Simple Mods Loader (Enhanced) 1.0
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Loads custom game files from "mods" folder using a loose file format or in the classic RPF format.
This was inspired by the old CLEO from GTA San Andreas, where mods were just files inside folders.
Features:
- Use mods on the fly with simple folders.
- No need to reinstall mods if game files changed.
- Addons are installed automatically once dropped.
- No more duplicated RPF files inside your game folder.
- No third party dependencies like OpenIV or ScriptHookV.
- Malformed files are rebuilt on the fly to ensure compatibility.
Requirements:
- Disable BattleEye (args.txt)
Installation:
- Copy both files into GTA V folder.
- Create a "mods" folder inside GTA V folder.
- Add your mods normally. (See tutorial video)
Mods included in video:
- https://www.gta5-mods.com/vehicles/2024-lamborghini-revuelto-addon-livery-template-tuning
- https://www.gta5-mods.com/vehicles/audi-rs3-sportback-2022-addon-fivem-animated-vehfuncsv
- https://www.gta5-mods.com/misc/dlc-vehicle-traffic-popgroups-both-legacy-enhanced
- https://www.gta5-mods.com/scripts/native-mod-menu-asi-enhanced-nativecoder
- https://www.gta5-mods.com/vehicles/super-bmx-bunnyhop-speed
- https://www.gta5-mods.com/scripts/straight-to-story-mode
Change Logs:
- Load from mods folder. (1.0)
- Find ng-encryption from game files. (1.0)
- Patched rpf.cache oversizing corruption. (1.0)
- Ensure retro-compatibility with classic RPF mods.
This was inspired by the old CLEO from GTA San Andreas, where mods were just files inside folders.
Features:
- Use mods on the fly with simple folders.
- No need to reinstall mods if game files changed.
- Addons are installed automatically once dropped.
- No more duplicated RPF files inside your game folder.
- No third party dependencies like OpenIV or ScriptHookV.
- Malformed files are rebuilt on the fly to ensure compatibility.
Requirements:
- Disable BattleEye (args.txt)
Installation:
- Copy both files into GTA V folder.
- Create a "mods" folder inside GTA V folder.
- Add your mods normally. (See tutorial video)
Mods included in video:
- https://www.gta5-mods.com/vehicles/2024-lamborghini-revuelto-addon-livery-template-tuning
- https://www.gta5-mods.com/vehicles/audi-rs3-sportback-2022-addon-fivem-animated-vehfuncsv
- https://www.gta5-mods.com/misc/dlc-vehicle-traffic-popgroups-both-legacy-enhanced
- https://www.gta5-mods.com/scripts/native-mod-menu-asi-enhanced-nativecoder
- https://www.gta5-mods.com/vehicles/super-bmx-bunnyhop-speed
- https://www.gta5-mods.com/scripts/straight-to-story-mode
Change Logs:
- Load from mods folder. (1.0)
- Find ng-encryption from game files. (1.0)
- Patched rpf.cache oversizing corruption. (1.0)
- Ensure retro-compatibility with classic RPF mods.
Tải lên lần đầu: 3 ngày trước
Cập nhật lần cuối: 3 ngày trước
Last Downloaded: 5 phút trước
45 Bình luận
Loads custom game files from "mods" folder using a loose file format or in the classic RPF format.
This was inspired by the old CLEO from GTA San Andreas, where mods were just files inside folders.
Features:
- Use mods on the fly with simple folders.
- No need to reinstall mods if game files changed.
- Addons are installed automatically once dropped.
- No more duplicated RPF files inside your game folder.
- No third party dependencies like OpenIV or ScriptHookV.
- Malformed files are rebuilt on the fly to ensure compatibility.
Requirements:
- Disable BattleEye (args.txt)
Installation:
- Copy both files into GTA V folder.
- Create a "mods" folder inside GTA V folder.
- Add your mods normally. (See tutorial video)
Mods included in video:
- https://www.gta5-mods.com/vehicles/2024-lamborghini-revuelto-addon-livery-template-tuning
- https://www.gta5-mods.com/vehicles/audi-rs3-sportback-2022-addon-fivem-animated-vehfuncsv
- https://www.gta5-mods.com/misc/dlc-vehicle-traffic-popgroups-both-legacy-enhanced
- https://www.gta5-mods.com/scripts/native-mod-menu-asi-enhanced-nativecoder
- https://www.gta5-mods.com/vehicles/super-bmx-bunnyhop-speed
- https://www.gta5-mods.com/scripts/straight-to-story-mode
Change Logs:
- Load from mods folder. (1.0)
- Find ng-encryption from game files. (1.0)
- Patched rpf.cache oversizing corruption. (1.0)
- Ensure retro-compatibility with classic RPF mods.
This was inspired by the old CLEO from GTA San Andreas, where mods were just files inside folders.
Features:
- Use mods on the fly with simple folders.
- No need to reinstall mods if game files changed.
- Addons are installed automatically once dropped.
- No more duplicated RPF files inside your game folder.
- No third party dependencies like OpenIV or ScriptHookV.
- Malformed files are rebuilt on the fly to ensure compatibility.
Requirements:
- Disable BattleEye (args.txt)
Installation:
- Copy both files into GTA V folder.
- Create a "mods" folder inside GTA V folder.
- Add your mods normally. (See tutorial video)
Mods included in video:
- https://www.gta5-mods.com/vehicles/2024-lamborghini-revuelto-addon-livery-template-tuning
- https://www.gta5-mods.com/vehicles/audi-rs3-sportback-2022-addon-fivem-animated-vehfuncsv
- https://www.gta5-mods.com/misc/dlc-vehicle-traffic-popgroups-both-legacy-enhanced
- https://www.gta5-mods.com/scripts/native-mod-menu-asi-enhanced-nativecoder
- https://www.gta5-mods.com/vehicles/super-bmx-bunnyhop-speed
- https://www.gta5-mods.com/scripts/straight-to-story-mode
Change Logs:
- Load from mods folder. (1.0)
- Find ng-encryption from game files. (1.0)
- Patched rpf.cache oversizing corruption. (1.0)
- Ensure retro-compatibility with classic RPF mods.
Tải lên lần đầu: 3 ngày trước
Cập nhật lần cuối: 3 ngày trước
Last Downloaded: 5 phút trước

Video tutorial: https://www.youtube.com/watch?v=jd-bQTQJw_A
@JoyLucien Our team has been modding for years. We have never had encryption or other issues. These are noob issues. Rockstar's framework works perfectly with Open IV and SHV. We also have our Addon Manager which automatically populates every single dlc.rpf and also creates a dlclist.xml.
Once more this still uses the standard approach without any problems. I don't understand why you have problems with editing rpfs or with encryption or with Alexander Blade's version of dinput8.dll - but these are your own problems, nobody with experience has issues with these. Our team's Addon manager works flawlessly within this best practice Open 4/ SHV existing and proven framework.
I think overall you're adding confusion with new tools with no significant benefits that will make modding GTA V even more frightening for the average PC limited skills user.
https://www.youtube.com/watch?v=yx0DKfFaNBs
@lelac14 OpenIV 4 is great, and tools of this kind are much more convenient. It adopts a loose file loading method similar to FiveM. I’m not saying I have any issues with editing RPF files; what I mean is this loader can load certain replacement-type mods without RPF packaging, so there’s no need to open RPF archives to edit files.
@JoyLucien The author has not provided any examples of or use cases regarding editing files.
Fact: You can't edit binary files because they simply are no longer in an RPF package. Editing binary files requires the appropriate tools or software such as image editors, 3D software, or the ymt editor.
Fact: OpenIV allows you with one click (I repeat, one click) to open any RPF. Is that a huge chore?
Fact: Openformats allows you to export ydd, ydr, for adding drawables from 1 ped to another (compatible) ped. Can this tool do that? Nope. Similarly, can you open a ymt file without exporting it to xml? Nope. You need Open IV to do this or better still, the preferred way is to use the ymt editor. Can you open a ytd file that was in an RPF? Nope again.
So, can you provide an example of how this tool revolutionizes editing RPFs?
I understand your analogy with FiveM but still would love to understand the value of this tool.
@lelac14 Its value lies in the loading method of FiveM. You can download LML to try it out. There is an identical version of the RDR2 LML available for GTA as well.
@lelac14 why the need to bash? did the mod come with malware or something? or you have personal beef with the mod author?
just wait until it updated, usually new modders who make tools forget a few things
also it'd prob be best if they make it an open source mod, since not just sharing and all but also contributions but yeah i agree
Confirmed working on Steam Deck with GTA V Enhanced on Proton Experimental.
Launch options:
WINEDLLOVERRIDES="dsound=n,b" %command% -nobattleye
For debugging I also used:
PROTON_LOG=1 WINEDLLOVERRIDES="dsound=n,b" %command% -nobattleye
The key part is forcing Proton to load DSOUND.dll as native. After that DSOUND.log appeared and showed that the RPF loose-file overlay started correctly.
So yes, this loader can work on Steam Deck / SteamOS, but old ASI/ScriptHook files should be removed first, and the mods folder structure must be correct.
@JoyLucien Thank you for the support! xD
@Ilikeeditingpolice01 He just wants to promote his mod manager, I'm just trying to make things easier for everyone to install mods.
@van4yta Thanks! That's a really good finding! Can you send me your discord so that you can help me test on steam deck?
@NativeCoder Not really. He was genuinely tangled up over this issue. I only realized it was him after checking his profile. I know his personality,I've communicated with him before,He tends to get overly sensitive about things like this.
"- Its not an ASI mod, so we dont need to wait for a new version of ScriptHookV or OpenRPF to run mods."
ASI mods are loaded by ASI Loader, that does not needed to be updated every game patch, so your decision to go dsound is really pointless, because people will still install xinput1_4.dll to install other mods for Enhanced
@Ilikeeditingpolice01 No bashing, just find this misleading, see comment from safari4831 as well.
@safari4831 Finally someone who gets it.
"- Its not an ASI mod, so we dont need to wait for a new version of ScriptHookV or OpenRPF to run mods."
F
Is this mod is even the author's creation? Few people here realize, i guess, that dsound.dll was used in legacy well before dinput8.dll, This is not a new library.
Most importantly, the purpose of ScriptHookV, as it name implies, is not the ASI loader and it's purpose is not to load addons within dlc.rpf RAGE packages. It's purpose is to support scripting.
So anyone here who installs scripts written in C# (yeah the ones ending in .dll) needs SHV and unless your reverted, yep you will need to reinstall SHV with every relevant patch. SHVDN depends on SHV.
@ NativeCoder Is this compatible with the GTA Legacy version?
Looking at this, you seem to have integrated CodeWalker/OpenIV into the script. So first you hook file-related apis to redirect to the .tmp folder, you then create modified and encrypted rpfs (using the encryption keys you scan for in the executable using the same key hash LUTs as CodeWalker/rage-toolkit by neodymium (0x1800bb67c) (please make sure to include the necessary Licenses and credits depending on which project you based that on)) based on what the mods folder contains, and if dlcpacks are present, you add the entries to dlclist.xml. So ultimately, there is no disk space being saved by loading loose files, as you duplicate the entire modified rpfs into .tmp anyways. Also, after the first run, you can't modify anything again (for example adding or deleting addons) as the rpf.cache check by the game fails, so you need to delete the whole .tmp folder every time.
So the advantage of this is saving the user from having to use OpenIV or CodeWalker to place the modified files into the modified rpfs that they placed in the mods folder, but not really saving them any effort, as they need to place the files hierarchically inside the mods folder anyway, even if all of this is already handled by oiv package installers like CoreFX's OIV Package Installer, which saves the user that hassle, and the redirection is handled by rpf loaders like (my) RageOpenV or OpenRPF/OpenIV.asi.
Also, you seem to be confused about certain things, like ScriptHookV being a modified dinput8.dll. Yes it comes with one (or xinput1_4.dll for Enhanced) which is an asi loader, which allows asi mods to be loaded, and if any of them depends on ScriptHookV.dll, ScriptHookV.dll gets loaded, but it's not a modified system dll, it's its own thing. So you could have just made this into an asi like safari above me just said, but that's not really an issue.
One last thing, would you be willing to open-source this?
@NativeCoder can I add my custom hudcolor.dat to update.rpf/common/data/ui ? it doesn't seem to work on my side. Can you check if it works on your side or if I'm doing something wrong ?
@Chiheb-Bacha Thanks for clarifying this. There was no way dsound.dll (an ASI loader) was doing this on its own.
If the author did integrate CodeWalker and OpenIV then basically these are really the equivalent of stolen assets given the claims in the description which clearly would hide this fact.
@Chiheb-Bacha
you can just include a companion bat or ps script, you don't even need any app to create a dlclist. For simplicity i''ve left out the opening and closing xml tags. This works for anyone who wants to organize their dlc by subfolder
@echo off
setlocal enabledelayedexpansion
set "output_file=output.txt"
REM Clear output file
type nul > "%output_file%"
for /r %%d in (.) do (
set "folder_path=%%d"
set "folder_path=!folder_path:%~dp0=!"
set "folder_path=!folder_path:\=/!"
set "folder_path=!folder_path:.=!"
if not "!folder_path!" == "" (
if "!folder_path:~-1!"=="/" set "folder_path=!folder_path:~0,-1!"
echo !folder_path! | find "/" >nul
if not errorlevel 1 (
echo ^<Item^>./DLC/!folder_path!/^</Item^> >> "%output_file%"
)
)
)
echo Done! Output saved to: %output_file%
pause
@lelac14 by integrating CodeWalker/OpenIV, i meant their functionality and not them directly, but which could mean copying and adapting code from rage-toolkit or CodeWalker, either directly from their repositories, or indirectly through the use of LLMs (ChatGPT/Claude... or likely multiple Agents given the scope of the project). I don't want to claim anything with certainty, and I honestly don't care that much, but it's up to @NativeCoder to clarify that, and add the proper credits and Licensing (in the case of CodeWalker, you would need to talk to dexy, as it's source-available and not open-source) if that's the case.
I also just wanted to clarify what the mod does under the hood, as the description doesn't seem to convey that clearly, leading people to think they could save space by loading loose files, not knowing that the whole modified rpfs are cloned into .tmp anyway.
That being said, and as I mentioned in my other comment, the idea is good but is kind of pointless, since it fails to decrease the effort required by the user to download the mods (which is the main point according to the description and comments by the author), and also fails to decrease the disk space usage, since it ends up duplicating the rpfs anyway, as well as requiring you to delete the .tmp folder which contains gigabytes of data (the cloned rpfs) every time you want to change something in the mods folder, otherwise the game wouldn't launch, since the rpf.cache check fails. The only thing it ends up doing is removing the dependency on OpenIV/CodeWalker for mod installation.
@NativeCoder Sorry, I don’t have Discord and I don’t use it, but you can find me on Telegram: @clubnika