82.724
289
82.724
289
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:
0.4.6
* Fixed a crash that could occur when trying to draw an invalid texture
0.4.5
* The versions manifest has been updated (up to version 1.0.2245.0)
0.4.4
* The versions manifest has been updated (up to version 1.0.2215.0)
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:
0.4.6
* Fixed a crash that could occur when trying to draw an invalid texture
0.4.5
* The versions manifest has been updated (up to version 1.0.2245.0)
0.4.4
* The versions manifest has been updated (up to version 1.0.2215.0)
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.
Poprvé nahráno: 29. říjen 2018
Poslední aktulizace: 17. březen 2021
Last Downloaded: 2 hours ago
All Versions
200 Komentářů
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:
0.4.6
* Fixed a crash that could occur when trying to draw an invalid texture
0.4.5
* The versions manifest has been updated (up to version 1.0.2245.0)
0.4.4
* The versions manifest has been updated (up to version 1.0.2215.0)
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:
0.4.6
* Fixed a crash that could occur when trying to draw an invalid texture
0.4.5
* The versions manifest has been updated (up to version 1.0.2245.0)
0.4.4
* The versions manifest has been updated (up to version 1.0.2215.0)
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.
Poprvé nahráno: 29. říjen 2018
Poslední aktulizace: 17. březen 2021
Last Downloaded: 2 hours ago
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.
very useful, great!
hi, please tell me what the problem might be. all police cars drive very slowly when the fashion is running, it is even difficult to call it a ride, regardless of whether I call them for support, or in order to take a detained person, everything is fine only with moto cops
sorry, my previous post in the wrong thread wrote
@Pursuit Is this working with latest rage plugin hook ?
@alin23 It should. If you want to maximise compatibility you can update "Data/ASI Support/Versions.manifest" to add the new version(s).
I'll try to do it myself if I find the time to
@Pursuit Thank you!
@Pursuit Check your messages.
@Pursuit Just to let you know, this mod was again indispensable in the period that the hook wasn't updated. I am also happy to report that reloading asi's works perfectly fine, I believe already two patches now. Thanks again !
@sjaak327 Thanks for the report :) I'm happy to see it's still useful to you!
Everytime I install scripthookv and take cover and then try to get into a car my game freezes. Does anybody know a fix or an alternative to scripthookv?
@Pursuit I'm thankful for this plugin, as it makes for a good backup whilst SHV is outdated between GTA updates. The only problem I've encountered so far is that as soon as I enable this plugin, the Ultimate Backup plugin for LSPDFR by BejoIjo stops working. That being, when I request a police unit it and it spawns, it won't drive anywhere.
@MasterRaptus Not sure if you have already figured this out but I was having the same problem. Ended up being a setting in simple trainer. The setting "Everyone Ignore Player" was enabled by default and causing AI cops to not move. I disabled this and have been playing for a few days with ultimate back up with no issues.
@FlawlessBacon Yeah I ended up asking in a support server afterwards whether anyone knew since I couldn't find anything about it elsewhere. Got resolved pretty quickly; I just don't know why that setting was toggled to begin with. Thanks though!
Cant get Menyoo to boot up with this mod. Can anyone help?
@Pursuit hey mate, may i ask if this is still working for 3095?
@Michael21107 Hey! The implementation is generic enough to not require any update. Only the versions manifest (ie: the list of all known game versions) may have to be updated to be kept up to date with the latest ScriptHookV version - but that's only for scripts that use it
@Pursuit so if a script works with SHV on a certain version, it will work with asisupport too, right?
@Michael21107 Provided its behaviour isn't impacted by the outdated versions manifest (ie: the fact that "GetGameVersion()" returns an invalid value), it should work fine yeah
@Pursuit gotcha, thanks
i think you should publish an update if you've made any changes (even to the readme or something), so people will see its not old, and maybe taking it out of beta could help too
Just causes a perpetual loading wheel.