VAutodrive 6.8.1

IMPORTANT: This version utilizes an updated version of VCommonFunctions (included in this download). You MUST install this as well!
- FIXED: Less path finding issues while being in the "Normal" driving style. OTOH dirt roads will not be avoided anymore. So take this into account when setting your route.
- IMPROVEMENT: Autopilot now switches to another lane (when free) in case of a slow driver while at "Normal" driving style.

This mod has a long development history already as it all began with GTA IV. The GTA V version is a migration and has gotten a lot of improvements.

VAutodrive equips vehicles with an autopilot and more. No need to press and hold keys for minutes in order to drive. Enjoy the view and your dinner with your hands free.
- Drives/flies you to a waypoint or cruise around aimlessly by not setting a waypoint.
- Works with cars, motorbikes, bicycles, boats, helicopters, airplanes and on foot.
- Does NOT support Blimps, the Hydra and submersibles
- Select any of several speed presets with a simple keystroke
- fine tune the speed up and down
- select from 4 different driving styles, from obeying all traffic laws to reckless and change them anytime during the ride.
- Let your character do the driving or get a driver spawned.
- You can work the gun of the Insurgent, the Karin technical, the armored limo or the Valkyrie helicopter while a driver/pilot gets you to your destination.
- in-game configuration menu for all configurable things, even all the key bindings.
- Abandoned vehicle movers
- make other drivers flee from you to resolve traffic jams
- Advanced component software architecture (see Codemap picture). This is no simple script.
- All key bindings are fully customizable.
- Detailed PDF guide with pictures, so you get the most out of this mod.

You need
- the most recent version of GTA V. This mod gets always updated as soon as the updated Scripthook is available.

- Microsoft .net framework 4.5.2 or above ( http://www.microsoft.com/en-us/download/details.aspx?id=42643 )

- Visual C++ Redistributable Packages for Visual Studio 2013 ( https://www.microsoft.com/en-us/download/details.aspx?id=40784 )

- Alexander Blade's ScripthookV ( http://gtaforums.com/topic/788343-script-hook-v/page-1 )

- ScripHooktVDotnet V2.9.3 ( https://github.com/crosire/scripthookvdotnet/releases )

- My VCommonFunctions.dll (included in this download)

- Guad's NativeUI V1.7(included in this download)

- Adobe Acrobat Reader for the PDF guide ( https://get.adobe.com/reader/ ) (not necessary on Windows 10)

Installation instructions and more detail information in the Guide (included in this download).

SPECIAL NOTE for LSPDFR users: Better set the KillEnemies property in the config to false or you might face that VAutodrive kills suspects!
First Uploaded: July 06, 2015
Last Updated: October 02, 2016
Last Downloaded: 8 minutes ago

Sponsored Link


  • 3b3868 cyron43 in gallifreyan
    Pinned Comment

    Please read the guide to get the most out of this mod. The guide is a PDF file and can be found inside this download. The name is "VAutodrive {version number} Guide.pdf". PDF means it's an Adobe Acrobat Reader file. PDF is a worldwide standard since decades, so you are safe to use it. In case you run Windows 10 then just double click the PDF document and it will open in Windows Edge. Otherwise download Adobe Acrobat Reader here -> https://get.adobe.com/reader

    April 15, 2016
  • 3b3868 cyron43 in gallifreyan

    @derechtemarcell It's described in all detail in the guide. Please read it.

    October 22, 2016
  • Default

    I need help with this mod. I tried using it while using A Long Winter mod, when I press J it says "No driver found"

    October 27, 2016
  • 3b3868 cyron43 in gallifreyan

    @hideonbush Maybe you made a typo with the driver model name. Please double-check it.
    Have you tried with "AllowRandomDriverModel" set to true? If the issue still exists then you have probably a memory issue and the driver cannot be spawned due to a lack of free memory. I don't know about the "A Long Winter" mod. Does my mod work without it?

    October 27, 2016
  • Default

    @Cyron43 spawned drivers still leave the vehicle invincible? have any way to disable this?

    October 28, 2016
  • Default

    @Cyron43 I want to go in the passenger seat with another npc driving and see the police trying to wreck the car

    October 28, 2016
  • Default

    @Cyron43 Yes but I found a bug where at first it did spawn a driver, for example I spawned Valkyrie helicopter then set the autopilot then it I pressed "J" the driver did appear, but when I tried it on another vehicle, Insurget to be more specific it says "No Driver found".

    October 28, 2016
  • 3b3868 cyron43 in gallifreyan

    @hideonbush About your first reply: Invincibility is not set by my mod.
    About your second reply: Well this is what happens when you got a wanted level. This is not caused by my mod either.
    About your third reply: Again, this is a memory issue (NOT caused by VAutodrive). If you run low on memory the game refuses to spawn any more peds or vehicles in order to prevent a game crash due to memory corruption. Shut down all other programs which are not necessary to run. Consider to install more RAM if you are below 8 GB. Also either buy a graphiics card with more RAM or tune down your graphics settings or get this mod: https://www.gta5-mods.com/misc/gta-v-re-sized

    October 28, 2016
  • 3b3868 cyron43 in gallifreyan


    November 06, 2016
  • Default

    Hi Cyron43, thank you for this mod.
    Three question/request?

    1. Is it possible to set a "default" target speed and driving style? For instance i want to cruise at 95 with rushed. So instead of going through each speed-step/style manually, everytime i use AutoDrive it will use Target Speed/Style automatically. Or perhaps it will remember the last setting that being used, and use them on next usage.

    2. Is it possible to bind a key to controller ? (I use XB1 controller).
    I play pretty far from my PC and i didn't have wireless keyboard. So it's kinda problematic everytime i want to toggle something.

    3. Can we have a feature to temporary override (without manually switching on/off J key?).
    Although you say in v6.8.1 the behavior is improved, Many times the script didn't want to overtake slow car, in fact, for me it's very rare the script will overtake slow car.
    So i wish the script can prioritize if there is manual input from player, and switch back to auto-pilot

    Btw, i use this mod for the first time, so i didn't know the script behaviour of previous version.

    Again,..thank you for this wonderful mod.

    November 08, 2016
  • 3b3868 cyron43 in gallifreyan

    @waduk Thank you for the 5 stars. :)
    1. Yep it's possible. I'm going to take a note for the next major release. It can't be a feature release because this needs additional entries in the config file, which makes it a breaking change.

    2. Possible yes but I don't have a controller to test the code. Sorry.

    3. That would conflict with the avoidance code for accidental presses of any movement key. So there is a good reason why they are disabled while the autopilot is active. The users would get their pitchforks out and run after me. I recommend you temporarily change the driving style to either Rushed or AvoidTrafficExtremely.

    November 09, 2016
  • Default

    I give 5 stars because that's how wonderful this mod is. I can enjoy scenery and dialog banter more. But also because this mod is simply works (almost) flawlessly.
    As an example, "simple trainer mod" have this auto-drive capability like your mod, but it's more glitchy and the documentation of "driving style" option is non-existent.
    It also have tendency to stall midway through the journey without clear reason, or completely ignore the waypoint.
    While yours, although occasionally it also stalled, usually re-positioning the waypoint will fix the problem.
    Even if it don't, at least you provide comprehensive guide and mentioning known issue in the documentation.

    But the good thing about simple trainer, they can set default speed, and Controller Support for accessing menu (still have to use a keyboard to deactivate though).

    Response for question/request:
    1. Looking forward to it. I'm not sure what you mean by "can't be a feature release", do i have to manually adding/editing some config files? I'm okay with that.
    2. Understandable, i know some dev/modder can make one without having the hardware(controller).
    But i really understand if you're the kind of modder that need to test the code physically.
    I guess i have to make long poke stick to reach my keyboard (joking),
    Maybe i will search for a free controller to keyboard emulator.
    3. Yeah, in fact that's what i do right now, but like i said before, i play with wireless controller; not near my PC/keyboard. So it's really problematic to switch.

    Btw, is it possible to follow quest marker ? I mean the dynamic/moving marker.

    November 10, 2016
  • 3b3868 cyron43 in gallifreyan

    @waduk A feature release is an update with at least one new feature but no breaking changes. A major release on the other hand introduces at least one breaking change, which means it's not compatible with the previous release. This is inconvenient for the user and so major releases should only be done if absolutely necessary (and therefore rarely). A change in the structure of the config file is such a breaking change. You can tell major and feature versions by the version number. The leftmost is the major version number (in this case 6). A feature update gets the second number increased (here 8). The third number is for bugfix versions (no new feature). The next major update is planned with the "moving target chasing feature". This brings me to your last question: Moving target chasing is on my todo-list but it will work in a different way. You will aim at the target vehicle and press a key (configurable). The way you suggest it was done with the GTA IV version (http://www.gta4-mods.com/script/autodrive-some-kind-of-extended-taxi-mod-f25867). The problem with this is that the target probably moves very fast and possibly moved away from the waypoint before you can press any key but having the target blip under the waypoint marker was necessary for the target recognition.

    November 11, 2016
  • Default

    Thank you, i never really knew the meaning of "major vs feature vs bugfix" and their corresponding number :)
    Your "point and track' idea much better, does that mean we can also follow generic (non-quest) vehicle ?
    Will it also apply to NPC ? Not just the vehicle ?
    Regardless, it's so cool, it gives me an idea of detective mission, where no quest marker were visible on map, and the player need to manually identify the target visually (given by a set of email instruction; location-time, car type/color and player clothes) to follow.
    Then target the vehicle using your mod.
    So there's a chance the player actually follow a wrong target,..hahaha...
    Man i wish i knew how to mod.

    November 11, 2016
  • 3b3868 cyron43 in gallifreyan

    @waduk Yes you will be able to chase (*) any vehicle or ped.
    (*): The game's code base provides different types of drive modes for this: There is follow, escort and chase. I don't know the difference between follow and escort as I just found these in the natives DB but I haven't tested them yet.
    Please be patient. I have many other things to do currently and will not have the time to do anything on that before December (if I'm lucky).

    November 11, 2016
  • Default

    No need to rush, at the current state this mod is already enhances the game tremendously.

    Also, good news !
    I managed to mapping the controller to keyboard using joytokey (Shareware; not sure about the limitation, hopefully not time limited trial).
    But hits is the only software that i can find that simple enough and able to switch a combination of controller key, to another combination of keyboard key.

    A bit of problematic at first because turns out joytokey didn't like Shift key in GTA V.
    So i have to reassign that to something else.

    But this lead me to find a very small bug on this mod (not important at all),
    But i'm just gonna report anyway to you.

    Apparently, this mod cannot use Right Shift key as modifier, only took Left Shift Key.
    If I'm using Right Shift key, it can only register as single key, not accepting combination.
    (but then again, this might have to do with conflicting key in other mod i installed, not your bug, sorry if i misreport)

    But it's doesn't matter, no need to fix it, because like i said, joytokey didn't like Shift Key at all, regardless it's a left or right Shift key.

    So instead, i reassign the button to ] and \
    Yeah, i know it's weird combination, it's just because some button already being taken by other mod (Simple Trainer)

    All in all, now it's perfect.
    I can now turn on Auto Drive Waypoint and change speed and style from my controller.
    No need to make a poke stick to reach my keyboard,..woo hooo !

    November 12, 2016
  • 3b3868 cyron43 in gallifreyan

    @waduk Must be your emulator causing this issue and here is why: With each key press you do a so called event is being fired and the key(or combination) gets compared with the keyboard settings in the config by the KeyIs method in my VCommonFunctions library. Here is the code:
    public static bool KeyIs(KeyContainer keyContainer, KeyEventArgs keyEventArgs)
    lock (SyncLock)
    return keyContainer.Alt == keyEventArgs.Alt
    && keyContainer.Ctrl == keyEventArgs.Control
    && keyContainer.Shift == keyEventArgs.Shift
    && keyContainer.Key == keyEventArgs.KeyCode;

    You see it does NOT differentiate between left and right shift.

    November 12, 2016
  • Default

    Not the emulator for sure, because when i tested it, i didn't even use emulator.
    So it's probably a conflict with another mod (Simple Trainer)
    Nevertheless it's all good now.
    Thank you @Cyron43

    November 12, 2016
  • Michael

    @Cyron43 plz add the maze bank top as approach point of helicopter

    9 days ago
  • 3b3868 cyron43 in gallifreyan

    @rgargvanshu I would have already done that but unfortunately the helicopter DriveTo method, or better say, the underlying algorithm which was created by the R* developers has issues to make it on top of it. So it wouldn't be a satisfying experience for the users if I add it and due to a lack of knowledge what's happening under the hood they would very likely blame me for this issue.
    However, you can just set a waypoint and try to let the chopper fly there. The helipad landing blip is just a hint anyway.

    9 days ago
  • Default

    Fun mod, but the AI sucks so much ass, that manual is still better. Except for the Air travel of course, but in air there is no traffic jams, so.....

    1 day ago
Join the conversation! Log In or register for an account to be able to comment.