Description
Not to be confused with Community Script Hook V .NET, Script Hook V .NET Enhanced or Script Hook V .NET Core.
Installation: Throw into GTA V root directory, either Legacy or Enhanced. Run first time to generate configuration files, logs and so on.
Introduction
- Developed based on Community Script Hook V .NET and Script Hook V .NET Enhanced, Community Script Hook V .NET Core is a brand new design brings better support on modding than ever before on modern .NET Core.
- .NET components are built on latest CSharp 14 & FSharp 10 in order to last as long as possible on future .NET Core releases.
- No unsafe builds guaranteed.
Components
1. CoreCLRHostLoader (Script Hook V CoreCLR Host Loader)
- Powerhouse for .NET Core.
- Completely .NET Core scalable (including .NET Core Preview)
- Fully-supported Visual Basic, FSharp & CSharp (based on Runtime you have on Computer). For FSharp modders, FSharp.Core is required to run.
- Future-brain replacements ready without rewriting (In case replacing Script Hook V .NET Core).
2. CommunityScriptHookVDotNetCore (Script Hook V .NET Core)
- Responsible for mods lifetime, tickrates and so on. Sounds familiar, but no longer contains everything like used to be.
3. Alloc8orStandardNatives (Alloc8or Standard Native Executables)
- Based as Alloc8or native executable website.
- You do not need to list all codes just to update native catalog, Run built PowerShell file and it will be done. It is completely synchronous with the website.
- 64-bit Native Executables are compressed with Brotli algorithm for compressing build size.
4. ScriptHookInput (Script Hook V Input)
- Based on FiveM website, there are concluded 2 types of inputs, game input and device input.
- Game input are part of the game, just go to settings and change.
- Device input such as controller, keyboard and mouse.
5. Script4Reload (Script4 Reload tool)
- It is the same reload ability based on .NET Framework modders got used to. However, there are 2 modes. 1 is Manual as ever, 2 is Synchronized, which you cannot use manual reload key. That is meant to be done automatically.
- No more game freeze, since reload is now moved to asynchronous type.
- No more brute-force and all-at-once reload. For modders, having less reload workloads will have the game last longer instead of crash randomly early.
Requirements
- Redistributable from Microsoft for CoreCLRHostLoader.
- FSharp.Core for ScriptHookInput & Script4Reload.
- .NET Core Runtime (mod-driven, targeting versions are vary).
Question: Can I remain modding on Community Script Hook V .NET or Script Hook V .NET Enhanced or not.
- Yes. You can, but as long as you do not mess up with IO Exception due to duplications.
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Author: Nozomu-san
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