Looter Shooter V [Enhanced] 0.81
474
16
474
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LooterShooterV — Update 0.81
Fixed some Icon issue on Cayo Perico and undiscovered outposts
LooterShooterV — Update 0.80
0.80 is a major gameplay, combat-feedback, first-person and interface update over the previous public 3.27 Beta.
- Completely new LSV minimap and radar system. Added a custom half-dial radar capable of replacing GTA V's stock minimap. It displays enemies, allies, loot, story objectives, mission markers, GPS routes, roads, north orientation and contextual map information while retaining LSV's HUD style. NOTE: ALL HUD Elements can TOGGLED OFF
TURN OFF LSV MINI MAP IF ANY VISIBILITY ISSUES OCCUR, IT IS IN BETA
- New Hybrid satellite map. Hybrid mode combines satellite terrain with LSV's clean tactical road network, GPS routes and redesigned map icons. Satellite and pure Tactical modes are also available. The map supports calibrated world projection, satellite auto-alignment, configurable road/highway/trail styling, route colors, icon filtering and custom map rendering.
- Dynamic radar behavior. The radar adapts between first person, third person, vehicles and aircraft. Vehicle range expands while driving, aircraft receive altitude/speed-aware range, and the radar can either remain in the corner or integrate with the floating player HUD.
- Redesigned map icons. Story missions can use familiar character-letter markers, while shops, services, objectives, LSV activities, vehicles and other categories can be individually enabled or disabled. Off-screen story objectives can remain pinned to the radar rim.
- Armor-first combat model. Enemy armor now properly absorbs damage before health. Armored targets can resist bullet knockdowns and blood effects until their armor is broken, making armor a meaningful combat layer instead of an extra number beside health.
- Major hit-audio overhaul. Added a large library of flesh-impact sounds selected by weapon caliber, hit location and distance. Armor hits and armor breaks have their own feedback, and LSV now uses layered audio so impacts, headshots, armor shatters and kill sounds can overlap naturally instead of cutting one another off.
- Improved combat feedback. Faster enemy damage trails, optional health-bar hit shake, cleaner damage-number presentation, reduced repeated feedback from rapid burn ticks and improved semantic colors for damage, kills, warnings and status information.
- First-person overhaul. First-person players can now use the LSV reticle while hip-firing, retain it during normal aiming, hide it automatically when using scopes/extra zoom, use a wider configurable FOV and manually zoom farther while aiming.
- New Cayo Perico Excursion. Cayo Perico can now function as a separate high-level LSV extraction activity. Travel to the island, fight higher-level enemies, collect unsecured gear and escape during the extraction window. Island caches guarantee high-tier rewards, enemy alert states can decay if you successfully evade them, and completed runs receive an after-action report.
- New stealth build options. Added Ghost Step, Low Profile, Assassin's Edge, Muffled, Shadow Recovery, Quiet Professional, Vanish, Deathmark and Smoke & Mirrors, expanding the existing Awareness/outpost stealth systems into a much deeper build path.
- New Legendary perks. Reflex introduces an MGSV-style slow-motion reaction window when a guard first detects you. Bulwark projects a frontal ballistic shield while aiming. Static Discharge releases an electrical shockwave after a perfect reload. Snare Web can tether and immobilize groups of enemies.
- Improved stealth integration. Suppressors, awareness gain, hearing range, alert sharing and search recovery can now interact with dedicated stealth perks. LSV-controlled guards continue to use the deliberate Suspicious → Searching → Detected behavior introduced in previous versions.
- Better HUD readability and consistency. Added a unified semantic color system, minimum text-size safeguards, cleaner health-bar animations, contextual HUD placement and substantial overlap/spacing work across player bars, skills, XP, unsecured XP, weapon information, radar readouts and objectives.
- Improved HUD behavior around the player. Floating health/armor elements use steadier body tracking, dead zones and smoother movement instead of following every animation twitch. Vehicle and aircraft layouts have their own placement behavior.
- Improved ammo presentation. Added a more compact Division-inspired ammo readout with configurable placement in first- and third-person views.
- Interface and radar customization expanded significantly. Players can configure minimap icon categories, radar placement/range, satellite appearance, road widths/colors, GPS styling, player anchor position, skill-HUD placement and more through F11/reference settings.
- Improved stability and compatibility. File paths now resolve relative to the installed script, boot logic waits for story mode/player initialization, diagnostics leave clearer startup breadcrumbs, and the sprite renderer includes compatibility work for newer ScriptHookVDotNet builds.
- Numerous additional UI alignment, clipping, performance, audio, map projection and presentation fixes throughout the mod.
-----------------------------------
LooterShooterV
Turn GTA V Story Mode into a full progression-driven looter shooter.
LooterShooterV rebuilds GTA V around loot, character progression, tactical combat, stealth, open-world activities and risk/reward extraction while preserving the original single-player campaign underneath it.
Enemies have levels, scalable health and armor, combat archetypes and specialized behaviors. Weapons drop with item levels, rarities, perks and talents. Characters develop independently, builds matter, and valuable XP or equipment may need to be brought safely home before it truly belongs to you.
LSV is not simply GTA V with larger health bars. Its systems are designed to connect into a larger progression loop:
fight → earn gear and XP → decide how much risk to take → survive → extract → improve your build → go back out.
Loot and builds
Weapons can drop from Common through Ultra, with item level, perks, talents and specialized effects determining how they perform.
Legendary equipment introduces build-defining abilities, while Ultra-tier weapons sit above Legendary gear with their own signature talents. Armor vests provide another equipment layer with defensive bonuses and specialized traits.
A shared stash lets you preserve good rolls and transfer equipment between Michael, Franklin and Trevor rather than being forced to immediately equip or dismantle everything you find.
LSV also previews predicted next-shot damage directly on enemy health and armor bars while aiming, taking your weapon, talents, headshot state, armor interaction and current build into account.
Combat rebuilt around progression
GTA V's extremely lethal native headshot behavior is normalized so higher-level enemies and armor remain meaningful. Automatic weapons use learnable weapon-specific recoil behavior, and higher difficulties increasingly emphasize specialist combinations rather than simply turning every enemy into a bullet sponge.
Armor now functions as a true protective layer. Damage is absorbed by armor before health, armored targets resist certain knockdowns and blood effects, and stripping the final plate receives dedicated audiovisual feedback.
Combat feedback includes custom hit markers, damage numbers, damage prediction, armor-break effects, kill medals, mastery systems, special ammunition and perfect reload mechanics.
The audio system has also been expanded substantially. Bullet impacts can select flesh sounds based on weapon class, body region and distance, while armor impacts, armor breaks, headshots and kills layer together instead of constantly interrupting one another.
Stealth and awareness
LSV features a full pre-combat awareness model:
Unaware → Suspicious → Searching → Detected
Directional detection indicators show which enemies are beginning to notice you and give time to correct your approach. Suspicious guards investigate the last position where they saw or heard you rather than immediately becoming psychic. Breaking line of sight can lead to an actual search state.
Gunfire has a hearing radius, suppressors meaningfully reduce that radius, nearby enemies can share alerts, and silent kills receive their own rewards.
The stealth perk pool has expanded with abilities including Ghost Step, Low Profile, Assassin's Edge, Muffled, Quiet Professional, Vanish, Deathmark and Smoke & Mirrors.
The Legendary Reflex perk adds an additional high-risk stealth option: when a guard first catches you, time slows briefly, giving you a last opportunity to neutralize the spotter before the situation collapses.
Stealth-enabled faction outposts
LSV contains a network of faction outposts spread across Los Santos and Blaine County.
Later outposts unlock as the crew reaches higher levels and must be discovered through exploration rather than simply appearing on the map. Guards patrol their territory without automatically attacking from extreme range, allowing players to observe and plan an approach.
Outposts support full stealth captures, interruptible alarms, alarm sabotage, reinforcements and multiple guard roles.
Captures are graded as:
UNDETECTED, NO ALARMS, or ASSAULT.
Better stealth performance earns better rewards.
Most Wanted
At five stars, players can opt into LSV's Most Wanted endgame loop.
Climb from rank #15 toward #1 while increasingly dangerous Apex enemies and specialized response units enter the fight. Rank-ups provide powerful perk choices, while valuable loot remains unsecured until you successfully escape.
Most Wanted turns GTA's police pursuit system into a high-risk progression run rather than simply a punishment for causing chaos.
Cayo Perico Excursion
Update 0.80 also expands LSV beyond the mainland.
Cayo Perico can be visited as an extraction-focused activity with higher-level enemies, unsecured loot, premium caches, an extraction window and its own alert/response behavior.
Everything you find on the island matters only if you make it back out.
Completed excursions receive an after-action report summarizing the run.
Legendary combat abilities
Alongside LSV's existing Legendary perks, newer builds add several more dramatic gameplay-changing abilities.
Bulwark projects a frontal ballistic barrier while aiming.
Static Discharge releases an electrical shockwave after a perfect reload.
Snare Web can trap groups of enemies together.
Reflex provides the emergency stealth reaction window described above.
These are intended to change how a build plays rather than merely increasing a damage statistic.
New LSV tactical minimap
One of 0.80's largest presentation changes is a completely custom minimap.
LSV now draws its own half-dial radar instead of depending entirely on GTA V's rectangular stock minimap.
The default Hybrid style combines satellite geography with LSV's cleaner tactical road network. Roads, highways, GPS routes, enemies, allies, loot, objectives and redesigned GTA-style icons are layered according to visual priority.
The minimap can show story missions using familiar character letters, keep distant objectives pinned to its rim and filter categories such as shops, services, activities, vehicles and LSV content.
Vehicle and aircraft modes automatically expand the visible range, while the player marker and surrounding HUD can adapt between first-person and third-person layouts.
Players who prefer something simpler can switch between Hybrid, Satellite and Tactical map styles.
Built around GTA V's campaign
Michael, Franklin and Trevor maintain separate progression while still contributing to shared systems.
Story progression controls weapon availability and enemy threat floors, and mission markers can display recommended levels. LSV is intended to make replaying GTA V's campaign feel like progressing through an RPG rather than replacing the campaign entirely.
Highly configurable
Nearly every major system can be adjusted or disabled.
The F11 settings menu controls combat, progression, loot, enemy scaling, stealth, outposts, recoil, HUD behavior, radar/map presentation, accessibility, Most Wanted and more.
A simplified main INI contains the essentials, while the included reference INI exposes the deeper tuning options.
The K Terminal provides character progression, gear information, operations, factions, records, achievements and the Codex from inside the game.
Requirements
LSV is built for GTA V Story Mode with:
Script Hook V
ScriptHookVDotNet v3
Development has primarily targeted the Enhanced edition and SHVDN API 3.9.0.
Fight. Build. Take risks. Get the loot home.
Made with AI
Fixed some Icon issue on Cayo Perico and undiscovered outposts
LooterShooterV — Update 0.80
0.80 is a major gameplay, combat-feedback, first-person and interface update over the previous public 3.27 Beta.
- Completely new LSV minimap and radar system. Added a custom half-dial radar capable of replacing GTA V's stock minimap. It displays enemies, allies, loot, story objectives, mission markers, GPS routes, roads, north orientation and contextual map information while retaining LSV's HUD style. NOTE: ALL HUD Elements can TOGGLED OFF
TURN OFF LSV MINI MAP IF ANY VISIBILITY ISSUES OCCUR, IT IS IN BETA
- New Hybrid satellite map. Hybrid mode combines satellite terrain with LSV's clean tactical road network, GPS routes and redesigned map icons. Satellite and pure Tactical modes are also available. The map supports calibrated world projection, satellite auto-alignment, configurable road/highway/trail styling, route colors, icon filtering and custom map rendering.
- Dynamic radar behavior. The radar adapts between first person, third person, vehicles and aircraft. Vehicle range expands while driving, aircraft receive altitude/speed-aware range, and the radar can either remain in the corner or integrate with the floating player HUD.
- Redesigned map icons. Story missions can use familiar character-letter markers, while shops, services, objectives, LSV activities, vehicles and other categories can be individually enabled or disabled. Off-screen story objectives can remain pinned to the radar rim.
- Armor-first combat model. Enemy armor now properly absorbs damage before health. Armored targets can resist bullet knockdowns and blood effects until their armor is broken, making armor a meaningful combat layer instead of an extra number beside health.
- Major hit-audio overhaul. Added a large library of flesh-impact sounds selected by weapon caliber, hit location and distance. Armor hits and armor breaks have their own feedback, and LSV now uses layered audio so impacts, headshots, armor shatters and kill sounds can overlap naturally instead of cutting one another off.
- Improved combat feedback. Faster enemy damage trails, optional health-bar hit shake, cleaner damage-number presentation, reduced repeated feedback from rapid burn ticks and improved semantic colors for damage, kills, warnings and status information.
- First-person overhaul. First-person players can now use the LSV reticle while hip-firing, retain it during normal aiming, hide it automatically when using scopes/extra zoom, use a wider configurable FOV and manually zoom farther while aiming.
- New Cayo Perico Excursion. Cayo Perico can now function as a separate high-level LSV extraction activity. Travel to the island, fight higher-level enemies, collect unsecured gear and escape during the extraction window. Island caches guarantee high-tier rewards, enemy alert states can decay if you successfully evade them, and completed runs receive an after-action report.
- New stealth build options. Added Ghost Step, Low Profile, Assassin's Edge, Muffled, Shadow Recovery, Quiet Professional, Vanish, Deathmark and Smoke & Mirrors, expanding the existing Awareness/outpost stealth systems into a much deeper build path.
- New Legendary perks. Reflex introduces an MGSV-style slow-motion reaction window when a guard first detects you. Bulwark projects a frontal ballistic shield while aiming. Static Discharge releases an electrical shockwave after a perfect reload. Snare Web can tether and immobilize groups of enemies.
- Improved stealth integration. Suppressors, awareness gain, hearing range, alert sharing and search recovery can now interact with dedicated stealth perks. LSV-controlled guards continue to use the deliberate Suspicious → Searching → Detected behavior introduced in previous versions.
- Better HUD readability and consistency. Added a unified semantic color system, minimum text-size safeguards, cleaner health-bar animations, contextual HUD placement and substantial overlap/spacing work across player bars, skills, XP, unsecured XP, weapon information, radar readouts and objectives.
- Improved HUD behavior around the player. Floating health/armor elements use steadier body tracking, dead zones and smoother movement instead of following every animation twitch. Vehicle and aircraft layouts have their own placement behavior.
- Improved ammo presentation. Added a more compact Division-inspired ammo readout with configurable placement in first- and third-person views.
- Interface and radar customization expanded significantly. Players can configure minimap icon categories, radar placement/range, satellite appearance, road widths/colors, GPS styling, player anchor position, skill-HUD placement and more through F11/reference settings.
- Improved stability and compatibility. File paths now resolve relative to the installed script, boot logic waits for story mode/player initialization, diagnostics leave clearer startup breadcrumbs, and the sprite renderer includes compatibility work for newer ScriptHookVDotNet builds.
- Numerous additional UI alignment, clipping, performance, audio, map projection and presentation fixes throughout the mod.
-----------------------------------
LooterShooterV
Turn GTA V Story Mode into a full progression-driven looter shooter.
LooterShooterV rebuilds GTA V around loot, character progression, tactical combat, stealth, open-world activities and risk/reward extraction while preserving the original single-player campaign underneath it.
Enemies have levels, scalable health and armor, combat archetypes and specialized behaviors. Weapons drop with item levels, rarities, perks and talents. Characters develop independently, builds matter, and valuable XP or equipment may need to be brought safely home before it truly belongs to you.
LSV is not simply GTA V with larger health bars. Its systems are designed to connect into a larger progression loop:
fight → earn gear and XP → decide how much risk to take → survive → extract → improve your build → go back out.
Loot and builds
Weapons can drop from Common through Ultra, with item level, perks, talents and specialized effects determining how they perform.
Legendary equipment introduces build-defining abilities, while Ultra-tier weapons sit above Legendary gear with their own signature talents. Armor vests provide another equipment layer with defensive bonuses and specialized traits.
A shared stash lets you preserve good rolls and transfer equipment between Michael, Franklin and Trevor rather than being forced to immediately equip or dismantle everything you find.
LSV also previews predicted next-shot damage directly on enemy health and armor bars while aiming, taking your weapon, talents, headshot state, armor interaction and current build into account.
Combat rebuilt around progression
GTA V's extremely lethal native headshot behavior is normalized so higher-level enemies and armor remain meaningful. Automatic weapons use learnable weapon-specific recoil behavior, and higher difficulties increasingly emphasize specialist combinations rather than simply turning every enemy into a bullet sponge.
Armor now functions as a true protective layer. Damage is absorbed by armor before health, armored targets resist certain knockdowns and blood effects, and stripping the final plate receives dedicated audiovisual feedback.
Combat feedback includes custom hit markers, damage numbers, damage prediction, armor-break effects, kill medals, mastery systems, special ammunition and perfect reload mechanics.
The audio system has also been expanded substantially. Bullet impacts can select flesh sounds based on weapon class, body region and distance, while armor impacts, armor breaks, headshots and kills layer together instead of constantly interrupting one another.
Stealth and awareness
LSV features a full pre-combat awareness model:
Unaware → Suspicious → Searching → Detected
Directional detection indicators show which enemies are beginning to notice you and give time to correct your approach. Suspicious guards investigate the last position where they saw or heard you rather than immediately becoming psychic. Breaking line of sight can lead to an actual search state.
Gunfire has a hearing radius, suppressors meaningfully reduce that radius, nearby enemies can share alerts, and silent kills receive their own rewards.
The stealth perk pool has expanded with abilities including Ghost Step, Low Profile, Assassin's Edge, Muffled, Quiet Professional, Vanish, Deathmark and Smoke & Mirrors.
The Legendary Reflex perk adds an additional high-risk stealth option: when a guard first catches you, time slows briefly, giving you a last opportunity to neutralize the spotter before the situation collapses.
Stealth-enabled faction outposts
LSV contains a network of faction outposts spread across Los Santos and Blaine County.
Later outposts unlock as the crew reaches higher levels and must be discovered through exploration rather than simply appearing on the map. Guards patrol their territory without automatically attacking from extreme range, allowing players to observe and plan an approach.
Outposts support full stealth captures, interruptible alarms, alarm sabotage, reinforcements and multiple guard roles.
Captures are graded as:
UNDETECTED, NO ALARMS, or ASSAULT.
Better stealth performance earns better rewards.
Most Wanted
At five stars, players can opt into LSV's Most Wanted endgame loop.
Climb from rank #15 toward #1 while increasingly dangerous Apex enemies and specialized response units enter the fight. Rank-ups provide powerful perk choices, while valuable loot remains unsecured until you successfully escape.
Most Wanted turns GTA's police pursuit system into a high-risk progression run rather than simply a punishment for causing chaos.
Cayo Perico Excursion
Update 0.80 also expands LSV beyond the mainland.
Cayo Perico can be visited as an extraction-focused activity with higher-level enemies, unsecured loot, premium caches, an extraction window and its own alert/response behavior.
Everything you find on the island matters only if you make it back out.
Completed excursions receive an after-action report summarizing the run.
Legendary combat abilities
Alongside LSV's existing Legendary perks, newer builds add several more dramatic gameplay-changing abilities.
Bulwark projects a frontal ballistic barrier while aiming.
Static Discharge releases an electrical shockwave after a perfect reload.
Snare Web can trap groups of enemies together.
Reflex provides the emergency stealth reaction window described above.
These are intended to change how a build plays rather than merely increasing a damage statistic.
New LSV tactical minimap
One of 0.80's largest presentation changes is a completely custom minimap.
LSV now draws its own half-dial radar instead of depending entirely on GTA V's rectangular stock minimap.
The default Hybrid style combines satellite geography with LSV's cleaner tactical road network. Roads, highways, GPS routes, enemies, allies, loot, objectives and redesigned GTA-style icons are layered according to visual priority.
The minimap can show story missions using familiar character letters, keep distant objectives pinned to its rim and filter categories such as shops, services, activities, vehicles and LSV content.
Vehicle and aircraft modes automatically expand the visible range, while the player marker and surrounding HUD can adapt between first-person and third-person layouts.
Players who prefer something simpler can switch between Hybrid, Satellite and Tactical map styles.
Built around GTA V's campaign
Michael, Franklin and Trevor maintain separate progression while still contributing to shared systems.
Story progression controls weapon availability and enemy threat floors, and mission markers can display recommended levels. LSV is intended to make replaying GTA V's campaign feel like progressing through an RPG rather than replacing the campaign entirely.
Highly configurable
Nearly every major system can be adjusted or disabled.
The F11 settings menu controls combat, progression, loot, enemy scaling, stealth, outposts, recoil, HUD behavior, radar/map presentation, accessibility, Most Wanted and more.
A simplified main INI contains the essentials, while the included reference INI exposes the deeper tuning options.
The K Terminal provides character progression, gear information, operations, factions, records, achievements and the Codex from inside the game.
Requirements
LSV is built for GTA V Story Mode with:
Script Hook V
ScriptHookVDotNet v3
Development has primarily targeted the Enhanced edition and SHVDN API 3.9.0.
Fight. Build. Take risks. Get the loot home.
Made with AI
First Uploaded: October 12, 2026
Last Updated: October 21, 2026
Last Downloaded: 10 hours ago
All Versions
27 Comments
LooterShooterV — Update 0.81
Fixed some Icon issue on Cayo Perico and undiscovered outposts
LooterShooterV — Update 0.80
0.80 is a major gameplay, combat-feedback, first-person and interface update over the previous public 3.27 Beta.
- Completely new LSV minimap and radar system. Added a custom half-dial radar capable of replacing GTA V's stock minimap. It displays enemies, allies, loot, story objectives, mission markers, GPS routes, roads, north orientation and contextual map information while retaining LSV's HUD style. NOTE: ALL HUD Elements can TOGGLED OFF
TURN OFF LSV MINI MAP IF ANY VISIBILITY ISSUES OCCUR, IT IS IN BETA
- New Hybrid satellite map. Hybrid mode combines satellite terrain with LSV's clean tactical road network, GPS routes and redesigned map icons. Satellite and pure Tactical modes are also available. The map supports calibrated world projection, satellite auto-alignment, configurable road/highway/trail styling, route colors, icon filtering and custom map rendering.
- Dynamic radar behavior. The radar adapts between first person, third person, vehicles and aircraft. Vehicle range expands while driving, aircraft receive altitude/speed-aware range, and the radar can either remain in the corner or integrate with the floating player HUD.
- Redesigned map icons. Story missions can use familiar character-letter markers, while shops, services, objectives, LSV activities, vehicles and other categories can be individually enabled or disabled. Off-screen story objectives can remain pinned to the radar rim.
- Armor-first combat model. Enemy armor now properly absorbs damage before health. Armored targets can resist bullet knockdowns and blood effects until their armor is broken, making armor a meaningful combat layer instead of an extra number beside health.
- Major hit-audio overhaul. Added a large library of flesh-impact sounds selected by weapon caliber, hit location and distance. Armor hits and armor breaks have their own feedback, and LSV now uses layered audio so impacts, headshots, armor shatters and kill sounds can overlap naturally instead of cutting one another off.
- Improved combat feedback. Faster enemy damage trails, optional health-bar hit shake, cleaner damage-number presentation, reduced repeated feedback from rapid burn ticks and improved semantic colors for damage, kills, warnings and status information.
- First-person overhaul. First-person players can now use the LSV reticle while hip-firing, retain it during normal aiming, hide it automatically when using scopes/extra zoom, use a wider configurable FOV and manually zoom farther while aiming.
- New Cayo Perico Excursion. Cayo Perico can now function as a separate high-level LSV extraction activity. Travel to the island, fight higher-level enemies, collect unsecured gear and escape during the extraction window. Island caches guarantee high-tier rewards, enemy alert states can decay if you successfully evade them, and completed runs receive an after-action report.
- New stealth build options. Added Ghost Step, Low Profile, Assassin's Edge, Muffled, Shadow Recovery, Quiet Professional, Vanish, Deathmark and Smoke & Mirrors, expanding the existing Awareness/outpost stealth systems into a much deeper build path.
- New Legendary perks. Reflex introduces an MGSV-style slow-motion reaction window when a guard first detects you. Bulwark projects a frontal ballistic shield while aiming. Static Discharge releases an electrical shockwave after a perfect reload. Snare Web can tether and immobilize groups of enemies.
- Improved stealth integration. Suppressors, awareness gain, hearing range, alert sharing and search recovery can now interact with dedicated stealth perks. LSV-controlled guards continue to use the deliberate Suspicious → Searching → Detected behavior introduced in previous versions.
- Better HUD readability and consistency. Added a unified semantic color system, minimum text-size safeguards, cleaner health-bar animations, contextual HUD placement and substantial overlap/spacing work across player bars, skills, XP, unsecured XP, weapon information, radar readouts and objectives.
- Improved HUD behavior around the player. Floating health/armor elements use steadier body tracking, dead zones and smoother movement instead of following every animation twitch. Vehicle and aircraft layouts have their own placement behavior.
- Improved ammo presentation. Added a more compact Division-inspired ammo readout with configurable placement in first- and third-person views.
- Interface and radar customization expanded significantly. Players can configure minimap icon categories, radar placement/range, satellite appearance, road widths/colors, GPS styling, player anchor position, skill-HUD placement and more through F11/reference settings.
- Improved stability and compatibility. File paths now resolve relative to the installed script, boot logic waits for story mode/player initialization, diagnostics leave clearer startup breadcrumbs, and the sprite renderer includes compatibility work for newer ScriptHookVDotNet builds.
- Numerous additional UI alignment, clipping, performance, audio, map projection and presentation fixes throughout the mod.
-----------------------------------
LooterShooterV
Turn GTA V Story Mode into a full progression-driven looter shooter.
LooterShooterV rebuilds GTA V around loot, character progression, tactical combat, stealth, open-world activities and risk/reward extraction while preserving the original single-player campaign underneath it.
Enemies have levels, scalable health and armor, combat archetypes and specialized behaviors. Weapons drop with item levels, rarities, perks and talents. Characters develop independently, builds matter, and valuable XP or equipment may need to be brought safely home before it truly belongs to you.
LSV is not simply GTA V with larger health bars. Its systems are designed to connect into a larger progression loop:
fight → earn gear and XP → decide how much risk to take → survive → extract → improve your build → go back out.
Loot and builds
Weapons can drop from Common through Ultra, with item level, perks, talents and specialized effects determining how they perform.
Legendary equipment introduces build-defining abilities, while Ultra-tier weapons sit above Legendary gear with their own signature talents. Armor vests provide another equipment layer with defensive bonuses and specialized traits.
A shared stash lets you preserve good rolls and transfer equipment between Michael, Franklin and Trevor rather than being forced to immediately equip or dismantle everything you find.
LSV also previews predicted next-shot damage directly on enemy health and armor bars while aiming, taking your weapon, talents, headshot state, armor interaction and current build into account.
Combat rebuilt around progression
GTA V's extremely lethal native headshot behavior is normalized so higher-level enemies and armor remain meaningful. Automatic weapons use learnable weapon-specific recoil behavior, and higher difficulties increasingly emphasize specialist combinations rather than simply turning every enemy into a bullet sponge.
Armor now functions as a true protective layer. Damage is absorbed by armor before health, armored targets resist certain knockdowns and blood effects, and stripping the final plate receives dedicated audiovisual feedback.
Combat feedback includes custom hit markers, damage numbers, damage prediction, armor-break effects, kill medals, mastery systems, special ammunition and perfect reload mechanics.
The audio system has also been expanded substantially. Bullet impacts can select flesh sounds based on weapon class, body region and distance, while armor impacts, armor breaks, headshots and kills layer together instead of constantly interrupting one another.
Stealth and awareness
LSV features a full pre-combat awareness model:
Unaware → Suspicious → Searching → Detected
Directional detection indicators show which enemies are beginning to notice you and give time to correct your approach. Suspicious guards investigate the last position where they saw or heard you rather than immediately becoming psychic. Breaking line of sight can lead to an actual search state.
Gunfire has a hearing radius, suppressors meaningfully reduce that radius, nearby enemies can share alerts, and silent kills receive their own rewards.
The stealth perk pool has expanded with abilities including Ghost Step, Low Profile, Assassin's Edge, Muffled, Quiet Professional, Vanish, Deathmark and Smoke & Mirrors.
The Legendary Reflex perk adds an additional high-risk stealth option: when a guard first catches you, time slows briefly, giving you a last opportunity to neutralize the spotter before the situation collapses.
Stealth-enabled faction outposts
LSV contains a network of faction outposts spread across Los Santos and Blaine County.
Later outposts unlock as the crew reaches higher levels and must be discovered through exploration rather than simply appearing on the map. Guards patrol their territory without automatically attacking from extreme range, allowing players to observe and plan an approach.
Outposts support full stealth captures, interruptible alarms, alarm sabotage, reinforcements and multiple guard roles.
Captures are graded as:
UNDETECTED, NO ALARMS, or ASSAULT.
Better stealth performance earns better rewards.
Most Wanted
At five stars, players can opt into LSV's Most Wanted endgame loop.
Climb from rank #15 toward #1 while increasingly dangerous Apex enemies and specialized response units enter the fight. Rank-ups provide powerful perk choices, while valuable loot remains unsecured until you successfully escape.
Most Wanted turns GTA's police pursuit system into a high-risk progression run rather than simply a punishment for causing chaos.
Cayo Perico Excursion
Update 0.80 also expands LSV beyond the mainland.
Cayo Perico can be visited as an extraction-focused activity with higher-level enemies, unsecured loot, premium caches, an extraction window and its own alert/response behavior.
Everything you find on the island matters only if you make it back out.
Completed excursions receive an after-action report summarizing the run.
Legendary combat abilities
Alongside LSV's existing Legendary perks, newer builds add several more dramatic gameplay-changing abilities.
Bulwark projects a frontal ballistic barrier while aiming.
Static Discharge releases an electrical shockwave after a perfect reload.
Snare Web can trap groups of enemies together.
Reflex provides the emergency stealth reaction window described above.
These are intended to change how a build plays rather than merely increasing a damage statistic.
New LSV tactical minimap
One of 0.80's largest presentation changes is a completely custom minimap.
LSV now draws its own half-dial radar instead of depending entirely on GTA V's rectangular stock minimap.
The default Hybrid style combines satellite geography with LSV's cleaner tactical road network. Roads, highways, GPS routes, enemies, allies, loot, objectives and redesigned GTA-style icons are layered according to visual priority.
The minimap can show story missions using familiar character letters, keep distant objectives pinned to its rim and filter categories such as shops, services, activities, vehicles and LSV content.
Vehicle and aircraft modes automatically expand the visible range, while the player marker and surrounding HUD can adapt between first-person and third-person layouts.
Players who prefer something simpler can switch between Hybrid, Satellite and Tactical map styles.
Built around GTA V's campaign
Michael, Franklin and Trevor maintain separate progression while still contributing to shared systems.
Story progression controls weapon availability and enemy threat floors, and mission markers can display recommended levels. LSV is intended to make replaying GTA V's campaign feel like progressing through an RPG rather than replacing the campaign entirely.
Highly configurable
Nearly every major system can be adjusted or disabled.
The F11 settings menu controls combat, progression, loot, enemy scaling, stealth, outposts, recoil, HUD behavior, radar/map presentation, accessibility, Most Wanted and more.
A simplified main INI contains the essentials, while the included reference INI exposes the deeper tuning options.
The K Terminal provides character progression, gear information, operations, factions, records, achievements and the Codex from inside the game.
Requirements
LSV is built for GTA V Story Mode with:
Script Hook V
ScriptHookVDotNet v3
Development has primarily targeted the Enhanced edition and SHVDN API 3.9.0.
Fight. Build. Take risks. Get the loot home.
Made with AI
Fixed some Icon issue on Cayo Perico and undiscovered outposts
LooterShooterV — Update 0.80
0.80 is a major gameplay, combat-feedback, first-person and interface update over the previous public 3.27 Beta.
- Completely new LSV minimap and radar system. Added a custom half-dial radar capable of replacing GTA V's stock minimap. It displays enemies, allies, loot, story objectives, mission markers, GPS routes, roads, north orientation and contextual map information while retaining LSV's HUD style. NOTE: ALL HUD Elements can TOGGLED OFF
TURN OFF LSV MINI MAP IF ANY VISIBILITY ISSUES OCCUR, IT IS IN BETA
- New Hybrid satellite map. Hybrid mode combines satellite terrain with LSV's clean tactical road network, GPS routes and redesigned map icons. Satellite and pure Tactical modes are also available. The map supports calibrated world projection, satellite auto-alignment, configurable road/highway/trail styling, route colors, icon filtering and custom map rendering.
- Dynamic radar behavior. The radar adapts between first person, third person, vehicles and aircraft. Vehicle range expands while driving, aircraft receive altitude/speed-aware range, and the radar can either remain in the corner or integrate with the floating player HUD.
- Redesigned map icons. Story missions can use familiar character-letter markers, while shops, services, objectives, LSV activities, vehicles and other categories can be individually enabled or disabled. Off-screen story objectives can remain pinned to the radar rim.
- Armor-first combat model. Enemy armor now properly absorbs damage before health. Armored targets can resist bullet knockdowns and blood effects until their armor is broken, making armor a meaningful combat layer instead of an extra number beside health.
- Major hit-audio overhaul. Added a large library of flesh-impact sounds selected by weapon caliber, hit location and distance. Armor hits and armor breaks have their own feedback, and LSV now uses layered audio so impacts, headshots, armor shatters and kill sounds can overlap naturally instead of cutting one another off.
- Improved combat feedback. Faster enemy damage trails, optional health-bar hit shake, cleaner damage-number presentation, reduced repeated feedback from rapid burn ticks and improved semantic colors for damage, kills, warnings and status information.
- First-person overhaul. First-person players can now use the LSV reticle while hip-firing, retain it during normal aiming, hide it automatically when using scopes/extra zoom, use a wider configurable FOV and manually zoom farther while aiming.
- New Cayo Perico Excursion. Cayo Perico can now function as a separate high-level LSV extraction activity. Travel to the island, fight higher-level enemies, collect unsecured gear and escape during the extraction window. Island caches guarantee high-tier rewards, enemy alert states can decay if you successfully evade them, and completed runs receive an after-action report.
- New stealth build options. Added Ghost Step, Low Profile, Assassin's Edge, Muffled, Shadow Recovery, Quiet Professional, Vanish, Deathmark and Smoke & Mirrors, expanding the existing Awareness/outpost stealth systems into a much deeper build path.
- New Legendary perks. Reflex introduces an MGSV-style slow-motion reaction window when a guard first detects you. Bulwark projects a frontal ballistic shield while aiming. Static Discharge releases an electrical shockwave after a perfect reload. Snare Web can tether and immobilize groups of enemies.
- Improved stealth integration. Suppressors, awareness gain, hearing range, alert sharing and search recovery can now interact with dedicated stealth perks. LSV-controlled guards continue to use the deliberate Suspicious → Searching → Detected behavior introduced in previous versions.
- Better HUD readability and consistency. Added a unified semantic color system, minimum text-size safeguards, cleaner health-bar animations, contextual HUD placement and substantial overlap/spacing work across player bars, skills, XP, unsecured XP, weapon information, radar readouts and objectives.
- Improved HUD behavior around the player. Floating health/armor elements use steadier body tracking, dead zones and smoother movement instead of following every animation twitch. Vehicle and aircraft layouts have their own placement behavior.
- Improved ammo presentation. Added a more compact Division-inspired ammo readout with configurable placement in first- and third-person views.
- Interface and radar customization expanded significantly. Players can configure minimap icon categories, radar placement/range, satellite appearance, road widths/colors, GPS styling, player anchor position, skill-HUD placement and more through F11/reference settings.
- Improved stability and compatibility. File paths now resolve relative to the installed script, boot logic waits for story mode/player initialization, diagnostics leave clearer startup breadcrumbs, and the sprite renderer includes compatibility work for newer ScriptHookVDotNet builds.
- Numerous additional UI alignment, clipping, performance, audio, map projection and presentation fixes throughout the mod.
-----------------------------------
LooterShooterV
Turn GTA V Story Mode into a full progression-driven looter shooter.
LooterShooterV rebuilds GTA V around loot, character progression, tactical combat, stealth, open-world activities and risk/reward extraction while preserving the original single-player campaign underneath it.
Enemies have levels, scalable health and armor, combat archetypes and specialized behaviors. Weapons drop with item levels, rarities, perks and talents. Characters develop independently, builds matter, and valuable XP or equipment may need to be brought safely home before it truly belongs to you.
LSV is not simply GTA V with larger health bars. Its systems are designed to connect into a larger progression loop:
fight → earn gear and XP → decide how much risk to take → survive → extract → improve your build → go back out.
Loot and builds
Weapons can drop from Common through Ultra, with item level, perks, talents and specialized effects determining how they perform.
Legendary equipment introduces build-defining abilities, while Ultra-tier weapons sit above Legendary gear with their own signature talents. Armor vests provide another equipment layer with defensive bonuses and specialized traits.
A shared stash lets you preserve good rolls and transfer equipment between Michael, Franklin and Trevor rather than being forced to immediately equip or dismantle everything you find.
LSV also previews predicted next-shot damage directly on enemy health and armor bars while aiming, taking your weapon, talents, headshot state, armor interaction and current build into account.
Combat rebuilt around progression
GTA V's extremely lethal native headshot behavior is normalized so higher-level enemies and armor remain meaningful. Automatic weapons use learnable weapon-specific recoil behavior, and higher difficulties increasingly emphasize specialist combinations rather than simply turning every enemy into a bullet sponge.
Armor now functions as a true protective layer. Damage is absorbed by armor before health, armored targets resist certain knockdowns and blood effects, and stripping the final plate receives dedicated audiovisual feedback.
Combat feedback includes custom hit markers, damage numbers, damage prediction, armor-break effects, kill medals, mastery systems, special ammunition and perfect reload mechanics.
The audio system has also been expanded substantially. Bullet impacts can select flesh sounds based on weapon class, body region and distance, while armor impacts, armor breaks, headshots and kills layer together instead of constantly interrupting one another.
Stealth and awareness
LSV features a full pre-combat awareness model:
Unaware → Suspicious → Searching → Detected
Directional detection indicators show which enemies are beginning to notice you and give time to correct your approach. Suspicious guards investigate the last position where they saw or heard you rather than immediately becoming psychic. Breaking line of sight can lead to an actual search state.
Gunfire has a hearing radius, suppressors meaningfully reduce that radius, nearby enemies can share alerts, and silent kills receive their own rewards.
The stealth perk pool has expanded with abilities including Ghost Step, Low Profile, Assassin's Edge, Muffled, Quiet Professional, Vanish, Deathmark and Smoke & Mirrors.
The Legendary Reflex perk adds an additional high-risk stealth option: when a guard first catches you, time slows briefly, giving you a last opportunity to neutralize the spotter before the situation collapses.
Stealth-enabled faction outposts
LSV contains a network of faction outposts spread across Los Santos and Blaine County.
Later outposts unlock as the crew reaches higher levels and must be discovered through exploration rather than simply appearing on the map. Guards patrol their territory without automatically attacking from extreme range, allowing players to observe and plan an approach.
Outposts support full stealth captures, interruptible alarms, alarm sabotage, reinforcements and multiple guard roles.
Captures are graded as:
UNDETECTED, NO ALARMS, or ASSAULT.
Better stealth performance earns better rewards.
Most Wanted
At five stars, players can opt into LSV's Most Wanted endgame loop.
Climb from rank #15 toward #1 while increasingly dangerous Apex enemies and specialized response units enter the fight. Rank-ups provide powerful perk choices, while valuable loot remains unsecured until you successfully escape.
Most Wanted turns GTA's police pursuit system into a high-risk progression run rather than simply a punishment for causing chaos.
Cayo Perico Excursion
Update 0.80 also expands LSV beyond the mainland.
Cayo Perico can be visited as an extraction-focused activity with higher-level enemies, unsecured loot, premium caches, an extraction window and its own alert/response behavior.
Everything you find on the island matters only if you make it back out.
Completed excursions receive an after-action report summarizing the run.
Legendary combat abilities
Alongside LSV's existing Legendary perks, newer builds add several more dramatic gameplay-changing abilities.
Bulwark projects a frontal ballistic barrier while aiming.
Static Discharge releases an electrical shockwave after a perfect reload.
Snare Web can trap groups of enemies together.
Reflex provides the emergency stealth reaction window described above.
These are intended to change how a build plays rather than merely increasing a damage statistic.
New LSV tactical minimap
One of 0.80's largest presentation changes is a completely custom minimap.
LSV now draws its own half-dial radar instead of depending entirely on GTA V's rectangular stock minimap.
The default Hybrid style combines satellite geography with LSV's cleaner tactical road network. Roads, highways, GPS routes, enemies, allies, loot, objectives and redesigned GTA-style icons are layered according to visual priority.
The minimap can show story missions using familiar character letters, keep distant objectives pinned to its rim and filter categories such as shops, services, activities, vehicles and LSV content.
Vehicle and aircraft modes automatically expand the visible range, while the player marker and surrounding HUD can adapt between first-person and third-person layouts.
Players who prefer something simpler can switch between Hybrid, Satellite and Tactical map styles.
Built around GTA V's campaign
Michael, Franklin and Trevor maintain separate progression while still contributing to shared systems.
Story progression controls weapon availability and enemy threat floors, and mission markers can display recommended levels. LSV is intended to make replaying GTA V's campaign feel like progressing through an RPG rather than replacing the campaign entirely.
Highly configurable
Nearly every major system can be adjusted or disabled.
The F11 settings menu controls combat, progression, loot, enemy scaling, stealth, outposts, recoil, HUD behavior, radar/map presentation, accessibility, Most Wanted and more.
A simplified main INI contains the essentials, while the included reference INI exposes the deeper tuning options.
The K Terminal provides character progression, gear information, operations, factions, records, achievements and the Codex from inside the game.
Requirements
LSV is built for GTA V Story Mode with:
Script Hook V
ScriptHookVDotNet v3
Development has primarily targeted the Enhanced edition and SHVDN API 3.9.0.
Fight. Build. Take risks. Get the loot home.
Made with AI
First Uploaded: October 12, 2026
Last Updated: October 21, 2026
Last Downloaded: 10 hours ago









@BrokenNova ScriptHookV .Net Enhanced 3.9.0.6 (1.1.0.6) & ScripthookV is from July 15, 2026
@xesob pushing out an update soon to address this and the daily operations. additionally, the LSV armory now has weapon crates, but i may adjust the price
Thank you for the update! Its really really good. Played for a bit and still having those fps drops. Some things i noticed: when i died while having 3 stars, it still counted as me completing the mission "escape while having 3 stars". And also could you maybe add an option to remove the vanilla weapon drops from enemies or let us drop vanilla weapons? Since you cant drop normal weapons and only weapons from LSV, the inventory gets kind of cluttered.
I know im probably asking for too much, but maybe in the future you can make a new gamemode or an option to lose weapons/armor on death, and you could introduce stashes in the safehouses so you could store your best weapons and armor. Of course these are just suggestions, i cant wait to see where u take this mod.
And in the new update i dont lose weapons on death anymore even though i am using a mod to remove weapons on death. This was not an issue on the last version.
@xesob yeah man that might be a conflict with that mod. I’m testing using only LSV
@xesob yeah the stash is something I’ve been tinkering with. But yeah an optional game mode like that would be a good idea for those who want the hurt
Yea i just realised after alot of testing it was one of my older mods that was making me not lose weapons on death for whatever reason, everything is good with your mod. But i have a question, what does the targeted loot, apex activity or cooldown zone mean? I cant seem to find an explanation anywhere in the codex.
Okay, so I've been playing with it for a good while, and I absolutely love it, but every time I level up and wanna spend a point I have to use controller. Is there a default keybind for allocating points on Keyboard and Mouse?
@xesob Targeted loot zones have higher drop rates for whatever weapon type is listed. Cooldown zones make evasion from the police faster. Apex Activity zones increase the drop rate for Ultra grade weapons and perks alongside increased chance of Apex grade enemies, although to be honest Apex zones is a feature I want to test more to make sure its working as intended.
@BrokenNova oh great! I'm happy you enjoy it! The default keybind should be numpad
Ah, man. Is there any way to rebind it? I don't have a numpad for my laptop and dunno if there's a way to make my arrows work like numpad arrows.
@BrokenNova ah i see. yeah ill allow a rebind option
@BrokenNova rebinding option is put in, along with a stealth fix
Thank you for this great update! Can you also please give an option to remove the hud piece with the skills at the bottom that appear sometimes? Because that piece makes the hud glitch out, when the skills appear at the bottom my custom aim reticle dissapears, and also many other hud elements just bug out. Once the skills are hidden, then everything works perfect.
@xesob new update will be out in a couple days, its a big one so im doing a lot of testing. aside from better hud customization, im testing out raids at the moment.
I can't restore my timeline it says it LSV Timeline Restore Failed and I'm unsure why as it doesn't really provide more info than that, I really enjoyed the mod but I've lost like 8hrs of progress and unsure what to do as all the weapons are now obsolete and just in there regular form the armors have all disappeared from my inventory same with the perks and my levels are gone.
Gta 5 if it was made by Ubisoft.
@xxnobxx bingo. Specifically the division
@Dyl420 oh wow, very weird. Found a error with LSV Timeline, gonna release a hotfix
@Dyl420 sorry that your progress was lost! The hotfix should prevent this