
This script mod makes it possible to write yout fully own, Total conversion storyline script for GTA V. Thanks to this, it also makes it feasible to develop other kinds of TC mods, like full TC map mods…
Difference between this mod, and other script mods
This mod automatically disables all vanilla scripts upon initialization, without requiring any kind of player intervention, thus it does not require a GTA 5 savegame to be present (in fact, it works better, if no GTA 5 )savegames are present!).
This mod also provides a built-in capability of resetting the gameworld to a free-roam state, and runs a custom mission script on its own, that is saveable and reloadable, and similar to 3D-era game (GTA III, VC, SA) SCM scripts in nature (but not compatible with any of them)…
Requirements
– ASI loader
– ScriptHookV
– OpenIV (optional, only equired for the menu refurbisher sub-mod)
Notes
This mod only gets updated occasionally, to include support newly added weapons and weapon components… because it’s impossible to query the list programatically… There is a local copy of the list, hat must be updated occasionally.
Currently, there are no known problematic bugs with this mod, the ASI file from 2020 is fully compatible. Updates to the ASI are, therefore, not planned…
Changelog:
– 2.3 Update 1: Fixed developer oversight: all managed objects will be restored with true coordinates (no Z offset), including the player (creation / restoration)
– 2.3: Full refurbishment of world cleanup process with several improvements. Added 3 new script functions. Added internal safety checks for compatibility with ancient versions of GTA 5.
– 2.2 Update 2b: Updatad statistics data file (statistics.dat); added some missing stats.
– 2.2 Update 2: Complete overhaul of ‘draw_custom_texture’ function. It now works (it didn’t work before)!
– 2.1 Update 1: Fixed potential game crash bug with ‘clear_mission_objects’ function, and restored total world cleanup (now, with no more potential game crash bug)
– 2.1: Several new saveable features, improvements, and several missing functions added. Save-compatible with 2.0
– 2.0 Update 7: Fixed major bug: custom YOS restarts (hospital, police, override) now work. World cleanup also improved.
– 2.0 Update 6: Fixed potential critical bug: player sometimes would get uncontrollably stuck upon starting ‘New Game’ from mod UI (bug probably introduced with Update 5)
– 2.0 Update 5: Fixed developer oversight; mod will not reset upon each loading screen (eg. during loading online maps in trainer)
– 2.0 Updata 4: Fixed active state of parked car generators in savegame; they’re now saved with their actual active/inactive state, instead of always getting saved as active. There was a typo!
– 2.0 Update 3: Fixed critical bug in GTA5-compatible array length setter routine. Removed redundancy from savegame structure. Not savegame.compatible with earlier versions!
– 2.0 Update 2b: Fixed timers not increasing, if thread wait time is routinely zero.
– 2.0 Update 2: Fixed critical bug! Automatic wasted-busted gosub return service now works as it should!
– 2.0 Update 1: Improved car saving accuracy. Now, practically all queryable properties of saved vehicles are stored in savegame. Not savegame.compatible with earlier versions!
Mod version 2.0 is available.
This includes a totally refurbished ASI plugin, which is not compatible with older vrsion.
Help has been also rewritten in a more friendly tone, and script examples have also been uploaded to this site.
Credits:
Jupiter Kasparov






![Boxing Ring with your own logo [SP/FIVEM] 1.1 Boxing Ring with your own logo [SP/FIVEM] 1.1](https://gta5mod.net/wp-content/uploads/2022/04/Boxing-Ring-with-your-own-logo-150x150.webp)


