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ScriptHookV-NX v1.4 Preview + Mod Porter 0.6.0

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@Geekmaxxer Geekmaxxer released this 23 Oct 13:45
· 17 commits to main since this release

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