreds of hours.]]></description>
			<content:encoded><![CDATA[The complete beginner setup, and the safety rules that keep your account alive.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Rule zero: mods are for single-player ONLY.</span> Never load mods into GTA Online. Rockstar bans for it, and with GTA 6 coming you do not want your account flagged. The tools below have safeguards, but the responsibility is yours.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">The core toolkit</span><br />
<ol type="1" class="mycode_list"><li><span style="font-weight: bold;" class="mycode_b">Script Hook V</span> (Alexander Blade) — the foundation. Lets .asi scripts run. It intentionally disables itself in Online. Note: it breaks after most game updates — wait for the updated version before launching modded after a patch day.<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">ScriptHookVDotNet</span> — same idea for .NET mods; loads of mods need it.<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">OpenIV</span> — the archive editor for texture/model/data mods. Use its "mods folder" feature so you NEVER touch original game files. Everything installs into /mods/, vanilla stays clean.<br />
</li>
<li>A trainer (Menyoo or Simple Trainer) — teleports, vehicle spawning, saving setups.<br />
</li>
</ol>
<br />
<span style="font-weight: bold;" class="mycode_b">Install order that never fails</span><br />
<ol type="1" class="mycode_list"><li>Back up your game folder (or at least know how to verify files)<br />
</li>
<li>Script Hook V → test the game launches<br />
</li>
<li>ScriptHookVDotNet → test again<br />
</li>
<li>OpenIV + create the mods folder<br />
</li>
<li>Add mods ONE at a time, testing between each. When something breaks, you'll know exactly what did it.<br />
</li>
</ol>
<br />
<span style="font-weight: bold;" class="mycode_b">Where to get mods:</span> gta5-mods.com is the main hub with actual moderation. Random YouTube-description zip files are how you get a miner on your PC.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Golden combo to start with:</span> NaturalVision (graphics), LSPDFR (play as police — genuinely a whole second game), and World of Variety. That trio alone is hundreds of hours.]]></content:encoded>
		</item>
	</channel>
</rss>