Freemode Identity 1.1.7
5.038
79
5.038
79
Freemode Identity
This mod lets your freemode (multiplayer) character live in story mode as a real character - it keeps the look you authored, gives it a spendable wallet, and holds on to your weapons, armor and health, so shops, money and your loadout just work. It merges Appearance Keeper and Freemode Wallet into one mod, and runs on both GTA V Enhanced and Legacy from a single build that detects your edition.
It doesn't author looks - use a customizer like Menyoo for that. It saves what you made and keeps it applied. Everything is opt-in - one master switch turns the whole mod on or off, and each feature is its own toggle.
Appearance
Save as many looks as you like into named slots, mark one active, and turn Appearance on - your active look is applied on load and re-asserted after death, respawn or a model swap. Turn it off and you're swapped back to your story protagonist. A look captures everything: model, heritage and face morphs, head overlays (brows, makeup, beard, wrinkles), hair and tint, eye colour, voice, clothing and props - masks and decals included - moving style, mood and tattoos.
Each slot also keeps one Backup, taken before an Overwrite, that you can apply without touching the saved slot. Edit Mode pauses the re-apply so an external tool (e.g. Menyoo) can change your ped freely. Save before you turn it off - anything you changed and didn't save is discarded.
Wallet and spoofing
The rest of the game reads the wallet as real money - ATMs show the right balance, and external job mods pay into and charge it correctly (tested with Casual Jobs (Rabbit Holes), Driver Jobs V and Vehicle Market). Spoofing never engages on a genuine story protagonist, so it can't hijack story money. Story-mode death and arrest penalties apply too - a healthcare fee, a bail fine, and a bust confiscates your gear like vanilla.
Loadout
The game keeps none of a freemode character's weapons, armor or health. Loadout snapshots what you're carrying as you play and restores it with your look - ammo, tints and attachments included. Weapons / Armor / Health are each an independent toggle.
Skills
Set your character's stats - stamina, shooting, strength, stealth, flying, driving, lung capacity - and they're applied in-game. Leave a skill progressing and it climbs from what you do (sprint, shoot, drive, swim...) at a speed you choose, or halt it to hold a value. Turn Skills off and your real values are restored.
Mod data location
The mod stores its data (saved looks, wallet balance, FreemodeIdentity.ini and logs) in %APPDATA%\GTA V Mods\KernelPryanic\FreemodeIdentity - required on Enhanced, where the game locks its own directory for the session, and used on Legacy too so everything lives in one place.
Default keys
Dependencies
Installation
Extract FreemodeIdentity.zip into the root of your GTA 5 directory - the .dll goes into scripts/ and the .asi goes into the game root (next to the game exe). Or use my Vortex extension.
Moving over from Appearance Keeper / Freemode Wallet
Freemode Identity replaces both Appearance Keeper and Freemode Wallet, now deprecated. Your saved looks carry over directly - the slot format is compatible, so copy your whole Appearances folder from ...\AppearanceKeeper\Appearances into ...\FreemodeIdentity\Appearances. Settings aren't carried over - set them once in the new menu.
Known limitations
For mod developers
The wallet redirect hooks STAT_GET_INT/STAT_SET_INT on the active cash stat (SP0/SP1/SP2_TOTAL_CASH) and the matching bank stat (SP0/SP1/SP2_BANK_BALANCE). So if your mod touches the player's money the conventional way - Game.Player.Money (SHVDN), those natives, or either stat directly - it works automatically while spoofing is on. Cash and bank both resolve to the one wallet total.
Source
Open source on GitHub.
License
Released under the MIT License - free to use, modify and build on. Credit the author (Daniil Trishkin aka Kernel Pryanic) and keep the licence notice.
Changelog
1.1.7
1.1.6
1.1.5
1.1.4
1.1.3
1.1.2
1.1.1
1.1.0
1.0.2
1.0.1
1.0.0
0.7.1
0.7.0
0.6.0
0.5.0
0.4.0
0.3.1
0.3.0
0.2.1
0.2.0
0.1.0
This mod lets your freemode (multiplayer) character live in story mode as a real character - it keeps the look you authored, gives it a spendable wallet, and holds on to your weapons, armor and health, so shops, money and your loadout just work. It merges Appearance Keeper and Freemode Wallet into one mod, and runs on both GTA V Enhanced and Legacy from a single build that detects your edition.
It doesn't author looks - use a customizer like Menyoo for that. It saves what you made and keeps it applied. Everything is opt-in - one master switch turns the whole mod on or off, and each feature is its own toggle.
Appearance
Save as many looks as you like into named slots, mark one active, and turn Appearance on - your active look is applied on load and re-asserted after death, respawn or a model swap. Turn it off and you're swapped back to your story protagonist. A look captures everything: model, heritage and face morphs, head overlays (brows, makeup, beard, wrinkles), hair and tint, eye colour, voice, clothing and props - masks and decals included - moving style, mood and tattoos.
Each slot also keeps one Backup, taken before an Overwrite, that you can apply without touching the saved slot. Edit Mode pauses the re-apply so an external tool (e.g. Menyoo) can change your ped freely. Save before you turn it off - anything you changed and didn't save is discarded.
Wallet and spoofing
- Spoofing - makes your freemode ped read as a story protagonist (Michael, Franklin or Trevor) so shops open and jobs pay out. Your body still renders freemode. It auto-releases on a model change and defaults off.
- Earning - credits your wallet from each collected money pickup, and captures script payouts (rewards paid through the game's player-money system) while spoofing is on.
- Spending - while spoofing, a small companion plugin redirects the shop's charge to your wallet. The protagonist's real cash is never touched.
The rest of the game reads the wallet as real money - ATMs show the right balance, and external job mods pay into and charge it correctly (tested with Casual Jobs (Rabbit Holes), Driver Jobs V and Vehicle Market). Spoofing never engages on a genuine story protagonist, so it can't hijack story money. Story-mode death and arrest penalties apply too - a healthcare fee, a bail fine, and a bust confiscates your gear like vanilla.
Loadout
The game keeps none of a freemode character's weapons, armor or health. Loadout snapshots what you're carrying as you play and restores it with your look - ammo, tints and attachments included. Weapons / Armor / Health are each an independent toggle.
Skills
Set your character's stats - stamina, shooting, strength, stealth, flying, driving, lung capacity - and they're applied in-game. Leave a skill progressing and it climbs from what you do (sprint, shoot, drive, swim...) at a speed you choose, or halt it to hold a value. Turn Skills off and your real values are restored.
Mod data location
The mod stores its data (saved looks, wallet balance, FreemodeIdentity.ini and logs) in %APPDATA%\GTA V Mods\KernelPryanic\FreemodeIdentity - required on Enhanced, where the game locks its own directory for the session, and used on Legacy too so everything lives in one place.
Default keys
- Shift+X - Open menu (configurable in FreemodeIdentity.ini)
Dependencies
Installation
Extract FreemodeIdentity.zip into the root of your GTA 5 directory - the .dll goes into scripts/ and the .asi goes into the game root (next to the game exe). Or use my Vortex extension.
Moving over from Appearance Keeper / Freemode Wallet
Freemode Identity replaces both Appearance Keeper and Freemode Wallet, now deprecated. Your saved looks carry over directly - the slot format is compatible, so copy your whole Appearances folder from ...\AppearanceKeeper\Appearances into ...\FreemodeIdentity\Appearances. Settings aren't carried over - set them once in the new menu.
Known limitations
- Turn Spoofing off before loading a save - loading while spoofed can render a broken (floating-head) body. It re-engages on its own once a load settles.
- Works on freemode (MP Male/Female) peds only - story protagonists and addon/custom models have their face baked into the model and can't be captured.
- Some externally-authored faces can't be captured (Menyoo's randomizer, certain trainer-made characters) - the mod warns you at save time and leaves the face untouched, while clothes, hair and props still save. Faces from the heritage sliders, the in-game creator, or manual Menyoo Head Features edits work fine.
- Spending and script payouts need spoofing on. Pickup earning works either way. With the wallet off a purchase completes but nothing is charged.
- A few interactions (e.g. a prostitute's service) deduct through their own in-game logic rather than the cash stat the plugin hooks, so they come out free even with the wallet on. Shops, ATMs and stat-based payouts work.
- The .asi plugin is required for spending - without it the mod still keeps your look and earns from pickups, but shops charge nothing.
- Overlay tint colours aren't preserved yet on Enhanced (brow/makeup/lipstick shape and opacity are). Custom moving styles / moods outside the known tables are left unset rather than guessed.
- A character with no distinguishing features at all - default heritage, no overlays and eye colour 0 - is slow to save and may not keep its face detail. Giving the character any eye colour other than 0 avoids both.
- Returning your story character restores their outfit, props and hairstyle, but not a deliberately recoloured hair - the default hair colour comes back with the model.
For mod developers
The wallet redirect hooks STAT_GET_INT/STAT_SET_INT on the active cash stat (SP0/SP1/SP2_TOTAL_CASH) and the matching bank stat (SP0/SP1/SP2_BANK_BALANCE). So if your mod touches the player's money the conventional way - Game.Player.Money (SHVDN), those natives, or either stat directly - it works automatically while spoofing is on. Cash and bank both resolve to the one wallet total.
Source
Open source on GitHub.
License
Released under the MIT License - free to use, modify and build on. Credit the author (Daniil Trishkin aka Kernel Pryanic) and keep the licence notice.
Changelog
1.1.7
- Removed a leftover diagnostic from the Debug menu - a memory scan that could freeze the game for minutes and was never meant for normal play.
1.1.6
- Fixed Loadout not working with add-on weapons - carrying a weapon added by another mod stopped the mod storing anything at all, so no weapons, armor or health were kept. Add-on weapons are now recognised and preserved like any other.
- Added credit for ScriptHookVDotNet Enhanced, some of whose work this mod builds on.
1.1.5
- Fixed hair colour saving as black, and with it eyebrows disappearing, overlays not saving and eye colour changing - the face detail was being read from the wrong place in memory. All four were the same bug.
- Masks and clothing decals are now saved - they were missing from the captured clothing slots, so a mask was lost on every load and one put on in Edit Mode stayed stuck.
- Saving is dramatically faster - a save that could take a couple of minutes now finishes in a fraction of a second.
- Fixed a recurring stutter when a character's moving style can't be loaded by the game.
1.1.4
- Fixed a case where a Menyoo-edited face saved without the face even though it could be preserved.
- Fixed a freeze that could happen after hot-reloading mods while spoofed, where the character kept getting recreated every few seconds.
- The Edit Mode reminder now backs off over time instead of nagging during a long editing session.
1.1.3
- Skills is now on by default, alongside the other features.
- The mod now tells you if the .asi companion plugin isn't loaded, so it's clear why shop spending and skills aren't working.
1.1.2
- Fixed the "Stamina +" banner for good - it's now blocked at the source, so it no longer interferes with other notifications (from this or any other mod) while a skill is progressing.
1.1.1
- Fixed the "Stamina +" skill banner sticking on screen while a skill was progressing - now cleared without disturbing your other notifications.
- Hardened toggling the mod on and off around that banner, so it can't crash the game or leave your story character reset.
1.1.0
- Skills now progress as you play. A skill left progressing climbs from what you do - sprinting builds stamina, shooting builds shooting, driving builds driving, and so on - or set it halted to hold a value. Effort counts: a sprint earns more than a jog, a hard swim more than a drift.
- New Progression Speed setting from 0.25x to 40x to make the climb as slow or fast as you like.
- Money changes now show a short green +$ / red -$ ticker so you can see what you earned or spent at a glance.
1.0.2
- Fixed the game re-arming your freemode character with weapons you'd dropped after switching the mod off and on - an emptied inventory now stays emptied across the switch.
- Fixed your story character picking up stray gear during a fast off-and-on - a half-loaded read can no longer be stored as their own loadout.
1.0.1
- Fixed armor and health not coming back when you turn the mod off and on with the master switch.
- Fixed your story character's outfit being lost after a mod hot reload - a half-loaded read can no longer overwrite the saved look.
1.0.0
- First stable release. Everything from the 0.x line - looks, wallet, loadout and skills - is in and settled across both editions.
- A story-mode bust now confiscates gear like vanilla - your drawn weapon, all ammo and body armor - so the bail fine drops to the authentic $300.
- Fixed emptying your weapons not sticking across turning the mod off and on - the game re-granted your old arsenal on the way back, and it's now cleared to match what you're actually carrying.
- Cleaner diagnostic log - normal events read as info instead of errors, so a shared log points at real problems faster.
0.7.1
- Turning the mod off now also returns your story character in their own outfit and hair - a custom look is no longer reset to default clothing on the way back.
0.7.0
- Turning the mod off now returns your story character with their own weapons, armor, health and skills - captured when you turn the mod on and restored when you turn it off, so they're never left empty or reset. It won't overwrite newer stats if you played them since, and won't put one character's gear onto another.
- Your wanted level now carries across turning the mod on or off - toggling mid-chase no longer shakes the cops.
- Master switch off truly idles the mod - no per-frame work when it's off.
- Pickups can now be turned off to stop scanning entirely - an escape hatch for FPS in pickup-heavy scenes.
- Big performance pass on top of 0.6.0, including large combat scenes.
- Fixed the skill-up notification sticking on screen after turning the mod off.
0.6.0
- New Skills feature - set your character's stats (shooting, stamina, strength, stealth, driving, flying, lung capacity); your real values come back when you turn it off.
- New master switch - one toggle turns the whole mod on or off, with each feature in its own submenu. Off reverts everything and keeps your settings for when you turn it back on.
- Story-mode death and arrest fees now charge the wallet - a healthcare fee on respawn and a bail fine on release.
- Much lighter on performance - per-frame cost cut roughly 20x.
- Fixed Ammu-Nation re-charging for a weapon you already own after toggling the mod off and on.
- Fixed a stuck black screen after a police bust when the game's own fade-in never fired.
- Reduced a rare fall through the map after respawn - the spoof now waits for solid ground before re-engaging.
0.5.0
- New Loadout feature - keeps the weapons, armor and health a freemode character would otherwise lose. The game saves none of them, and applying your look respawns the ped empty; now they're snapshotted as you play and restored with your look.
0.4.0
- Fixed an edge case where a purchase could charge your protagonist's real money instead of the wallet - found with Vehicle Market. Mods that pop the map mid-purchase briefly suspended spoofing, so the charge slipped past; spoofing now stays engaged across the map.
- The wallet now also covers charges made against your bank balance, not just on-hand cash.
- Loading a save: turn Spoofing off before you load (it re-engages on its own once you're back in).
0.3.1
- Fixed a map waypoint disappearing from the minimap while spoofing was on, on both editions.
0.3.0
- Your look is now restored after a police bust, the same as a hospital respawn.
- Re-applying your look now waits for the world to be fully streamed in, fixing rare falls through the map and stuck black loading screens on heavy modlists.
- Fixed a broken (floating-head) body after loading a save while the game is running, on both editions.
- Clarified the Spoofing menu description: it's required for a fully working wallet.
0.2.1
- Fixed the diagnostic log filling up with repeated lines while spoofing in a shop.
0.2.0
- Now runs on GTA V Legacy as well as Enhanced, from a single build - it detects the edition and adapts.
- Tattoos / decals are now preserved on both editions.
- Menu polish: Saved Appearances is first, the active slot shows in the submenu header, and a reminder fires if you leave Edit Mode on.
- Stability: fixed menu flicker and rare multi-second freezes when toggling Appearance or Spoofing.
0.1.0
- Initial release - the merged Appearance Keeper + Freemode Wallet: snapshot and auto-apply your freemode look across named slots with per-slot backups, a spendable wallet (earn from pickups and payouts, spend in shops via a protagonist spoof), and an Edit Mode for external tools. Runs on both editions from one build.
Πρωτοανέβηκε: 27 Ιούνιος 2026
Πιο πρόσφατη ενημέρωση: πριν 1 μέρα
Last Downloaded: πριν 25 λεπτά
All Versions
140 σχόλια
More mods by Kernel Pryanic:
Freemode Identity
This mod lets your freemode (multiplayer) character live in story mode as a real character - it keeps the look you authored, gives it a spendable wallet, and holds on to your weapons, armor and health, so shops, money and your loadout just work. It merges Appearance Keeper and Freemode Wallet into one mod, and runs on both GTA V Enhanced and Legacy from a single build that detects your edition.
It doesn't author looks - use a customizer like Menyoo for that. It saves what you made and keeps it applied. Everything is opt-in - one master switch turns the whole mod on or off, and each feature is its own toggle.
Appearance
Save as many looks as you like into named slots, mark one active, and turn Appearance on - your active look is applied on load and re-asserted after death, respawn or a model swap. Turn it off and you're swapped back to your story protagonist. A look captures everything: model, heritage and face morphs, head overlays (brows, makeup, beard, wrinkles), hair and tint, eye colour, voice, clothing and props - masks and decals included - moving style, mood and tattoos.
Each slot also keeps one Backup, taken before an Overwrite, that you can apply without touching the saved slot. Edit Mode pauses the re-apply so an external tool (e.g. Menyoo) can change your ped freely. Save before you turn it off - anything you changed and didn't save is discarded.
Wallet and spoofing
The rest of the game reads the wallet as real money - ATMs show the right balance, and external job mods pay into and charge it correctly (tested with Casual Jobs (Rabbit Holes), Driver Jobs V and Vehicle Market). Spoofing never engages on a genuine story protagonist, so it can't hijack story money. Story-mode death and arrest penalties apply too - a healthcare fee, a bail fine, and a bust confiscates your gear like vanilla.
Loadout
The game keeps none of a freemode character's weapons, armor or health. Loadout snapshots what you're carrying as you play and restores it with your look - ammo, tints and attachments included. Weapons / Armor / Health are each an independent toggle.
Skills
Set your character's stats - stamina, shooting, strength, stealth, flying, driving, lung capacity - and they're applied in-game. Leave a skill progressing and it climbs from what you do (sprint, shoot, drive, swim...) at a speed you choose, or halt it to hold a value. Turn Skills off and your real values are restored.
Mod data location
The mod stores its data (saved looks, wallet balance, FreemodeIdentity.ini and logs) in %APPDATA%\GTA V Mods\KernelPryanic\FreemodeIdentity - required on Enhanced, where the game locks its own directory for the session, and used on Legacy too so everything lives in one place.
Default keys
Dependencies
Installation
Extract FreemodeIdentity.zip into the root of your GTA 5 directory - the .dll goes into scripts/ and the .asi goes into the game root (next to the game exe). Or use my Vortex extension.
Moving over from Appearance Keeper / Freemode Wallet
Freemode Identity replaces both Appearance Keeper and Freemode Wallet, now deprecated. Your saved looks carry over directly - the slot format is compatible, so copy your whole Appearances folder from ...\AppearanceKeeper\Appearances into ...\FreemodeIdentity\Appearances. Settings aren't carried over - set them once in the new menu.
Known limitations
For mod developers
The wallet redirect hooks STAT_GET_INT/STAT_SET_INT on the active cash stat (SP0/SP1/SP2_TOTAL_CASH) and the matching bank stat (SP0/SP1/SP2_BANK_BALANCE). So if your mod touches the player's money the conventional way - Game.Player.Money (SHVDN), those natives, or either stat directly - it works automatically while spoofing is on. Cash and bank both resolve to the one wallet total.
Source
Open source on GitHub.
License
Released under the MIT License - free to use, modify and build on. Credit the author (Daniil Trishkin aka Kernel Pryanic) and keep the licence notice.
Changelog
1.1.7
1.1.6
1.1.5
1.1.4
1.1.3
1.1.2
1.1.1
1.1.0
1.0.2
1.0.1
1.0.0
0.7.1
0.7.0
0.6.0
0.5.0
0.4.0
0.3.1
0.3.0
0.2.1
0.2.0
0.1.0
This mod lets your freemode (multiplayer) character live in story mode as a real character - it keeps the look you authored, gives it a spendable wallet, and holds on to your weapons, armor and health, so shops, money and your loadout just work. It merges Appearance Keeper and Freemode Wallet into one mod, and runs on both GTA V Enhanced and Legacy from a single build that detects your edition.
It doesn't author looks - use a customizer like Menyoo for that. It saves what you made and keeps it applied. Everything is opt-in - one master switch turns the whole mod on or off, and each feature is its own toggle.
Appearance
Save as many looks as you like into named slots, mark one active, and turn Appearance on - your active look is applied on load and re-asserted after death, respawn or a model swap. Turn it off and you're swapped back to your story protagonist. A look captures everything: model, heritage and face morphs, head overlays (brows, makeup, beard, wrinkles), hair and tint, eye colour, voice, clothing and props - masks and decals included - moving style, mood and tattoos.
Each slot also keeps one Backup, taken before an Overwrite, that you can apply without touching the saved slot. Edit Mode pauses the re-apply so an external tool (e.g. Menyoo) can change your ped freely. Save before you turn it off - anything you changed and didn't save is discarded.
Wallet and spoofing
- Spoofing - makes your freemode ped read as a story protagonist (Michael, Franklin or Trevor) so shops open and jobs pay out. Your body still renders freemode. It auto-releases on a model change and defaults off.
- Earning - credits your wallet from each collected money pickup, and captures script payouts (rewards paid through the game's player-money system) while spoofing is on.
- Spending - while spoofing, a small companion plugin redirects the shop's charge to your wallet. The protagonist's real cash is never touched.
The rest of the game reads the wallet as real money - ATMs show the right balance, and external job mods pay into and charge it correctly (tested with Casual Jobs (Rabbit Holes), Driver Jobs V and Vehicle Market). Spoofing never engages on a genuine story protagonist, so it can't hijack story money. Story-mode death and arrest penalties apply too - a healthcare fee, a bail fine, and a bust confiscates your gear like vanilla.
Loadout
The game keeps none of a freemode character's weapons, armor or health. Loadout snapshots what you're carrying as you play and restores it with your look - ammo, tints and attachments included. Weapons / Armor / Health are each an independent toggle.
Skills
Set your character's stats - stamina, shooting, strength, stealth, flying, driving, lung capacity - and they're applied in-game. Leave a skill progressing and it climbs from what you do (sprint, shoot, drive, swim...) at a speed you choose, or halt it to hold a value. Turn Skills off and your real values are restored.
Mod data location
The mod stores its data (saved looks, wallet balance, FreemodeIdentity.ini and logs) in %APPDATA%\GTA V Mods\KernelPryanic\FreemodeIdentity - required on Enhanced, where the game locks its own directory for the session, and used on Legacy too so everything lives in one place.
Default keys
- Shift+X - Open menu (configurable in FreemodeIdentity.ini)
Dependencies
Installation
Extract FreemodeIdentity.zip into the root of your GTA 5 directory - the .dll goes into scripts/ and the .asi goes into the game root (next to the game exe). Or use my Vortex extension.
Moving over from Appearance Keeper / Freemode Wallet
Freemode Identity replaces both Appearance Keeper and Freemode Wallet, now deprecated. Your saved looks carry over directly - the slot format is compatible, so copy your whole Appearances folder from ...\AppearanceKeeper\Appearances into ...\FreemodeIdentity\Appearances. Settings aren't carried over - set them once in the new menu.
Known limitations
- Turn Spoofing off before loading a save - loading while spoofed can render a broken (floating-head) body. It re-engages on its own once a load settles.
- Works on freemode (MP Male/Female) peds only - story protagonists and addon/custom models have their face baked into the model and can't be captured.
- Some externally-authored faces can't be captured (Menyoo's randomizer, certain trainer-made characters) - the mod warns you at save time and leaves the face untouched, while clothes, hair and props still save. Faces from the heritage sliders, the in-game creator, or manual Menyoo Head Features edits work fine.
- Spending and script payouts need spoofing on. Pickup earning works either way. With the wallet off a purchase completes but nothing is charged.
- A few interactions (e.g. a prostitute's service) deduct through their own in-game logic rather than the cash stat the plugin hooks, so they come out free even with the wallet on. Shops, ATMs and stat-based payouts work.
- The .asi plugin is required for spending - without it the mod still keeps your look and earns from pickups, but shops charge nothing.
- Overlay tint colours aren't preserved yet on Enhanced (brow/makeup/lipstick shape and opacity are). Custom moving styles / moods outside the known tables are left unset rather than guessed.
- A character with no distinguishing features at all - default heritage, no overlays and eye colour 0 - is slow to save and may not keep its face detail. Giving the character any eye colour other than 0 avoids both.
- Returning your story character restores their outfit, props and hairstyle, but not a deliberately recoloured hair - the default hair colour comes back with the model.
For mod developers
The wallet redirect hooks STAT_GET_INT/STAT_SET_INT on the active cash stat (SP0/SP1/SP2_TOTAL_CASH) and the matching bank stat (SP0/SP1/SP2_BANK_BALANCE). So if your mod touches the player's money the conventional way - Game.Player.Money (SHVDN), those natives, or either stat directly - it works automatically while spoofing is on. Cash and bank both resolve to the one wallet total.
Source
Open source on GitHub.
License
Released under the MIT License - free to use, modify and build on. Credit the author (Daniil Trishkin aka Kernel Pryanic) and keep the licence notice.
Changelog
1.1.7
- Removed a leftover diagnostic from the Debug menu - a memory scan that could freeze the game for minutes and was never meant for normal play.
1.1.6
- Fixed Loadout not working with add-on weapons - carrying a weapon added by another mod stopped the mod storing anything at all, so no weapons, armor or health were kept. Add-on weapons are now recognised and preserved like any other.
- Added credit for ScriptHookVDotNet Enhanced, some of whose work this mod builds on.
1.1.5
- Fixed hair colour saving as black, and with it eyebrows disappearing, overlays not saving and eye colour changing - the face detail was being read from the wrong place in memory. All four were the same bug.
- Masks and clothing decals are now saved - they were missing from the captured clothing slots, so a mask was lost on every load and one put on in Edit Mode stayed stuck.
- Saving is dramatically faster - a save that could take a couple of minutes now finishes in a fraction of a second.
- Fixed a recurring stutter when a character's moving style can't be loaded by the game.
1.1.4
- Fixed a case where a Menyoo-edited face saved without the face even though it could be preserved.
- Fixed a freeze that could happen after hot-reloading mods while spoofed, where the character kept getting recreated every few seconds.
- The Edit Mode reminder now backs off over time instead of nagging during a long editing session.
1.1.3
- Skills is now on by default, alongside the other features.
- The mod now tells you if the .asi companion plugin isn't loaded, so it's clear why shop spending and skills aren't working.
1.1.2
- Fixed the "Stamina +" banner for good - it's now blocked at the source, so it no longer interferes with other notifications (from this or any other mod) while a skill is progressing.
1.1.1
- Fixed the "Stamina +" skill banner sticking on screen while a skill was progressing - now cleared without disturbing your other notifications.
- Hardened toggling the mod on and off around that banner, so it can't crash the game or leave your story character reset.
1.1.0
- Skills now progress as you play. A skill left progressing climbs from what you do - sprinting builds stamina, shooting builds shooting, driving builds driving, and so on - or set it halted to hold a value. Effort counts: a sprint earns more than a jog, a hard swim more than a drift.
- New Progression Speed setting from 0.25x to 40x to make the climb as slow or fast as you like.
- Money changes now show a short green +$ / red -$ ticker so you can see what you earned or spent at a glance.
1.0.2
- Fixed the game re-arming your freemode character with weapons you'd dropped after switching the mod off and on - an emptied inventory now stays emptied across the switch.
- Fixed your story character picking up stray gear during a fast off-and-on - a half-loaded read can no longer be stored as their own loadout.
1.0.1
- Fixed armor and health not coming back when you turn the mod off and on with the master switch.
- Fixed your story character's outfit being lost after a mod hot reload - a half-loaded read can no longer overwrite the saved look.
1.0.0
- First stable release. Everything from the 0.x line - looks, wallet, loadout and skills - is in and settled across both editions.
- A story-mode bust now confiscates gear like vanilla - your drawn weapon, all ammo and body armor - so the bail fine drops to the authentic $300.
- Fixed emptying your weapons not sticking across turning the mod off and on - the game re-granted your old arsenal on the way back, and it's now cleared to match what you're actually carrying.
- Cleaner diagnostic log - normal events read as info instead of errors, so a shared log points at real problems faster.
0.7.1
- Turning the mod off now also returns your story character in their own outfit and hair - a custom look is no longer reset to default clothing on the way back.
0.7.0
- Turning the mod off now returns your story character with their own weapons, armor, health and skills - captured when you turn the mod on and restored when you turn it off, so they're never left empty or reset. It won't overwrite newer stats if you played them since, and won't put one character's gear onto another.
- Your wanted level now carries across turning the mod on or off - toggling mid-chase no longer shakes the cops.
- Master switch off truly idles the mod - no per-frame work when it's off.
- Pickups can now be turned off to stop scanning entirely - an escape hatch for FPS in pickup-heavy scenes.
- Big performance pass on top of 0.6.0, including large combat scenes.
- Fixed the skill-up notification sticking on screen after turning the mod off.
0.6.0
- New Skills feature - set your character's stats (shooting, stamina, strength, stealth, driving, flying, lung capacity); your real values come back when you turn it off.
- New master switch - one toggle turns the whole mod on or off, with each feature in its own submenu. Off reverts everything and keeps your settings for when you turn it back on.
- Story-mode death and arrest fees now charge the wallet - a healthcare fee on respawn and a bail fine on release.
- Much lighter on performance - per-frame cost cut roughly 20x.
- Fixed Ammu-Nation re-charging for a weapon you already own after toggling the mod off and on.
- Fixed a stuck black screen after a police bust when the game's own fade-in never fired.
- Reduced a rare fall through the map after respawn - the spoof now waits for solid ground before re-engaging.
0.5.0
- New Loadout feature - keeps the weapons, armor and health a freemode character would otherwise lose. The game saves none of them, and applying your look respawns the ped empty; now they're snapshotted as you play and restored with your look.
0.4.0
- Fixed an edge case where a purchase could charge your protagonist's real money instead of the wallet - found with Vehicle Market. Mods that pop the map mid-purchase briefly suspended spoofing, so the charge slipped past; spoofing now stays engaged across the map.
- The wallet now also covers charges made against your bank balance, not just on-hand cash.
- Loading a save: turn Spoofing off before you load (it re-engages on its own once you're back in).
0.3.1
- Fixed a map waypoint disappearing from the minimap while spoofing was on, on both editions.
0.3.0
- Your look is now restored after a police bust, the same as a hospital respawn.
- Re-applying your look now waits for the world to be fully streamed in, fixing rare falls through the map and stuck black loading screens on heavy modlists.
- Fixed a broken (floating-head) body after loading a save while the game is running, on both editions.
- Clarified the Spoofing menu description: it's required for a fully working wallet.
0.2.1
- Fixed the diagnostic log filling up with repeated lines while spoofing in a shop.
0.2.0
- Now runs on GTA V Legacy as well as Enhanced, from a single build - it detects the edition and adapts.
- Tattoos / decals are now preserved on both editions.
- Menu polish: Saved Appearances is first, the active slot shows in the submenu header, and a reminder fires if you leave Edit Mode on.
- Stability: fixed menu flicker and rare multi-second freezes when toggling Appearance or Spoofing.
0.1.0
- Initial release - the merged Appearance Keeper + Freemode Wallet: snapshot and auto-apply your freemode look across named slots with per-slot backups, a spendable wallet (earn from pickups and payouts, spend in shops via a protagonist spoof), and an Edit Mode for external tools. Runs on both editions from one build.
Πρωτοανέβηκε: 27 Ιούνιος 2026
Πιο πρόσφατη ενημέρωση: πριν 1 μέρα
Last Downloaded: πριν 25 λεπτά














FAQ - answering recurring questions here so I can just point to this:
"It doesn't work / menu won't open" - 95% of the time it's a missing or outdated dependency, or an unstable SHVDN build. Install everything in the Dependencies section (ScriptHookV, ScriptHookV .NET, LemonUI) matching your game edition, grab the latest of each. I test against Script Hook V .NET Enhanced (a stable fork) - use that over a nightly build. On Vortex, my extension does all this for you: https://www.nexusmods.com/site/mods/2023
"ScriptHookVDotNet nightly build support?" - I intentionally stick to a stable SHVDN, not nightly. Nightly means frequent breaking changes and I can't chase every one of those on top of my own updates, so I have to keep the mod pinned to stable. Sorry, but this isn't changing.
"Does it work on Legacy?" - Yes, since 0.2.0 the mod runs on both Enhanced and Legacy from one build (it detects your edition automatically).
"Can I use Menyoo/a mod menu to edit my character while the mod is running?" - Turn on Edit Mode first (Appearance submenu), make your changes, save, then turn Edit Mode back off. Without it the mod fights the external tool and you'll see freezes, outfit-ID limits, or crashes.
"Save gives a yellow warning / face didn't save" - Only happens with Menyoo's randomizer faces (and some trainer-made peds) - those are built outside the head-blend system the game lets me read, so they genuinely can't be captured; the mod warns and saves everything else instead of writing a wrong face. Faces from Heritage sliders or manual Head Features edits save fine.
"Can I play story missions with this?" - In theory yes, I've played a few, but no guarantees - it can get stuck on scene-change loads sometimes. Might revisit later.
"What happened to your separate wallet/appearance mods?" - They got merged into this one. Keeping them in sync as separate mods was fragile and too easy to break the game with (especially the spoofing part), so Wallet is now just a feature inside Freemode Identity - turn off everything else in the menu if you only want the money system.
@AluzityMPS you can try installing all the deps and my mods with my Vortex extension if you're familiar with Vortex - you will have to just drag-n-drop deps and my mods archives to it.
i cant spend or get money using this i loaded a outfit from menyoo then enabled spoofing and the money system and yet i still cant get money or spend it do u know how can i fix it
@thaffdde same the mod doesn't works for me... all I need is a way to spawn mp outfit from menyoo and be able to spend money...
@null_pointer figured it out it was not compatible with add-on weopons
theres no ini file
@null_pointer my characters hair color wont save it just defaults to black
also other overlays wont save either, eyebrows dissapear, eye color changes, etc
@thaffdde some mods may not be using stat cash change, this kind of mods are incompatible with FI, but most of the mods and the game itself are changing these stats, thus wallet works with them. Are there any specific mods you're trying to use with FI that you're experiencing issues with?
@gunna207 thanks for the info, I'll add this to the mod description
@BlackCatGaming19 it's generated on the first run
@jdog229 is there any particular Menyoo preset you're trying to save or it's just edits in Menyoo? If you could share the logs from %APPDATA%\GTA V Mods\KernelPryanic\FreemodeIdentity I could take a look as soon as I can, optionally what would also help a lot to debug is an export of the look with Menyoo
@null_pointer
7/27/2026 12:40:03 PM [INFO] FreemodeIdentity v1.1.4 started. Files dir: C:\Users\Julian\AppData\Roaming\GTA V Mods\KernelPryanic\FreemodeIdentity
7/27/2026 12:40:03 PM [INFO] PedHeadBlendMemory: content-based head-blend read armed (Enhanced layout).
7/27/2026 12:40:03 PM [INFO] Head-blend memory capture available: True
7/27/2026 12:40:03 PM [INFO] GameBuild: detected Legacy edition (by host module name).
7/27/2026 12:40:03 PM [INFO] Wallet: loaded balance $0.
7/27/2026 12:40:03 PM [INFO] Loadout: loaded weapons=0 armor=0 health=175.
7/27/2026 12:40:03 PM [INFO] Config: edition=Legacy master=True appearance=True wallet=True pickups=True spoof=True target=Trevor menuKey=X, Shift.
7/27/2026 12:40:05 PM [INFO] Spoof: player body isn't a freemode ped (genuine protagonist on load) — skipping stranded restore.
7/27/2026 12:40:05 PM [INFO] ShimBridge: connected to native spend-shim.
7/27/2026 12:40:10 PM [INFO] Reapply worn look model=mp_f_freemode_01 -> OK (forced) (auto)
7/27/2026 12:40:10 PM [INFO] Spoof: engaged as Trevor (hash 9B810FA2, charIdx 2).
7/27/2026 12:40:10 PM [INFO] Redirect ON — charging wallet as Trevor (stat 0x8D75047D).
7/27/2026 12:40:20 PM [INFO] Spoof: released (edit mode).
7/27/2026 12:40:20 PM [INFO] Edit Mode on.
7/27/2026 12:40:20 PM [INFO] Redirect OFF — shop spending passes through.
7/27/2026 12:40:44 PM [INFO] Edit Mode off.
7/27/2026 12:40:44 PM [INFO] Active look clobbered (player ped recreated — respawn); re-applying.
7/27/2026 12:40:44 PM [INFO] Reapply worn look model=mp_f_freemode_01 -> OK (auto)
7/27/2026 12:40:45 PM [INFO] Spoof: engaged as Trevor (hash 9B810FA2, charIdx 2).
7/27/2026 12:40:45 PM [INFO] Redirect ON — charging wallet as Trevor (stat 0x8D75047D).
7/27/2026 12:40:55 PM [INFO] Spoof: released (edit mode).
7/27/2026 12:40:55 PM [INFO] Edit Mode on.
7/27/2026 12:40:55 PM [INFO] Redirect OFF — shop spending passes through.
7/27/2026 12:41:13 PM [INFO] DecorationBaseScan: decoration array base @ 1F56193CEB0 (from native shim).
7/27/2026 12:42:16 PM [INFO] PedHeadBlendMemory: mix NOT found after 3000 blocks (graph exhausted).
7/27/2026 12:42:16 PM [INFO] PedHeadBlendMemory: could not locate CPedHeadBlendData for this ped; keeping defaults.
7/27/2026 12:42:16 PM [INFO] Capture: model=mp_f_freemode_01 overlays=7 components=8 props=5 decorations=0 headBlendMem=False faceUsable=True tattooMem=True movingStyle=move_m@hobo@b mood=-
7/27/2026 12:42:16 PM [INFO] Saved slot "ceo"
7/27/2026 12:42:20 PM [INFO] Edit Mode off.
7/27/2026 12:42:20 PM [INFO] Active look clobbered (player ped recreated — respawn); re-applying.
7/27/2026 12:42:20 PM [INFO] Reapply worn look model=mp_f_freemode_01 -> OK (auto)
7/27/2026 12:42:21 PM [INFO] Spoof: engaged as Trevor (hash 9B810FA2, charIdx 2).
7/27/2026 12:42:21 PM [INFO] Redirect ON — charging wallet as Trevor (stat 0x8D75047D).
7/27/2026 12:42:25 PM [INFO] Apply slot="ceo" model=mp_f_freemode_01 -> OK
7/27/2026 12:42:25 PM [INFO] Spoof: released (ped replaced under hold).
7/27/2026 12:42:25 PM [INFO] Redirect OFF — shop spending passes through.
7/27/2026 12:42:26 PM [INFO] Spoof: engaged as Trevor (hash 9B810FA2, charIdx 2).
7/27/2026 12:42:26 PM [INFO] Redirect ON — charging wallet as Trevor (stat 0x8D75047D).
@null_pointer i have to go back into menyoo, set overlays, then re-save it to get them to apply
I'm using the latest SHVDN nightly because several of my other mods require it. Freemode Identity doesn't appear to load at all (no log entries, no menu, no errors). Is nightly currently unsupported, or is there another dependency I should check?
The shim loads successfully and installs all hooks (FreemodeIdentity.shim.log confirms this), but FreemodeIdentity.log and FreemodeIdentity.ini are never created. The only file generated in %APPDATA%\GTA V Mods\KernelPryanic\FreemodeIdentity is shim.log. Pressing Shift+X does nothing, and there are no exceptions in ScriptHookVDotNet.log, everything is the latest version, so goes for my ScriptHookV (Nightly) and the version of the mod as of currently writing this, being 1.1.4.
whenever i turn off edit mode it takes off a bag and then i suddenly have a second shirt on stuck on my character? also whenever i save it doesnt save my mask/helmet for some reason :/
shift + x does nothing
@jdog229, @rottenn, @gunna207, @FaZejitty98 and others, than you all for reporting issues, please see the latest 1.1.5 release - most of the issues are fixed there, but if you encounter anything else or happen to find out that some of the issues still persist, don't hesitate to report. I can't guarantee the fix timing, but at least I'll have it documented. You can also find the button that opens your mod folder where the logs and ini file are, so it's easier to find the logs now.
@Mod guy, shim works because it's .asi plugin and dependent directly on ScriptHookV. Yeah, you need SHVDN specified in the dependencies for this mod, not nightly. You can try to switch to the Legacy+Enhanced SHVDN and see if other mods fail or continue to be okay.
Ohhh Character Swap Revived 😁