Overspray - Real Graffiti 0.3
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OVERSPRAY
Franklin gets a spray can and a fire extinguisher full of paint, and Los Santos
gets whatever you feel like putting on it.
Aim at anything solid and hold the trigger. Walls, shutters, kerbs, the road,
the side of a skip, the ceiling of a car park -- if the game will let a ray land
on it, it takes paint. Nothing is pre-placed and nothing is scripted: where you
point is where it goes.
-- IT ACTUALLY LOOKS LIKE SPRAY --
The details are the point of this one.
- Splatters grow with distance. Up close it is a tight band you can write
with; step back and it opens out into something you cover a garage door
with. The spray can and the extinguisher have completely separate curves,
because one is a can you work a foot from the wall and the other is a
pressure vessel you stand back from.
-Every mark lands at its own random angle. A wall covered in one blob
repeated fifty times reads as a tiling texture, not as paint.
-Sweeping the reticle draws a CONTINUOUS LINE. The gap between one splatter
and the next is filled in as you move, so a fast sweep is a stroke rather
than a row of dots -- the spacing follows your hand, not a clock.
-Paint goes on any surface at any angle. Ceilings, kerbs, the underside of a
bridge, the bonnet of a car. It reads the surface it hit and lies flat on it.
-- TWO TOOLS --
Press F3 for the picker. Eleven colours, and two things to spray them with:
SPRAY CAN
Four metres. A narrow band that tightens right up close, for detail work
and lettering. Franklin holds it properly, turns to face where he is
aiming, and tags with the game's own graffiti animation -- and shakes the
can every few seconds while he is standing about with it.
FIRE EXTINGUISHER
Ten metres, up to two metres across, with a tinted cloud around the jet.
For covering things quickly and making a mess.
Neither one ever runs out. An aim dot shows exactly where the paint will land,
which matters more than it sounds -- with a can in his hand the game has no
reason to draw you a reticle.
-- IT REMEMBERS --
Your work stays where you put it. Walk to the other side of the city and back
and it is still on the wall. It survives a reload. Up to fifty thousand marks
are remembered, and the ones nearest you are always the ones on screen.
CLEAR EVERY WALL wipes all of it when you want a blank canvas. It asks twice,
because there is no undo.
-- AND THE STREET NOTICES --
Passers-by do not sprint away from you like you are holding a rifle. They turn
round and tell you exactly what they think of your artwork, in their own voices.
-- SAFE TO INSTALL, EASY TO REMOVE --
- Replaces no game files. Overwrites nothing. Never touches your save.
- Needs no OpenIV, no mods folder, no gameconfig edit, no DLC pack.
- The fire extinguisher is completely unmodified and still puts fires out
exactly as it always did -- the mod only watches it and adds paint on top.
- Uninstall by deleting four files.
- Works on GTA V Legacy AND GTA V Enhanced.
-- REQUIREMENTS --
Script Hook V http://www.dev-c.com/gtav/scripthookv/
ScriptHookVDotNet 3 github.com/scripthookvdotnet/scripthookvdotnet
.NET Framework 4.8 (Windows 10 and 11 already have it)
Version 3 of ScriptHookVDotNet. Not version 2. On GTA V Enhanced you need
3.9.0.0 or newer.
-- INSTALLING --
Copy the "scripts" folder from the zip into your GTA V folder -- the one with
GTA5.exe in it -- and say yes to merging. That is the whole install.
It must end up looking like this:
Grand Theft Auto V\
scripts\
Overspray.dll
Overspray.ini
Overspray\
icons\
logo.png
can.png
The folder inside a folder is deliberate. Do not flatten it.
Script mods do NOT go in the OpenIV "mods" folder. They go in the real game
folder.
A few seconds after you spawn, Overspray posts a line in the top-left saying
it loaded and which key opens it. If you see that, it is working.
-- CONTROLS --
F3 open the picker
LEFT / RIGHT choose a colour
UP / DOWN move between rows
ENTER take what is on the row
BACKSPACE close
Then aim and hold the fire button.
-- SETTINGS --
Overspray.ini sits next to the DLL. Every line is commented and every setting
has a working default -- delete the whole file and the mod runs exactly the
same. Change the key, the reach, how dense the paint is, how much is remembered,
or turn the whole thing off.
-- KNOWN LIMIT, AND IT IS THE GAME'S --
GTA V only holds a few hundred decals in the entire world at once and quietly
drops the oldest. Overspray remembers everything you have painted and puts it
back as you approach, which is why walking away and returning brings it back --
but it cannot make the game hold more at one time. Raising that limit means
editing gameconfig.xml with OpenIV, which is a separate job and nothing to do
with this mod.
-- IF YOU ALSO RUN POSTED UP --
That mod has this built in as a Graffiti app on the phone, using the same
engine. Both installed is fine: Overspray notices and starts with its spray
switched off so the two do not paint over each other. F3 still opens, and you
can switch it on in there if you want both.
-- CREDITS AND TERMS --
Built on Script Hook V by Alexander Blade, and ScriptHookVDotNet.
Free. Do what you like with it. Please do not re-upload it as your own, and if
you build on it, say where it came from.
Single player only. Do not use script mods in GTA Online.
-- CHANGELOG --
0.3.0
The law has opinions about paint. An officer who sees you tagging arrests you. One star, held at one star for as long as a can is the worst thing in your hands — because at one star they cuff you and from two they draw, so "arrest him, don't kill him" isn't a behaviour to write, it's one star that refuses to climb. Seen, not nearby: clear line of sight and an officer roughly facing you. A patrol rolling past counts. Pull an actual gun and the cap comes off. The extinguisher doesn't count as a gun — the obvious version of that check books you for holding the very thing the mod put in your hand. And it only ever raises to one star; already wanted for something real and it stays out of it. CopsCare=false turns it off.
Big pieces come back whole. Laying paint could always reclaim a decal slot when the pool was full. Restoring paint never asked. So walking up to a saved piece filled the pool with whatever the list reached first — oldest first, which is the start of a tag — and every remaining mark failed silently, and failed again next pass. Your save holds 6,710 marks across four pieces against a pool of 896. Nothing was ever lost; this decides which marks get the slots, and now it's the nearest ones.
Strokes are one stretched mark, not a chain of dots. ADD_DECAL takes a width and a height, and the engine handed it the same number twice everywhere except the drips. StreakStep is the trade; StrokeStreaks=false is exactly the old behaviour.
And a full package carrying ScriptHookVDotNet, so it merges over a clean GTA V folder.
0.2.0
The spray comes out of his hand. This was wrong for the whole time 0.1.0 was up. Splatter size grows with distance from the player, and that distance came from the ped's root — which sits on the floor between his feet. So the nearest part of any wall was its skirting board, and every mark fattened all the way up it. The finest paint in every piece you ever sprayed was at ankle height. From the hand bone: 0.025 across the middle against 0.028 at the ankles and 0.300 overhead before.
Chrome and gold — thirteen colours, up from eleven. Nothing in this game makes a decal reflective, so chrome-as-grey-tint is primer. What sells metal on a flat surface is neighbouring marks disagreeing; the eye assembles scatter into a reflection. Costs no decals.
Three caps — thin, stock, fat. A cap sets the narrowest line, not the widest, so the three converge as you step back.
Paint on cars. A car isn't a wall to the decal system — splatters_paint does nothing on a panel. But bullet holes land on one and stay, so a vehicle hit asks for weapImpact_metal instead. Unproven, hence the setting and the log line either way. Never saved: the decal is world-space, so it'd come back in the middle of whatever road the car was on.
How much will it hold — reads your decal cap at startup and says so. Doesn't write it: the file belongs to another author, and DecalPatch reads its ini before any script exists, so the write would land a launch late. The README also stopped telling people to edit gameconfig — wrong answer on Enhanced.
First person keeps the can up. spray_can_male swings the arm across the body, which is right from outside and exactly wrong from inside his own head.
The blocked DLL is now step one of the README. It's the one fault the author can't reproduce, because a DLL you built yourself is never marked.
Drips — built, then shipped off. Sixteen marks a run and the wall is the scarce thing. Drips=true brings them back, and the stretched decal they taught us about is what 0.3.0's strokes are built on.
Fixes: loading paint stopped logging "Wiped every mark" a millisecond before "Loaded 192 marks" · Posted Up stopped stealing this mod's extinguisher 66 ms after it was handed over · denser paint for the same decals, including one density lever clamped out of existence · the switch says MOD and turning it off still leaves F3 working · the wordmark is drawn rather than set.
0.1.0
The first one anybody else could install. Eleven colours, paint that persists, F3 for the can, passers-by mouthing off rather than running.
Franklin gets a spray can and a fire extinguisher full of paint, and Los Santos
gets whatever you feel like putting on it.
Aim at anything solid and hold the trigger. Walls, shutters, kerbs, the road,
the side of a skip, the ceiling of a car park -- if the game will let a ray land
on it, it takes paint. Nothing is pre-placed and nothing is scripted: where you
point is where it goes.
-- IT ACTUALLY LOOKS LIKE SPRAY --
The details are the point of this one.
- Splatters grow with distance. Up close it is a tight band you can write
with; step back and it opens out into something you cover a garage door
with. The spray can and the extinguisher have completely separate curves,
because one is a can you work a foot from the wall and the other is a
pressure vessel you stand back from.
-Every mark lands at its own random angle. A wall covered in one blob
repeated fifty times reads as a tiling texture, not as paint.
-Sweeping the reticle draws a CONTINUOUS LINE. The gap between one splatter
and the next is filled in as you move, so a fast sweep is a stroke rather
than a row of dots -- the spacing follows your hand, not a clock.
-Paint goes on any surface at any angle. Ceilings, kerbs, the underside of a
bridge, the bonnet of a car. It reads the surface it hit and lies flat on it.
-- TWO TOOLS --
Press F3 for the picker. Eleven colours, and two things to spray them with:
SPRAY CAN
Four metres. A narrow band that tightens right up close, for detail work
and lettering. Franklin holds it properly, turns to face where he is
aiming, and tags with the game's own graffiti animation -- and shakes the
can every few seconds while he is standing about with it.
FIRE EXTINGUISHER
Ten metres, up to two metres across, with a tinted cloud around the jet.
For covering things quickly and making a mess.
Neither one ever runs out. An aim dot shows exactly where the paint will land,
which matters more than it sounds -- with a can in his hand the game has no
reason to draw you a reticle.
-- IT REMEMBERS --
Your work stays where you put it. Walk to the other side of the city and back
and it is still on the wall. It survives a reload. Up to fifty thousand marks
are remembered, and the ones nearest you are always the ones on screen.
CLEAR EVERY WALL wipes all of it when you want a blank canvas. It asks twice,
because there is no undo.
-- AND THE STREET NOTICES --
Passers-by do not sprint away from you like you are holding a rifle. They turn
round and tell you exactly what they think of your artwork, in their own voices.
-- SAFE TO INSTALL, EASY TO REMOVE --
- Replaces no game files. Overwrites nothing. Never touches your save.
- Needs no OpenIV, no mods folder, no gameconfig edit, no DLC pack.
- The fire extinguisher is completely unmodified and still puts fires out
exactly as it always did -- the mod only watches it and adds paint on top.
- Uninstall by deleting four files.
- Works on GTA V Legacy AND GTA V Enhanced.
-- REQUIREMENTS --
Script Hook V http://www.dev-c.com/gtav/scripthookv/
ScriptHookVDotNet 3 github.com/scripthookvdotnet/scripthookvdotnet
.NET Framework 4.8 (Windows 10 and 11 already have it)
Version 3 of ScriptHookVDotNet. Not version 2. On GTA V Enhanced you need
3.9.0.0 or newer.
-- INSTALLING --
Copy the "scripts" folder from the zip into your GTA V folder -- the one with
GTA5.exe in it -- and say yes to merging. That is the whole install.
It must end up looking like this:
Grand Theft Auto V\
scripts\
Overspray.dll
Overspray.ini
Overspray\
icons\
logo.png
can.png
The folder inside a folder is deliberate. Do not flatten it.
Script mods do NOT go in the OpenIV "mods" folder. They go in the real game
folder.
A few seconds after you spawn, Overspray posts a line in the top-left saying
it loaded and which key opens it. If you see that, it is working.
-- CONTROLS --
F3 open the picker
LEFT / RIGHT choose a colour
UP / DOWN move between rows
ENTER take what is on the row
BACKSPACE close
Then aim and hold the fire button.
-- SETTINGS --
Overspray.ini sits next to the DLL. Every line is commented and every setting
has a working default -- delete the whole file and the mod runs exactly the
same. Change the key, the reach, how dense the paint is, how much is remembered,
or turn the whole thing off.
-- KNOWN LIMIT, AND IT IS THE GAME'S --
GTA V only holds a few hundred decals in the entire world at once and quietly
drops the oldest. Overspray remembers everything you have painted and puts it
back as you approach, which is why walking away and returning brings it back --
but it cannot make the game hold more at one time. Raising that limit means
editing gameconfig.xml with OpenIV, which is a separate job and nothing to do
with this mod.
-- IF YOU ALSO RUN POSTED UP --
That mod has this built in as a Graffiti app on the phone, using the same
engine. Both installed is fine: Overspray notices and starts with its spray
switched off so the two do not paint over each other. F3 still opens, and you
can switch it on in there if you want both.
-- CREDITS AND TERMS --
Built on Script Hook V by Alexander Blade, and ScriptHookVDotNet.
Free. Do what you like with it. Please do not re-upload it as your own, and if
you build on it, say where it came from.
Single player only. Do not use script mods in GTA Online.
-- CHANGELOG --
0.3.0
The law has opinions about paint. An officer who sees you tagging arrests you. One star, held at one star for as long as a can is the worst thing in your hands — because at one star they cuff you and from two they draw, so "arrest him, don't kill him" isn't a behaviour to write, it's one star that refuses to climb. Seen, not nearby: clear line of sight and an officer roughly facing you. A patrol rolling past counts. Pull an actual gun and the cap comes off. The extinguisher doesn't count as a gun — the obvious version of that check books you for holding the very thing the mod put in your hand. And it only ever raises to one star; already wanted for something real and it stays out of it. CopsCare=false turns it off.
Big pieces come back whole. Laying paint could always reclaim a decal slot when the pool was full. Restoring paint never asked. So walking up to a saved piece filled the pool with whatever the list reached first — oldest first, which is the start of a tag — and every remaining mark failed silently, and failed again next pass. Your save holds 6,710 marks across four pieces against a pool of 896. Nothing was ever lost; this decides which marks get the slots, and now it's the nearest ones.
Strokes are one stretched mark, not a chain of dots. ADD_DECAL takes a width and a height, and the engine handed it the same number twice everywhere except the drips. StreakStep is the trade; StrokeStreaks=false is exactly the old behaviour.
And a full package carrying ScriptHookVDotNet, so it merges over a clean GTA V folder.
0.2.0
The spray comes out of his hand. This was wrong for the whole time 0.1.0 was up. Splatter size grows with distance from the player, and that distance came from the ped's root — which sits on the floor between his feet. So the nearest part of any wall was its skirting board, and every mark fattened all the way up it. The finest paint in every piece you ever sprayed was at ankle height. From the hand bone: 0.025 across the middle against 0.028 at the ankles and 0.300 overhead before.
Chrome and gold — thirteen colours, up from eleven. Nothing in this game makes a decal reflective, so chrome-as-grey-tint is primer. What sells metal on a flat surface is neighbouring marks disagreeing; the eye assembles scatter into a reflection. Costs no decals.
Three caps — thin, stock, fat. A cap sets the narrowest line, not the widest, so the three converge as you step back.
Paint on cars. A car isn't a wall to the decal system — splatters_paint does nothing on a panel. But bullet holes land on one and stay, so a vehicle hit asks for weapImpact_metal instead. Unproven, hence the setting and the log line either way. Never saved: the decal is world-space, so it'd come back in the middle of whatever road the car was on.
How much will it hold — reads your decal cap at startup and says so. Doesn't write it: the file belongs to another author, and DecalPatch reads its ini before any script exists, so the write would land a launch late. The README also stopped telling people to edit gameconfig — wrong answer on Enhanced.
First person keeps the can up. spray_can_male swings the arm across the body, which is right from outside and exactly wrong from inside his own head.
The blocked DLL is now step one of the README. It's the one fault the author can't reproduce, because a DLL you built yourself is never marked.
Drips — built, then shipped off. Sixteen marks a run and the wall is the scarce thing. Drips=true brings them back, and the stretched decal they taught us about is what 0.3.0's strokes are built on.
Fixes: loading paint stopped logging "Wiped every mark" a millisecond before "Loaded 192 marks" · Posted Up stopped stealing this mod's extinguisher 66 ms after it was handed over · denser paint for the same decals, including one density lever clamped out of existence · the switch says MOD and turning it off still leaves F3 working · the wordmark is drawn rather than set.
0.1.0
The first one anybody else could install. Eleven colours, paint that persists, F3 for the can, passers-by mouthing off rather than running.
Dodano: 27 sierpnia 2026
Ostatnia aktualizacja: 9 dni temu
Last Downloaded: 1 hour ago
36 Komentarzy
More mods by spitmux:
OVERSPRAY
Franklin gets a spray can and a fire extinguisher full of paint, and Los Santos
gets whatever you feel like putting on it.
Aim at anything solid and hold the trigger. Walls, shutters, kerbs, the road,
the side of a skip, the ceiling of a car park -- if the game will let a ray land
on it, it takes paint. Nothing is pre-placed and nothing is scripted: where you
point is where it goes.
-- IT ACTUALLY LOOKS LIKE SPRAY --
The details are the point of this one.
- Splatters grow with distance. Up close it is a tight band you can write
with; step back and it opens out into something you cover a garage door
with. The spray can and the extinguisher have completely separate curves,
because one is a can you work a foot from the wall and the other is a
pressure vessel you stand back from.
-Every mark lands at its own random angle. A wall covered in one blob
repeated fifty times reads as a tiling texture, not as paint.
-Sweeping the reticle draws a CONTINUOUS LINE. The gap between one splatter
and the next is filled in as you move, so a fast sweep is a stroke rather
than a row of dots -- the spacing follows your hand, not a clock.
-Paint goes on any surface at any angle. Ceilings, kerbs, the underside of a
bridge, the bonnet of a car. It reads the surface it hit and lies flat on it.
-- TWO TOOLS --
Press F3 for the picker. Eleven colours, and two things to spray them with:
SPRAY CAN
Four metres. A narrow band that tightens right up close, for detail work
and lettering. Franklin holds it properly, turns to face where he is
aiming, and tags with the game's own graffiti animation -- and shakes the
can every few seconds while he is standing about with it.
FIRE EXTINGUISHER
Ten metres, up to two metres across, with a tinted cloud around the jet.
For covering things quickly and making a mess.
Neither one ever runs out. An aim dot shows exactly where the paint will land,
which matters more than it sounds -- with a can in his hand the game has no
reason to draw you a reticle.
-- IT REMEMBERS --
Your work stays where you put it. Walk to the other side of the city and back
and it is still on the wall. It survives a reload. Up to fifty thousand marks
are remembered, and the ones nearest you are always the ones on screen.
CLEAR EVERY WALL wipes all of it when you want a blank canvas. It asks twice,
because there is no undo.
-- AND THE STREET NOTICES --
Passers-by do not sprint away from you like you are holding a rifle. They turn
round and tell you exactly what they think of your artwork, in their own voices.
-- SAFE TO INSTALL, EASY TO REMOVE --
- Replaces no game files. Overwrites nothing. Never touches your save.
- Needs no OpenIV, no mods folder, no gameconfig edit, no DLC pack.
- The fire extinguisher is completely unmodified and still puts fires out
exactly as it always did -- the mod only watches it and adds paint on top.
- Uninstall by deleting four files.
- Works on GTA V Legacy AND GTA V Enhanced.
-- REQUIREMENTS --
Script Hook V http://www.dev-c.com/gtav/scripthookv/
ScriptHookVDotNet 3 github.com/scripthookvdotnet/scripthookvdotnet
.NET Framework 4.8 (Windows 10 and 11 already have it)
Version 3 of ScriptHookVDotNet. Not version 2. On GTA V Enhanced you need
3.9.0.0 or newer.
-- INSTALLING --
Copy the "scripts" folder from the zip into your GTA V folder -- the one with
GTA5.exe in it -- and say yes to merging. That is the whole install.
It must end up looking like this:
Grand Theft Auto V\
scripts\
Overspray.dll
Overspray.ini
Overspray\
icons\
logo.png
can.png
The folder inside a folder is deliberate. Do not flatten it.
Script mods do NOT go in the OpenIV "mods" folder. They go in the real game
folder.
A few seconds after you spawn, Overspray posts a line in the top-left saying
it loaded and which key opens it. If you see that, it is working.
-- CONTROLS --
F3 open the picker
LEFT / RIGHT choose a colour
UP / DOWN move between rows
ENTER take what is on the row
BACKSPACE close
Then aim and hold the fire button.
-- SETTINGS --
Overspray.ini sits next to the DLL. Every line is commented and every setting
has a working default -- delete the whole file and the mod runs exactly the
same. Change the key, the reach, how dense the paint is, how much is remembered,
or turn the whole thing off.
-- KNOWN LIMIT, AND IT IS THE GAME'S --
GTA V only holds a few hundred decals in the entire world at once and quietly
drops the oldest. Overspray remembers everything you have painted and puts it
back as you approach, which is why walking away and returning brings it back --
but it cannot make the game hold more at one time. Raising that limit means
editing gameconfig.xml with OpenIV, which is a separate job and nothing to do
with this mod.
-- IF YOU ALSO RUN POSTED UP --
That mod has this built in as a Graffiti app on the phone, using the same
engine. Both installed is fine: Overspray notices and starts with its spray
switched off so the two do not paint over each other. F3 still opens, and you
can switch it on in there if you want both.
-- CREDITS AND TERMS --
Built on Script Hook V by Alexander Blade, and ScriptHookVDotNet.
Free. Do what you like with it. Please do not re-upload it as your own, and if
you build on it, say where it came from.
Single player only. Do not use script mods in GTA Online.
-- CHANGELOG --
0.3.0
The law has opinions about paint. An officer who sees you tagging arrests you. One star, held at one star for as long as a can is the worst thing in your hands — because at one star they cuff you and from two they draw, so "arrest him, don't kill him" isn't a behaviour to write, it's one star that refuses to climb. Seen, not nearby: clear line of sight and an officer roughly facing you. A patrol rolling past counts. Pull an actual gun and the cap comes off. The extinguisher doesn't count as a gun — the obvious version of that check books you for holding the very thing the mod put in your hand. And it only ever raises to one star; already wanted for something real and it stays out of it. CopsCare=false turns it off.
Big pieces come back whole. Laying paint could always reclaim a decal slot when the pool was full. Restoring paint never asked. So walking up to a saved piece filled the pool with whatever the list reached first — oldest first, which is the start of a tag — and every remaining mark failed silently, and failed again next pass. Your save holds 6,710 marks across four pieces against a pool of 896. Nothing was ever lost; this decides which marks get the slots, and now it's the nearest ones.
Strokes are one stretched mark, not a chain of dots. ADD_DECAL takes a width and a height, and the engine handed it the same number twice everywhere except the drips. StreakStep is the trade; StrokeStreaks=false is exactly the old behaviour.
And a full package carrying ScriptHookVDotNet, so it merges over a clean GTA V folder.
0.2.0
The spray comes out of his hand. This was wrong for the whole time 0.1.0 was up. Splatter size grows with distance from the player, and that distance came from the ped's root — which sits on the floor between his feet. So the nearest part of any wall was its skirting board, and every mark fattened all the way up it. The finest paint in every piece you ever sprayed was at ankle height. From the hand bone: 0.025 across the middle against 0.028 at the ankles and 0.300 overhead before.
Chrome and gold — thirteen colours, up from eleven. Nothing in this game makes a decal reflective, so chrome-as-grey-tint is primer. What sells metal on a flat surface is neighbouring marks disagreeing; the eye assembles scatter into a reflection. Costs no decals.
Three caps — thin, stock, fat. A cap sets the narrowest line, not the widest, so the three converge as you step back.
Paint on cars. A car isn't a wall to the decal system — splatters_paint does nothing on a panel. But bullet holes land on one and stay, so a vehicle hit asks for weapImpact_metal instead. Unproven, hence the setting and the log line either way. Never saved: the decal is world-space, so it'd come back in the middle of whatever road the car was on.
How much will it hold — reads your decal cap at startup and says so. Doesn't write it: the file belongs to another author, and DecalPatch reads its ini before any script exists, so the write would land a launch late. The README also stopped telling people to edit gameconfig — wrong answer on Enhanced.
First person keeps the can up. spray_can_male swings the arm across the body, which is right from outside and exactly wrong from inside his own head.
The blocked DLL is now step one of the README. It's the one fault the author can't reproduce, because a DLL you built yourself is never marked.
Drips — built, then shipped off. Sixteen marks a run and the wall is the scarce thing. Drips=true brings them back, and the stretched decal they taught us about is what 0.3.0's strokes are built on.
Fixes: loading paint stopped logging "Wiped every mark" a millisecond before "Loaded 192 marks" · Posted Up stopped stealing this mod's extinguisher 66 ms after it was handed over · denser paint for the same decals, including one density lever clamped out of existence · the switch says MOD and turning it off still leaves F3 working · the wordmark is drawn rather than set.
0.1.0
The first one anybody else could install. Eleven colours, paint that persists, F3 for the can, passers-by mouthing off rather than running.
Franklin gets a spray can and a fire extinguisher full of paint, and Los Santos
gets whatever you feel like putting on it.
Aim at anything solid and hold the trigger. Walls, shutters, kerbs, the road,
the side of a skip, the ceiling of a car park -- if the game will let a ray land
on it, it takes paint. Nothing is pre-placed and nothing is scripted: where you
point is where it goes.
-- IT ACTUALLY LOOKS LIKE SPRAY --
The details are the point of this one.
- Splatters grow with distance. Up close it is a tight band you can write
with; step back and it opens out into something you cover a garage door
with. The spray can and the extinguisher have completely separate curves,
because one is a can you work a foot from the wall and the other is a
pressure vessel you stand back from.
-Every mark lands at its own random angle. A wall covered in one blob
repeated fifty times reads as a tiling texture, not as paint.
-Sweeping the reticle draws a CONTINUOUS LINE. The gap between one splatter
and the next is filled in as you move, so a fast sweep is a stroke rather
than a row of dots -- the spacing follows your hand, not a clock.
-Paint goes on any surface at any angle. Ceilings, kerbs, the underside of a
bridge, the bonnet of a car. It reads the surface it hit and lies flat on it.
-- TWO TOOLS --
Press F3 for the picker. Eleven colours, and two things to spray them with:
SPRAY CAN
Four metres. A narrow band that tightens right up close, for detail work
and lettering. Franklin holds it properly, turns to face where he is
aiming, and tags with the game's own graffiti animation -- and shakes the
can every few seconds while he is standing about with it.
FIRE EXTINGUISHER
Ten metres, up to two metres across, with a tinted cloud around the jet.
For covering things quickly and making a mess.
Neither one ever runs out. An aim dot shows exactly where the paint will land,
which matters more than it sounds -- with a can in his hand the game has no
reason to draw you a reticle.
-- IT REMEMBERS --
Your work stays where you put it. Walk to the other side of the city and back
and it is still on the wall. It survives a reload. Up to fifty thousand marks
are remembered, and the ones nearest you are always the ones on screen.
CLEAR EVERY WALL wipes all of it when you want a blank canvas. It asks twice,
because there is no undo.
-- AND THE STREET NOTICES --
Passers-by do not sprint away from you like you are holding a rifle. They turn
round and tell you exactly what they think of your artwork, in their own voices.
-- SAFE TO INSTALL, EASY TO REMOVE --
- Replaces no game files. Overwrites nothing. Never touches your save.
- Needs no OpenIV, no mods folder, no gameconfig edit, no DLC pack.
- The fire extinguisher is completely unmodified and still puts fires out
exactly as it always did -- the mod only watches it and adds paint on top.
- Uninstall by deleting four files.
- Works on GTA V Legacy AND GTA V Enhanced.
-- REQUIREMENTS --
Script Hook V http://www.dev-c.com/gtav/scripthookv/
ScriptHookVDotNet 3 github.com/scripthookvdotnet/scripthookvdotnet
.NET Framework 4.8 (Windows 10 and 11 already have it)
Version 3 of ScriptHookVDotNet. Not version 2. On GTA V Enhanced you need
3.9.0.0 or newer.
-- INSTALLING --
Copy the "scripts" folder from the zip into your GTA V folder -- the one with
GTA5.exe in it -- and say yes to merging. That is the whole install.
It must end up looking like this:
Grand Theft Auto V\
scripts\
Overspray.dll
Overspray.ini
Overspray\
icons\
logo.png
can.png
The folder inside a folder is deliberate. Do not flatten it.
Script mods do NOT go in the OpenIV "mods" folder. They go in the real game
folder.
A few seconds after you spawn, Overspray posts a line in the top-left saying
it loaded and which key opens it. If you see that, it is working.
-- CONTROLS --
F3 open the picker
LEFT / RIGHT choose a colour
UP / DOWN move between rows
ENTER take what is on the row
BACKSPACE close
Then aim and hold the fire button.
-- SETTINGS --
Overspray.ini sits next to the DLL. Every line is commented and every setting
has a working default -- delete the whole file and the mod runs exactly the
same. Change the key, the reach, how dense the paint is, how much is remembered,
or turn the whole thing off.
-- KNOWN LIMIT, AND IT IS THE GAME'S --
GTA V only holds a few hundred decals in the entire world at once and quietly
drops the oldest. Overspray remembers everything you have painted and puts it
back as you approach, which is why walking away and returning brings it back --
but it cannot make the game hold more at one time. Raising that limit means
editing gameconfig.xml with OpenIV, which is a separate job and nothing to do
with this mod.
-- IF YOU ALSO RUN POSTED UP --
That mod has this built in as a Graffiti app on the phone, using the same
engine. Both installed is fine: Overspray notices and starts with its spray
switched off so the two do not paint over each other. F3 still opens, and you
can switch it on in there if you want both.
-- CREDITS AND TERMS --
Built on Script Hook V by Alexander Blade, and ScriptHookVDotNet.
Free. Do what you like with it. Please do not re-upload it as your own, and if
you build on it, say where it came from.
Single player only. Do not use script mods in GTA Online.
-- CHANGELOG --
0.3.0
The law has opinions about paint. An officer who sees you tagging arrests you. One star, held at one star for as long as a can is the worst thing in your hands — because at one star they cuff you and from two they draw, so "arrest him, don't kill him" isn't a behaviour to write, it's one star that refuses to climb. Seen, not nearby: clear line of sight and an officer roughly facing you. A patrol rolling past counts. Pull an actual gun and the cap comes off. The extinguisher doesn't count as a gun — the obvious version of that check books you for holding the very thing the mod put in your hand. And it only ever raises to one star; already wanted for something real and it stays out of it. CopsCare=false turns it off.
Big pieces come back whole. Laying paint could always reclaim a decal slot when the pool was full. Restoring paint never asked. So walking up to a saved piece filled the pool with whatever the list reached first — oldest first, which is the start of a tag — and every remaining mark failed silently, and failed again next pass. Your save holds 6,710 marks across four pieces against a pool of 896. Nothing was ever lost; this decides which marks get the slots, and now it's the nearest ones.
Strokes are one stretched mark, not a chain of dots. ADD_DECAL takes a width and a height, and the engine handed it the same number twice everywhere except the drips. StreakStep is the trade; StrokeStreaks=false is exactly the old behaviour.
And a full package carrying ScriptHookVDotNet, so it merges over a clean GTA V folder.
0.2.0
The spray comes out of his hand. This was wrong for the whole time 0.1.0 was up. Splatter size grows with distance from the player, and that distance came from the ped's root — which sits on the floor between his feet. So the nearest part of any wall was its skirting board, and every mark fattened all the way up it. The finest paint in every piece you ever sprayed was at ankle height. From the hand bone: 0.025 across the middle against 0.028 at the ankles and 0.300 overhead before.
Chrome and gold — thirteen colours, up from eleven. Nothing in this game makes a decal reflective, so chrome-as-grey-tint is primer. What sells metal on a flat surface is neighbouring marks disagreeing; the eye assembles scatter into a reflection. Costs no decals.
Three caps — thin, stock, fat. A cap sets the narrowest line, not the widest, so the three converge as you step back.
Paint on cars. A car isn't a wall to the decal system — splatters_paint does nothing on a panel. But bullet holes land on one and stay, so a vehicle hit asks for weapImpact_metal instead. Unproven, hence the setting and the log line either way. Never saved: the decal is world-space, so it'd come back in the middle of whatever road the car was on.
How much will it hold — reads your decal cap at startup and says so. Doesn't write it: the file belongs to another author, and DecalPatch reads its ini before any script exists, so the write would land a launch late. The README also stopped telling people to edit gameconfig — wrong answer on Enhanced.
First person keeps the can up. spray_can_male swings the arm across the body, which is right from outside and exactly wrong from inside his own head.
The blocked DLL is now step one of the README. It's the one fault the author can't reproduce, because a DLL you built yourself is never marked.
Drips — built, then shipped off. Sixteen marks a run and the wall is the scarce thing. Drips=true brings them back, and the stretched decal they taught us about is what 0.3.0's strokes are built on.
Fixes: loading paint stopped logging "Wiped every mark" a millisecond before "Loaded 192 marks" · Posted Up stopped stealing this mod's extinguisher 66 ms after it was handed over · denser paint for the same decals, including one density lever clamped out of existence · the switch says MOD and turning it off still leaves F3 working · the wordmark is drawn rather than set.
0.1.0
The first one anybody else could install. Eleven colours, paint that persists, F3 for the can, passers-by mouthing off rather than running.
Dodano: 27 sierpnia 2026
Ostatnia aktualizacja: 9 dni temu
Last Downloaded: 1 hour ago




it doesn't work for me, i have scripthookdotnet 3.7
Would love if ts works, this mod fr got hella potential n dont make updated versions payed like them other goofballs
Cool I was about to make a mod request for this
@marculu try the new version let me know if that fixes the issue
@spitmux Okay,thank you, it will take me a few days, because I deleted the game to install something else.
if you could make it to be similliar to the gta sa spray paint, for example a spray paint showed in the hud, you hold a can and spray paint in colors and you can freestyle on surfaces that would be awesome but either way the mod is awesome now
absolute dream mod, but it doesn't load (no pop up when loading the game, no f3 key working)
i'm familiar with .net scripts so it's not a misunderstand about installation, i use the latest scripthook build
might be a old gta game version issue ? too sad i can't play it, i'm trying to fix it but cant figure it out
@coolwhitecik @roripper @marculu @Nik2Richh @Ailur any body with errors try updating to the newest SHVDN 3.9.0.0 , see if that fixes the issue
@spitmux you mean ScriptHookVDotNet-v3.7.0-nightly.189 ? cant find a 3.9 version
im updating my game i will tell you if it solves it anyway
SOOOOO FUCKING PEAK
Just a tip, compress with 7 zip instead, i managed to get it down to 900 kb. Great mod tho.
10/10 mod, been waiting for something like this for years. Bullethole graff has finally reached its end
@Ailur same for me
Wow great mod i just checked it out, me from like few years ago would go crazy over it
guys i recommend downloading Improvements in Gore, but the newest one from 2025 on nexusmods, it will look way better, because it uses blood textures
@spitmux It's still not working for me; the scripthook logs aren't showing anything.
@marculu I'll work on the compatibility issues for the next release , I'll see if I can build it for other versions , check back in a few days
@RainyTwinkle thanks for the tip! Appreciated
@spitmux ok thank you, I also tried the scripthook files you included, but I got a loading error, probably for various reasons.
Here's an idea, just like off of San Andreas, have gang members come after you if you spray over their tags.