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Releases: Geekmaxxer/ScriptHookV-NX
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ScriptHookV-NX v1.4.1 Preview + PC Mod Porter v0.9.1
What's new?
This update makes creating, editing and installing add-ons easier:
- Bundle multiple PEDs and vehicles into one DLC, or extend an existing pack.
- Create human PED add-ons directly from four loose assets, with optional external metadata.
- Edit PED definitions and assets through the built-in editor, including full XML and undo/redo.
- Browse installed DLCs and update registered packs without unnecessarily replacing update.rpf.
- Improved interface spacing, navigation, metadata recovery, validation and documentation.
- Updated SDK with reusable controller UI, templates and examples.
Includes the stable runtime, required SD-access main.npdm and preserving installer.
Existing ABI 1 plugins remain compatible; defaults remain 8 resident NROs, 16 script slots and 8 MiB.
Archive checks and clean SDK builds passed. The runtime binary is unchanged; new mods and assets require their own Switch testing.
ScriptHookV-NX v1.4.1 Preview + Mod Porter 0.6.0
What's new?
Includes the required main.npdm for SD access, plugin loading and saved settings across runtime, SDK and Mod Porter packages. Adds an installer that backs up customized NPDM files and preserves other changes.
The runtime binary, plugin ABI and default limits remain unchanged. Experimental ports are not included.
ScriptHookV-NX v1.4 Preview + Mod Porter 0.6.0
ScriptHookV-NX v1.4 Preview + Mod Porter 0.6.0
This release expands the SDK and Mod Porter with reusable Switch menus, a more complete add-on preparation workflow, and simpler build and packaging options.
- Reusable controller UI: Build mod menus with scrolling, subpages, toggles,
selectors and descriptions. Includes a settings-persistence example and a
ready-to-build controller UI template. - Loose-PED add-on builds: Create complete DLC wrappers from one PED variant
using a selected base definition from your current game's metadata. - Batch add-on preparation: Check several DLC packs together and merge them
into the current installation's DLC list while preserving existing entries. - Expanded validation: Check registration, startup activation, model/mod-kit
conflicts, malformed numeric metadata and unresolved texture dependencies. - Improved texture preparation: Expanded supported Legacy embedded-texture
traversal while preserving model geometry, skeleton and physics data. - Folder or ZIP output: Asset preparation, PED builds and DLC registration
now offer standalone buttons alongside + ZIP. CLI commands support --no-zip.
Redundant intermediate ZIP creation during PED builds has been removed. - Developer maintenance: Updated examples, documentation, verification tools
and desktop layout checks.
Downloads: Runtime for players; SDK for plugin developers; Mod Porter 0.6.0
for Windows source-porting and asset tools. Extract the complete Porter ZIP.
The optional Source ZIP contains the clean repository source.
Defaults remain 8 resident NROs, 16 cooperative script slots and an 8 MiB plugin
budget. Existing ABI 1 plugins remain supported. The runtime is the unchanged,
console-tested v1.3 binary; this release updates the SDK and desktop tools.
Close GTA before updating and preserve existing settings.
Local checks cover desktop workflows, real-asset preparation and ARM64 example
builds. New mods, the UI framework and prepared assets need their own Switch
tests. PC ASI/DLL files require compatible C++ source ports and ARM64 rebuilds.
NROs stay mapped until GTA exits. Asset preparation does not repair arbitrary
rigs or vehicle collision complexity. Build tools are installed separately
ScriptHookV-NX v1.3 Preview + Mod Porter 0.5.0
ScriptHookV-NX v1.3 Public Preview
- Live ped, vehicle, object and pickup enumeration.
- Multiple scripts per plugin, script globals and entity memory access.
- Custom PNG textures, HUD rendering and controller callbacks.
- Separate settings folders for each mod, with migration of older files.
- Per-plugin timing diagnostics, safer callbacks and improved lifecycle handling.
- Mod Porter 0.5.0: multi-script PC source adaptation, matched SDK and examples.
Defaults remain 8 resident NROs, 16 script slots and an 8 MiB plugin budget.
Existing ABI 1 plugins remain compatible. The shipped runtime passed matched
Switch gameplay testing with the worker/render source port, diagnostics and
existing NSC/NRO mods together, without observed regressions.
Downloads: Runtime for players; SDK for plugin developers; Mod Porter for
Windows source-porting and asset tools. Close GTA before updating the runtime
and keep your existing settings. Build tools are installed separately.
PC ASI/DLL files require compatible source ports and ARM64 rebuilds. NRO modules
remain mapped until GTA exits. Assets and new plugins need their own tests.
ScriptHookV-NX v1.2 Preview + Mod Porter 0.4.0
What's new?
Build native Switch mods and prepare compatible PC mod source and Legacy add-ons with ScriptHookV-NX.
- Improved plugin lifecycle cleanup and SDK helpers for controllers, settings and nearby PEDs.
- Developer templates, examples, native lookup and NSC integration guides.
- Windows Mod Porter with C++ checks, standalone NRO builds and install ZIP creation.
- Supported Legacy vehicle, PED, clothing and weapon preparation, texture reduction and copied RPF updates.
- NRO installation with backup/restore, diagnostics and improved window layouts.
ScriptHookV-NX v1.1 Preview
What's new?
- Increased defaults to 8 resident NROs, 16 cooperative script slots and an 8 MiB plugin budget.
- Added optional runtime.ini overrides for all three limits. Missing settings retain their defaults.
- Added configurable build defaults and SDK tools for generating mod-specific test configurations.
Existing ABI 1 plugins and NSC bindings remain compatible.
Download Runtime to run mods or SDK to develop .nro plugins
Supports the documented Switch game build. PC plugins require source porting and recompilation.
Contribute to the source as you see fit by making a pull request.
ScriptHookV-NX v1 Preview
What is this?
A modding framework and developer SDK for GTA V on Nintendo Switch.
- Load native NRO plugins with Auto, Manual, and Disabled startup modes.
- Build mods using cooperative scripts, custom natives, and persistent settings.
- Includes examples, development tools, and guides for C++ and SanScript developers.
Download Runtime to run mods or SDK to develop .nro plugins
Supports the documented Switch game build. PC plugins require source porting and recompilation.
Contribute to the source as you see fit by making a pull request.