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Getting Started
Right now, the CLI is the complete way to use this tool. The desktop app exists but only
covers a few workflows so far (see Home for the current breakdown). Everything on this
page uses the CLI (gtavmm).
- A Rust toolchain, if building from source (
cargo build --release -p gtavmm-cli). Prebuilt binaries will be published on GitHub Releases once the project reaches its first tagged release. - Windows or Linux (including Proton/Wine installs of GTA V — detection covers both).
- For single-player mods: ScriptHookV and, if your
mods are .NET scripts, ScriptHookVDotNet.
For anything touching
.rpfarchives, OpenIV (watch for lookalike domains —openiv.comis the only official one). - For LSPDFR: RAGE Plugin Hook and LSPDFR itself.
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Let the tool detect your game:
gtavmm detect-gameThis looks for a Legacy or Enhanced installation automatically (Steam/Epic/Rockstar libraries, and common Proton paths on Linux). If it can't find one, or you want to point it at a non-standard location, pass
--game-path <folder>to any command. -
Check your core components are in place:
gtavmm check-componentsConfirms ScriptHookV / ScriptHookVDotNet / OpenIV / OpenRPF are where the tool expects them, without installing anything.
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Preview a mod before touching anything:
gtavmm inspect path/to/some-mod.zipRead-only — no files are written, nothing is recorded in the database. Shows you exactly what
installwould do. -
Install it for real:
gtavmm install path/to/some-mod.zipBy default this targets plain single-player conventions. For an LSPDFR install, add
--mode lspdfr. See Game Setup and Launch for what--modechanges.
- Installing Mods — supported formats and what gets rejected (and why)
- Managing Installed Mods — enabling/disabling, uninstalling, history
- Safety Model — what backups and protections exist before you install anything destructive