An offline Star Citizen mod, built on sco-core.
sc-offline brings the launcher, offline game session and mod interface together. It is also a reference consumer of the sco-core SDK: a real product built on the same public contracts available to other plugin authors.
Download · Discord · SDK documentation · Changelog · Issues
Warning
Using this mod may breach the Star Citizen EULA and Terms of Service, and it may get your account banned. Use it only offline, never on Cloud Imperium Games' servers. You are responsible for your own account. Before returning online, close the game and check cleanup.
The project separates the product, the framework and its extensions:
| Layer | Responsibility |
|---|---|
| sc-offline | The launcher, dinput8.dll bootstrap, configuration and menu shell. It connects the game session to the framework and packages the product. |
| sco-core | The shared runtime: plugin loading, commands, events, services, settings, storage and UI contracts. Its Star Citizen game pack owns the shared game-integration layer. |
| Feature plugins | Independently built modules that use public SDK services rather than depending on the product's private internals. |
This keeps reusable infrastructure in sco-core and product behavior in sc-offline. When a plugin needs a missing capability, the intended path is to add the SDK contract/provider in sco-core, then consume it here—not introduce another private implementation in the plugin.
The migration is ongoing. External plugins already follow this boundary; remaining host-side feature engines and exceptions are documented in the architecture and verification status. This is a reference consumer in development, not a claim that every legacy path has been externalized.
The development loop follows the sco-core SDK build/check/install guide and its SDK → MCP → plugin tutorial:
- Discover the contract. Read the API catalogue or query sco-core-mcp for service versions, capabilities, ownership and lifecycle requirements before writing a consumer.
- Build against the SDK. Verify a published SDK archive and compile external plugins against its public headers in an isolated build, without product-private include paths.
- Check the module. Use
sco-plugin-checkand focused module fixtures to exercise registration, missing services and cleanup. Synthetic checks are development evidence, not gameplay validation. - Install as a folder. Package the module with its
plugin.iniunderdata/plugins/<id>/, then enable and validate it in the matching Windows host.
The host and plugin builds are separate: this repository builds the Windows host from the source revision pinned in external/sco-core; plugin SDK archives supply the external consumers. sco-core also publishes a separate host-source kit. Host, SDK package, plugin ABI and individual plugin versions are separate coordinates.
For the actual commands and worked examples, start with sc-offline's SDK workflows. For a source build, follow Build.
You need your own installed copy of Star Citizen and 64-bit Windows. Linux through Wine is experimental.
- Download
sc-offline-<version>.zipfrom Releases, not GitHub's source-code zip. - Extract it into its own folder and keep the files together. Do not copy the DLL into the game folder yourself.
- Close the game, open
sc-offline.exenormally and click Play. Approve the setup helper's administrator prompt. - Let initialization finish, then press M in game to open the menu. A pause of roughly 15 seconds before the game window appears is expected.
Use the launcher's Plugins page to manage extensions. Feature availability depends on the release, game build and enabled services; see Features and Status, rather than assuming main and a downloaded release are identical.
The launcher records its session changes and arranges cleanup when the game exits. After a crash or power loss, close the game, check Status, and use Uninstall if anything remains. Check again before returning online.
.\sc-offline.exe status
.\sc-offline.exe uninstall
.\sc-offline.exe statusGreen means the mod is out of the game folder and the launcher's recorded PC changes are undone. It describes tracked local state, not account safety or unrelated manual changes. Keep the default protections enabled; the launcher guide explains firewall/EAC handling and restoration.
Start through sc-offline.exe, and turn NVIDIA Smooth Motion off for Star Citizen if you use an NVIDIA GPU. For a bug report, include the mod version, game build and matching data/launcher.log, data/mod.log and Game.log; review logs for personal information before posting. See launcher guidance or open an issue.
Build success and resolved signatures do not establish gameplay correctness. Outstanding Windows/in-game checks are recorded in Status.
| Start here | Covers |
|---|---|
| SDK guide · SDK reference | Public contracts, tools, examples and plugin development |
| SDK workflows · Build | Build, check and install consumers; build the Windows host |
| Architecture · Status | Layer boundaries, migration progress and verification limits |
| Launcher · Linux | Setup, configuration, updates, recovery and experimental Wine support |
| Features · Data files | User-facing capabilities, catalogs and saves |
Offline play is the scope: no CIG servers or online progression. Optional co-presence lives separately in sc-mp; it and the optional cross-game bridges are excluded from the standard release.
Based on ChrisWareOffline 0.9.0-rc1 by Chris Ware and cloudyyrust. Maintained independently by scubamount, without endorsement from the original authors. Dated modifications: CHANGELOG.md.
sc-offline's own code is GPL-3.0-only (LICENSE); third-party code retains its own licenses (THIRD_PARTY_NOTICES.md). Contributions: CONTRIBUTING.md. Security reports: SECURITY.md.
AI was used in a limited way to make this project.
This project is not affiliated with, endorsed by, or sponsored by Cloud Imperium Games or Roberts Space Industries. Star Citizen is a trademark of Cloud Imperium Games.