Professional Documents
Culture Documents
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INSTALLATION INSTRUCTIONS
3. Unzip this release’s ASI file (EnhancedNativeTrainer.asi) into your game directory
4. Optionally, unzip the XML file into your game directory if you want to edit the
key/controller config
5. You’re done!
DEFAULT KEYS/CONTROLS
- F4 – show/hide menu
Controller:
- X : menu select
- Y: menu back
Power users can redefine these themselves using the XML file, which contains more info and
should be self-explanatory.
Changes:
- Prop Spawner, with 3815 (mostly) named and categorised props to choose from, all of
which should work. Many options and features here – have a play around.
o Bodyguards
- Weapon menu’s ‘No Reload’ feature is improved and now works better with rockets etc.
Thanks to Shane Allgeier.
- Prevention against trainer working online; should still allow FiveM use
- Support for nkjellman’s “Heist Map Updates in Single Player” mod. Turn on the
teleportation options in Misc > Trainer Options. Thanks to sjaak for the coordinates.
- Improvements to ‘reset skin on death’ to remove version dependency and prevent game
crashes.
- Scrollable menu items now work by pressing Confirm first and then selecting an option.
Changes:
- Added Ill Gotten Gains II vehicles (six), weapons (Knuckle Duster, Marksman Pistol)
and horns (three)
- Added Night Vision and Thermal Vision to Player Menu; also available as hotkey
functions
- Added ‘Extra Power’ option to Vehicles menu, which increases power and torque
- ‘Hide HUD’ improved so that weapon & radio wheels still available
- Returned spawned vehicles to having the default paint fade; they were previously set to
no fade, but this hid military vehicles’ camouflage
Changes:
- Bug fix: if you died as a bird or a whale etc, then sometimes the game would crash, and if
not, then usually you would fade to black & go through the respawn process a little while
after being reset. Both of these are probably resolved.
- Improvement: if you have the latest version of the game, the above reset-on-death
restores you to the right character, not just always Michael.
- Bug fix: Improvements to ‘No Traffic’ and ‘No Peds’ to try and avoid case where they
return after a while
- Bug fix: if you had international characters (e.g. accented letters) in your Windows
username, the trainer would crash on loading
- Bug fix: in hotkeys, teleport to vehicle and teleport to marker were mixed up
- Bug fix: the metal/metallic vehicle paints, and some others, were missing the pearl coats
that LSC gives them. Thanks to sjaak for highlighting this issue.
- Bug fix: in #25, vehicle rockets were broken and may have crashed the trainer
- Bug fix: some cars have more suspension options than expected, and these had
random/corrupt names in the mod menu
- Further vehicle paint improvements: you can now add pearl to anything, including matte.
Where relevant, the menu jumps to the paint you already had applied. There is still a little
more to be done here in future.
- Added ability to turn off game controller (i.e. XBox gamepad) support within the trainer.
See Misc -> Trainer Options.
Changes:
- Added images to vehicle spawn menu. Hopefully everything is covered and correct.
Thanks to CrazyAGaming and Didjos for helping with sourcing images. PS: this is why
the ASI filesize has increased significantly.
- Added hotkeys. Define 1-9 of these in the XML, then set their function in-game in the
Misc -> Trainer Options menu. Only a few functions are available for now, suggestions
welcome.
- Added ‘No Pedestrians’ and ‘No Traffic’ to the World menu. For now, these are applied
once on selection, so other things may disrupt them.
- Added Chrome to available wheel colours. Thanks to sjaak for pointing out how this
works.
- Introduced paint fade to paint menu. This only applies to some vehicles, and
unfortunately the trainer can’t identify which.
- Added dirt, paint fade, neon lights, tyre smoke and convertible roof state to saved
vehicles. You cannot currently edit neon lights or tyre smoke in this trainer, but you can
save and restore whatever you do at LSC.
- For the feature ‘slow motion whilst aiming’, it now incrementally slows down to the
target speed over a couple of seconds, giving the player chance to raise their weapon at
reasonable speed.
- Various bug fixes and improvements to Vehicle Paint; hopefully this matches LSC
behaviours now
- Added ‘Primary and Secondary’ paint option to change both to same colour at once for
convenience
- Spawned cars (not the saved ones) were randomly dirty/faded; they are now clean
- Movement clipsets (rather than individual walk/run/etc) added to animations menu. This
is still experimental and many don’t load – it times out after 5 seconds.
- Bug fix: vehicle door menu left/right didn’t seem to match which door it affected
- Bug fix: The game feature of slow motion whilst selecting a character was being
overridden
- Bug fix: ‘Pause Time’ was not being re-applied if anything else disabled it
- Performance improvement: animation tree parsing (slow) done on separate thread, may
reduce startup crashes for some people
- Various bug fixes, especially features not applying while in wait loops (this caused e.g.
flickering HUD when HUD was off and menu key pressed)
- Added ‘Freeze Wanted Level’, thanks to sondaismith! Note: for now, this is not saved or
reapplied on restart.
- When saving & restoring cars repainted at Los Santos Customs, paint now matches
better, possibly perfectly
- Now able to spawn vehicles by manually entering the model name. This is useful if
you’ve added content yourself.
- Ability to set walk/run/idle movement anims. This whole anim thing is still experimental.
- Wow, you actually do read these release notes. We should give you a prize!
- Bug fix: Sorted out the mismatched horns in vehicle mod menu, after they changed
recently
- Bug fix: Various options weren’t reset to proper state when selecting Reset All Settings
Changes:
- Xbox/XInput controller support. See the XML file for the default map.
- By default, game input disabled whilst in the menu/airbrake. You’ll find you want this if
you’re primarily using a gamepad. However, it can be turned off via the Misc menu.
- The Update 22 feature, Vehicle invincibility covering cosmetic damage, is also now
optional in the Misc menu.
- Keyboard support overhaul – now supports Ctrl/Alt/Shift modifiers. The ‘teleport slightly
forward’ key is therefore changed to Ctrl-Numpad-Divide.
- Extra time options: move forward/backwards a day, or five minutes. Thanks to dratom for
this work.
- Workaround for frozen weather, which using previous API calls causes a permanently flat
ocean (no waves) in the new game version. This is probably a game bug.
- Bug fix: Couldn’t change wheel colour on vehicle with matte paint
Changes:
- “Ill Gotten Gains” vehicles (6 cars, 1 plane, 1 helo) and weapon (Combat PDW) added.
The new weapon tints are not yet added.
- Anims added – second page of player menu. They’re broken down into a tree, e.g.
“@amb@bagels@male@walking static” becomes a six level menu of ‘amb’ -> ‘bagels’
etc. This feature is experimental and may not work properly.
- Airbrake mode now has ‘toggle freeze time’ (almost) key – by default this is T
- Produces error message on trying to change colour of default wheels, which game does
not allow
Changes:
Changes:
- Because of varying write permissions on the game folder when in use in the wild, the
database file has been moved to %APPDATA% and the ‘GTAV Enhanced Native Trainer’
directory within it. If you run into problems you may need/want to delete this.
- Ability to change number plate text. This is in the Vehicle Mods menu, at the end.
- Ability to save and restore vehicles, and manage the save slots. This is in the Vehicle
menu. This should save and restore mods, extras, paint etc, but there are probably issues
and imperfections yet to be found.
- Most status messages moved to new mechanism that displays in bottom left corner –
thanks to qaisjp
Changes:
- Added ‘Restricted Zones’ to World Menu. Turn this off to allow easy access to Fort
Zancudo etc.
Changes:
- Bug fix: infinite ammo was still broken
- Various scenery-based locations added; e.g. hospital, LifeInvader, sunken cargo ship, etc
Changes:
- Bug fix: early Release 16 apps had stuttering on slower PCs due to periodic saving of
settings. Now done in the background instead of disrupting the main thread. Saved every
20 sec or so.
- Bug fix: the threading in #16 crashed or confused Script Hook when reloading mod or
sometimes on exit. Now switched to a different framework, seems OK.
- Weapons menu now temporarily arms the weapon being edited; restores previous weapon
on exit
Changes:
- On/off setting states are saved across trainer loads. Delete ent.db from your game
directory if you run into trouble. More persistence stuff will be coming in due course.
- ‘Individual weapons’ menu. Lets you add/remove individual weapons, add ammo to each,
configure mods on each. Thanks to TSM4278 for the bulk of the mods/tints piece.
- Highlighted page number in menu. If you think ‘Fast Run’ etc are missing, then this is for
you – there are two pages!
- Bug fix: most weapon cheats (e.g. explosive ammo) were broken in last release
- ‘Move through door’ hotkey (default Num-Slash) now defined in XML config
- Bug fix: Airbrake ‘move through door’ feature now doesn’t apply in vehicles
- Reset of skin to Michael on death is now optional, on by default – see the Misc menu
Changes:
- Removed ‘please select a skin first’ constraint from skin customisation menu
- Skin selection menu levels now default to your current choice, meaning settings not so
easily lost
- Possibly fixed weird symbol instead of comma in $10,000 text under some non-English
locales
- ‘Infinite parachutes’ option added to weapons menu. Hey look everyone, it’s Just Cause!
- Weapons, ammo, parachute, armour carried over when changing skin. This does not yet
include weapon mods. Thanks to sjaak327 for providing some code for this!
Changes:
- Extensive refactoring of vehicle mods menu: now only shows items relevant to current
vehicle, shows counts, allows specific selection of the part, shows names for parts, etc
- Added ‘vehicle extras’ to the vehicle mods menu; these only show up on certain relevant
vehicles
- Bug fix: player now faces correct way in airbrake mode thanks to use of animation
Known issues:
- None – big changes here though so probably some bugs. For further planned changes, see
the GitHub issues list.
Changes:
- ‘No Fall Off’ changed to ‘No Fall Off/Out’, because it now provides a seatbelt in cars.
There are some slight issues with this; e.g. it’s not possible to get out of a falling car, but
this may not be resolvable. Hat tip to sd65 for figuring out the code for his own mod, and
to Rich246 for pointing me at it.
- Added some missing player models from the Heist update – thanks to NYgangster25 for
the info
- Added some missing animal models (various dogs, rabbit, stingray, grey whale)
- Bug fix: ‘Never Wanted’ stops glitching wanted level when in airport, military base etc.
Hat tip to vob775 for pointing this possibility out.
- Bug fix/feature: fixing a vehicle now also repairs dead vehicles, e.g. after going into
water. This doesn’t seem to work on planes, which remain stubbornly immovable.
- In a previous update, the Wanted Level control made the wanted level persistent. This
confused a lot of people and so it’s been removed until it can be done in a more obvious
way.
Changes:
- First release of ‘Airbrake’ mode added by Sondaismith. This lets you move the
player/vehicle around in free space. The default key to activate this is F6.
- UFO and Yacht scenery now loaded on teleporting to each, added by dratom
- Added changeable ‘add cash’ value to the player menu, added by Kyle873
- Now able to define A-Z and 0-9 in the key config; more key config entries added. If you
already have a key config XML, you need to start again from the new supplied
version, as all the names have changed.
- Bug fix: when changing player skin and the player was in a vehicle, they would be
removed and left outside
Known Issues:
- In airbrake mode, whilst moving a player (not in a vehicle), they appear to face the
opposite direction.
- You still can’t define controller keys in the key config file. This will come along
eventually.
Changes:
- More fixes to avoid infinite load screen after death when in non-player skin; in fact, you
now don’t die and get reset to Michael
- Optional config file (bundled) to define keyboard choices. Put this in the main GTAV
directory alongside the .ASI file.
Changes:
Changes:
- Pressing the trainer key (F4) shows/hides the menu at its current position, instead of
acting as a back button
Changes:
- If you die when using a non-player model/skin, you are reset to Michael. This avoids the
infinite loading screen bug that was previously encountered. The fact that it’s Michael
rather than necessarily the right player choice may still cause problems in missions etc, so
be careful.
Changes:
- Updated to use new Script Hook version. You should have the latest game version, but
you MUST have the new Script Hook AND have followed Alexander’s instructions
for this to work.
- Renamed the project from NativeTrainer to EnhancedNativeTrainer. This means that,
for the first time, you need to remove any other NativeTrainer.asi files from your
game directory as this will not overwrite them.
- Now supports reloadable behaviour as per Alexander’s SDK readme – big improvement
for developers!
New/improved features:
- No more racist skin picker: the skin detail chooser has been enhanced so it allows you to
pick non-default skin colours. This may also mean more choices are available in general.
Thanks to AC3R665 on Reddit for spotting this. Further work may be required to filter
out some invalid combinations.
- Added various missing vehicles, notably the Swift helo, the Besra jet, a whole set of
trains (not driveable) and a few other bits
New features:
- Teleportation menu converted into generic format, with the code ready for as many
options as we like
- Optional scenery (e.g. North Yankton) unloaded again once you teleport away to a non-
marker location
Bug fixes:
- Fixed a menu issue where scrolling up/down would go to next page, whereas it should
wrap around on same page
PREVIOUS RELEASE (#4, 28th April PM)
New features:
- North Yankton teleport option integrated – all credit to TacoDeBoss who wrote the meat
of this. There is no need to load N/Y separately; it’s integrated into the feature
Bug fixes:
- All the industrial vehicles were inaccessible – category menus led to cars
The source code is no longer included in releases because it’s available on GitHub.
New/Improved Features:
- Vehicle spawn menu broken down into categories and full titles introduced – thank you to
the community (GTAForums & Reddit) for helping populate this data
Internal Enhancements:
New/Improved Features:
Thanks to Alexander's SDK, I've been able to get to grips with the code and make some changes.
Internal Enhancements
To produce my new multi-level feature menus, I wanted a generic menu method instead of
reproducing it each time.
Therefore I made one, which draws a menu based on a list of captions, a list of values, and then
allows for optional callbacks when something is highlighted, actively chosen or the menu is
exited.
template<typename T>
bool drawGenericMenu(std::vector<std::string> captions, std::vector<T> values,
int currentSelectionIndex, std::string headerText,
bool (*onConfirmation)(int selectedIndex, std::string caption, T value),
void (*onHighlight)(int selectedIndex, std::string caption, T value),
void(*onExit)(bool returnValue))
I will eventually refactor the existing menus into using this mechanism, alongside the other work
I've got planned.
We'll then be able to change how menus are generated and look (e.g. vertical lists instead) in a
single place.
The new feature in this release is the ability to change the details of your skin.
This allows you to select faces, clothes, accessories etc and then specific variations of each. The
offered options are limited to those that the game tells me are valid for the preceding choices.
The menu hierarchy goes Skin Detail Chooser -> Component Type -> Drawable (e.g. which top
to wear) -> Texture (e.g. what pattern it is)
There are a couple of things you might find weird that I'll explain in advance.
The options you select are applied as you highlight them, unlike the rest of the trainer where you
have to specifically choose it with Num5. This seemed to be the most usable option. Really it
would be nice if it was just a preview, and it restored your confirmed selections when you exited
without confirming, and the menu architecture is designed for it, but doing it would require
storing/getting more information than I can at present.
Also when you select something at a higher level and drill down, you get the first available
drawable/texture choice, not what your character already has. Again this is about access to player
info, and/or storing more detail in the trainer.
FORTHCOMING PLANS
I want to separate the vehicle spawn menu into categories (car, plane, helo etc) and use proper
names.