Bare Minimum - Vitals 0.8.4
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1 661
38
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🇬🇧 🇺🇸 🇧🇷 🇪🇸 🇫🇷 🇩🇪 🇷🇺 🇵🇱 🇮🇳 🇨🇳 Português (BR), Español, Français, Deutsch, Русский, Polski, Hindi, 中文
Franklin gets hungry, he gets thirsty and he gets tired. A row of thin gauges sits low on the screen and quietly empties until you do something about it.
GAUGES THAT ACTUALLY MOVE
Health, sleep, hunger, thirst and your sprint energy, standing in a row beside the minimap inside a frame that also carries the street you are on and the suburb you are in. A mark under each says which is which.
Every one of them is a liquid, and they move differently on purpose:
The colour carries the state as much as the level does, and every bar follows one rule: brightness says how bad it is, hue says which meter it is. Health is red, hunger orange, thirst cyan, sleep purple, energy a fluorescent green-yellow. No two share a family, and all of them darken as they empty, so a glance tells you which one is in trouble before you have read anything.
Franklin's special ability runs off the energy bar. Use it and you watch it go.
There is a second HUD in the box. Switch HUD style to ICONS and the bars come off entirely, leaving the marks on their own, still carrying the same colour. It tells you less on purpose. One press in the menu, either way.
The three needs run on the game clock, so a full day of them is about 48 minutes of play, and they pause when the game does.
TWO HUNDRED PLACES TO EAT AND DRINK
211 of them, and they are the shops that are already there: the taco windows, the hot dog carts, Burger Shot, Up-n-Atom, Taco Bomb, Bean Machine, Cool Beans, Rusty Brown's, Pizza This, Rob's Liquor, the liquor stores, the corner stores, the delis, and a good few restaurants the game never lets you into. Del Perro and Vespucci are covered end to end.
Each has its own menu, its own prices, its own hours and its own voice. A breakfast menu at midnight is shown greyed with its hours on it rather than quietly missing, so you learn to come back.
201 things to buy — 111 meals, 50 snacks and 40 drinks. Drink enough of the wrong ones and you will feel it, and the walk goes with it.
Every vending machine and fruit stall you walk past goes on the map for good. They are found by model rather than off a list, so every one in the world works — and they are remembered by where they stand, so the map fills itself in as you play and stays filled in between sessions. If you would rather not wait for that, there is a survey on the menu that will fly the map and find the lot.
Still growing, and the thin part is named so you know what you are getting: the convenience stores and the fuel stations. Everything that is in is finished — menu, prices, hours, the lot — and vendors.json is plain text, so a door I have not got to yet is a coordinate and a name away from working.
HOW YOU BUY IT
Walk up and press E. A counter or a shelf opens a list with tabs, a picture and a price on every row, and a line about each one.
IT COSTS SOMETHING TO IGNORE
Sprinting empties all three faster than walking, and the gauges visibly speed up while you do it, so the reason is on screen.
Sleep in any bed, and how well you sleep depends on whose bed it is. A car is worse than a safehouse and better than nothing. Sleeping also sobers you up, because it advances the same clock everything else runs on.
A beer is a drink and a whisky is not. Anything wet fills the thirst bar, food fills a little of it, and alcohol subtracts on a curve — so a pint is genuinely hydrating and a spirit is very nearly a net loss. Nothing on the shelf had to be told which it was; it falls out of one rule.
YOURS TO CHANGE
206 settings across six tabs in an in-game menu on F11, each with a line saying what it does, everything live as you turn it, and the changes written back to the ini without disturbing your comments or your ordering.
Every shop and every item is a plain text file. Add a shop, change a price, write a menu, move something that is in the wrong place. Anything the game cannot find is skipped with a line in the log rather than breaking the mod.
IF YOU ALSO RUN HOODRICH
The shops talk on its social feed — 71 accounts and 475 lines, written as people who sell lunch rather than as gang members.
And its drugs do something to the meters. A stimulant pins the energy bar at the top and then costs you a comedown; two bars of a sedative and the screen starts going out for a second at a time, with no warning and with your controls still yours, because where you have got to by the time it comes back is the point. Acid gets twelve minutes of the game's own peyote look, swelling on two periods that do not divide into each other so it never settles into a filter and never falls into a rhythm.
All of it is entirely optional, entirely one-way, and completely silent if you do not have it.
INSTALL
Drag into your GTA V folder, say yes to merging, load a save. Needs ScriptHookV and ScriptHookVDotNet 3. Works on Legacy and Enhanced from the same files. No game file is modified and nothing is written to your save — delete three things and it never happened.
❗ Unblock the ZIP before you extract it, or ScriptHookVDotNet will refuse to load the DLL and say nothing about it.
KEYS
All four can be changed in the ini.
On a controller: the context button does everything E does. The panels open on a chord, because a pad has no button spare — LB + D-pad Up for settings, RB + A for your pocket. Inside a panel the d-pad moves, A chooses and B closes, and the on-screen hints switch to those glyphs the moment you pick a pad up.
--------------------------------------------------------------------------------
4. CHANGELOG
--------------------------------------------------------------------------------
0.8.4
- Vending machine / fruit stall markers come back after toggling "Shop map markers". Vanilla blips were never touched.
- Barber no longer sells food. Script name in the do-not-sell list was wrong (hairdo_shop_sp).
- Log now names: what the machine list loaded and from where, any marker the game refused, which setting was saved, scripts at any new shop.
- A fitting bench for where things sit in his hand -- six axes, per model, and
it picks the model too. Plus a Hand row.
- Shop fridges and shelves sell what is in them. Beer wall, dairy wall, aisles.
- Bongs at the smoke shops, with Franklin's own animation. Real exhaled smoke.
- Two grids when a bag is worn.
- He drops the empty and it stays where it falls.
- Animation, break, animation -- eating and drinking get a beat in the middle.
FIXED
- Ultrawide map offset survives a restart. It was never being applied.
- "Markers on pause map" now covers vending machines.
- Franklin's fridge works -- the game's own beer prompt was stealing the key.
- A packet of cigarettes is twenty cigarettes.
- Crisps are crisps, not a fries carton.
- Dropped litter falls instead of hanging in the air.
- Vending machines pocket the drink instead of him drinking it on the spot.
- Drugs take pocket space if you run Hoodrich.
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🇬🇧 🇺🇸 🇧🇷 🇪🇸 🇫🇷 🇩🇪 🇷🇺 🇵🇱 🇮🇳 🇨🇳 Português (BR), Español, Français, Deutsch, Русский, Polski, Hindi, 中文
Franklin gets hungry, he gets thirsty and he gets tired. A row of thin gauges sits low on the screen and quietly empties until you do something about it.
GAUGES THAT ACTUALLY MOVE
Health, sleep, hunger, thirst and your sprint energy, standing in a row beside the minimap inside a frame that also carries the street you are on and the suburb you are in. A mark under each says which is which.
Every one of them is a liquid, and they move differently on purpose:
- Health has a heartbeat. Cells drift in it and get shoved up the column on every beat, and the beat quickens when he runs and when he is hurt — you can take his pulse off the bar without reading a number. It throbs dark as it goes, and flashes white the instant he is hit.
- Hunger churns. An unsettled surface with the contents turning over underneath, and it gets more agitated the emptier it is — which is the opposite of what a fuel gauge does.
- Thirst runs clean. No sediment. Bubbles going up rather than crumbs going down, and it calms as it empties, because a glass with an inch left in it does not slosh.
- Sleep breathes. The whole gauge rises and falls as one, and the breath slows and deepens the more tired you are.
- Energy runs charge along it in lanes — up while it rebuilds, down while you are spending it.
The colour carries the state as much as the level does, and every bar follows one rule: brightness says how bad it is, hue says which meter it is. Health is red, hunger orange, thirst cyan, sleep purple, energy a fluorescent green-yellow. No two share a family, and all of them darken as they empty, so a glance tells you which one is in trouble before you have read anything.
Franklin's special ability runs off the energy bar. Use it and you watch it go.
There is a second HUD in the box. Switch HUD style to ICONS and the bars come off entirely, leaving the marks on their own, still carrying the same colour. It tells you less on purpose. One press in the menu, either way.
The three needs run on the game clock, so a full day of them is about 48 minutes of play, and they pause when the game does.
TWO HUNDRED PLACES TO EAT AND DRINK
211 of them, and they are the shops that are already there: the taco windows, the hot dog carts, Burger Shot, Up-n-Atom, Taco Bomb, Bean Machine, Cool Beans, Rusty Brown's, Pizza This, Rob's Liquor, the liquor stores, the corner stores, the delis, and a good few restaurants the game never lets you into. Del Perro and Vespucci are covered end to end.
Each has its own menu, its own prices, its own hours and its own voice. A breakfast menu at midnight is shown greyed with its hours on it rather than quietly missing, so you learn to come back.
201 things to buy — 111 meals, 50 snacks and 40 drinks. Drink enough of the wrong ones and you will feel it, and the walk goes with it.
Every vending machine and fruit stall you walk past goes on the map for good. They are found by model rather than off a list, so every one in the world works — and they are remembered by where they stand, so the map fills itself in as you play and stays filled in between sessions. If you would rather not wait for that, there is a survey on the menu that will fly the map and find the lot.
Still growing, and the thin part is named so you know what you are getting: the convenience stores and the fuel stations. Everything that is in is finished — menu, prices, hours, the lot — and vendors.json is plain text, so a door I have not got to yet is a coordinate and a name away from working.
HOW YOU BUY IT
Walk up and press E. A counter or a shelf opens a list with tabs, a picture and a price on every row, and a line about each one.
- A hot dog cart just hands you a hot dog, and he eats it on the spot.
- Drive-throughs work from the driver's seat. A meal at the wheel is eaten slowly between junctions instead of in four seconds at the window, and the horn is held off while you are ordering.
- What you buy goes in your pocket by default — five things, on F12 — so a shop is somewhere you go back to rather than a place you stand and eat. Turn up with full pockets and he eats it there and then rather than refusing the sale.
- Every safehouse kitchen has a working fridge that holds forty things. Your pocket on one side, the fridge on the other, one key to move things across and another to eat from either side. It is found by looking for a fridge rather than by a coordinate, so interior mods work too.
IT COSTS SOMETHING TO IGNORE
Sprinting empties all three faster than walking, and the gauges visibly speed up while you do it, so the reason is on screen.
- Let hunger reach nothing and it starts costing health, slowly, with a warning first. It stops well above the floor — it will never kill you.
- Let thirst run low and it takes your wind before it takes anything else. The sprint meter empties more than twice as fast, so you lose your legs halfway across a forecourt, and he starts breathing hard — in his own voice, out of the game's own sounds. The rate of it tells you how bad it is without looking at the bar. Thirst empties in a game day against hunger's two and a bit, so it is usually the one that gets you first, and a can fixes it.
- Let sleep reach nothing and the picture starts to swim. Stay up through that and you collapse where you stand and wake up four hours later.
Sleep in any bed, and how well you sleep depends on whose bed it is. A car is worse than a safehouse and better than nothing. Sleeping also sobers you up, because it advances the same clock everything else runs on.
A beer is a drink and a whisky is not. Anything wet fills the thirst bar, food fills a little of it, and alcohol subtracts on a curve — so a pint is genuinely hydrating and a spirit is very nearly a net loss. Nothing on the shelf had to be told which it was; it falls out of one rule.
YOURS TO CHANGE
206 settings across six tabs in an in-game menu on F11, each with a line saying what it does, everything live as you turn it, and the changes written back to the ini without disturbing your comments or your ordering.
Every shop and every item is a plain text file. Add a shop, change a price, write a menu, move something that is in the wrong place. Anything the game cannot find is skipped with a line in the log rather than breaking the mod.
IF YOU ALSO RUN HOODRICH
The shops talk on its social feed — 71 accounts and 475 lines, written as people who sell lunch rather than as gang members.
And its drugs do something to the meters. A stimulant pins the energy bar at the top and then costs you a comedown; two bars of a sedative and the screen starts going out for a second at a time, with no warning and with your controls still yours, because where you have got to by the time it comes back is the point. Acid gets twelve minutes of the game's own peyote look, swelling on two periods that do not divide into each other so it never settles into a filter and never falls into a rhythm.
All of it is entirely optional, entirely one-way, and completely silent if you do not have it.
INSTALL
Drag into your GTA V folder, say yes to merging, load a save. Needs ScriptHookV and ScriptHookVDotNet 3. Works on Legacy and Enhanced from the same files. No game file is modified and nothing is written to your save — delete three things and it never happened.
❗ Unblock the ZIP before you extract it, or ScriptHookVDotNet will refuse to load the DLL and say nothing about it.
KEYS
- E — interact: the counter, the bed and the car alike
- F11 — settings
- F12 — your pocket
- Scroll Lock — fly the map and find every vending machine. You only ever want this once.
All four can be changed in the ini.
On a controller: the context button does everything E does. The panels open on a chord, because a pad has no button spare — LB + D-pad Up for settings, RB + A for your pocket. Inside a panel the d-pad moves, A chooses and B closes, and the on-screen hints switch to those glyphs the moment you pick a pad up.
--------------------------------------------------------------------------------
4. CHANGELOG
--------------------------------------------------------------------------------
0.8.4
- Vending machine / fruit stall markers come back after toggling "Shop map markers". Vanilla blips were never touched.
- Barber no longer sells food. Script name in the do-not-sell list was wrong (hairdo_shop_sp).
- Log now names: what the machine list loaded and from where, any marker the game refused, which setting was saved, scripts at any new shop.
- A fitting bench for where things sit in his hand -- six axes, per model, and
it picks the model too. Plus a Hand row.
- Shop fridges and shelves sell what is in them. Beer wall, dairy wall, aisles.
- Bongs at the smoke shops, with Franklin's own animation. Real exhaled smoke.
- Two grids when a bag is worn.
- He drops the empty and it stays where it falls.
- Animation, break, animation -- eating and drinking get a beat in the middle.
FIXED
- Ultrawide map offset survives a restart. It was never being applied.
- "Markers on pause map" now covers vending machines.
- Franklin's fridge works -- the game's own beer prompt was stealing the key.
- A packet of cigarettes is twenty cigarettes.
- Crisps are crisps, not a fries carton.
- Dropped litter falls instead of hanging in the air.
- Vending machines pocket the drink instead of him drinking it on the spot.
- Drugs take pocket space if you run Hoodrich.
Först uppladdad: 6 september 2026
Senast uppdaterad: 4 dagar sen
Senast nedladdad: 3 timmar sedan
71 Kommentarer
More mods by spitmux:
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By spitmux
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🇬🇧 🇺🇸 🇧🇷 🇪🇸 🇫🇷 🇩🇪 🇷🇺 🇵🇱 🇮🇳 🇨🇳 Português (BR), Español, Français, Deutsch, Русский, Polski, Hindi, 中文
Franklin gets hungry, he gets thirsty and he gets tired. A row of thin gauges sits low on the screen and quietly empties until you do something about it.
GAUGES THAT ACTUALLY MOVE
Health, sleep, hunger, thirst and your sprint energy, standing in a row beside the minimap inside a frame that also carries the street you are on and the suburb you are in. A mark under each says which is which.
Every one of them is a liquid, and they move differently on purpose:
The colour carries the state as much as the level does, and every bar follows one rule: brightness says how bad it is, hue says which meter it is. Health is red, hunger orange, thirst cyan, sleep purple, energy a fluorescent green-yellow. No two share a family, and all of them darken as they empty, so a glance tells you which one is in trouble before you have read anything.
Franklin's special ability runs off the energy bar. Use it and you watch it go.
There is a second HUD in the box. Switch HUD style to ICONS and the bars come off entirely, leaving the marks on their own, still carrying the same colour. It tells you less on purpose. One press in the menu, either way.
The three needs run on the game clock, so a full day of them is about 48 minutes of play, and they pause when the game does.
TWO HUNDRED PLACES TO EAT AND DRINK
211 of them, and they are the shops that are already there: the taco windows, the hot dog carts, Burger Shot, Up-n-Atom, Taco Bomb, Bean Machine, Cool Beans, Rusty Brown's, Pizza This, Rob's Liquor, the liquor stores, the corner stores, the delis, and a good few restaurants the game never lets you into. Del Perro and Vespucci are covered end to end.
Each has its own menu, its own prices, its own hours and its own voice. A breakfast menu at midnight is shown greyed with its hours on it rather than quietly missing, so you learn to come back.
201 things to buy — 111 meals, 50 snacks and 40 drinks. Drink enough of the wrong ones and you will feel it, and the walk goes with it.
Every vending machine and fruit stall you walk past goes on the map for good. They are found by model rather than off a list, so every one in the world works — and they are remembered by where they stand, so the map fills itself in as you play and stays filled in between sessions. If you would rather not wait for that, there is a survey on the menu that will fly the map and find the lot.
Still growing, and the thin part is named so you know what you are getting: the convenience stores and the fuel stations. Everything that is in is finished — menu, prices, hours, the lot — and vendors.json is plain text, so a door I have not got to yet is a coordinate and a name away from working.
HOW YOU BUY IT
Walk up and press E. A counter or a shelf opens a list with tabs, a picture and a price on every row, and a line about each one.
IT COSTS SOMETHING TO IGNORE
Sprinting empties all three faster than walking, and the gauges visibly speed up while you do it, so the reason is on screen.
Sleep in any bed, and how well you sleep depends on whose bed it is. A car is worse than a safehouse and better than nothing. Sleeping also sobers you up, because it advances the same clock everything else runs on.
A beer is a drink and a whisky is not. Anything wet fills the thirst bar, food fills a little of it, and alcohol subtracts on a curve — so a pint is genuinely hydrating and a spirit is very nearly a net loss. Nothing on the shelf had to be told which it was; it falls out of one rule.
YOURS TO CHANGE
206 settings across six tabs in an in-game menu on F11, each with a line saying what it does, everything live as you turn it, and the changes written back to the ini without disturbing your comments or your ordering.
Every shop and every item is a plain text file. Add a shop, change a price, write a menu, move something that is in the wrong place. Anything the game cannot find is skipped with a line in the log rather than breaking the mod.
IF YOU ALSO RUN HOODRICH
The shops talk on its social feed — 71 accounts and 475 lines, written as people who sell lunch rather than as gang members.
And its drugs do something to the meters. A stimulant pins the energy bar at the top and then costs you a comedown; two bars of a sedative and the screen starts going out for a second at a time, with no warning and with your controls still yours, because where you have got to by the time it comes back is the point. Acid gets twelve minutes of the game's own peyote look, swelling on two periods that do not divide into each other so it never settles into a filter and never falls into a rhythm.
All of it is entirely optional, entirely one-way, and completely silent if you do not have it.
INSTALL
Drag into your GTA V folder, say yes to merging, load a save. Needs ScriptHookV and ScriptHookVDotNet 3. Works on Legacy and Enhanced from the same files. No game file is modified and nothing is written to your save — delete three things and it never happened.
❗ Unblock the ZIP before you extract it, or ScriptHookVDotNet will refuse to load the DLL and say nothing about it.
KEYS
All four can be changed in the ini.
On a controller: the context button does everything E does. The panels open on a chord, because a pad has no button spare — LB + D-pad Up for settings, RB + A for your pocket. Inside a panel the d-pad moves, A chooses and B closes, and the on-screen hints switch to those glyphs the moment you pick a pad up.
--------------------------------------------------------------------------------
4. CHANGELOG
--------------------------------------------------------------------------------
0.8.4
- Vending machine / fruit stall markers come back after toggling "Shop map markers". Vanilla blips were never touched.
- Barber no longer sells food. Script name in the do-not-sell list was wrong (hairdo_shop_sp).
- Log now names: what the machine list loaded and from where, any marker the game refused, which setting was saved, scripts at any new shop.
- A fitting bench for where things sit in his hand -- six axes, per model, and
it picks the model too. Plus a Hand row.
- Shop fridges and shelves sell what is in them. Beer wall, dairy wall, aisles.
- Bongs at the smoke shops, with Franklin's own animation. Real exhaled smoke.
- Two grids when a bag is worn.
- He drops the empty and it stays where it falls.
- Animation, break, animation -- eating and drinking get a beat in the middle.
FIXED
- Ultrawide map offset survives a restart. It was never being applied.
- "Markers on pause map" now covers vending machines.
- Franklin's fridge works -- the game's own beer prompt was stealing the key.
- A packet of cigarettes is twenty cigarettes.
- Crisps are crisps, not a fries carton.
- Dropped litter falls instead of hanging in the air.
- Vending machines pocket the drink instead of him drinking it on the spot.
- Drugs take pocket space if you run Hoodrich.
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🇬🇧 🇺🇸 🇧🇷 🇪🇸 🇫🇷 🇩🇪 🇷🇺 🇵🇱 🇮🇳 🇨🇳 Português (BR), Español, Français, Deutsch, Русский, Polski, Hindi, 中文
Franklin gets hungry, he gets thirsty and he gets tired. A row of thin gauges sits low on the screen and quietly empties until you do something about it.
GAUGES THAT ACTUALLY MOVE
Health, sleep, hunger, thirst and your sprint energy, standing in a row beside the minimap inside a frame that also carries the street you are on and the suburb you are in. A mark under each says which is which.
Every one of them is a liquid, and they move differently on purpose:
- Health has a heartbeat. Cells drift in it and get shoved up the column on every beat, and the beat quickens when he runs and when he is hurt — you can take his pulse off the bar without reading a number. It throbs dark as it goes, and flashes white the instant he is hit.
- Hunger churns. An unsettled surface with the contents turning over underneath, and it gets more agitated the emptier it is — which is the opposite of what a fuel gauge does.
- Thirst runs clean. No sediment. Bubbles going up rather than crumbs going down, and it calms as it empties, because a glass with an inch left in it does not slosh.
- Sleep breathes. The whole gauge rises and falls as one, and the breath slows and deepens the more tired you are.
- Energy runs charge along it in lanes — up while it rebuilds, down while you are spending it.
The colour carries the state as much as the level does, and every bar follows one rule: brightness says how bad it is, hue says which meter it is. Health is red, hunger orange, thirst cyan, sleep purple, energy a fluorescent green-yellow. No two share a family, and all of them darken as they empty, so a glance tells you which one is in trouble before you have read anything.
Franklin's special ability runs off the energy bar. Use it and you watch it go.
There is a second HUD in the box. Switch HUD style to ICONS and the bars come off entirely, leaving the marks on their own, still carrying the same colour. It tells you less on purpose. One press in the menu, either way.
The three needs run on the game clock, so a full day of them is about 48 minutes of play, and they pause when the game does.
TWO HUNDRED PLACES TO EAT AND DRINK
211 of them, and they are the shops that are already there: the taco windows, the hot dog carts, Burger Shot, Up-n-Atom, Taco Bomb, Bean Machine, Cool Beans, Rusty Brown's, Pizza This, Rob's Liquor, the liquor stores, the corner stores, the delis, and a good few restaurants the game never lets you into. Del Perro and Vespucci are covered end to end.
Each has its own menu, its own prices, its own hours and its own voice. A breakfast menu at midnight is shown greyed with its hours on it rather than quietly missing, so you learn to come back.
201 things to buy — 111 meals, 50 snacks and 40 drinks. Drink enough of the wrong ones and you will feel it, and the walk goes with it.
Every vending machine and fruit stall you walk past goes on the map for good. They are found by model rather than off a list, so every one in the world works — and they are remembered by where they stand, so the map fills itself in as you play and stays filled in between sessions. If you would rather not wait for that, there is a survey on the menu that will fly the map and find the lot.
Still growing, and the thin part is named so you know what you are getting: the convenience stores and the fuel stations. Everything that is in is finished — menu, prices, hours, the lot — and vendors.json is plain text, so a door I have not got to yet is a coordinate and a name away from working.
HOW YOU BUY IT
Walk up and press E. A counter or a shelf opens a list with tabs, a picture and a price on every row, and a line about each one.
- A hot dog cart just hands you a hot dog, and he eats it on the spot.
- Drive-throughs work from the driver's seat. A meal at the wheel is eaten slowly between junctions instead of in four seconds at the window, and the horn is held off while you are ordering.
- What you buy goes in your pocket by default — five things, on F12 — so a shop is somewhere you go back to rather than a place you stand and eat. Turn up with full pockets and he eats it there and then rather than refusing the sale.
- Every safehouse kitchen has a working fridge that holds forty things. Your pocket on one side, the fridge on the other, one key to move things across and another to eat from either side. It is found by looking for a fridge rather than by a coordinate, so interior mods work too.
IT COSTS SOMETHING TO IGNORE
Sprinting empties all three faster than walking, and the gauges visibly speed up while you do it, so the reason is on screen.
- Let hunger reach nothing and it starts costing health, slowly, with a warning first. It stops well above the floor — it will never kill you.
- Let thirst run low and it takes your wind before it takes anything else. The sprint meter empties more than twice as fast, so you lose your legs halfway across a forecourt, and he starts breathing hard — in his own voice, out of the game's own sounds. The rate of it tells you how bad it is without looking at the bar. Thirst empties in a game day against hunger's two and a bit, so it is usually the one that gets you first, and a can fixes it.
- Let sleep reach nothing and the picture starts to swim. Stay up through that and you collapse where you stand and wake up four hours later.
Sleep in any bed, and how well you sleep depends on whose bed it is. A car is worse than a safehouse and better than nothing. Sleeping also sobers you up, because it advances the same clock everything else runs on.
A beer is a drink and a whisky is not. Anything wet fills the thirst bar, food fills a little of it, and alcohol subtracts on a curve — so a pint is genuinely hydrating and a spirit is very nearly a net loss. Nothing on the shelf had to be told which it was; it falls out of one rule.
YOURS TO CHANGE
206 settings across six tabs in an in-game menu on F11, each with a line saying what it does, everything live as you turn it, and the changes written back to the ini without disturbing your comments or your ordering.
Every shop and every item is a plain text file. Add a shop, change a price, write a menu, move something that is in the wrong place. Anything the game cannot find is skipped with a line in the log rather than breaking the mod.
IF YOU ALSO RUN HOODRICH
The shops talk on its social feed — 71 accounts and 475 lines, written as people who sell lunch rather than as gang members.
And its drugs do something to the meters. A stimulant pins the energy bar at the top and then costs you a comedown; two bars of a sedative and the screen starts going out for a second at a time, with no warning and with your controls still yours, because where you have got to by the time it comes back is the point. Acid gets twelve minutes of the game's own peyote look, swelling on two periods that do not divide into each other so it never settles into a filter and never falls into a rhythm.
All of it is entirely optional, entirely one-way, and completely silent if you do not have it.
INSTALL
Drag into your GTA V folder, say yes to merging, load a save. Needs ScriptHookV and ScriptHookVDotNet 3. Works on Legacy and Enhanced from the same files. No game file is modified and nothing is written to your save — delete three things and it never happened.
❗ Unblock the ZIP before you extract it, or ScriptHookVDotNet will refuse to load the DLL and say nothing about it.
KEYS
- E — interact: the counter, the bed and the car alike
- F11 — settings
- F12 — your pocket
- Scroll Lock — fly the map and find every vending machine. You only ever want this once.
All four can be changed in the ini.
On a controller: the context button does everything E does. The panels open on a chord, because a pad has no button spare — LB + D-pad Up for settings, RB + A for your pocket. Inside a panel the d-pad moves, A chooses and B closes, and the on-screen hints switch to those glyphs the moment you pick a pad up.
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4. CHANGELOG
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0.8.4
- Vending machine / fruit stall markers come back after toggling "Shop map markers". Vanilla blips were never touched.
- Barber no longer sells food. Script name in the do-not-sell list was wrong (hairdo_shop_sp).
- Log now names: what the machine list loaded and from where, any marker the game refused, which setting was saved, scripts at any new shop.
- A fitting bench for where things sit in his hand -- six axes, per model, and
it picks the model too. Plus a Hand row.
- Shop fridges and shelves sell what is in them. Beer wall, dairy wall, aisles.
- Bongs at the smoke shops, with Franklin's own animation. Real exhaled smoke.
- Two grids when a bag is worn.
- He drops the empty and it stays where it falls.
- Animation, break, animation -- eating and drinking get a beat in the middle.
FIXED
- Ultrawide map offset survives a restart. It was never being applied.
- "Markers on pause map" now covers vending machines.
- Franklin's fridge works -- the game's own beer prompt was stealing the key.
- A packet of cigarettes is twenty cigarettes.
- Crisps are crisps, not a fries carton.
- Dropped litter falls instead of hanging in the air.
- Vending machines pocket the drink instead of him drinking it on the spot.
- Drugs take pocket space if you run Hoodrich.
Först uppladdad: 6 september 2026
Senast uppdaterad: 4 dagar sen
Senast nedladdad: 3 timmar sedan






@Blackheart117 oddly the spots that it disappears are random, and after awhile I come back to the a certain spot and its showing bars again, weird. Also fridge storage doesn't work for me, just says drink beer thats it. otherwise this guys mods are awesome so far.
Cool mod but a pack of cigarettes shouldn't be just one cigarette
@NordCyborg For me, Michael's fridge works, but Franklin's is the one with the beer interaction directly next to it so you only see the prompt for that. That is my guess why Franklin's doesn't work. I am talking about Franklin's house in the hood btw.
@BoBo-Acilia
Hopefully fixed for you in 0.8.2 Set it once now and it stays, let me know if it still plays up
@Blackheart117
possibly fixed inthe new update the HUD vanishing near Simeon's I haven't cracked yet. ive made some changes to hopfully fix it and the mod now logs why the HUD is hidden with timestamp next time it goes, paste me those two lines and we will try and figure it out becaus e i cant seem to reproduce the bug on my end
@NordCyborg
yeah @D_Cypher003 is on the money i need to move that beer for the main file like i have my local sorry i missed it this update but ill fix it for the next one . The disappearing bars I haven't fixed. It now logs why the HUD is hidden with timestamps, so paste me those two lines next time and that'll settle it.
@gta5kim0942 thanks for coming back to say so :)
mod update looks great. but i prefer the armor bar and health bar were separated like in vanilla. i’m using the GSW2 mod, where the armor and health bars have different conditions. with GSW2, if you get a headshot, your character will die even if the armor bar is still full. that’s why having separate health and armor bars would be better. thanks
A huge, heartfelt thank you—you fixed the radar frame issue, and it stays saved now. I want to thank you for the work you're doing; it's spectacular. Keep it up—you're one of the best modders out there today. Thanks again. spitmux Author
@spitmux Excellent addition adding the duffle bag in Franklin's house for food thank you! great temporary fix for the beer fridge situation. @ D_Cypher003 Yes I noticed Michael's fridge works at least, new update has a nice temp fix for Franklin though.
i imagine this mod collab with M8T open world interior
The vending machine appear on main map when stores were turned off issue has been fixed!! 5 Star mod and just want to thank you on such a quick turn around! Hope to see more from you.
NICEE
Unfortunately with 0.8.4 it still says "drink beer" at Franklin's fridge, thank you for the updates though.
Mod is insane.... really a W mod... especially the feature to fit props in hand... there are some suggestions that will make this mod the best. 1. Please add the option of using custom add on animations with new add on props, as well as saving those props as new food items 2. Also being able to add custom new names of the new food vendors or the old food vendors to be shown alongside their blips on the map. 3. Also being able to customize the food prop fit to hand when it's not being eaten alongside being eaten.
Hello, great work, very good mod, but I have a problem with sleeping.
I mainly play on motorcycles, so I'm not going to vandalize a car to sleep. I play role-playing.
Could you include hotels and motels so we can rest without having to constantly return home?
je vous donne un exemple:
maison gagne 8h gratuit
l'hôtel gagne 8h, payant
motel gagne 6h payant
voiture gagne 4h gratuites
il y a énormément d'hôtels et de motels dans le jeu, dommage de ne pas les inclure à ce super mod
@NordCyborg yeah i still have to fix the beer , Glad the bag is holding you over for now thought
@GTA5gamers Cheers. good ideas, noted. :)
@KA0S Good idea noted for a future build
@BoBo-Acilia glad it's sorted :)
@D_Cypher003 Thanks for confirming :)
@Thomas_141 Interiors are found by prop, not coordinate, so it should already play nicely with M8T. Try it
@CasssavaCake Cheers!
sick mod, maybe you could add an option to make the HUD wider to fit the minimap, because if you use a mod that makes your minimap wider, it doesn’t fit properly
Hey, awesome mod I've been playing this for hours now...though just gotta, is it possible to disable vending machine blips but still make the vending machine usable?
@spitmux Unfortunately, sleeping doesn't work with the M8T "Home Ownership V / Own a Safehouse" mod.
@spitmux Is it possible to implement the body looting system from PostedUp Hoodrich into this mod since its already a mechanic that works together? That would unlock BareMinimum's features without having to download PostedUp to enjoy its full potential, giving us multiple avenues of food besides stores. Regardless i love your mods man incredible work.