Your Own Storyline 2.0 Update 7
5.191
122
5.191
122
Your Own Storyline
This ASI plugin allows you to fully override the non-moddable YSC mission scripts, thus allowing Mission or Map Total Conversion mods to be made.
Features
- Quasi-standardized, custom scripting interface
- Ability to save and reload game sessions
- Automatic gameworld cleanup and script activation: no need to complete the Prologue prior to mod activation, and no user intervention needed
Requirements
- ASI Loader
- ScriptHookV
- Any RPF editor (optional, only for the Menu Disabler)
Content available at this mod page
- The YOS plugin itself + optional Menu Disabler
- Advanced (v2) mission script compiler
- Sample mission scripts (for the v2 compiler)
Please note, that due to VirusTotal falsely flagging the basic (v1) mission script compiler as a trojan, it's no longer possible to upload it here. You can download it directly from my website: http://urhajozas.rf.gd/?select=LNK_GTAV_YOS_CMP
Compatibility
This mod is not guaranteed to be compatible with mission packs, that stick to the vanilla storyline, or other script mods, that have the same functionality, as YOS does.
Hint for n00bs
This mod is not an actual mission script, but a scripting engine. If you only see this mod because of it being a requirement for someone else's mod, you just need to install it as an ordinary ASI plugin, and you're OK.
Otherwise, if you're a modder, and plan to create a TC script mod, you should get acquainted with GTA V Natives, GTA 3D-universe game scripting methodologies, and read the Scripting Summary, before trying to write a script, as this mod is NOT n00b-friendly.
Open Source
This mod is open source, the source can be found at: https://github.com/JupiterKasparov/GTAV_YOS
Change log
- 2.0 Update 1: Improved car saving accuracy. Now, practically all queryable properties of saved vehicles are stored in savegame. Not savegame.compatible with earlier versions!
- 2.0 Update 2: Fixed critical bug! Automatic wasted-busted gosub return service now works as it should!
- 2.0 Update 2b: Fixed timers not increasing, if thread wait time is routinely zero.
- 2.0 Update 3: Fixed critical bug in GTA5-compatible array length setter routine. Removed redundancy from savegame structure. Not savegame.compatible with earlier versions!
- 2.0 Update 4: Fixed active state of parked car generators in savegame; they're now saved with their actual active/inactive state, instead of always getting saved as active. There was a typo!
- 2.0 Update 5: Fixed developer oversight; mod will not reset upon each loading screen (eg. during loading online maps in trainer)
- 2.0 Update 6: Fixed potential critical bug: player sometimes would get uncontrollably stuck upon starting 'New Game' from mod UI (bug probably introduced with Update 5)
- 2.0 Update 7: Fixed major bug: custom YOS restarts (hospital, police, override) now work. World cleanup also improved.
For now, only bugifxes may be done, no major updates are planned. Bugs should be reported either in comments, or as an issue on the mod's GitHub page! View topic on GTA5-Mods.com Forums »
This ASI plugin allows you to fully override the non-moddable YSC mission scripts, thus allowing Mission or Map Total Conversion mods to be made.
Features
- Quasi-standardized, custom scripting interface
- Ability to save and reload game sessions
- Automatic gameworld cleanup and script activation: no need to complete the Prologue prior to mod activation, and no user intervention needed
Requirements
- ASI Loader
- ScriptHookV
- Any RPF editor (optional, only for the Menu Disabler)
Content available at this mod page
- The YOS plugin itself + optional Menu Disabler
- Advanced (v2) mission script compiler
- Sample mission scripts (for the v2 compiler)
Please note, that due to VirusTotal falsely flagging the basic (v1) mission script compiler as a trojan, it's no longer possible to upload it here. You can download it directly from my website: http://urhajozas.rf.gd/?select=LNK_GTAV_YOS_CMP
Compatibility
This mod is not guaranteed to be compatible with mission packs, that stick to the vanilla storyline, or other script mods, that have the same functionality, as YOS does.
Hint for n00bs
This mod is not an actual mission script, but a scripting engine. If you only see this mod because of it being a requirement for someone else's mod, you just need to install it as an ordinary ASI plugin, and you're OK.
Otherwise, if you're a modder, and plan to create a TC script mod, you should get acquainted with GTA V Natives, GTA 3D-universe game scripting methodologies, and read the Scripting Summary, before trying to write a script, as this mod is NOT n00b-friendly.
Open Source
This mod is open source, the source can be found at: https://github.com/JupiterKasparov/GTAV_YOS
Change log
- 2.0 Update 1: Improved car saving accuracy. Now, practically all queryable properties of saved vehicles are stored in savegame. Not savegame.compatible with earlier versions!
- 2.0 Update 2: Fixed critical bug! Automatic wasted-busted gosub return service now works as it should!
- 2.0 Update 2b: Fixed timers not increasing, if thread wait time is routinely zero.
- 2.0 Update 3: Fixed critical bug in GTA5-compatible array length setter routine. Removed redundancy from savegame structure. Not savegame.compatible with earlier versions!
- 2.0 Update 4: Fixed active state of parked car generators in savegame; they're now saved with their actual active/inactive state, instead of always getting saved as active. There was a typo!
- 2.0 Update 5: Fixed developer oversight; mod will not reset upon each loading screen (eg. during loading online maps in trainer)
- 2.0 Update 6: Fixed potential critical bug: player sometimes would get uncontrollably stuck upon starting 'New Game' from mod UI (bug probably introduced with Update 5)
- 2.0 Update 7: Fixed major bug: custom YOS restarts (hospital, police, override) now work. World cleanup also improved.
For now, only bugifxes may be done, no major updates are planned. Bugs should be reported either in comments, or as an issue on the mod's GitHub page! View topic on GTA5-Mods.com Forums »
Primul incarcat: 27 Ianuarie 2020
Ultimul incarcat: in urma cu 1 zi
Last Downloaded: in urma cu 7 minute
65 Comentarii
More mods by Jupiter Kasparov:

- Map Model
- Featured
4.92
2.366
60
1.0.2845.0
Your Own Storyline
This ASI plugin allows you to fully override the non-moddable YSC mission scripts, thus allowing Mission or Map Total Conversion mods to be made.
Features
- Quasi-standardized, custom scripting interface
- Ability to save and reload game sessions
- Automatic gameworld cleanup and script activation: no need to complete the Prologue prior to mod activation, and no user intervention needed
Requirements
- ASI Loader
- ScriptHookV
- Any RPF editor (optional, only for the Menu Disabler)
Content available at this mod page
- The YOS plugin itself + optional Menu Disabler
- Advanced (v2) mission script compiler
- Sample mission scripts (for the v2 compiler)
Please note, that due to VirusTotal falsely flagging the basic (v1) mission script compiler as a trojan, it's no longer possible to upload it here. You can download it directly from my website: http://urhajozas.rf.gd/?select=LNK_GTAV_YOS_CMP
Compatibility
This mod is not guaranteed to be compatible with mission packs, that stick to the vanilla storyline, or other script mods, that have the same functionality, as YOS does.
Hint for n00bs
This mod is not an actual mission script, but a scripting engine. If you only see this mod because of it being a requirement for someone else's mod, you just need to install it as an ordinary ASI plugin, and you're OK.
Otherwise, if you're a modder, and plan to create a TC script mod, you should get acquainted with GTA V Natives, GTA 3D-universe game scripting methodologies, and read the Scripting Summary, before trying to write a script, as this mod is NOT n00b-friendly.
Open Source
This mod is open source, the source can be found at: https://github.com/JupiterKasparov/GTAV_YOS
Change log
- 2.0 Update 1: Improved car saving accuracy. Now, practically all queryable properties of saved vehicles are stored in savegame. Not savegame.compatible with earlier versions!
- 2.0 Update 2: Fixed critical bug! Automatic wasted-busted gosub return service now works as it should!
- 2.0 Update 2b: Fixed timers not increasing, if thread wait time is routinely zero.
- 2.0 Update 3: Fixed critical bug in GTA5-compatible array length setter routine. Removed redundancy from savegame structure. Not savegame.compatible with earlier versions!
- 2.0 Update 4: Fixed active state of parked car generators in savegame; they're now saved with their actual active/inactive state, instead of always getting saved as active. There was a typo!
- 2.0 Update 5: Fixed developer oversight; mod will not reset upon each loading screen (eg. during loading online maps in trainer)
- 2.0 Update 6: Fixed potential critical bug: player sometimes would get uncontrollably stuck upon starting 'New Game' from mod UI (bug probably introduced with Update 5)
- 2.0 Update 7: Fixed major bug: custom YOS restarts (hospital, police, override) now work. World cleanup also improved.
For now, only bugifxes may be done, no major updates are planned. Bugs should be reported either in comments, or as an issue on the mod's GitHub page! View topic on GTA5-Mods.com Forums »
This ASI plugin allows you to fully override the non-moddable YSC mission scripts, thus allowing Mission or Map Total Conversion mods to be made.
Features
- Quasi-standardized, custom scripting interface
- Ability to save and reload game sessions
- Automatic gameworld cleanup and script activation: no need to complete the Prologue prior to mod activation, and no user intervention needed
Requirements
- ASI Loader
- ScriptHookV
- Any RPF editor (optional, only for the Menu Disabler)
Content available at this mod page
- The YOS plugin itself + optional Menu Disabler
- Advanced (v2) mission script compiler
- Sample mission scripts (for the v2 compiler)
Please note, that due to VirusTotal falsely flagging the basic (v1) mission script compiler as a trojan, it's no longer possible to upload it here. You can download it directly from my website: http://urhajozas.rf.gd/?select=LNK_GTAV_YOS_CMP
Compatibility
This mod is not guaranteed to be compatible with mission packs, that stick to the vanilla storyline, or other script mods, that have the same functionality, as YOS does.
Hint for n00bs
This mod is not an actual mission script, but a scripting engine. If you only see this mod because of it being a requirement for someone else's mod, you just need to install it as an ordinary ASI plugin, and you're OK.
Otherwise, if you're a modder, and plan to create a TC script mod, you should get acquainted with GTA V Natives, GTA 3D-universe game scripting methodologies, and read the Scripting Summary, before trying to write a script, as this mod is NOT n00b-friendly.
Open Source
This mod is open source, the source can be found at: https://github.com/JupiterKasparov/GTAV_YOS
Change log
- 2.0 Update 1: Improved car saving accuracy. Now, practically all queryable properties of saved vehicles are stored in savegame. Not savegame.compatible with earlier versions!
- 2.0 Update 2: Fixed critical bug! Automatic wasted-busted gosub return service now works as it should!
- 2.0 Update 2b: Fixed timers not increasing, if thread wait time is routinely zero.
- 2.0 Update 3: Fixed critical bug in GTA5-compatible array length setter routine. Removed redundancy from savegame structure. Not savegame.compatible with earlier versions!
- 2.0 Update 4: Fixed active state of parked car generators in savegame; they're now saved with their actual active/inactive state, instead of always getting saved as active. There was a typo!
- 2.0 Update 5: Fixed developer oversight; mod will not reset upon each loading screen (eg. during loading online maps in trainer)
- 2.0 Update 6: Fixed potential critical bug: player sometimes would get uncontrollably stuck upon starting 'New Game' from mod UI (bug probably introduced with Update 5)
- 2.0 Update 7: Fixed major bug: custom YOS restarts (hospital, police, override) now work. World cleanup also improved.
For now, only bugifxes may be done, no major updates are planned. Bugs should be reported either in comments, or as an issue on the mod's GitHub page! View topic on GTA5-Mods.com Forums »
Primul incarcat: 27 Ianuarie 2020
Ultimul incarcat: in urma cu 1 zi
Last Downloaded: in urma cu 7 minute
"Then you need to get a 'main.yos' (binary) file from someone" ?:D WHere?:D "compile it yourself"?:D How?:D Maybe this is a good mode. But the installing guide is .... No comment. So this mod is not working. Thanks.
@Endzsi Hello. There's a high-level and low-level compiler included. If you can program, you will know how to use them, following the instructions, and script code snippets. The compilers will produce the 'yos' file for you.
If you are not the scripter, just a plain user, then you need to get that binary file from someone, who wrote their own script, and compiled it to binary.
@Jupiter Kasparov dude i have no one to give me that binary file where can i get it?
@trevorisdead You have to write your own mission script, then compile it. The compilers are included in the package. These compilers produce you the binary file.
About the scripting: look at the code snippets about how to write a YOS script. If you're a beginner scripter, you should look at other GTA 5 scripts too, about how to load models, etc.
but we know what's gonna happen in future right? or can it be some possiblities also ....?
@trevorisdead What's gonna happen in the future?
If you plan on writing a new story in GTA5, your only efficient choice is, to use this mod (YOS). But, this requires you to rewrite every aspect of scripted gameplay, like phone, garages, vehicle customs, etc. The most significant breakthrough with this mod is the ability to save your gameplay status, like global/local variables, script states, player persistence, etc., using only a single opcode. But this mod also cancels the original storyline, so you do not have to manually delete all dynamic objects, and hide North Yankton. Read the help files for more details.
The other choice to have total control over game is, to modify the YSC files. I've read, that the author of that compiler will not release a working YSC compiler until GTA 5/Online is maintained, so until GTA 6 is released!!!!!!!!
The last choice is, to directly use SHV (ScriptHookV), SHVDN, GTALUA. These cannot save like my mod, but can be used instead, to write small plugins in them. Larger plugins are very hard to create. Note, that my mod is directly based on SHV, and is a very complex mod.
So, as the last sentence, I advise you to start YOS scripting. Use the compilers from the package to compile yourself a binary file. Write your own story script. This is the easiest way to do it right now.
Best wishes.
thanks but i was asking can it work by its own ? like if i kill any mafia can it happen in possiblities like if i kill him then that particular mafia will be died and his story will end but if don't andni forgive him then in future will he kill me? and i have no idea regarding this script writing can uh say how to write or how to start ? im youtuber too hope h get it bro and sry for mah bad english thanks for the wishes
@trevorisdead Hi. That story is entirely possible. As I wrote, this plugin can execute any properly written YOS script, so your mafia story is entirely possible. It's all about the scripting - it depends on you, how you write your script, it works that way you wrote it! A "possibility" is just an execution path - your script just jumps to the 'MafiaNotKilled' label instead of the 'MafiaKilled' in this case, after a conditional check.
And yes, it works on its own. Like, it automatically runs your script, no need to manually "load" anything, because it is literally a scripting engine. It only requires ScriptHookV to be installed.
If you know the story, you only need to script it. Carefully read the help files! I wish very much luck for scripting, you'll need it ;)
@Jupiter Kasparov your YOS links r dead. I can't access em.
How can i make the Mod work with my Rockstar editor, Like if i use the Mod i cant record videos with my rockstar editor
STATUS CHANGE (Jun 26, 2023)
I seem to be back in GTA 5 modding.
HE'S BACK!
Ive installed it all and put the files in GTA V folder with Script Hook etc. How do i access it?
Is this noob friendly? I mean, not everyone knows how to do scripts/code.
Is there any mods out there for this that we can observe as an example of how it functions?
MOD STATUS CHANGE
Aug 21, 2023
Mod version 2.0 is available.
This includes a totally refurbished ASI plugin, which is not compatible with older vrsion.
Help has been also rewritten in a more friendly tone, and script examples have also been uploaded to this site.
Mod is now Open Source.
This is like gamechanging for modding.
This mod is a library?
@JIMX Not exactly a library; it basically aims to be a reimplementation of the GTA V scripting interface, by disabling all GTA 5 game scripts, and running actually moddable (quasi-standard) scripts on its own engine. May not be perfect, but for experienced scripters who would like to make Total Conversions (like the usual Russian GTA modders in the past), this is currently the best tool in existence... or at least the only one, which can save and reload the game session, without requiring custom solutions.
Good to see VirusTotal didn't throw a hissyfit now