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Releases: rackmarten/AhShitRim
Releases · rackmarten/AhShitRim
Release list
AhShitRim 0.1.1
The first patch: crime works like San Andreas's now (one wanted level for all of Skyrim, stars instead of bounties, nobody holds a grudge), plus the fixes from recording the 0.1.0 montage and from the first bug report.
Changed
- One wanted level for all of Skyrim, as in San Andreas. A crime anywhere (any hold, the Legion, the Stormcloaks) adds to the same stars, and every hold's guards chase them, so riding from Whiterun into Falkreath at six stars keeps six stars.
- Stars only: while CJ has the player Skyrim keeps no bounty. A crime's bounty is wiped as it comes and adds stars instead, so guards fight CJ only while stars show, from 1 star, and stop when they're gone.
- Nobody remembers. People CJ fought forget it after a minute out of their sight (bandits and wild animals don't), and a bounty the Dragonborn had is wiped when CJ takes over.
- Busted on foot: a guard next to CJ busts him once he has stood still, empty-handed, for 3 seconds, as San Andreas's cops do (Skyrim's own arrest needed a bounty). Nobody busts CJ above 3 stars, on foot or in a vehicle, and giants, the mammoth, wolves and the dragon never do. Busted's fine is what Skyrim would have charged for this chase's crimes, and CJ is let go outside the arresting guard's hold, or the pursuit's for a Legion soldier or a Stormcloak.
- Running over an animal or a creature is no crime any more, whoever owns it: Riverwood's chickens, a farmer's cow and someone's horse bring no stars, and the village doesn't turn on CJ. Running over a person still is a crime.
- A giant, a mammoth or a dragon is a wall only to a vehicle lighter than it, by San Andreas's handling mass. A car still stops dead at a giant; the Rhino (25 t) throws it as a car throws a person, takes no damage from it, and hurts it by its weight.
- The radio station you last listened to comes along into every vehicle you get into, the radio off, Radio Sovngarde and Sweetroll FM included, instead of each vehicle starting on its own station as in San Andreas.
- People may start a conversation with CJ while he walks or runs; only a vehicle stops them now. Force-greets fire again: Irileth stops CJ on his first visit to Dragonsreach, and the Jarl greets him after he ran up.
Added
- The horn clears the way, as in PerkeleRim: while CJ sounds it (H or Caps Lock) in a vehicle, the people and animals ahead of it, or close by, dive aside out of its line, on the press and every second while it's held.
Fixed
- A wanted level turning into a free-for-all: a pursuer's stray blow on a bystander (the stable's people, the carriage's invincible horse at Whiterun) started a brawl that kept the guards and the reinforcements off CJ. Bystanders now stop fighting the pursuit, and guards go back to CJ.
- Nobody fighting CJ after a giant knocked him down: the hidden player's skeleton could stay in its ragdoll where it fell, and Skyrim's AI looks for the player by its bones. It's now put back on the player when that happens.
- Six stars dropping to one: a Legion soldier's arrest cleared only the Legion's bounty, and Whiterun's old one brought a star straight back.
- A guard still shooting at CJ after the stars were gone, over a bounty that outlived them.
- The whole chase losing CJ after a giant's blow with BAGUVIX on: the player stood up from its bleedout but stayed "down" for Skyrim's AI, which refused to fight it.
- The pursuit fighting a Khajiit caravan: anyone not hostile to CJ counts as a bystander now.
- Bicycles (the BMX, the Bike, the Mountain Bike) have no radio any more: no station plays or shows on them, and the mouse wheel tunes nothing there.
- Subtitles show again, in San Andreas's style, for conversations and for what people say around CJ. With Skyrim's own subtitle settings off (General Subtitles, Dialogue Subtitles) Skyrim made none for AhShitRim to draw; now both are on while CJ has the player and back to yours whenever the journal is open or Skyrim has the player. The speaker's name comes first in San Andreas's cream, the line after it in white, in a smaller font than San Andreas's own so a line takes one or two rows, and Skyrim's own subtitle no longer shows over it.
- Skyrim's skill increase and level up messages no longer show while CJ has the player; the skills and levels still go up.
- A second cheat typed right after the first beeps again, as in San Andreas: the help box starts over with its sound whenever a message is shown, the one already up included.
- San Andreas could crash right after CJ took over the player, once the ground under him was in (
exception 0xC0000005 at 0x00415DAEin its log, issue #87). San Andreas allocates a chunk's collision without clearing its header, so a chunk could come out flagged as having face groups, and the camera's collision then read triangles past the chunk's own. The header's flags and shadow fields are now cleared whenever a chunk is filled.
Check your download
- SHA-256 of
AhShitRim-0.1.1.zip:16607acba6bea00da567d498be84a39c41e0ecd2e3fb6e7bc9fc4168ebd66053. In PowerShell:Get-FileHash AhShitRim-0.1.1.zip. Every file in it is listed inSHA256SUMS.txt. - Built by GitHub Actions from tag
v0.1.1(this run), with a signed build provenance attestation.gh attestation verify AhShitRim-0.1.1.zip --repo rackmarten/AhShitRimchecks that this zip came from this repository's release workflow at that commit. - VirusTotal: 2 of 66 engines flag it. AhShitRim's plugins hook into both games' code, which a few heuristic engines mistake for malware; every file is built from this repository's source, which anyone can read and build.
- Setup downloads two files from their projects' own GitHub releases and checks them by SHA-256 before running anything:
- gtasa-open-downgrader 0.2.3, SHA-256
b9868a87fb93ab5d8ec6ea75d16dabe51010623e4291c627d271bc87cbd89637: VirusTotal - Ultimate ASI Loader 9.7.4, SHA-256
14b3a1ad018899571ac9aa01482977f3c6d49e6cba99f552d01c5acacd1315e1: VirusTotal
- gtasa-open-downgrader 0.2.3, SHA-256
AhShitRim 0.1.0
The first release, Thane of Grove Street: CJ plays Skyrim from the Helgen cart to the Greybeards, on foot and in every land and air vehicle San Andreas has, with its guns, fists, cheat codes, wanted level, HUD and radar, radio and his own voice. Protocol v35. Install: docs/INSTALL.md; what doesn't work yet: the README's known issues.
Added
- Release zips you can check. A release tag now starts the
releaseworkflow, which builds the zip on GitHub Actions, attests its build provenance (gh attestation verify), lists the zip and every file in it inSHA256SUMS.txt, scans it on VirusTotal, and drafts the release with all of that in its notes (docs/INSTALL.md, "Check your download"; docs/DEV_SETUP.md, "Cutting a release"). Setup's download dialog, the release notes and the install guide link VirusTotal's reports on the downgrader and ASI loader it downloads. - Skyrim Special Edition 1.5.97 support. The SKSE plugin was already one DLL for SE and AE; its one Anniversary Edition only address (SpeakSound, which lets Skyrim's people say their lines about CJ's magic out loud) now has its SE id too, so on SE they're heard instead of only subtitled. The launcher no longer turns SE away: on 1.5.x it checks for SKSE's SE build and Address Library's Special Edition file (
version-1-5-97-0.bin), on 1.6 and later for the AE ones as before. INSTALL lists the SE files, and DEV_SETUP has the SE test steps and the audit of every address the plugin uses. For developers:scripts/hit-test.ps1 -NewGameruns the hit test from a new game instead of the most recent save, for SE, which can't load the AE saves. - Setup in the launcher, for players new to modding. The first time
Start AhShitRim.batruns, it finds San Andreas (Steam, the Rockstar Games Launcher or a retail install, or the folder you pick), offers to copy it into a folder you choose so the original stays untouched, downloads the open-source downgrader (gtasa-open-downgrader 0.2.3) and opens it on the copy, checks the copy is 1.0 US, and installs the Ultimate ASI Loader (9.7.4) if it has none, all through dialogs. Both downloads come from their projects' own GitHub releases, pinned to a version and checked by SHA-256 before anything runs. Later launches offer the same steps when Steam undid the downgrade or the ASI loader went missing. - Playing without a mod manager: with no Mod Organizer 2 or Vortex (or when you choose so,
ModManager=Noneinlauncher.ini), the launcher installsAhShitRim-Skyrim-<version>.zipstraight into Skyrim'sDatafolder, keeps it up to date with the zip next to it, and records what it copied inData\SKSE\Plugins\AhShitRim.installed.txt.Uninstall AhShitRim.batremoves those files,AhShitRim.iniand San Andreas'sAhShitRim.asiagain. When SKSE or the Address Library is missing, the launcher offers to open their download pages. - For developers:
mainis the development version andproductionwhat players get. Releases mergemainintoproductionand are tagged there only; hotfixes branch fromproductionand are merged back intomain(docs/DEV_SETUP.md, "Branches and releases"). CI builds pushes to both branches as well as every pull request. - AhShitRim is open source under the MIT license (
LICENSE). It covers AhShitRim's own code and docs; no Rockstar or Bethesda assets are included. - San Andreas's whole PC vehicle keymap (protocol v23), on its own default keys where Skyrim doesn't need them. In a vehicle Left Alt and Right Ctrl fire like the left mouse button, Left Ctrl and numpad 0 like the right one (the BMX's and mountain bike's bunny hop, the Hunter's machine gun, the Hydra's missiles), the middle mouse button looks behind (Q and E together do too; on foot it still swears), V and Home change the camera distance, 2 and numpad + are San Andreas's sub-mission key with numpad 5 (the Hydra's and every plane's landing gear, the hydraulics' jump, the crop duster's and Stuntplane's smoke), Caps Lock is the horn in the modern layout too, and Insert and 4 tune the next radio station, Delete and R the one before. W and S held together do San Andreas's burnout, the wheels spinning in place while A and D turn the car (they used to cancel out). In the classic layout Right Ctrl fires as well as being the handbrake, as San Andreas binds it. The Hydra's heat seeker locks on to Skyrim's dragons, mammoths, giants, centurions and riders: hold Space (its lock-on, San Andreas's R1) with the target in view until the marker turns red, then fire the missiles; San Andreas's own lock only looks for its vehicles. The Hunter's rockets lock on and home the same way, unlike San Andreas's, where they're always unguided; without a lock they fly straight. Looking left, right or behind in a vehicle no longer puts Skyrim's camera a vehicle length too far back: it used the active camera's source, which stays at the follow spot behind the vehicle while only San Andreas's final camera matrix moves beside it (7.5 m apart on an NRG-500), so it now takes the final matrix. San Andreas logs a plane's landing gear going up and down. The heat seeker's lock-on marker (on foot and in the Hydra) is now San Andreas's own, as it draws a flying vehicle's lock: the green ring with four ticks and an inner ring turning once a second, outlined in black, turning red once locked, the same size on the screen however far the target is. In the Hydra's and the Hunter's first-person camera the white rocket-sight frame shows in the middle of the screen, as in San Andreas. The README's keys table now lists every vehicle action, and corrects two: the Hunter's left mouse button fires its rockets and the right one its machine gun, and the Hydra's left button drops flares. San Andreas's F5 track skip and its mouse look stay out (F5 is Skyrim's quick save, the right mouse button the second weapon). Game-free tests for every new key.
- AIR before a plane's name (AIRAT400, AIRBEAGLE, AIRANDROM, AIRHYDRA...) spawns it already flying, 150 m up with CJ at the controls, so the big planes that can't take off from Skyrim's rough ground can be flown at all. AIR before anything that isn't a plane spawns it on the ground as usual.
- Two more of San Andreas's cheats. IAVENJQ (or STINGLIKEABEE), mega punch: CJ's fists, brass knuckles and parachute kill whoever they hit and throw them far (giants, mammoths and dragons just die, and essential people kneel unless NOMERCY is on). BSXSGGC (or BUBBLECARS): a vehicle CJ's vehicle hits floats away, the vehicles he spawns included.
- Quests as San Andreas missions, and the line AhShitRim is named after (protocol v24). A quest starting (once it has a journal entry, as Skyrim announces it) shows its name as San Andreas's mission title, bottom right in gold, and a quest completed shows "MISSION PASSED!" and "RESPECT +" with San Andreas's own mission passed tune, instead of Skyrim's quest notifications, whoever has the player. Objectives and failed quests stay Skyrim's. A Miscellaneous quest done (a favour, a delivery, A Lovely Letter) is San Andreas's odd job: MISSION PASSED! alone with the jingle, no RESPECT + and no title when it starts, so fetch quests don't spam; Skyrim only reports their objectives, so one counts once its objective is completed and the quest ends right after.
[Missions] MiscPassed=0inAhShitRim.initurns that off; the launcher anddeploy-local.ps1now keep that andKeyLayoutwhen they rewrite the ini. They come one at a time: a passed mission before the next one's title, and only once its tune is over. On a new game, right after Ralof's "Hey, you. You're finally awake." in the Helgen cart, CJ says "Ah shit, here we go again." in his own voice, the first line of San Andreas's intro voice-over, with San Andreas's subtitle. Both sounds are San Andreas's own, played by its own routines and ids from your install (the tune as its mission scripts play it, the line as its intro script does), through a new sound cue counter in the input; San Andreas is heard for them even while Skyrim has the player, and Skyrim's music pauses meanwhile. Game-free tests for which quests count, the order and timing, the intro's trigger and the cues. - San Andreas's own particles for the vehicles and the jetpack (protocol v26). The jetpack's two jets burn with San Andreas's flames, small and orange at rest and longer and blue while CJ thrusts; every car smokes from its exhausts as in San Andreas (more when revving in first or second gear, fading as it speeds up); nitro shoots its flames out of the exhausts while it burns and puffs its cooler as it charges again; a helicopter raises dust under its rotor near the ground; the Rhino's cannon fires with San Andreas's tank smoke and flash, and the Hunter's guns flash. All of it uses San Andreas's numbers from
models/effects.fxpand the sprites in the player's ownmodels/effectsPC.txd, drawn as camera-facing quads like the damage smoke. - San Andreas's pickups in Skyrim's world (protocol v27, co-save version 5). Hearts, body armour, parachutes, weapons and wads of gold float and spin at spots across Skyrim, drawn with San Andreas's own models, and CJ takes one by walking into it, with San Andreas's sound: a heart fills his health, armour his armour bar, gold goes in Skyrim's purse and a weapon comes with San Andreas's street ammo. Parachutes wait on high spots for a base jump: the summit of the Throat of the World, High Hrothgar's terrace, the top of Bleak Falls Barrow, the roof of Dragonsreach, Arcwind Point, Forelhost, the Shrine of Azura, the College of Winterhold, Mount Anthor and Darklight Tower. Every hold has armour at two or three spots. They're drawn at twice San Andreas's size, to be seen in Skyrim's wide world. Taken ones come back as in San Andreas (30 s, armour and the rocket launcher and minigun after 6 minutes) once CJ is 10 m away; three stashes of gold are one-offs, gone for good, and the save remembers them....