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kepmehzUploaded by
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About this mod
A working ScriptHook for the latest game patch. Build 1491.50
Featuring a modern native user interface to smartly manage your Scripts
- Requirements
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This mod does not have any known dependencies other than the base game.
Mods requiring this file
- Permissions and credits
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Credits and distribution permission
- Other user's assets All the assets in this file belong to the author, or are from free-to-use modder's resources
- Upload permission You are not allowed to upload this file to other sites under any circumstances
- Modification permission You must get permission from me before you are allowed to modify my files to improve it
- Conversion permission You are not allowed to convert this file to work on other games under any circumstances
- Asset use permission You must get permission from me before you are allowed to use any of the assets in this file
- Asset use permission in mods/files that are being sold You are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
- Asset use permission in mods/files that earn donation points You are not allowed to earn Donation Points for your mods if they use my assets
Author notes
This author has not provided any additional notes regarding file permissions
File credits
This author has not credited anyone else in this file
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- Changelogs
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Version 2.0
- Fixed Interface not working on Window resize (VULKAN & DX12)
- Fixed issues with Vulkan and DX12 not working for some people
- Fixed Keybinds not working on Window resize while running on Vulkan
- Fixed crash on mods reloading
- Fixed infinite blackscreen on save game reload
- Extended possible .asi mod limit from 60 to 400. (AB has 60)
- Added Config
- Added Config Editor
- Added Lua Scripting engine
- Improved performance by 10% (Average FPS boost of 10% compared to older versions and AB)
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Version 1.1.1
- Fixed bug on reload and save game load
- Added ScriptHook log window under Debug -> Log
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Version 1.1
- Added new Interface with ImGui for Vulkan and DX12
- Fixed crash on save game reload
- Fixed infinite loading screen/blackscreen on startup
- Removed export worldGetAllVolumes()
- Added export worldGetAllBoxVolumes()
- Added export worldGetAllSphereVolumes()
- Added export worldGetAllCylinderVolumes()
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Version 1.0.8
- Fixed some issues that could cause blackscreens and crashes on loading screens
- Improved performance
- Changed the interface hotkey to Ctrl + F12
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Version 1.0.7
- Added individual script reloading in interface
- Fixed bugs, with blackscreens and mods not working properly
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Version 1.0.6
- Added Script selection on Un- and Reload
- Fixed some bugs
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Version 1.0.5.2
- Fixed a ton of issues with different mods not working
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Version 1.0.5
- Added Interface to manage Scripts loaded by the Hook and Unload button for ScriptHook.
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Version 1.0.4.3
- Removed *.asi loader, since it just made problems, for some people, for some reason
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Version 1.0.4.2
- Switched *.asi loader to dinput8.dll, to confuse less people.
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Version 1.0.4.1
- Added own *.asi loader "dsound.dll"
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Version 1.0.4
- Added native: SET_TEXT_FONT
- Added native: SET_TEXT_JUSTIFICATION
- Added native: DRAW_LINE
- Added export: switchLabel
- Added export: getCommandFromHash
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Version 1.0.3
- Added getStaticPtr Export
- Added Reload Support
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Version 1.0.1
- Added support for old mod versions
- Added Native Command Caching to improve Performance
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ScriptHookRDR2 V2
The purpose of this project is to provide an alternative to Alexander Blade's ScriptHookRDR2 while maintaining the same API architecture and adding more features to it.
There is a bug in the current version of Alexander Blade's ScriptHookRDR2 that causes the game pools to reset in cities with a high number of objects and pedestrians. This issue is not present in ScriptHookRDR2 V2.
In addition, V2 includes a modern interface that allows you to manage your mods individually and add new ones without the need to restart the game.
The purpose of this project is to provide an alternative to Alexander Blade's ScriptHookRDR2 while maintaining the same API architecture and adding more features to it.
There is a bug in the current version of Alexander Blade's ScriptHookRDR2 that causes the game pools to reset in cities with a high number of objects and pedestrians. This issue is not present in ScriptHookRDR2 V2.
In addition, V2 includes a modern interface that allows you to manage your mods individually and add new ones without the need to restart the game.
If you want to support me and my development, consider becoming one of my patrons, but only of course if you want and can:
I am planning on posting all kinds of mod development and research on RAGE.
Patreon
How to install:I am planning on posting all kinds of mod development and research on RAGE.
Patreon
1. Download both the Mod loader and ScriptHookRDR2 V2 file.
2. Extract both and copy dinput8.dll and ScriptHookRDR2.dll into your RDR2 Game Directory (where RDR2.exe is)
3. Launch the game!
Credits:
Alexander Blade for the API he developed
Make sure to download version 2.0 it fixes all bugs!
Additional Features:
To use the below listed exports, link the provided library in your project!
1. Native command: DRAW_LINE
How to use:
void DRAW_LINE(float fromX, float fromY, float fromZ, float toX, float toY, float toZ, int r, int g, int b, int a) { invoke<void>(0xec2ab68b,fromX,fromY, fromZ, toX, toY, toZ, r, g, b, a); } // 0xec2ab68b
Add this line to your natives.h file.
2. Native command: SET_TEXT_FONT
How to use:
void SET_TEXT_FONT(int fontType) { invoke<void>(0x3EDE2F10, fontType); } // 0x3EDE2F10
Add this line to your natives.h file.
3. Native command: SET_TEXT_JUSTIFICATION
How to use:
/* 0=Center,1=Left,2=Right */
void SET_TEXT_JUSTIFICATION(int justifyType) { invoke<void>(0x1B929974, justifyType); } // 0x1B929974
Add this line to your natives.h file.
4. Export: getStaticPtr (called Locals in the decompiled scripts)
Add this line to your main.h file:
DLL_IMPORT uint64_t* getStaticPtr(const char* scriptName, int staticIndex);
Usage:
uint64_t* static = getStaticPtr("script_name" 12345);
LOG(*static)// to read
*static = 0xCOFFEEBABE// to write
5. Export: switchLabel (Switch text labels from the game with your own, this will allow you to provide your custom text in input boxes)
Add this line to your main.h file:
DLL_IMPORT void switchLabel(const char* oldLabel, const char* newLabel);
6. Export: getCommandFromHash (Returns a pointer to the command of the provided hash)
Add this line to your main.h file:
DLL_IMPORT void* getCommandFromHash(uint64_t hash);
Enjoy!