Your Own Storyline 2.3 Update 1
6,499
142
6,499
142
Your Own Storyline
This ASI plugin allows you to fully override the non-moddable YSC mission scripts, thus allowing Mission or Map Total Conversion mods to be made.
Features
- Simple, fast scripting engine
- Automatic world cleanup: no user intervention needed to activate the mod, and no need to complete the Prologue prior to mod activation
- Built-in ability to save and reload game session and mission script state (16 savegame slots)
Requirements
- ASI Loader
- ScriptHookV
- Optional: Any RPF editor (for the Menu Disabler)
Content available at this mod page
- The YOS plugin itself + optional Menu Disabler
- Advanced (v2) mission script compiler
- Sample mission scripts (for the v2 compiler)
Please note, that due to VirusTotal falsely flagging the basic (v1) mission script compiler as a trojan, it's no longer possible to upload it here. You can download it directly from my website: http://urhajozas.rf.gd/?select=LNK_GTAV_YOS_CMP
Compatibility
This mod is not guaranteed to be compatible with mission packs (which stick to the vanilla script), online trainers, or aanother aggressive scripting overhaul projects.
Hint for n00bs
This mod is not a mission pack or a storyline in itself; it's a scripting engine, designed to run special YOS scripts.
If you only see this mod as a requirement for another mod, then install it as an ordinary ASI plugin, and you're OK:
Otherwise, if you're a modder, and you plan to write your own storyline, then you'll also need to download the compiler and the script samples, and write your own storyline. You may also want to check out some open source mission packs for further inspiration.
Open Source
From the 2.0 version onwards, this mod is open source. You can view the source code at: https://github.com/JupiterKasparov/GTAV_YOS
Bug Reports and Version Compatibility
Unless otherwise noted, old saved games can be loaded with newer versions, without any problems, provided that your mission script remains unchanged.
Bugs should be reported either in comments, or as issues on the mod's GitHub page. However, if you decide to report a bug, you should be specific, use proper sentences, and write in English or Hungarian language only.
Change log
- 2.0 Update 1: Improved car saving accuracy. Not savegame-compatible with initial 2.0 version!
- 2.0 Update 2: Fixed critical bug: automatic wasted-busted gosub return service now works properly (it didn't work properly)!
- 2.0 Update 2b: Fixed critical bug: thread timers now get properly increased, regardless of the amount of 'wait' time.
- 2.0 Update 3: Fixed critical bug: GTA5-compatible (numeric) arrays now get saved properly. Removed redundancy from savegame structure. Not savegame-compatible with earlier versions!
- 2.0 Update 4: Fixed bug: YOS dynamic car generators active state now gets saved properly (there was a typo, dynamic car generators were always saved as active).
- 2.0 Update 5: Fixed developer oversight: mod will not always reset, if a loading screen pops up.
- 2.0 Update 6: Fixed critical bug: player will never get stuck at starting a new game (bug introduced with Update 5).
- 2.0 Update 7: Fixed critical bug: YOS custom restarts (hospital, police, override) now always work (the respwan controller didn't run for some reason; script functions are now merged into one).
- 2.1: Added several new functions and saveable properties.
- 2.1 Update 1: Fixed game crash with 'clear_mission_objects' function. Restored earlier version of world cleanup (now, without game crash).
- 2.2: Improved car saving accuracy (now fully works). Improved internal mod safety against 3rd-party script mods unloading models. Full revamp of mod data files.
- 2.2 Update 1: Further improved internal mod safety against 3rd-party script mods unloading models. Full revamp of statistics data file (statistics.dat).
- 2.2 Update 2: Fixed bug: 'draw_custom_texture' function now works properly (it didn't work). Scripts using that function must be recompiled with the new function signature. Savegames saved from such scripts are also broken!
- 2.2 Update 2b: Updatad statistics data file (statistics.dat); added some missing stats.
- 2.3: Full refurbishment of world cleanup process with several improvements. Added 3 new script functions. Added internal safety checks for compatibility with ancient versions of GTA 5.
- 2.3 Update 1: Fixed developer oversight: all managed objects will be restored with true coordinates (no Z offset), including the player (creation / restoration)
This ASI plugin allows you to fully override the non-moddable YSC mission scripts, thus allowing Mission or Map Total Conversion mods to be made.
Features
- Simple, fast scripting engine
- Automatic world cleanup: no user intervention needed to activate the mod, and no need to complete the Prologue prior to mod activation
- Built-in ability to save and reload game session and mission script state (16 savegame slots)
Requirements
- ASI Loader
- ScriptHookV
- Optional: Any RPF editor (for the Menu Disabler)
Content available at this mod page
- The YOS plugin itself + optional Menu Disabler
- Advanced (v2) mission script compiler
- Sample mission scripts (for the v2 compiler)
Please note, that due to VirusTotal falsely flagging the basic (v1) mission script compiler as a trojan, it's no longer possible to upload it here. You can download it directly from my website: http://urhajozas.rf.gd/?select=LNK_GTAV_YOS_CMP
Compatibility
This mod is not guaranteed to be compatible with mission packs (which stick to the vanilla script), online trainers, or aanother aggressive scripting overhaul projects.
Hint for n00bs
This mod is not a mission pack or a storyline in itself; it's a scripting engine, designed to run special YOS scripts.
If you only see this mod as a requirement for another mod, then install it as an ordinary ASI plugin, and you're OK:
Otherwise, if you're a modder, and you plan to write your own storyline, then you'll also need to download the compiler and the script samples, and write your own storyline. You may also want to check out some open source mission packs for further inspiration.
Open Source
From the 2.0 version onwards, this mod is open source. You can view the source code at: https://github.com/JupiterKasparov/GTAV_YOS
Bug Reports and Version Compatibility
Unless otherwise noted, old saved games can be loaded with newer versions, without any problems, provided that your mission script remains unchanged.
Bugs should be reported either in comments, or as issues on the mod's GitHub page. However, if you decide to report a bug, you should be specific, use proper sentences, and write in English or Hungarian language only.
Change log
- 2.0 Update 1: Improved car saving accuracy. Not savegame-compatible with initial 2.0 version!
- 2.0 Update 2: Fixed critical bug: automatic wasted-busted gosub return service now works properly (it didn't work properly)!
- 2.0 Update 2b: Fixed critical bug: thread timers now get properly increased, regardless of the amount of 'wait' time.
- 2.0 Update 3: Fixed critical bug: GTA5-compatible (numeric) arrays now get saved properly. Removed redundancy from savegame structure. Not savegame-compatible with earlier versions!
- 2.0 Update 4: Fixed bug: YOS dynamic car generators active state now gets saved properly (there was a typo, dynamic car generators were always saved as active).
- 2.0 Update 5: Fixed developer oversight: mod will not always reset, if a loading screen pops up.
- 2.0 Update 6: Fixed critical bug: player will never get stuck at starting a new game (bug introduced with Update 5).
- 2.0 Update 7: Fixed critical bug: YOS custom restarts (hospital, police, override) now always work (the respwan controller didn't run for some reason; script functions are now merged into one).
- 2.1: Added several new functions and saveable properties.
- 2.1 Update 1: Fixed game crash with 'clear_mission_objects' function. Restored earlier version of world cleanup (now, without game crash).
- 2.2: Improved car saving accuracy (now fully works). Improved internal mod safety against 3rd-party script mods unloading models. Full revamp of mod data files.
- 2.2 Update 1: Further improved internal mod safety against 3rd-party script mods unloading models. Full revamp of statistics data file (statistics.dat).
- 2.2 Update 2: Fixed bug: 'draw_custom_texture' function now works properly (it didn't work). Scripts using that function must be recompiled with the new function signature. Savegames saved from such scripts are also broken!
- 2.2 Update 2b: Updatad statistics data file (statistics.dat); added some missing stats.
- 2.3: Full refurbishment of world cleanup process with several improvements. Added 3 new script functions. Added internal safety checks for compatibility with ancient versions of GTA 5.
- 2.3 Update 1: Fixed developer oversight: all managed objects will be restored with true coordinates (no Z offset), including the player (creation / restoration)
First Uploaded: January 27, 2020
Last Updated: January 21, 2024
Last Downloaded: 5 hours ago
83 Comments
More mods by Jupiter Kasparov:
- Map Model
- Featured
4.87
3,180
68
1.0.2944.0
Your Own Storyline
This ASI plugin allows you to fully override the non-moddable YSC mission scripts, thus allowing Mission or Map Total Conversion mods to be made.
Features
- Simple, fast scripting engine
- Automatic world cleanup: no user intervention needed to activate the mod, and no need to complete the Prologue prior to mod activation
- Built-in ability to save and reload game session and mission script state (16 savegame slots)
Requirements
- ASI Loader
- ScriptHookV
- Optional: Any RPF editor (for the Menu Disabler)
Content available at this mod page
- The YOS plugin itself + optional Menu Disabler
- Advanced (v2) mission script compiler
- Sample mission scripts (for the v2 compiler)
Please note, that due to VirusTotal falsely flagging the basic (v1) mission script compiler as a trojan, it's no longer possible to upload it here. You can download it directly from my website: http://urhajozas.rf.gd/?select=LNK_GTAV_YOS_CMP
Compatibility
This mod is not guaranteed to be compatible with mission packs (which stick to the vanilla script), online trainers, or aanother aggressive scripting overhaul projects.
Hint for n00bs
This mod is not a mission pack or a storyline in itself; it's a scripting engine, designed to run special YOS scripts.
If you only see this mod as a requirement for another mod, then install it as an ordinary ASI plugin, and you're OK:
Otherwise, if you're a modder, and you plan to write your own storyline, then you'll also need to download the compiler and the script samples, and write your own storyline. You may also want to check out some open source mission packs for further inspiration.
Open Source
From the 2.0 version onwards, this mod is open source. You can view the source code at: https://github.com/JupiterKasparov/GTAV_YOS
Bug Reports and Version Compatibility
Unless otherwise noted, old saved games can be loaded with newer versions, without any problems, provided that your mission script remains unchanged.
Bugs should be reported either in comments, or as issues on the mod's GitHub page. However, if you decide to report a bug, you should be specific, use proper sentences, and write in English or Hungarian language only.
Change log
- 2.0 Update 1: Improved car saving accuracy. Not savegame-compatible with initial 2.0 version!
- 2.0 Update 2: Fixed critical bug: automatic wasted-busted gosub return service now works properly (it didn't work properly)!
- 2.0 Update 2b: Fixed critical bug: thread timers now get properly increased, regardless of the amount of 'wait' time.
- 2.0 Update 3: Fixed critical bug: GTA5-compatible (numeric) arrays now get saved properly. Removed redundancy from savegame structure. Not savegame-compatible with earlier versions!
- 2.0 Update 4: Fixed bug: YOS dynamic car generators active state now gets saved properly (there was a typo, dynamic car generators were always saved as active).
- 2.0 Update 5: Fixed developer oversight: mod will not always reset, if a loading screen pops up.
- 2.0 Update 6: Fixed critical bug: player will never get stuck at starting a new game (bug introduced with Update 5).
- 2.0 Update 7: Fixed critical bug: YOS custom restarts (hospital, police, override) now always work (the respwan controller didn't run for some reason; script functions are now merged into one).
- 2.1: Added several new functions and saveable properties.
- 2.1 Update 1: Fixed game crash with 'clear_mission_objects' function. Restored earlier version of world cleanup (now, without game crash).
- 2.2: Improved car saving accuracy (now fully works). Improved internal mod safety against 3rd-party script mods unloading models. Full revamp of mod data files.
- 2.2 Update 1: Further improved internal mod safety against 3rd-party script mods unloading models. Full revamp of statistics data file (statistics.dat).
- 2.2 Update 2: Fixed bug: 'draw_custom_texture' function now works properly (it didn't work). Scripts using that function must be recompiled with the new function signature. Savegames saved from such scripts are also broken!
- 2.2 Update 2b: Updatad statistics data file (statistics.dat); added some missing stats.
- 2.3: Full refurbishment of world cleanup process with several improvements. Added 3 new script functions. Added internal safety checks for compatibility with ancient versions of GTA 5.
- 2.3 Update 1: Fixed developer oversight: all managed objects will be restored with true coordinates (no Z offset), including the player (creation / restoration)
This ASI plugin allows you to fully override the non-moddable YSC mission scripts, thus allowing Mission or Map Total Conversion mods to be made.
Features
- Simple, fast scripting engine
- Automatic world cleanup: no user intervention needed to activate the mod, and no need to complete the Prologue prior to mod activation
- Built-in ability to save and reload game session and mission script state (16 savegame slots)
Requirements
- ASI Loader
- ScriptHookV
- Optional: Any RPF editor (for the Menu Disabler)
Content available at this mod page
- The YOS plugin itself + optional Menu Disabler
- Advanced (v2) mission script compiler
- Sample mission scripts (for the v2 compiler)
Please note, that due to VirusTotal falsely flagging the basic (v1) mission script compiler as a trojan, it's no longer possible to upload it here. You can download it directly from my website: http://urhajozas.rf.gd/?select=LNK_GTAV_YOS_CMP
Compatibility
This mod is not guaranteed to be compatible with mission packs (which stick to the vanilla script), online trainers, or aanother aggressive scripting overhaul projects.
Hint for n00bs
This mod is not a mission pack or a storyline in itself; it's a scripting engine, designed to run special YOS scripts.
If you only see this mod as a requirement for another mod, then install it as an ordinary ASI plugin, and you're OK:
Otherwise, if you're a modder, and you plan to write your own storyline, then you'll also need to download the compiler and the script samples, and write your own storyline. You may also want to check out some open source mission packs for further inspiration.
Open Source
From the 2.0 version onwards, this mod is open source. You can view the source code at: https://github.com/JupiterKasparov/GTAV_YOS
Bug Reports and Version Compatibility
Unless otherwise noted, old saved games can be loaded with newer versions, without any problems, provided that your mission script remains unchanged.
Bugs should be reported either in comments, or as issues on the mod's GitHub page. However, if you decide to report a bug, you should be specific, use proper sentences, and write in English or Hungarian language only.
Change log
- 2.0 Update 1: Improved car saving accuracy. Not savegame-compatible with initial 2.0 version!
- 2.0 Update 2: Fixed critical bug: automatic wasted-busted gosub return service now works properly (it didn't work properly)!
- 2.0 Update 2b: Fixed critical bug: thread timers now get properly increased, regardless of the amount of 'wait' time.
- 2.0 Update 3: Fixed critical bug: GTA5-compatible (numeric) arrays now get saved properly. Removed redundancy from savegame structure. Not savegame-compatible with earlier versions!
- 2.0 Update 4: Fixed bug: YOS dynamic car generators active state now gets saved properly (there was a typo, dynamic car generators were always saved as active).
- 2.0 Update 5: Fixed developer oversight: mod will not always reset, if a loading screen pops up.
- 2.0 Update 6: Fixed critical bug: player will never get stuck at starting a new game (bug introduced with Update 5).
- 2.0 Update 7: Fixed critical bug: YOS custom restarts (hospital, police, override) now always work (the respwan controller didn't run for some reason; script functions are now merged into one).
- 2.1: Added several new functions and saveable properties.
- 2.1 Update 1: Fixed game crash with 'clear_mission_objects' function. Restored earlier version of world cleanup (now, without game crash).
- 2.2: Improved car saving accuracy (now fully works). Improved internal mod safety against 3rd-party script mods unloading models. Full revamp of mod data files.
- 2.2 Update 1: Further improved internal mod safety against 3rd-party script mods unloading models. Full revamp of statistics data file (statistics.dat).
- 2.2 Update 2: Fixed bug: 'draw_custom_texture' function now works properly (it didn't work). Scripts using that function must be recompiled with the new function signature. Savegames saved from such scripts are also broken!
- 2.2 Update 2b: Updatad statistics data file (statistics.dat); added some missing stats.
- 2.3: Full refurbishment of world cleanup process with several improvements. Added 3 new script functions. Added internal safety checks for compatibility with ancient versions of GTA 5.
- 2.3 Update 1: Fixed developer oversight: all managed objects will be restored with true coordinates (no Z offset), including the player (creation / restoration)
First Uploaded: January 27, 2020
Last Updated: January 21, 2024
Last Downloaded: 5 hours ago
@JIMX Not exactly a library; it basically aims to be a reimplementation of the GTA V scripting interface, by disabling all GTA 5 game scripts, and running actually moddable (quasi-standard) scripts on its own engine. May not be perfect, but for experienced scripters who would like to make Total Conversions (like the usual Russian GTA modders in the past), this is currently the best tool in existence... or at least the only one, which can save and reload the game session, without requiring custom solutions.
Good to see VirusTotal didn't throw a hissyfit now
How would you use the R* Editor?
@Realz22 If the R* Editor is a YSC scripted feature, then it may be reenabled by removing it from the script kill list. Otherwise, no action needed.
If you mean the Director Mode (which is available from normal gameplay), it's a YSC scripted feature.
As long as the Interaction Menu ('M' by default) is not used for anything, compatibility can be made possible.
how do i fix the fact that i cant walk
@gtaguy994206 Where is the fact that you can't walk. There should be no such thing, that you can't walk...
What YOS script do you have? May it block the player somehow?
What other mods do you have? May they block the player?
Is it possible to just create a simple script that is standalone and does not require this to just put the player in a freemode state. Where it is similar to a simple fivem server with nothing to do just a map and a few simple features?
@SpeedyClaude
Well, it is certainly possible to put the player in freemode without using this mod.
This mod is notthing to do with FiveM, actually. This mod is primarily made for script modders, who would want to make Total Conversion mods for GTA V, because, by default, it's not possible to do a TC mod for GTA V. Older games could be fully modded (mainly Russian modders done a few TC mods for them).
@Jupiter Kasparov Thanks for the reply. I understand that the mod has no correlation to FiveM, I was just using it to convey my point. My main question was about how you managed to disable the built in ysc scripts and if it would be possible to do so with a simple .cs script..
@SpeedyClaude
It is certainly possible to disable the YSC scripts. This mod disables them from an user-updateable list.
The disablement code is originally based on a mod named "GTAV Override" by Konijima, which is implemented the very first part of the https://github.com/JupiterKasparov/GTAV_YOS/blob/main/yos_worldmanager.pas file.
@Jupiter Kasparov Thanks, I'll check it out.
@Jupiter Kasparov You're an amazing mod creator. This with your other mod that I commented on plus mods from other creators helps me turn GTA V into exactly what I want it to be, San Andreas as a sandbox. Thanks so much.
Using this with "Sunshine Dream" Total Conversion, I appreciate your work!
@Jupiter Kasparov One thing I noticed is that when starting the game with a custom script, it locks you into a falling animation and freezes the player. I believe it has something to do with the GTA V map being disabled
Hi. What i'm looking to do is have LC-V Remix (Centered) in place of the GTA V map and no additional scripting...
1) Do i also need to use 'GTA V Empty Map' with this?
2) can i use this with only the .ASI file and no scripting mod?
Thanks.
@O-MATIX
1, The Empty map mod is required, if you want to totally clen up the GTA V map for your own map. Install it BEFORE doing any other RPF mdfifications, otherwise it may override something. There are currently no other solutions for GTA V map cleanup, so the answer is "yes".
2, Yes, this ASI mod works fully good without any mission script, but the other files (included with the mod) are required for proper gameworld reset, even if no custom YOS script is installed. In this case, all YOS functionality is disabled, only the gameworld reset is performed.
@Jupiter Kasparov this is very helpful. thank you!
seems like I am unable to create a save game, despite making sure I set up the co-ords properly. Is there supposed to be some specific button that I have to press when inside the circle?
Seems like I could only ever pull up the load menu
actually scratch that, its a height issue. anyway, it seems that the player is still frozen when starting/loading. The player becomes unfrozen after death. this happens with any script I test including the example scripts.
yea, this doesn't seem to work at all. either rockstar changed something, or its a problem with the tool itself.
The frozen character movements on start up is frustrating to deal with. Really ruins an otherwise great tool for total conversions
@Jupiter Kasparov