ModDropV: The Ultimate Mod Installer 1.2.2
3 810
97
3 810
97
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
Watch the video: https://youtu.be/lLnlIHoARM0
WHAT IT INSTALLS
THE LIBRARY
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, peds, props and MP clothing are coming in updates.
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
INSTALLATION
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.
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?
No — mods are for story mode. Don't go online with a modded game.
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
CHANGELOG
1.2.2
1.2.1
1.2.0
1.0.2
1.0.1
1.0.0
HOW IT WORKS
Watch the video: https://youtu.be/lLnlIHoARM0
- Drop — the folder, or the .zip / .rar / .7z / .oiv you downloaded. Nested archives are unpacked; readmes, screenshots and "Original / Backup" folders are skipped.
- 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.
- 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.
- 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.
- 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.
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, peds, props and MP clothing are coming in updates.
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
- Unzip the archive anywhere (not inside the game folder).
- Run ModDropV.exe. There is no installer and nothing else to set up — .NET is bundled.
- 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.
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?
No — mods are for story mode. Don't go online with a modded game.
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.
- 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 by Hammer76, Equalizer .410 by HeySlickThatsMe, Menyoo PC by MAFINS, New Police HQ Mission Row by X_Jen67.
CHANGELOG
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: 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. 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 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, 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 and Enhanced 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 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.
- 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).
- 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).
- New for Enhanced: Pool Heap Adjuster Enhanced goes in with the other limit plugins.
- 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
- 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.
- 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.
- 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: 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.
- Fixed: some texts (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.
Ensimmäinen lataamiskerta: 27. syyskuuta 2026
Viimeksi ladattu: 7 päivää sitten
Last Downloaded: 2 minuuttia sitten
All Versions
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More mods by andre500:
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
Watch the video: https://youtu.be/lLnlIHoARM0
WHAT IT INSTALLS
THE LIBRARY
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, peds, props and MP clothing are coming in updates.
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
INSTALLATION
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.
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?
No — mods are for story mode. Don't go online with a modded game.
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
CHANGELOG
1.2.2
1.2.1
1.2.0
1.0.2
1.0.1
1.0.0
HOW IT WORKS
Watch the video: https://youtu.be/lLnlIHoARM0
- Drop — the folder, or the .zip / .rar / .7z / .oiv you downloaded. Nested archives are unpacked; readmes, screenshots and "Original / Backup" folders are skipped.
- 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.
- 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.
- 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.
- 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.
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, peds, props and MP clothing are coming in updates.
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
- Unzip the archive anywhere (not inside the game folder).
- Run ModDropV.exe. There is no installer and nothing else to set up — .NET is bundled.
- 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.
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?
No — mods are for story mode. Don't go online with a modded game.
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.
- 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 by Hammer76, Equalizer .410 by HeySlickThatsMe, Menyoo PC by MAFINS, New Police HQ Mission Row by X_Jen67.
CHANGELOG
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: 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. 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 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, 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 and Enhanced 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 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.
- 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).
- 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).
- New for Enhanced: Pool Heap Adjuster Enhanced goes in with the other limit plugins.
- 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
- 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.
- 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.
- 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: 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.
- Fixed: some texts (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.
Ensimmäinen lataamiskerta: 27. syyskuuta 2026
Viimeksi ladattu: 7 päivää sitten
Last Downloaded: 2 minuuttia sitten











Does it convert GTA V Redux to Enhanced?
@andre500 Just saw your reply about the game config, I like what you have planned. I do understand that this program released less than 2 weeks ago, so it's already impressive in what it currently offers. I'll keep my eyes peeled for updates and work around the current limitations.
Do updates break the setup though?
And I'm just going to join your discord and leave a more detailed list of suggestions and feedback, makes it easier.
@chrislourenco92 Only model conversion is supported. Configuration files, ASI files, and DLL plugins are installed as-is.
@andre500 legacy version
@andre500 https://libertycity.net/files/gta-5/240163-casa-valeria-v2-0.html
@Kingpin_101 I have the latest version, and the problem still persists. I even redownloaded it just to make sure, I literally cannot scroll on the application which leaves me with barely anything to interact with, let alone utilize its features.
@Jerron Brown Did you make sure to delete everything in the ModDrop folder and then add the new version? If that doesn't help, you'd have to ask @andre500
@andre500 Every time I install a mod, ModDrop creates and changes the packlimit, heaplimit, and weapon limit adjusters, correct? If so, can you add an option to disable them? Because there is a mod for GTA V Enhanced that does everything those adjusters do in a single mod. Every time I install a mod, ModDrop keeps creating adjusters, and I have to keep deleting them; otherwise, my game either won't launch or will crash.
Here's the mod: https://www.gta5-mods.com/scripts/resource-extensions
@Jerron Brown What is your screen resolution?
@andre500 please help with casa valeria 2
@SoFaygo I installed this mod in the game, and nothing crashed for me. What other mods do you have installed?
I downloaded this house again, the game was restored, but the house itself is missing
I don't understand why this is so, I don't have conflicts between mods because there aren't many of them.
Can you make it so that menyoo has the addon weapons installed into the addon weapons section of the mod menu? so i dont have to look for it thinking its not even installed
@andre500 it's currently 4096 x 2160, however, I've been going back and forth between 2560 x 1440 and 2048 x 1536 as like a workaround for the issue, which has been a bit helpful, I can now somewhat see the bottom of the screen, but not the whole page. It's still an inconvenience of course, but it gets the job done for now.
@Kingpin_101 Yes, I made sure to delete the whole folder in its entirety, the very first time I downloaded this mod it was the latest current version, which of course was the first time I noticed this issue. I then deleting everything, and redownloaded the file, in which the issue continued. I'm assuming it's an issue on my end regarding my resolution, but I can't seem to figure out how to resolve the problem.
I have an issue when I try to replace weapons it deletes every single line in dlclist. I have no idea what causes the issue. Weird thing is that it worked before, I was able to replace weapons no problem, but now it goes haywire for whatever reason.
@andre500 Can you guide me how to install https://www.gta5-mods.com/maps/beta-vegetation-props-add-on with onigiri?
@Jerron Brown Could you please send a screenshot showing what it looks like on your end?
@ShakeZone A major update to the program will be released today, including improved support for Onigiri. If you’ve had trouble installing this mod, those issues may be resolved. If not, we’ll figure it out.
There’s no need to write a guide — you just need to drag the downloaded archive into the program, and it will install it. If you encounter any problems after installation, please describe them in more detail.