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This is a RPH plugin that converts ASI mods into UASI ("Universal ASI") mods which can be loaded with RAGE Plugin Hook in the same way ASI mods are loaded with ScriptHookV. Everything but the raw DirectX access ("Present callbacks") has been implemented, so most ASIs should load and work properly.
To use this plugin, you must have:
.NET Framework 4.6
RAGE Plugin Hook
How does it work?
The first version was entirely coded in C++/CLI: native C++ code was used to interact with native ASI plugins, and the "CLI" (or "managed") part of the code was used to interact with the .NET Framework and RAGE Plugin Hook. Though, this mix between managed and native code created problems and confusion: errors were hard to track down, the program was hard to maintain, and the plugin didn't work for a lot of people.
This version was created with compatibility and user-friendliness in mind: managed code is in its own file ("AsiSupport.dll", which is the RPH Plugin), and all unmanaged code (the bare minimum the make the plugin work) is in UnvAsiIntrf.dll (which stands for "Universal ASI Interface"). UnvAsiIntrf.dll should be supported by the end user as it is pure C++, and AsiSupport.dll should also not cause any problem if the end user has all required dependencies to use RPH.
UnvAsiIntrf.dll has been created as a generic way for ASI plugins to interact with another entity: said entity would register as an "API Handler" which has access to GTA V (in this instance, to RPH which gives it access to GTA V) and which would load UASI files (converted ASI files); then, the ASI scripts would interact with GTA V the same way the would've done it with ScriptHookV, except they would do via UnvAsiIntrf.dll, which itself serves as a simple bridge between UASI scripts and the API Handler.
Reporting bugs and crashes
As the plugin is still in beta and might be unstable, you may experience bugs and / or crashes. In that case, please report the bug/crash either on Github, in the GTA5-mods.com comment section, or on the RPH Discord. If you're reporting a crash, please also send the crash report (located inside the "CrashReports" directory in your GTA V folder).
Changelog:
0.4.3
* The versions manifest has been updated (up to version 1.0.2189.0)
0.4.2
* The versions manifest has been updated (up to version 1.0.2060.0)
* Thread crashes can now be notified to the player
- SHVDN support has been removed as it is obsolete. A new support might be added in the future.
0.4.1
* SHVDN support is now disabled by default (because of its instability)
* The versions manifest has been updated (up to version 1.0.1868.1)
* Process corrupted state exceptions (ie: AccessViolations) are now properly handled.
0.4.0
* The maximum number of native arguments has been increased from 25 to 32
* All argument buffers are now pre-allocated: this should improve the plugin's overall performance
+ ScriptHookVDotNet support added
0.3.3
* The plugin can now optionally consider the current game version as unknown (getGameVersion() then always returns -1)
* The plugin can now optionally ignore calls to unknown natives. This could prevent some plugins from crashing. If a plugin tries to call an unknown native, 0 will be returned.
* Added the ReloadAsiConfig command
0.3.2
* The plugin should no longer crash if it failed to load or convert an ASI file
* The plugin now detects non ScriptHookV scripts instead of trying to convert them
0.3.1
* Improved performance
0.3.0
* The AsiSupport plugin has been rewritten in C# to remove the C++/CLI dependency
* The interop with ASI scripts is now done via UnvAsiIntrf.dll (coded in pure C++)
* AsiSupport no longer uses .rasi files: it uses .uasi (Universal ASI) files
* Converting ASI files to UASI should now be faster
* Key events are no longer being transferred to ASI plugins when the RPH console is open
* Better handling of exceptions: the plugin should no longer crash (most of the times), but instead show a user friendly error message
* Most ASI plugins can now be unloaded and reloaded without rebooting the game (sorry, ELS is not one of them)
* Some previously hardcoded values are now read in an external, easily editable file
0.2.0
* If a script is already loaded with SHV, the SHV script will be killed
* The dependency issue is now fixed
* The plugin should now also work on Windows 7, 8, and 8.1
* OpenIV.asi is no longer handled as it is stand-alone and will work anyway
* If the original .asi file changes, the converted .rasi file is updated
0.1.0
+ Initial public release
Please note I only created it to be able to use old ASI plugins created by inactive authors. If you're a new developer wanting to create a GTA V plugin, I highly recommend you directly use RPH instead, as it will improve performance.
Thanks to MulleDK19 and LMS for RAGE Plugin Hook
Thanks to Alexander Blade for ScriptHookV
Thanks to JackD111 for OpenVHook
Thanks to alexguirre for helping me figure out stuff
The source is available on Github under the GPLv3 license.
To use this plugin, you must have:
.NET Framework 4.6
RAGE Plugin Hook
How does it work?
The first version was entirely coded in C++/CLI: native C++ code was used to interact with native ASI plugins, and the "CLI" (or "managed") part of the code was used to interact with the .NET Framework and RAGE Plugin Hook. Though, this mix between managed and native code created problems and confusion: errors were hard to track down, the program was hard to maintain, and the plugin didn't work for a lot of people.
This version was created with compatibility and user-friendliness in mind: managed code is in its own file ("AsiSupport.dll", which is the RPH Plugin), and all unmanaged code (the bare minimum the make the plugin work) is in UnvAsiIntrf.dll (which stands for "Universal ASI Interface"). UnvAsiIntrf.dll should be supported by the end user as it is pure C++, and AsiSupport.dll should also not cause any problem if the end user has all required dependencies to use RPH.
UnvAsiIntrf.dll has been created as a generic way for ASI plugins to interact with another entity: said entity would register as an "API Handler" which has access to GTA V (in this instance, to RPH which gives it access to GTA V) and which would load UASI files (converted ASI files); then, the ASI scripts would interact with GTA V the same way the would've done it with ScriptHookV, except they would do via UnvAsiIntrf.dll, which itself serves as a simple bridge between UASI scripts and the API Handler.
Reporting bugs and crashes
As the plugin is still in beta and might be unstable, you may experience bugs and / or crashes. In that case, please report the bug/crash either on Github, in the GTA5-mods.com comment section, or on the RPH Discord. If you're reporting a crash, please also send the crash report (located inside the "CrashReports" directory in your GTA V folder).
Changelog:
0.4.3
* The versions manifest has been updated (up to version 1.0.2189.0)
0.4.2
* The versions manifest has been updated (up to version 1.0.2060.0)
* Thread crashes can now be notified to the player
- SHVDN support has been removed as it is obsolete. A new support might be added in the future.
0.4.1
* SHVDN support is now disabled by default (because of its instability)
* The versions manifest has been updated (up to version 1.0.1868.1)
* Process corrupted state exceptions (ie: AccessViolations) are now properly handled.
0.4.0
* The maximum number of native arguments has been increased from 25 to 32
* All argument buffers are now pre-allocated: this should improve the plugin's overall performance
+ ScriptHookVDotNet support added
0.3.3
* The plugin can now optionally consider the current game version as unknown (getGameVersion() then always returns -1)
* The plugin can now optionally ignore calls to unknown natives. This could prevent some plugins from crashing. If a plugin tries to call an unknown native, 0 will be returned.
* Added the ReloadAsiConfig command
0.3.2
* The plugin should no longer crash if it failed to load or convert an ASI file
* The plugin now detects non ScriptHookV scripts instead of trying to convert them
0.3.1
* Improved performance
0.3.0
* The AsiSupport plugin has been rewritten in C# to remove the C++/CLI dependency
* The interop with ASI scripts is now done via UnvAsiIntrf.dll (coded in pure C++)
* AsiSupport no longer uses .rasi files: it uses .uasi (Universal ASI) files
* Converting ASI files to UASI should now be faster
* Key events are no longer being transferred to ASI plugins when the RPH console is open
* Better handling of exceptions: the plugin should no longer crash (most of the times), but instead show a user friendly error message
* Most ASI plugins can now be unloaded and reloaded without rebooting the game (sorry, ELS is not one of them)
* Some previously hardcoded values are now read in an external, easily editable file
0.2.0
* If a script is already loaded with SHV, the SHV script will be killed
* The dependency issue is now fixed
* The plugin should now also work on Windows 7, 8, and 8.1
* OpenIV.asi is no longer handled as it is stand-alone and will work anyway
* If the original .asi file changes, the converted .rasi file is updated
0.1.0
+ Initial public release
Please note I only created it to be able to use old ASI plugins created by inactive authors. If you're a new developer wanting to create a GTA V plugin, I highly recommend you directly use RPH instead, as it will improve performance.
Thanks to MulleDK19 and LMS for RAGE Plugin Hook
Thanks to Alexander Blade for ScriptHookV
Thanks to JackD111 for OpenVHook
Thanks to alexguirre for helping me figure out stuff
The source is available on Github under the GPLv3 license.
Zuerst hochgeladen: 29. Oktober 2018
Letztes Update: 15. Dezember 2020
Last Downloaded: vor 6 Minuten
All Versions
160 Kommentare
More mods by Pursuit:
This is a RPH plugin that converts ASI mods into UASI ("Universal ASI") mods which can be loaded with RAGE Plugin Hook in the same way ASI mods are loaded with ScriptHookV. Everything but the raw DirectX access ("Present callbacks") has been implemented, so most ASIs should load and work properly.
To use this plugin, you must have:
.NET Framework 4.6
RAGE Plugin Hook
How does it work?
The first version was entirely coded in C++/CLI: native C++ code was used to interact with native ASI plugins, and the "CLI" (or "managed") part of the code was used to interact with the .NET Framework and RAGE Plugin Hook. Though, this mix between managed and native code created problems and confusion: errors were hard to track down, the program was hard to maintain, and the plugin didn't work for a lot of people.
This version was created with compatibility and user-friendliness in mind: managed code is in its own file ("AsiSupport.dll", which is the RPH Plugin), and all unmanaged code (the bare minimum the make the plugin work) is in UnvAsiIntrf.dll (which stands for "Universal ASI Interface"). UnvAsiIntrf.dll should be supported by the end user as it is pure C++, and AsiSupport.dll should also not cause any problem if the end user has all required dependencies to use RPH.
UnvAsiIntrf.dll has been created as a generic way for ASI plugins to interact with another entity: said entity would register as an "API Handler" which has access to GTA V (in this instance, to RPH which gives it access to GTA V) and which would load UASI files (converted ASI files); then, the ASI scripts would interact with GTA V the same way the would've done it with ScriptHookV, except they would do via UnvAsiIntrf.dll, which itself serves as a simple bridge between UASI scripts and the API Handler.
Reporting bugs and crashes
As the plugin is still in beta and might be unstable, you may experience bugs and / or crashes. In that case, please report the bug/crash either on Github, in the GTA5-mods.com comment section, or on the RPH Discord. If you're reporting a crash, please also send the crash report (located inside the "CrashReports" directory in your GTA V folder).
Changelog:
0.4.3
* The versions manifest has been updated (up to version 1.0.2189.0)
0.4.2
* The versions manifest has been updated (up to version 1.0.2060.0)
* Thread crashes can now be notified to the player
- SHVDN support has been removed as it is obsolete. A new support might be added in the future.
0.4.1
* SHVDN support is now disabled by default (because of its instability)
* The versions manifest has been updated (up to version 1.0.1868.1)
* Process corrupted state exceptions (ie: AccessViolations) are now properly handled.
0.4.0
* The maximum number of native arguments has been increased from 25 to 32
* All argument buffers are now pre-allocated: this should improve the plugin's overall performance
+ ScriptHookVDotNet support added
0.3.3
* The plugin can now optionally consider the current game version as unknown (getGameVersion() then always returns -1)
* The plugin can now optionally ignore calls to unknown natives. This could prevent some plugins from crashing. If a plugin tries to call an unknown native, 0 will be returned.
* Added the ReloadAsiConfig command
0.3.2
* The plugin should no longer crash if it failed to load or convert an ASI file
* The plugin now detects non ScriptHookV scripts instead of trying to convert them
0.3.1
* Improved performance
0.3.0
* The AsiSupport plugin has been rewritten in C# to remove the C++/CLI dependency
* The interop with ASI scripts is now done via UnvAsiIntrf.dll (coded in pure C++)
* AsiSupport no longer uses .rasi files: it uses .uasi (Universal ASI) files
* Converting ASI files to UASI should now be faster
* Key events are no longer being transferred to ASI plugins when the RPH console is open
* Better handling of exceptions: the plugin should no longer crash (most of the times), but instead show a user friendly error message
* Most ASI plugins can now be unloaded and reloaded without rebooting the game (sorry, ELS is not one of them)
* Some previously hardcoded values are now read in an external, easily editable file
0.2.0
* If a script is already loaded with SHV, the SHV script will be killed
* The dependency issue is now fixed
* The plugin should now also work on Windows 7, 8, and 8.1
* OpenIV.asi is no longer handled as it is stand-alone and will work anyway
* If the original .asi file changes, the converted .rasi file is updated
0.1.0
+ Initial public release
Please note I only created it to be able to use old ASI plugins created by inactive authors. If you're a new developer wanting to create a GTA V plugin, I highly recommend you directly use RPH instead, as it will improve performance.
Thanks to MulleDK19 and LMS for RAGE Plugin Hook
Thanks to Alexander Blade for ScriptHookV
Thanks to JackD111 for OpenVHook
Thanks to alexguirre for helping me figure out stuff
The source is available on Github under the GPLv3 license.
To use this plugin, you must have:
.NET Framework 4.6
RAGE Plugin Hook
How does it work?
The first version was entirely coded in C++/CLI: native C++ code was used to interact with native ASI plugins, and the "CLI" (or "managed") part of the code was used to interact with the .NET Framework and RAGE Plugin Hook. Though, this mix between managed and native code created problems and confusion: errors were hard to track down, the program was hard to maintain, and the plugin didn't work for a lot of people.
This version was created with compatibility and user-friendliness in mind: managed code is in its own file ("AsiSupport.dll", which is the RPH Plugin), and all unmanaged code (the bare minimum the make the plugin work) is in UnvAsiIntrf.dll (which stands for "Universal ASI Interface"). UnvAsiIntrf.dll should be supported by the end user as it is pure C++, and AsiSupport.dll should also not cause any problem if the end user has all required dependencies to use RPH.
UnvAsiIntrf.dll has been created as a generic way for ASI plugins to interact with another entity: said entity would register as an "API Handler" which has access to GTA V (in this instance, to RPH which gives it access to GTA V) and which would load UASI files (converted ASI files); then, the ASI scripts would interact with GTA V the same way the would've done it with ScriptHookV, except they would do via UnvAsiIntrf.dll, which itself serves as a simple bridge between UASI scripts and the API Handler.
Reporting bugs and crashes
As the plugin is still in beta and might be unstable, you may experience bugs and / or crashes. In that case, please report the bug/crash either on Github, in the GTA5-mods.com comment section, or on the RPH Discord. If you're reporting a crash, please also send the crash report (located inside the "CrashReports" directory in your GTA V folder).
Changelog:
0.4.3
* The versions manifest has been updated (up to version 1.0.2189.0)
0.4.2
* The versions manifest has been updated (up to version 1.0.2060.0)
* Thread crashes can now be notified to the player
- SHVDN support has been removed as it is obsolete. A new support might be added in the future.
0.4.1
* SHVDN support is now disabled by default (because of its instability)
* The versions manifest has been updated (up to version 1.0.1868.1)
* Process corrupted state exceptions (ie: AccessViolations) are now properly handled.
0.4.0
* The maximum number of native arguments has been increased from 25 to 32
* All argument buffers are now pre-allocated: this should improve the plugin's overall performance
+ ScriptHookVDotNet support added
0.3.3
* The plugin can now optionally consider the current game version as unknown (getGameVersion() then always returns -1)
* The plugin can now optionally ignore calls to unknown natives. This could prevent some plugins from crashing. If a plugin tries to call an unknown native, 0 will be returned.
* Added the ReloadAsiConfig command
0.3.2
* The plugin should no longer crash if it failed to load or convert an ASI file
* The plugin now detects non ScriptHookV scripts instead of trying to convert them
0.3.1
* Improved performance
0.3.0
* The AsiSupport plugin has been rewritten in C# to remove the C++/CLI dependency
* The interop with ASI scripts is now done via UnvAsiIntrf.dll (coded in pure C++)
* AsiSupport no longer uses .rasi files: it uses .uasi (Universal ASI) files
* Converting ASI files to UASI should now be faster
* Key events are no longer being transferred to ASI plugins when the RPH console is open
* Better handling of exceptions: the plugin should no longer crash (most of the times), but instead show a user friendly error message
* Most ASI plugins can now be unloaded and reloaded without rebooting the game (sorry, ELS is not one of them)
* Some previously hardcoded values are now read in an external, easily editable file
0.2.0
* If a script is already loaded with SHV, the SHV script will be killed
* The dependency issue is now fixed
* The plugin should now also work on Windows 7, 8, and 8.1
* OpenIV.asi is no longer handled as it is stand-alone and will work anyway
* If the original .asi file changes, the converted .rasi file is updated
0.1.0
+ Initial public release
Please note I only created it to be able to use old ASI plugins created by inactive authors. If you're a new developer wanting to create a GTA V plugin, I highly recommend you directly use RPH instead, as it will improve performance.
Thanks to MulleDK19 and LMS for RAGE Plugin Hook
Thanks to Alexander Blade for ScriptHookV
Thanks to JackD111 for OpenVHook
Thanks to alexguirre for helping me figure out stuff
The source is available on Github under the GPLv3 license.
Zuerst hochgeladen: 29. Oktober 2018
Letztes Update: 15. Dezember 2020
Last Downloaded: vor 6 Minuten
ScriptHookV has been released for GTA V 1.0.1868.0: http://dev-c.com/gtav/scripthookv/
Whenever available, you should always use it instead of ASI Support to enhance performance.
Good work! Menyoo not work, btw.
This is poor Bullshit
@RyceyAsian It depnds. Some times a couple of days, other times a couple of weeks.
@Lozano71 Thanks! Menyoo requires a separate update to support the new patch, independently of SHV / AsiSupport.
@Gopniksohn Now that's constructive criticism :)
@Pursuit Its not fun too play with this Asisupport thing thats make lot of FPS drops and makes to crash my Mod Menu
@Gopniksohn I'm sorry but unfortunately I can't increase performance more than I already did. To give you an analogy, if you want to go from point A to point B, but the road you usually take is broken, then you have to take a detour and that will necessarily take more time. It's the same thing with AsiSupport: SHV is broken, but you can "take a detour" via RPH to make ASIs work, however it will "take more time" (ie: FPS will drop).
Also, some mod menus (ie: Menyoo) are bound to crash with the new version, simply because they need to update on their own. Again, I'm not a magician so there's not much I can do here ^^
@Pursuit does this work for ELS?
@adamenforcers Indeed it does.
However you should use ScriptHookV (if it's available) for a performance boost!
@Pursuit good! reason im asking is because rockstar blocked dinput8 from running and my mods is rendered useless. so everytime i run the launcher it causes a unrecoverable fault fatal error. so can i install mods in my default files?
@adamenforcers It's weird. dinput8.dll shouldn't be blocked. Are you sure you havn't installed a faulty script/mod?
@Pursuit no i don't i checked the scripts i use and no has complained about them in comments. what also happened i removed dinput8 with the mods folder left in and the game ran normal put it back in and the fault happens again. regardless my mods are not being used. also someone else on lspdfr.com is reporting the same problem. https://www.lcpdfr.com/forums/topic/106583-fatal-error/?tab=comments#comment-649069 and this guy victor delgado https://www.gta5-mods.com/tools/script-hook-v#comment-1682286 is also having this issue.
i really believe alexander blade should know about this but there is no way of reaching him or is there?
@Pursuit oh and this guy here. https://www.lcpdfr.com/forums/topic/106393-dinput8dll-wont-allow-me-to-run-my-game/ and it probably won't be the last report on this.
@adamenforcers It's probably an issue with your "mods" folder then. Removing dinput8.dll fixes the problem because your "mods" folder is loaded by OpenIV.asi, which is itself loaded by dinput8.dll. But really, you should either figure out what's causing the problem in your "mods" folder, or remove that folder entirely
@Pursuit all that has already been done. i verified every single mod i used and no complaints on them have been made since the update. also i did reinstall the mods folder but it still happens so honestly alexander blade needs to be made aware of it, because dinput8 was last updated between 2015 and 2017 and is probably outdated. rockstar on every patch they issue make his dinput inoperable. also ive modded gta long enough to know what crashes my game and if it was the mods folder it would either crash you on boot up or in the game world. so all fingers according to me and the other posts i referenced is pointing at alexander blade right now.
@adamenforcers dinput8.dll doesn't need to be updated. It's simply a modification of a DirectX dll that loads asi scripts into the game's process. The whole process is pretty straightforward and doesn't depend on the game's version.
Now, apart from relying on comments, I'd advise you to try some things yourself. For example, remove your mods folder. If it doesn't work, remove all the asi scripts you installed. I'm pretty sure your problem isn't caused by dinput8.dll (because of its timeless nature, and because it works for everyone else ^^), and these manipulations will help prove it.
Otherwise, if there actually *is* a problem with the dll itself, it's probably related to permissions. Or the file's corrupted, but it's unlikely.
what game version required to run this mod?
@Fate Testarossa It works with all versions supported by RAGE Plugin Hook
Can't launch Rage plugin hook even though Scripthook is new "RAGE Plugin Hook is unable to launch the game, due to an error from ScriptHookV.
ScriptHookV is a dependency unrelated to RAGE Plugin Hook and is needed by some mods."
@thun22 cuz gta5 had an update https://ragepluginhook.net/ this one works at the moment
@Mikevdp08
I just downloaded the new Rage, but the problem is the same