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User Manual
This is the complete, single-page manual — a step-by-step tutorial for every feature, not a technical reference. Every feature follows the same structure: What it is, When to use it, How to use it, Under the hood, Safety, and Troubleshooting, so you can jump straight to what you need. (Prefer shorter, topic-split pages instead? Start at Home.)
Also available in 繁體中文 and 简体中文 in the repository.
- Overview
- System Requirements
- Installation & First Launch
- The Interface
- Game Path Detection, Manual Override & Launching the Game
- Component Check & Script Hook V .NET Nightly
- Installing a Mod
- Mod Conflict Detection
- Managing Installed Mods (Edit)
- Enable / Disable a Mod
- Uninstalling a Mod
- Export to Excel
- Install Modes & Settings
- Add-on Vehicles (dlcpacks)
- One-Click Full Backup / Restore
- Automatic Update Check
- Switching Language
- Menyoo XML Files
- The Editor
- Install Helper
- SP → FiveM Converter
- The Safety Model & Double-Consent
- Backups, Logs & Data Locations
- FAQ
GTAV Mods Manager helps you install Grand Theft Auto V mods safely. It detects your game installation, identifies the type of each mod file, deploys files to the correct directories, and protects your game's core binaries at all times. The default interface language is English, with Traditional Chinese and Simplified Chinese available.
Two rules are never broken, anywhere in the app:
-
Core game binaries are never modified (
GTA5.exe,GTA5_Enhanced.exe,PlayGTAV.exe, launcher/anti-cheat binaries, or any.exein the game tree). - Destructive changes require double-consent — anything that overwrites or deletes an existing file asks you to confirm twice.
- Windows 10 or 11 (64-bit)
- A legitimate installation of Grand Theft Auto V
- Administrator rights are requested only on demand (when writing into the game folder)
- Internet access is optional — used only for the update check and the Script Hook V .NET nightly download
- For the source build only: the .NET 8 SDK. The packaged build is self-contained.
Installer (recommended):
- Get
GTAV_Mods_Manager_V<version>_setup.exefrom the latest release. - Run it and follow the wizard. It installs per-user under
%LOCALAPPDATA%(no administrator rights needed to install), adds a Start Menu shortcut, and registers a normal uninstall entry under Add/Remove Programs.
Portable build (no installer):
- Get
GTAV_Mods_Manager_framework-dependent.zipfrom the same release page and unzip it (requires the .NET 8 Desktop Runtime to already be installed). - Keep
GTAV_Mods_Manager.exein the same folder as theLocalizationfolder it ships with. - Run
GTAV_Mods_Manager.exe.
First launch: the app opens without administrator rights, so there is no UAC prompt at
launch. If you downloaded the .exe, Windows SmartScreen may warn that the app is unsigned —
click More info → Run anyway. The interface starts in English. To verify your download
is genuine, check that its SHA-256 hash matches the value printed in the release notes.
The window uses a minimalist dark theme on golden-ratio proportions, organized into pages:
- Sidebar (left): the logo and a navigation menu that switches pages — Game, Install Mods, Components, Installed Mods, and Backup. The footer holds Settings, the current install mode, Check for updates, the language buttons (EN / 繁 / 简), and the app version.
- Content (right): the selected page. The Install Mods page has three sub-tabs — General, Menyoo XML, and Add-on. A status bar at the bottom is shared by every page and shows the latest message, colored to match the outcome (green/red/neutral).
What it is. Finds your GTA V installation folder automatically, or lets you point at it manually. This is the first thing to do in every session — nearly everything else needs a valid game path.
How to use it.
- Click Auto-detect GTA V path. The app searches the Registry, Steam, Epic, and Rockstar Launcher in that order.
- If found, the folder appears in Current path and the status bar names the source (e.g. "Valid installation detected (Steam)").
- If detection fails, click Browse and select the folder that contains
GTA5.exe,GTA5_Enhanced.exe, orPlayGTAV.exe.
Under the hood. A path is "valid" only when the folder exists and contains a known GTA V executable. After a valid path is set, the component check runs automatically.
Safety. Detection is read-only; nothing is written to the game folder at this stage.
Troubleshooting. No game found — verify the folder holds a known GTA V executable, then set it manually. If the folder is not writable without elevation, the status bar notes that administrator rights will be requested at install time.
Once a valid path is set, two launch buttons appear:
- Launch Game — starts the game exactly as configured, mods and all.
- Launch Clean (Mods Off) — temporarily disables every currently enabled mod (the same mechanism as Section 10), launches the game, and automatically re-enables those same mods once the game closes. Use this before GTA Online. Mods you had already disabled by hand are left untouched.
How to use it.
- Set a valid game path (Section 5 above).
- Click Launch Clean (Mods Off).
- Play GTA Online. When you close the game, your mods are automatically re-enabled — no manual step needed.
If the app is closed (or crashes) while a clean-launched game is still running, the disabled mods are not lost: a Restore Mods button appears the next time you open the app, so you can re-enable them manually.
Safety. Both Launch Game and any action that changes mod files (install, uninstall, enable/disable) are blocked while the game process is already running, so files are never moved out from under a live game.
What it is. Reports whether the components mods depend on are present, and can install the latest Script Hook V .NET nightly for you.
When to use it. After setting the path, and whenever a mod requires a component you don't yet have.
How to use it.
- Review the list: Script Hook V, Script Hook V .NET, OpenIV, .NET Runtime. Each shows Installed or Missing.
- For a missing component, click Download to open its official page.
- For Script Hook V .NET, click Install Nightly to download and deploy the latest nightly build automatically.
Under the hood. Script Hook V is detected via ScriptHookV.dll in the game root; Script
Hook V .NET via its ScriptHookVDotNet*.asi/.dll; OpenIV via its per-user install or
OpenIV.asi. Install Nightly fetches the latest release from the official
scripthookvdotnet/scripthookvdotnet-nightly repository, extracts it, and copies only the
loader files (ScriptHookVDotNet*.asi/.dll/.ini) into the game root.
Safety. The downloaded archive is filtered: executables and any protected/core file are never written — only the recognized loader files are deployed. Installing into a protected folder triggers the on-demand administrator prompt.
Troubleshooting. Could not reach the nightly source — check your connection and retry. No loader files found — the nightly layout changed; use Download and install manually.
What it is. The core engine: it analyzes a mod, maps each file to its target directory, and deploys it through the full safety pipeline.
When to use it. Whenever you add a new mod (.oiv, .asi, .dll, .lua, .zip, or a
folder).
How to use it.
- Go to Install Mods → General.
- Click Select File or Select Folder.
- Check the detected file count shown below the buttons.
- Click Install.
Under the hood. The pipeline is: analyze → map targets → safety gate → conflict check →
double-consent (if needed) → on-demand elevation → backup → deploy → verify → rollback on
failure. Typical mappings: .asi and loader .dll → game root; .lua → scripts\; .oiv
→ handled through the OpenIV core.
Archives. Selecting a .zip unpacks it into a private temp folder automatically — you
never need to extract it yourself first; its contents are then analyzed exactly like a folder.
.rar and .7z are not auto-extracted (there is no extractor for them built into .NET,
and this tool avoids adding a third-party dependency just for that); pick those with your
normal archive tool, then select the extracted folder instead.
Safety. If any file would touch a protected core binary, the entire install is
blocked. If existing files would change, you must give double-consent first. Any failure
triggers an automatic rollback from the backup set. Archive extraction is read-only toward the
source .zip — the private temp folder is the only place written to.
Troubleshooting. Install blocked — the mod tried to write a protected/core file (by
design). Install failed — it was rolled back; check the newest file in logs\. Could not
open this .zip — the archive is corrupt or password-protected; extract it yourself and select
the folder. .rar/.7z are not supported — extract with your usual archive tool first.
What it is. A pre-install check that warns when a mod you're about to install would overwrite files already deployed by another installed mod.
When to use it. It runs automatically on every install — you don't trigger it manually.
How to use it. If overlaps are found, a dialog lists each conflicting file and the mod that already owns it. Choose Install anyway to continue (you then still pass through the normal overwrite double-consent) or Cancel to stop with no changes.
Under the hood. The app compares the planned target paths against the recorded deployed files of all installed mods, using normalized, case-insensitive full paths. Uninstalled records are ignored. Separately, the Installed Mods page also warns when two or more already-enabled mods overlap on a file or a dlcpack name (see Section 9).
Safety. Detection is advisory and read-only; it never changes files by itself. Proceeding is still protected by the installer's double-consent and automatic backups.
Troubleshooting. Unexpected conflict warning — another mod legitimately ships the same file; review the list and decide whether to overwrite.
What it is. A persistent list of every mod you've installed, with editable details.
When to use it. To curate the information that appears in the Excel export, or to review what's installed.
How to use it.
- Go to Installed Mods.
- Click Edit on a row.
- Fill in Name, Link, Mod Type, Install Type, Spawn Name, Show Name, and File Type. Files and Install Location are filled automatically.
Under the hood. Records are stored in installed_mods.json in the data directory and
saved immediately after every change. If two or more enabled mods overlap (same file, or same
dlcpack name), a warning panel lists the conflict at the top of the page.
Safety. Editing only changes metadata — it never touches deployed game files.
Troubleshooting. List looks empty — only mods installed through this app are tracked; mods added by hand won't appear.
What it is. Temporarily turns a mod off (and back on) without uninstalling it — handy for isolating conflicts or crashes.
When to use it. When you want to test the game without a mod but keep it ready to re-activate. (This is also exactly what Launch Clean does automatically for every enabled mod — see Section 5.)
How to use it.
- Go to Installed Mods.
- Find the mod's row — it shows an Enabled/Disabled tag and a toggle button.
- Click Disable to deactivate, Enable to reactivate.
Under the hood. Disabling moves the mod's deployed files into a per-mod staging folder
(disabled\<id>\) and restores any originals the mod had overwritten, so the game returns to
a clean state. Enabling moves the staged files back into place. A small manifest records each
file's original location.
Safety. Protected core files are never moved. Moving files into the game folder may trigger the on-demand administrator prompt. Blocked entirely while the game is running.
Troubleshooting. Toggle did nothing — if the staging data is missing, the app marks the mod enabled to avoid getting stuck; re-install the mod if files are gone.
What it is. Removes a mod's deployed files and restores the originals it had overwritten.
When to use it. When you want a mod gone for good.
How to use it.
- Go to Installed Mods.
- Click Uninstall on the mod's row.
- Confirm the double-consent prompt (twice).
Under the hood. The deployed files are deleted (protected files are always skipped), the
backup set is restored, and for Advanced add-ons the dlclist.xml entry is removed. The
record is kept and moved to the uninstalled set (so it still appears in the Excel export).
Safety. Core files are never deleted, even if they somehow appear in a record. The double-consent prompt protects against accidental removal. Blocked while the game is running.
Troubleshooting. Uninstall failed — check logs\; some files may be locked by a running
game. Close GTA V and retry.
What it is. Exports your installed/uninstalled mods to a styled .xlsx workbook.
When to use it. To share your setup, back up your mod list, or move to another machine.
How to use it.
- Go to Installed Mods.
- Click Export to Excel.
- Choose a save location and confirm.
Under the hood. The workbook has two sheets — Install Mods and Uninstall Mods — each with nine columns (Name, Link, Mod Type, Install Type, Spawn Name, Show Name, File Type, Files, Install Location), a frozen styled header, a clickable Link column, and rows sorted by Name.
Safety. Export is read-only and writes only the file you choose.
Troubleshooting. Nothing to export — install at least one mod first. Export failed — make sure the target file isn't open in Excel.
What it is. Controls how add-on content that needs dlclist.xml registration is handled,
plus the update-check toggle.
When to use it. Before installing add-on vehicles, or to tune behavior.
How to use it.
- Click Settings in the sidebar.
- Choose a mode:
- Safe — loose files and folders only.
-
Assisted — deploys the dlcpack folder, copies the
dlclist.xmlline to your clipboard, and opens the mods folder so you can apply it in OpenIV. -
Advanced (EXPERIMENTAL) — additionally auto-edits a writable
dlclist.xmlyou point to. It cannot write inside encrypted.rpfarchives.
- Optionally toggle Check for updates on startup.
- Confirm the "I know what I'm doing" prompt that explains exactly what changed.
Under the hood. Enabling Advanced first shows a mandatory risk waiver (extreme
risk, possible game-file corruption, you assume all risk; developers/owner not liable) gated
behind a checkbox. Settings persist in settings.json.
Safety. The waiver and acknowledgement exist specifically so risky options are never enabled by accident.
Troubleshooting. Add-on won't register in Advanced — make sure the configured
dlclist.xml exists and is writable (loose, not inside a .rpf).
What it is. Installs add-on content packaged as a folder containing dlc.rpf.
When to use it. For add-on vehicles and similar dlcpack content.
How to use it.
- In Settings, choose Assisted or Advanced (Safe rejects dlcpacks).
- Go to Install Mods → Add-on.
- Select the folder that contains
dlc.rpfand click Install. -
Assisted: paste the copied line into
dlclist.xmlin OpenIV and save. Advanced: the entry is added automatically to thedlclist.xmlyou configured.
Under the hood. The pack is copied to mods\update\x64\dlcpacks\<name>\ (the name is
lowercased). The registration line is dlcpacks:\<name>\.
Safety. The app never writes inside encrypted .rpf archives. Uninstall removes the
dlcpack files and, in Advanced, the dlclist.xml entry.
Troubleshooting. Not detected as a dlcpack — the selected folder (or one sub-folder)
must directly contain dlc.rpf.
What it is. Backs up and restores your entire game mods\ folder as a single zip, so you
can return to a known-good state.
When to use it. Before a big modding session, or to roll back after something breaks.
How to use it.
-
Backup mods (sidebar) — creates a timestamped zip of the current
mods\folder. - Restore mods (sidebar) — pick a backup from the list, confirm the double-consent prompt (twice), and the archive is restored.
Under the hood. Backups are zip archives under backups\full in the data directory.
Restore overlays the chosen backup over the current mods\ folder (it overwrites files
but never deletes the folder), which is why it is gated by double-consent.
Safety. Backups only read your mods folder; restore overwrites and therefore requires double-consent and may request administrator rights.
Troubleshooting. No mods folder found — there's nothing to back up until you've installed add-on content. No backups found — create one with Backup mods first.
What it is. Tells you when a newer release of the app is available on GitHub.
When to use it. It runs automatically on startup (if enabled). You can also run it on demand.
How to use it. Click Check for updates in the sidebar. If a newer version exists, the app offers to open the download page. Turn the automatic check off in Settings if you prefer.
Under the hood. The app reads the latest release tag from the project's public GitHub repository and compares it with the running version (leading numeric portion only). No personal data is sent; the check is best-effort and silently skipped when offline.
Safety. The check only reads release metadata and never downloads or installs anything by itself — opening the download page is always your choice.
Troubleshooting. Could not check for updates — you're offline or GitHub is unreachable; try again later.
What it is. Switches the interface between English, Traditional Chinese, and Simplified Chinese instantly.
When to use it. Anytime.
How to use it. Click EN, 繁, or 简 in the sidebar.
Under the hood. Language packs are embedded in the executable (so the app works when
copied alone) and can be overridden by editing the JSON files in the Localization folder
next to the executable. The default at startup is always English.
Safety. Purely a display change; nothing on disk is modified.
Troubleshooting. A label shows a raw key — that string is missing from the active pack; it falls back to English, or to the key name as a last resort.
What it is. Installs Menyoo save files (.xml) into the correct menyooStuff subfolder
so Menyoo can load them in-game.
When to use it. For Menyoo object-spooner maps, saved vehicles, outfits, and weapon loadouts.
How to use it.
-
Automatic: go to Install Mods → Menyoo XML, click Select File, choose the
.xml, and the app reads its root element to pick the right subfolder. Then click Install. -
Manual: click the Menyoo XML toggle to reveal four buttons, then click the one for the
folder you want. A file picker opens; choose the
.xmland click Install. The four targets are:-
Outfit →
…\Grand Theft Auto V\menyooStuff\Outfit -
Spooner →
…\Grand Theft Auto V\menyooStuff\Spooner -
Vehicle →
…\Grand Theft Auto V\menyooStuff\Vehicle -
WeaponsLoadout →
…\Grand Theft Auto V\menyooStuff\WeaponsLoadout
-
Outfit →
Under the hood. Auto-detection inspects the XML root element (e.g. SpoonerPlacements →
Spooner, Vehicle → Vehicle, OutfitStyle/Ped → Outfit, WeaponLoadout/Loadout →
WeaponsLoadout). The file is then deployed through the standard pipeline. The folder names are
fixed and match Menyoo's on-disk layout exactly.
Safety. .xml files are never core binaries, so they are allowed; overwriting an existing
save triggers double-consent and the original is backed up first. Conflict detection,
enable/disable, and uninstall all work the same as any other mod.
Troubleshooting. "Not a recognized Menyoo XML" — the root element wasn't recognized; turn on Menyoo XML and pick the correct folder button to place it manually.
What it is. A built-in text editor for game files, so you can tweak configuration files
(like dlclist.xml, content.xml, setup2.xml, or vehicles.meta) without leaving the app.
When to use it. When a mod's instructions ask you to add or change a line in a loose text/config file.
How to use it.
- Go to Editor.
- Click Open File and choose the file (or Open dlclist.xml to jump to the one set in Settings).
- Edit the text.
- Click Save and confirm double-consent.
Under the hood. This is a fully manual tool — you can open and edit any file except
executables (.exe), which are strictly blocked. Saving always backs up the original first,
then writes UTF-8 text and asks for double-consent. Binary files can be opened, but a warning
notes that saving them as text may corrupt them.
Safety. .exe files can never be opened or saved. Every save creates a backup (restorable
from backups\) and requires double-consent. Writing into a protected folder triggers the
on-demand administrator prompt.
Troubleshooting. "Editing .exe files is not allowed" — by design. Binary warning — the file isn't text; don't save unless you are sure it is safe. Save failed — the file may be locked or read-only; close other programs and retry.
What it is. A read-only assistant that inspects a mod folder and explains how to install it.
When to use it. When you've downloaded a mod and aren't sure what it contains or where the files go.
How to use it.
- Go to Install Helper.
- Click Select mod folder.
- Read the three sections: How to install (step suggestions), File types (what's in the folder), and Documentation (README / changelog text, selectable and copyable).
Under the hood. The folder is scanned recursively. Files are grouped by extension; README,
changelog, .txt, and .md files are shown in full; and guidance is derived from the detected
types (add-on dlc.rpf, .asi, .dll, .lua, .oiv, .meta). For add-on/dlcpack content it
points you to Install Mods → Add-on or to the Editor for dlclist.xml.
Safety. Completely read-only — it never copies, moves, or changes any file.
Troubleshooting. "No known mod files detected" — read the included documentation; the mod may use an uncommon layout.
What it is. An engine that converts GTA V single-player asset mods into a FiveM
server resource — a folder with a generated fxmanifest.lua, a stream/ folder for assets,
and a common/ folder for metadata.
What it can convert. Streamable asset mods: add-on vehicles, peds/clothing, weapons, and
maps. These are made of RAGE resource files (.yft, .ytd, .ydd, .ymap, .ytyp, …) plus
.meta files, which FiveM can load directly.
What it cannot convert. Scripts. ScriptHookV plugins (.asi), ScriptHookVDotNet/.NET
scripts (.dll, .cs), Lua scripts (.lua), and Menyoo saves (.xml) use a completely
different runtime and are not allowed on FiveM. The converter detects, lists, and excludes
them — it never silently drops them — and tells you they must be rewritten by hand for the
FiveM (CitizenFX) API.
How to use it.
- Go to SP → FiveM.
- Click Select Source and choose the single-player mod folder. The app analyzes it immediately and shows a preview (read-only — nothing is written yet).
- Review the Summary, the
data_filemappings, any Scripts that can't be converted, any Warnings, and thefxmanifest.luapreview. - Optionally edit the FiveM resource name (it is sanitized to a FiveM-safe name).
- Click Select Output and choose where to write the resource.
- Click Convert to FiveM. A progress bar tracks the run (with a Cancel button); the new resource folder opens in Explorer when done.
Reading .rpf archives. Many add-on mods ship as a single dlc.rpf. The converter can
read unencrypted .rpf archives (the "open" format produced by OpenIV/CodeWalker)
directly: it unpacks them into a private temp folder, inflates compressed entries, rebuilds
the on-disk resource header (RSC7) for stream assets, and unpacks nested .rpf archives
too (for example a vehicles.rpf inside dlc.rpf). The unpacked contents — including any
content.xml — are then converted exactly like loose files, so you usually don't need to
extract anything by hand first. Encrypted archives (the standard AES/NG protection used by
the game's own .rpf files) cannot be read — this tool deliberately does not include GTA V's
decryption keys — an Open OpenIV button appears instead, so you can extract the archive
with OpenIV and convert again.
Accuracy. If the mod includes a content.xml (the add-on DLC packaging file), the
converter reads the exact data_file types from it. Otherwise it infers types from well-known
file names (vehicles.meta → VEHICLE_METADATA_FILE, handling.meta → HANDLING_FILE,
etc.). .ytyp files automatically get a DLC_ITYP_REQUEST line. Any unrecognized .meta is
still copied and listed in the manifest with a TODO so you can set its type by hand.
Output. Inside the output folder you get <resource>/fxmanifest.lua,
<resource>/stream/…, <resource>/common/…, and a CONVERSION_REPORT.txt summarizing
everything and listing next steps (copy to resources/, add ensure <resource> to
server.cfg, verify, start the server). If the mod contains audio (.awc/.rel/.dat), those
files are copied to <resource>/audio/ with commented data_file template lines in the
manifest for you to complete (FiveM audio needs manual setup). Any vehicle spawn name(s) read
from vehicles.meta are shown in the manifest header and the report, and the report traces
every copied file back to its source (including the path inside an unpacked .rpf).
Safety. The source mod is only ever read. Unencrypted .rpf archives are unpacked into a
private temp folder (never the source or game directory). The resource is written to a
brand-new folder you choose. The converter never touches your GTA V install and never deletes
anything, and it never ships or uses GTA V's proprietary encryption keys.
Troubleshooting.
-
"No convertible assets found" — the folder has only scripts, documents, or an encrypted
.rpf. -
Encrypted
.rpfwarning — click Open OpenIV, extract it, then convert again. (Unencrypted.rpfarchives are unpacked automatically.) -
.rpfcould not be read — the archive is corrupt or an unsupported variant; it was skipped. -
A
data_fileline says????— that.metawasn't recognized; set its type manually.
These rules apply across every feature and can never be bypassed:
-
Core binaries are protected. The app will never write to, overwrite, or delete
GTA5.exe,GTA5_Enhanced.exe,PlayGTAV.exe, launcher/anti-cheat binaries, or any.exein the game tree. - Double-consent for destructive changes. Any overwrite or deletion of an existing file requires you to confirm twice. Cancel at either step and nothing changes.
-
Backups before changes. Originals are copied to
backups\before they are overwritten, and installs roll back automatically on failure. - Elevation on demand. The app runs unelevated and only asks for administrator rights when it actually needs to write into a protected folder.
- The game is never modified out from under itself. Install/uninstall/enable/disable and Launch Game are all blocked while the game process is running.
-
This tool never ships or uses GTA V's proprietary decryption keys. Encrypted
.rpfarchives are detected and reported, not decrypted.
These folders are created next to the executable. If that location is read-only (for example
under Program Files without elevation), they are created under
%LOCALAPPDATA%\GTAV_Mods_Manager instead.
-
backups\— timestamped backup sets created before any overwrite/deletion, each with a manifest used for rollback. -
backups\full\— one-click fullmods\folder backups (zip archives). -
disabled\— staging area holding the files of disabled mods. -
logs\— one log file per day (app-YYYY-MM-DD.log). -
installed_mods.json/settings.json— your mod records and preferences. -
crash.log— written next to the executable only if a fatal error occurs.
Does this modify GTA5.exe? No. Core binaries are never touched.
Can I use mods in GTA Online? No. Use mods only in Story Mode. Modding GTA Online violates Rockstar's Terms of Service. Use Launch Clean (Section 5) to play Online without your mods active.
Do I need to install .NET? Not for the packaged build — it is self-contained.
Does the update check or nightly install send my data anywhere? No. They only read public GitHub release information and (for the nightly) download the official archive.
Where did my original files go? They are copied into backups\ before any change and can
be restored from there, or via Restore mods for the whole folder.