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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