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ModDropV: The Ultimate Mod Installer 2.0.0

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Drop a GTA V mod in. It gets installed — the right way.
Vehicles, weapons, scripts, maps, clothes, liveries, OIV packages and plain file swaps — straight from the archive you downloaded, with every step shown first and everything removable later.

Works with GTA V Legacy and GTA V Enhanced. Nothing to install — just unzip and run. In 13 languages.

WHY
Installing mods by hand means reading a readme, opening OpenIV, finding the right archive, editing dlclist.xml, hoping nothing gets overwritten — and doing it all again after every game update. ModDrop V does that part for you. Drag the mod into the window exactly as you downloaded it: ModDrop V looks inside, tells you what it is, checks it against your game, shows you every step it is going to take — and only then installs it. Your original game files are never touched: everything goes into the mods folder, and every mod can be switched off or removed again.

HOW IT WORKS
  1. Drop — the folder, or the .zip / .rar / .7z / .oiv you downloaded. Nested archives are unpacked; readmes, screenshots and "Original / Backup" folders are skipped.
  2. Check — see what was found and what was checked: free spawn names, clashing modkit ids, missing models, what a script needs. Look at vehicles, peds and weapons in 3D.
  3. Install — press Install into GTA V, read the plan, confirm. Done — start the game.


WHAT IT INSTALLS
  • Add-on vehicles and peds. Finished packs, FiveM resources (packed into a dlc.rpf for you), peds shared as bare models (a peds.meta is written for them) and replacements — with a 3D preview. Clashing spawn names and modkit ids are caught before installing. When a mod ships a Legacy and an Enhanced version, the one for your game is picked; Legacy models are converted for Enhanced.
  • Weapons. Replace mods become real add-on weapons, so the vanilla gun stays. Name, price and attachments are read from the mod; 3D preview with attachments and tints. Finished packs and FiveM weapons go in as they are.
  • Scripts and plugins. .asi, ScriptHookVDotNet, RAGE Plugin Hook / LSPDFR — each file to its place, the right version for your edition. Missing ScriptHookV, ScriptHookVDotNet or libraries are pointed out; LemonUI is added for you.
  • Maps and props. Finished map packs, FiveM maps and loose .ymap / .ytyp files are packed as Rockstar lays its map DLCs out — they load with the game, no trainer needed. Menyoo maps go into menyooStuff\Spooner, Map Editor maps into scripts\AutoloadMaps. The game files and scripts a map's readme asks for go in with it.
  • Clothes. MP clothes packs, FiveM clothing and loose models for the MP male / female go in as new slots at the end of the game's last clothing collection (the game crashes with one collection more); replacements for Michael, Franklin, Trevor and the MP peds — new slots are added when needed.
  • Vehicle liveries. Pictures (PNG / JPG / DDS) put into a car's own textures, whole texture dictionaries, modkit liveries — for the game's cars and installed add-ons, with a 3D preview.
  • OIV packages. Installed into the mods folder instead of the game's own archives — and removable. A mod that comes as several packages ("Part ONE … FIVE") goes in as one. Packages made for Legacy go into Enhanced adapted — Liberty City Preservation Project runs in GTA V Enhanced.
  • File replacements. Textures, models, sounds and metas that come with no instructions: the right place in the game's archives is found for you.
  • Big packs and total conversions. The space they take is shown first, every step as it goes; cancel any time and everything is taken back. A mod can be put on top of others that change the same files.


THE LIBRARY
  • Everything you installed, in one list. Filter by type, search, untick a mod to switch it off, press the bin to remove it — the changes are applied together after a look at the plan.
  • Load order and conflicts. Drag mods into the order you want — the one on top wins where mods change the same files. Or pick the winner file by file.
  • Profiles and undo. Sets of mods to switch between in one click; every change can be undone.
  • Check and repair. One button checks that every mod is still there and unchanged and repairs what broke. Every install writes a report.
  • Mod settings. Edit your mods' .ini, .xml and .json files right in ModDrop V — checked before saving, backed up, kept when a mod is installed again. Pick the game's limits in gameconfig.xml.
  • Game status at a glance. Game build, mods folder and its loader, ASI loader, ScriptHookV (against your game build), ScriptHookVDotNet, DLC packs.
  • Survives game updates. After an update, stale archive copies in mods are the usual reason "everything broke". ModDrop V spots them and refreshes them with your mods' changes put back.
  • Coming from AddonWeapons Builder? The weapons it installed show up in the Library, and new weapons keep going into the same AddonWeapons pack.
  • One click to go online. Play GTA Online moves every mod out of the game folder — the mods folder, ASI loaders, ScriptHookV and ScriptHookVDotNet, .asi plugins, scripts, ReShade, any DLL the game doesn't come with — into ModDropV-Stash, whoever installed them. Nothing is deleted or copied, so it takes a moment even for gigabytes; Bring mods back puts everything where it was.


FOR MODDERS
Switch to For Modders to build a complete add-on DLC (dlc.rpf or loose folders) from your files, for Legacy or Enhanced. Weapons are ready: from replace files to a finished add-on with metas, components, shop entries and text labels. Vehicles too: pick one of the game's cars as the base and get vehicles.meta, handling, variations, a modkit and the in-game name written for your models. Peds: pick one of the game's 1,100 peds as the base (animals too) and get peds.meta, and a .ymt when your models have none. Props: the .ytyp is written from your models, so trainers spawn them by name. MP clothing: models of any name become an add-on collection for each MP ped, with its .ymt and shop meta.
A command-line tool, mdvctl.exe, ships next to the app — mdvctl install <game_dir> <mod> installs any mod the way the app does, mdvctl status <game_dir> shows how the game stands for mods. Run it without arguments for the full list.

REQUIREMENTS
  • Windows 10 or 11 (x64).
  • GTA V for PC — Legacy or Enhanced (Rockstar Games Launcher, Steam or Epic Games).
  • Script mods need ScriptHookV (and ScriptHookVDotNet for .NET scripts) — ModDrop V tells you when one is missing and links to the official page.


INSTALLATION
  1. Unzip the archive anywhere (not inside the game folder).
  2. Run ModDropV.exe. There is no installer and nothing else to set up — .NET is bundled.
  3. Drop a mod into the window.

No mod setup yet? ModDrop V prepares the game on the first install: the mods folder and the mods loader that suits your edition. A loader that is already there (OpenIV.asi, RageOpenV, OpenRPF and similar) is left as it is. The loader it sets up is RageOpenV (Legacy and Enhanced) — downloaded from its official GitHub release on the first install that needs it, since its author asks not to redistribute it. A DSOUND.dll mods loader is replaced: it fails on big archives.

Onigiri (NaturalVision Enhanced). If GTA V Enhanced runs Onigiri (onigiri.asi in the game folder), mods go where Onigiri reads them — the onigiri folder, as loose files (onigiri\common, onigiri\platform, onigiri\dlcpacks and the loose dlclist.xml) — and no mods folder or loader is set up.

LANGUAGES
English, Français, Deutsch, Italiano, Español (España / México), Português (Brasil), Polski, Русский, 한국어, 繁體中文, 日本語, 简体中文. ModDrop V starts in your Windows language; switch any time with the globe button.

FAQ
Will it break my game or overwrite my files?
No. Everything goes into the mods folder; the original game archives stay untouched. To undo an install, remove the mod in the Library.

Do I need OpenIV?
No. ModDrop V edits the archives itself and sets up the mods loader for your edition if there is none.

The mod I downloaded is for Legacy, but I play Enhanced. Will it work?
Yes. Models made for Legacy are converted for Enhanced while installing. When a mod ships both versions, the one for your game is picked. (Enhanced-only models can't go into Legacy — ModDrop V tells you so before installing.)

A game update came out and my mods stopped working.
Open the Library: if the copies of game archives in mods are out of date, ModDrop V offers to refresh them, with your mods' changes put back.

Can I use it in GTA Online?
Mods are for story mode — don't go online with a modded game. Before going online, press Play GTA Online at the top: every mod, loader and script hook leaves the game folder, and Bring mods back returns them afterwards. If a tool once edited the game's own archives directly, ModDrop V says so — verify the game files in the launcher then.

Something went wrong — where do I look?
Press Log in the top bar to see what happened during the last install. The full log file is one click away from there — attach it to your comment when reporting a problem.

CREDITS
  • CodeWalker by dexyfex — resource reading and gen9 conversion.
  • BCnEncoder.NET by Nominom — texture compression for liveries.
  • LemonUI by Lemon — ships with ModDrop V under its MIT licence for the scripts that need it.
  • RageOpenV by Chiheb-Bacha (based on ClosedIV by martonp96) — mod support for GTA V Legacy and Enhanced; not bundled, downloaded from its official release.
  • The ASI Loader by Alexander Blade — loads RageOpenV and other .asi plugins.
  • Weapon Limits Adjuster Enhanced — ModDrop V's port of WeaponLimitsAdjuster by alexguirre (whose component-array fix comes from FiveM) to GTA V Enhanced, MIT.
  • Heap Adjuster (Cameron Berry) and Packfile Limit Adjuster, their GTA V Enhanced builds (they work in Legacy too), MIT; WeaponLimitsAdjuster by alexguirre for Legacy, MIT.
  • Pool Heap Adjuster Enhanced — ModDrop V's own plugin, MIT: raises GTA V Enhanced's pool heap and its radio station limit.
  • World Travel by Splatcrafter, GPL-3.0 — Liberty City Preservation Project's level switcher. For GTA V Enhanced ModDrop V ships a build of its source and World Travel Patches Enhanced, its own port of the limit patches.
  • ScriptHookV, ScriptHookVDotNet and RAGE Plugin Hook are never bundled — ModDrop V links to their official pages.
  • Mods on the cover and in the screenshots: ABT Audi RS7-R HAMMER, Equalizer .410 by HeySlickThatsMe, Menyoo PC by MAFINS, New Police HQ Mission Row by X_Jen67.


CHANGELOG
2.0.0
  • New: ModDrop V updates itself. At start it looks for a new release on GitHub, downloads it in the background (checked by its SHA-256) and offers Restart now — your mods and settings stay. Only ModDrop V's own files are replaced, so it is safe even when ModDrop V sits in the game folder. The updates menu in the header turns the check off, checks now or skips a version. Nothing but that request to GitHub is sent. 1.2.2 and older have to be updated by hand this one last time.
  • New: load order. The Library's Load order list decides which mod wins where mods change the same game files: drag a mod up or down (or use the arrows, Alt+↑ / Alt+↓), see who it wins against, apply — one plan, archives rewritten only where the winner changes. It covers archive files and plugins and .ini files in the game folder alike; add-on packs can follow it in dlclist.xml too. A new mod goes on top, and the plan says whom it beats.
  • New: conflicts, file by file. The Conflicts list shows every file several mods have a version of and whose version the game gets. Click another mod to pin its version to that one file, whatever the load order says; pins survive reorders and reinstalls.
  • New: install reports, check and repair. Every install, removal and change writes a report: what went where, whose file was replaced, what was skipped and why — a text file to keep or send with a bug report. The shield button checks every mod — its files there and unchanged, its packs listed, the copies up to date — and Repair… puts right what it found. After a game update a quick check runs on its own.
  • New: profiles and undo. Save the mods that are on, the load order and the pins as a profile and switch between them in one plan — nothing is copied twice. Export a profile to share it. Every change is remembered: Undo in the result banner or in Recent changes puts the mods back the way they were.
  • New: settings editor. The Settings list holds the .ini / .xml / .json files of your mods and plugins: edit them in ModDrop V with highlighting and search. XML and JSON are checked before saving, the old file goes to the backups, and a mod installed again keeps your changes (or takes the new version's — you choose, with a comparison). The game's limits in gameconfig.xml: raised by ModDrop V, raised for many mods, the game's own or your own file — only ever raised.
  • New: unpacked DLC packs. A pack folder with content.xml and setup2.xml (as OpenIV exports one) is packed into a dlc.rpf and installed like any finished pack.
  • Fixed: removing a mod from a big mods\update\update.rpf (NaturalVision Enhanced + Realism Dynamic Enhanced) failed with "update.rpf would grow past 4 GB". The mod's files are taken out first and what comes back takes their place; a copy close to the limit is compacted, and an install that can't fit says so in the plan instead of failing midway.
  • Fixed: a mod with its own dlclist.xml no longer wipes the packs installed before it. Any dlclist.xml in a mod — a whole file, an OIV edit — only adds its own packs. Lists already wiped get their packs back with Update copies in the game status.
  • Fixed: ModDrop V no longer lowers Heap Adjuster settings and recognises other builds of it (GTAV.HeapAdjuster.asi of NaturalVision Enhanced and others) instead of adding a second one. Removing a mod takes back only the settings ModDrop V wrote — your own edits to the .ini stay.


1.2.2
  • New: mods into the running game (early access, GTA V Legacy). No need to close GTA V any more: drop a mod while you play, press Install into the game and it goes straight in — spawn the new car right away, no restart. If GTA V is paused in the background, the mod waits and loads the moment you are back in the game. It comes with the early-access build for Patreon supporters; ModDrop V itself stays free and installs mods as before.
  • New: animations. Animation dictionaries (.ycd, or CodeWalker's .ycd.xml — built into .ycd for you) the game doesn't have go in as an add-on pack of their own, laid out the way Rockstar's DLCs keep theirs, so scripts and menus load them by name. Ones named like the game's take its place, the game's file untouched. FiveM emote resources and clip sets too.
  • New: the limit plugins (Heap Adjuster, Packfile Limit Adjuster, Weapon Limits Adjuster) go in with any mod, in GTA V Legacy too — before, only with big mods and in Enhanced. Fixes "Out of memory" on loading when the game's limits had been raised without a bigger heap.
  • The plugins' settings are only raised, never lowered: the archive limit follows the one in gameconfig.xml (it was lower and replaced it), and a heap size of 2048 MB or more — which the plugin wraps around to a small number — is kept at 2047.
  • New: BattlEye switch. Story-mode mods don't work with BattlEye on: the first installed mod turns it off for the game (-nobattleye in commandline.txt), Play GTA Online turns it back on, Bring mods back off again. Your other launch arguments stay. The game status shows a BattlEye line.


1.2.1
  • New: World Travel map — pick in ModDrop V whether Liberty City's World Travel runs with the story mode map (default) or the online map. The online map is then loaded by the game itself, no MP map loader needed (Legacy: DefaultGroupMap in WorldTravelPatches.ini; Enhanced: ModDrop V's World Travel build).
  • New: map files of game updates newer than Liberty City Preservation Project (Money Fronts and later) are added to World Travel's Los Santos list on install, so they unload on the way to Liberty City too.
  • New: ped variants. Add-on peds often come with Extras — other glasses, hair, outfits made to be copied over the ped's own files. ModDrop V now lists them in the ped's panel: tick the ones you want. All of them go into the pack, so you can switch them any time in the Library (the variants button), no need to keep the mod's archive.
  • Fixed: some Legacy add-on cars crashed GTA V Enhanced when spawned (2008 Lamborghini Gallardo LP 560-4). Their dashboard texture was compressed, and Enhanced draws the dials into it; it is now converted the way Rockstar's own are.
  • New: a mod of several finished DLC packs laid out like the game folder (updated\dlcpacks\…, no OIV package — Enhanced Content for Legacy) goes in as one mod: every pack into mods and dlclist.xml, the game files it says to replace with OpenIV over the game's file of that name. Before, one of its packs was taken for a weapon, a car or a prop.
  • Fixed: an OIV package with an .asi plugin beside it, to be put into the game folder by hand (SourceMotion), went in without the plugin. Plugins and scripts next to the package now go in with it and are removed with it.


1.2.0
  • New: Liberty City Preservation Project installs into GTA V Enhanced and runs there — Liberty City with its buildings, traffic, radio and the F11 switch to Los Santos. Everything below was needed for it, and helps other big Legacy mods too.
  • New: progress for long installs. Converting a big map's models for Enhanced takes a while (about half an hour for Liberty City): the bar now moves with it, with "12 000 of 21 000 models converted · about 9 min left" under it, and Cancel stops it at once instead of after the step.
  • New: a mod split into several OIV packages ("Part ONE" … "Part FIVE") goes in as one mod — one entry in the Library, removed together. Split archives (.z01, .7z.001, .zip.001): drop any part, the missing ones are named before unpacking.
  • New: no size cap for drops. The free space is checked instead, and on a full C: drive the work folder moves to the game's drive.
  • Legacy OIV packages in Enhanced: the dlc packs they bring are converted to Enhanced models while installing; particle effects (.ypt) are converted too.
  • Legacy OIV packages in Enhanced: .ymt files shipped as XML text (Enhanced reads only the binary form) are converted the way the game reads them — in the game's own layout, with its hash names — so population zones, sprint and door settings work.
  • Legacy OIV packages in Enhanced: Legacy limit adjusters are left out (ModDrop V's Enhanced ones go in), World Travel gets its Enhanced builds.
  • A mod's own gameconfig.xml no longer replaces the game's: its limits are merged into the game's file (only raised, online settings stay the game's). In Legacy this fixes the endless black screen after the intro with Liberty City; in Enhanced the pool sizes are taken, except the model stores Enhanced can't hold.
  • New for Enhanced: Pool Heap Adjuster Enhanced goes in with the other limit plugins. Enhanced keeps its pools in a 136 MB heap (raised pools didn't fit) and has room for 96 radio stations while the game uses 95 — one radio mod more crashed the game at random. It raises both.
  • Fixed: models made for Enhanced with CodeWalker (and Legacy ones converted by ModDrop V 1.1) could be invisible or crash Enhanced when streamed in — map buildings and LODs above all. Converted models now get Rockstar's own values in the fields CodeWalker writes differently.
  • Fixed: installing into Enhanced failed with "dlclist.xml in update.rpf is encrypted".
  • The install plan window fits small screens: its warnings scroll, the buttons stay visible.
  • New for modders: Vehicle builder. Pick one of the game's 934 vehicles as the base and your models become a finished add-on: its handling, layout, cameras, class and sound are copied, vehicles.meta, handling.meta, carvariations.meta, a modkit with a free id and the in-game name are written. A FiveM resource with its own vehicles.meta fills the form in, and your changes go into a copy of it.
  • New for modders: Ped builder. Pick one of the game's 1,100 peds as the base (animals too): its movement, gestures, voice, personality and behaviour go into peds.meta, and a .ymt is written from the components when your models have none.
  • New for modders: Prop builder. The .ytyp is written from the models (bounds, texture dictionary, collision, draw distance), so trainers spawn the props by name. A name the game already has gets a prefix.
  • New for modders: MP clothing builder. Models of any name become an add-on collection for each MP ped, numbered from 0 per slot. The slot comes from the file name, is guessed from words like "hoodie" or "cap", or is picked in a list. The .ymt and shop meta are written, and every model has a 3D preview.
  • Fixed: MP clothes installed as new slots crashed GTA V Enhanced right at start when the game runs Onigiri. The edited copy of Rockstar's clothing pack is now encrypted the way the game's own packs are.
  • Fixed: the trainer number ModDrop V gives for new MP clothes was off (653 instead of 638 for a top). The game's collections are now counted in the order the game loads them.
  • Fixed: a DLC pack the game lists as <item> in lower case (mpxmas_604490, Festive Surprise 2015) counted as not loaded.
  • Fixed: FiveM vehicles whose resource names a handling or layout it doesn't have crashed the game. The missing entry is now taken from a game vehicle you pick. A second version of the same resource in the download is left out.
  • Fixed: GTA V Enhanced ignored the mods folder on some PCs. ModDrop V now turns off the game's archive cache (rpf.cache.disable) for it.
  • Mods that use weapon components from another mod are put after it in dlclist.xml, and a missing one is pointed out before installing.


1.0.2
  • New: Onigiri support (the loader that comes with NaturalVision Enhanced). When the game runs Onigiri, every mod type goes into the onigiri folder the way Onigiri reads it: add-on packs into onigiri\dlcpacks and the loose dlclist.xml, changed game files loose into onigiri\common / onigiri\platform — a file inside an archive goes into a copy of just that archive, not the whole x64*.rpf. NaturalVision's own files there come back when a mod is removed. After a game update, the game status offers to add the new DLC packs to Onigiri's dlclist.xml. The game status names Onigiri and warns when a mods-folder plugin sits next to it.
  • New: Play GTA Online button. It moves every mod out of the game folder — the mods folder, ASI loaders, ScriptHookV and ScriptHookVDotNet, .asi plugins, scripts, ReShade, any DLL the game doesn't come with — into ModDropV-Stash, whoever installed them. Nothing is copied or deleted, so it takes a moment even for gigabytes. Bring mods back puts everything where it was. If a tool once edited the game's own archives, ModDrop V tells you to verify the game files in the launcher. Command line: mdvctl online <game_dir> on|off.
  • Fixed: FiveM MLO maps (interiors) installed without errors but didn't show up in the game. Map packs are now built the way Rockstar's own map DLCs are: loaded after all game DLCs, with the interior and its collisions linked properly. The mod's manifest is checked against the pack and the game, so stale entries no longer stop the game at loading.
  • Fixed: MLO maps showed a needless "Props / objects — coming soon" line next to the ready map.
  • Enhanced: higher interior limits for maps with interiors.
  • New for Enhanced: Weapon Limits Adjuster Enhanced comes with ModDrop V — our port of alexguirre's WeaponLimitsAdjuster to GTA V Enhanced. The game has room for only about 5 new weapon components, so a weapon with its own attachments (or an attachments pack like SharedAttachments) stopped the game at loading. The plugin raises the limit from 470 to 1024 and goes into the game together with the other raised limits.
  • Fixed: some texts (GTA Online, game folder choice, game status) stayed in English in other languages.
  • The window title shows the version.


1.0.1
  • Fixed: add-on packs whose dlc.rpf comes encrypted the game's way were taken for a file replacement. ModDrop V now reads them with the keys from your game's executable, so they install as normal add-ons (vehicles, peds, maps, clothes).


1.0.0
  • First release. Grew out of AddonWeapons Builder: its engine, installer and add-on weapons are all here.
  • Installs add-on vehicles and peds, weapons, scripts and plugins, maps and props, clothes, vehicle liveries, OIV packages and file replacements.
  • Install plan before every install; big installs with a space check, progress and cancel.
  • Library of installed mods with switching off, removal and the game's status; archive copies refreshed after game updates.
  • 3D preview of vehicles, peds and weapons.
  • 13 languages.
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Subido por primera vez: 27 de septiembre de 2026
Última actualización: hace 4 días
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