Detected👍 Script Hook Auto-Updater Tool - NOT A SCRIPTHOOK!
no prob - by perhaps tonight i'll get 20 or maybe tomorrow lol. When I'm done with this minor update of the tool - I could reattach the updated version on this thread, right? Just so I don't have to go do another thread post. I kinda like the new title change though makes sense and hopefully clarifies the idea surrounding the tool.
Only minor update was automatically updating the patching database via my website. It's there just in case if somehow Alexander changed the way the ScriptHookV.dll terminates after trying to access online - which is probably not going to happen; however, never know. The database will be updated with what to search for then the program will obtain what to look for - then it'll be smooth patching from there.
Only minor update was automatically updating the patching database via my website. It's there just in case if somehow Alexander changed the way the ScriptHookV.dll terminates after trying to access online - which is probably not going to happen; however, never know. The database will be updated with what to search for then the program will obtain what to look for - then it'll be smooth patching from there.
the anti-detect software I would assume is R* anti-cheat detection algorithm in the game I would think. Once it detects someone cheating or possibly using a mod - the data gets sent to R* for evaluation. I would only guess though I did see data from online game going to rockstar when I viewed the game under Wireshark. Nack to the original question - yes, the updater in version 1.1.1 just updates the hack so I don't have to keep releasing versions of this tool. The tool will check the database out and go, Okay cool so I need to change this then it does and future releases of Alexanders ScripthookV could be patched successfully without any hikkups.
- - - Updated - - -
I will wait it out for the next and possibly final release of this tool. Possibly after Alexander's new release of ScriptHookV is released I'll pump out the next version. I'll let you know; probably via PM.
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Just be sure to pass through the rest of the DINPUT8.DLL functions by loading the library from the system folder. Also be sure when the DLL is successfully attached to load the scripthook dll. In Alexanders case it would be DINPUT8.DLL gets loaded first then ScriptHookV.DLL gets loaded second then ScriptHookV.dll loads the asi files last.
I'm sure you can handle that, right bud?
I'm just not willingly ready to go native function diving 
I suppose you can look at the script hooking demonstration for ideas perhaps? Check it out
www youtube com/watch?v=xnD2hvwYKtU
- - - Updated - - -
I will wait it out for the next and possibly final release of this tool. Possibly after Alexander's new release of ScriptHookV is released I'll pump out the next version. I'll let you know; probably via PM.
- - - Updated - - -
Just be sure to pass through the rest of the DINPUT8.DLL functions by loading the library from the system folder. Also be sure when the DLL is successfully attached to load the scripthook dll. In Alexanders case it would be DINPUT8.DLL gets loaded first then ScriptHookV.DLL gets loaded second then ScriptHookV.dll loads the asi files last. I'm sure you can handle that, right bud?
I'm just not willingly ready to go native function diving 
I suppose you can look at the script hooking demonstration for ideas perhaps? Check it out
www youtube com/watch?v=xnD2hvwYKtU
yeah I imagine the new scripthookv has to be released first before this attachment gets approved. The newer updated GTA V wouldn't work with previous ScriptHookV versions. I haven't played GTA online yet today anyways. I imagine R* changed a lot of things around inside their code. The newest feature was free-roam where no loading screens or lobbies - just join the action in free mode. So I'm sure there's a ton of things that have to be redone on Alexander Blade's part. It's another reason why I hesitate when doing native function diving - it takes a lot of time.
that youtube video I posted was just finding one function in my example program - imagine how long it has to take to find several thousands if not more - then figuring out which parameter is what.
that youtube video I posted was just finding one function in my example program - imagine how long it has to take to find several thousands if not more - then figuring out which parameter is what.
Question from a noob with very basic c++ skills. Do i have to wait for alexander blade to update this scripthook to play on sp mode. understanding you have to write out dinput.dll to read first wouldn't you just forward declare it for example.
dinput.h - Header filed obviously should use headergaurd.
int WhateverFolderIsPlacedHere(dinput.dll)
{
code here
return 0;
}
main.cpp
#include dinput.h
int main()
{
code here
}
i understand this probably makes little sense. However i've been reading and this sounds like that would work.
dinput.h - Header filed obviously should use headergaurd.
int WhateverFolderIsPlacedHere(dinput.dll)
{
code here
return 0;
}
main.cpp
#include dinput.h
int main()
{
code here
}
i understand this probably makes little sense. However i've been reading and this sounds like that would work.
nope it won't. Sorry bud. It's more in depth than that. if you're new to C++ then I would just focus on the basics.
The Game loads dinput8.dll by default. So in the game code for instance:
#include <dinput.h>
#pragma comment(lib, "dinput8.lib")
#pragma comment(lib, "dxguid.lib");
//--- Above is what's loading the dinput8.dll file to game.
So alexander created a fake dinput8.dll file. That dinput8.dll file you see always come with ScriptHookV.dll is the one hooking everything together.
(fake dinput8.dll -> Loads ScriptHookV.dll -> Loads nativetrainer.asi).
You just can't create a fake dinput8.dll file and expect the game to go, "Okay this the dinput8.dll I was requesting. Let's try loading some functions...Oh no, CRASH".
So what the fake dinput8.dll does is: Okay so the game wants to load DirectInput8Create(HINSTANCE hInstance, DWORD version, IIDREF iddref, LPVOID *lp_void, LPUNKNOWN punkOutter); Sweet - so we'll do exactly that! First we have to make sure our buddy ScriptHookV.dll get's loaded when the fake dinput8.dll is attached. Since we got our buddy attached now we will give the game engine what they want.
The Fake dinput8.dll exports the DirectInput8Create function and because it's acting like the DirectInput8Create function - it loads the correct function from the system file already installed in your computer (the real dinput8.dll in \Windows\System32 folder.
Then finally after loading the correct function from the real dinput8.dll file - it then makes the Game Engine happy singing with joy.
As I said - it's more in depth than just using int main(). Took me a day in a half or a day to get my demonstration done - again it's a small demonstration.
There's possibly other functions inside the fake dinput8.dll that I've not looked at. However, the ScriptHookV.dll file I think handles most of the heavy weights as calling the function pointers inside the game.
For a beginner you're tackling a huge challenge.
The Game loads dinput8.dll by default. So in the game code for instance:
#include <dinput.h>
#pragma comment(lib, "dinput8.lib")
#pragma comment(lib, "dxguid.lib");
//--- Above is what's loading the dinput8.dll file to game.
So alexander created a fake dinput8.dll file. That dinput8.dll file you see always come with ScriptHookV.dll is the one hooking everything together.
(fake dinput8.dll -> Loads ScriptHookV.dll -> Loads nativetrainer.asi).
You just can't create a fake dinput8.dll file and expect the game to go, "Okay this the dinput8.dll I was requesting. Let's try loading some functions...Oh no, CRASH".
So what the fake dinput8.dll does is: Okay so the game wants to load DirectInput8Create(HINSTANCE hInstance, DWORD version, IIDREF iddref, LPVOID *lp_void, LPUNKNOWN punkOutter); Sweet - so we'll do exactly that! First we have to make sure our buddy ScriptHookV.dll get's loaded when the fake dinput8.dll is attached. Since we got our buddy attached now we will give the game engine what they want.
The Fake dinput8.dll exports the DirectInput8Create function and because it's acting like the DirectInput8Create function - it loads the correct function from the system file already installed in your computer (the real dinput8.dll in \Windows\System32 folder.
Then finally after loading the correct function from the real dinput8.dll file - it then makes the Game Engine happy singing with joy.
As I said - it's more in depth than just using int main(). Took me a day in a half or a day to get my demonstration done - again it's a small demonstration.
There's possibly other functions inside the fake dinput8.dll that I've not looked at. However, the ScriptHookV.dll file I think handles most of the heavy weights as calling the function pointers inside the game.
For a beginner you're tackling a huge challenge.
Approved. However, if there will be spam messages, because someone thinks that this is scripthook, it will be closed until ScriptHook.dll will be released
@SIC88 if you want to edit thread after 24 hours, just pm me with updated content, I will update it for you
@SIC88 if you want to edit thread after 24 hours, just pm me with updated content, I will update it for you
Been online for 15 minutes as of this post. Patched the latest hook from AB using this tool. I loved the drag and drop feature. I used the same dinnput8.dll file from when I had 1.28. Sold a loaded Buffalo S for 147k (make sure jazz loop horn is installed), spawned 20 total tanks, planes and cars all at once using simple trainer 2.1 ...infamous v2 is there to enable the spawning itself. I'm nervous and I'll be banned a month if this goes bad but I have other accounts though. If you can't afford it wait to see if there are problems before jumping right back in modding. I will report if I get banned here and list what I did which won't be much.
Yeah I went with infamous max upgrade option then manually chose the most expensive high end chrome wheel. If anyone wants to list what options to get you to 189k that would be useful in getting an extra 40k + per 48 minutes
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