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Model Chnager Script for gta 5 1.69 with Battle Eye Bypassed
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Description :Â
The Model Changer Script version 1.0.1 for Kiddions Mod Menu presents a customizable method for players to alter gameplay in GTA V Story Mode. It operates safely, performs well along with has updates for compatibility with the current Battle Engine Bypassed for the 1.69 DLC update. Intended for people who enjoy investigating Los Santos with a different look or roleplay scenarios, this script lets users easily change their in-game character model to any ped, NPC, or story-mode character. It offers a method to enable creativity without online gameplay - it keeps everything inside solo, offline modding.
In addition the GTA V 1.69 DLC contains several performance updates, vehicle adjustments as well as character additions under the Agents of Sabotage theme, the updated Model Changer Script gives access to and play as any of those recent characters.
struct BIKER_CONTRACTS
{
SCR_ARRAY ActiveContractMissions;
SCR_INT SelectedContractMission;
SCR_BOOL Enabled;
};
static_assert(sizeof(BIKER_CONTRACTS) == 7 * 8);
// rewritten b811g9 to integrate GTA+ stuff
struct NIGHTCLUB_SALE
{
SCR_INT BuyerIndex; // 0
SCR_INT NumSoldItems; // 1
SCR_INT SaleAmount; // 2
SCR_INT SaleAmountWithMembershipModifiers; // 3
SCR_INT TotalSaleAmountWithMembershipModifers; // 4
SCR_INT TotalSaleAmount; // 5
SCR_INT UnkSaleAmount; // 6 some kind of partial sum over certain goods, never read
SCR_INT BuyerIndex2; // 7 min(BuyerIndex, 3)
};
static_assert(sizeof(NIGHTCLUB_SALE) == 8 * 8);
struct ARENA_WAR_DATA
{
SCR_INT PointsTier;
SCR_INT SkillLevel;
SCR_INT TrinketBitset; // MP_STAT_ARN_BS_TRINKET_SAVED
};
static_assert(sizeof(ARENA_WAR_DATA) == 3 * 8);
struct GPBD_FM_Entry
{
SCR_INT CurrentActivity;
SCR_INT MissionScriptInstance;
SCR_INT PAD_0002; // TODO
SCR_INT NumFreeSpectatorSlots;
SCR_INT NumPlayersInTransition; // not really
SCR_INT NJVSVoteState; // voting screen shown after a mission ends
SCR_INT NJVSVoteContentBitset;
SCR_BOOL NJVSChoiceMade;
SCR_INT NJVSLeaveState; // network error or quit
SCR_INT JobPoints; // can be spoofed to change the "JP" value in the player list
PLAYER_INDEX NextHost; // transfer transition host when joining next job
PLAYLIST_DATA PlaylistData;
TEXT_LABEL_63 JobName;
SCR_ARRAY ActiveGunRange; // this should have really been an enum lol
MP_SCRIPT_DATA MissionScriptData;
SCR_BOOL PAD_0057; // added b3258, some mission thing
JOB_SETTINGS JobSettings;
SCR_INT FMMCLauncherState;
VEHICLE_SELECTION VehicleSelection;
SCR_INT JobStartCloudTime; // this is a struct but too lazy to create one
SCR_INT ContentHash;
SCR_BOOL PAD_0138; // unused
SCR_BITSET TutorialBitset;
SCR_BITSET GangCallRequestedServices;
PLAYER_INDEX GangCallTarget; // can be used to send muggers/hit squad
SCR_BITSET GangCallSentServices;
SCR_INT TutorialBitset2;
TEXT_LABEL_23 PlayingContentUsedId;
TEXT_LABEL_23 MatchId;
uint64_t PAD_0156[8]; // unused
TEXT_LABEL_63 DisplayJobName; // as shown in the playerlist?
STRIKE_TEAM StrikeTeam;
uint64_t PAD_0185[7]; // pad
SCR_INT FMMCState;
SCR_INT PAD_0193; // TODO
SCR_INT KillStreak;
SCR_INT NumSuicides; // deducts RP reward in missions
SCR_INT DeathmatchBounty; // "You have been deducted $~1~ for being idle for too long, and you now have a bounty placed on you."
SCR_BOOL CollectedBounty;
SCR_INT AliveDeathmatchPlayers;
SCR_INT WantedLevelFlags;
SCR_ARRAY PAD_0201;
SCR_INT HairdoShopIndex;
SCR_INT PAD_0204;
PLAYER_STATS PlayerStats;
SCR_INT PAD_265;
SCR_INT Mood;
PROPERTY_DATA PropertyData; // @267 as of b3095
uint64_t PAD_0779[4]; // TODO
uint64_t PAD_0783[12]; // no clue what it does but it looks rather interesting
SCR_INT AssistedKillFlags;
NETWORK_INDEX UnkNetworkId;
SCR_BOOL SpawningUnkVehicle;
SCR_BOOL MeltdownComplete; // yes, the singleplayer mission "Meltdown" (michael4)
SCR_INT UNK_0799;
SCR_INT GangAttackTarget; // triggers unique dialog from some phone NPCs
SCR_INT ActivePVSlot;
PLAYER_INDEX SpectatingPlayer;
SCR_INT PAD_0803;
SCR_ARRAY ActiveAmbientWeaponPickups; // size 2 -> 3 b3095
SCR_ARRAY OfficeMapMarkers;
SCR_INT OfficeLargestMoneyThresholdIndex;
SCR_ARRAY EnabledOfficeCashPiles;
SCR_ARRAY EnabledClubhouseCashPiles;
BIKER_CONTRACTS BikerContracts;
SCR_INT CasinoWonBitset; // can be used to tamper with the casino PA system
uint64_t PAD_0829[2];
SCR_BOOL CameraPositionOverriden;
SCR_VEC3 OverrideCameraPosition;
SCR_INT PAD_0835;
SCR_INT HeliRappelFlags;
SCR_INT PAD_0837; // some more aircraft flags
SCR_BOOL RespawningToPreviousCheckpoint;
NIGHTCLUB_SALE NightclubSale; // @874 as of b812g9
SCR_INT SeatingIndex;
ARENA_WAR_DATA ArenaWarData; // @883 as of b812g9
uint64_t PAD_0861[2];
SCR_INT ApartmentEnterFlags;
SCR_VEC3 AvengerMissionStartPosition;
};
static_assert(sizeof(GPBD_FM_Entry) == 892 * 8);
struct GPBD_FM
{
SCR_ARRAY Entries;
static GPBD_FM* Get();
};
static_assert(sizeof(GPBD_FM) == 28545 * 8);
Features
- Support A BE (Bypassed)
- Added Sea Models
- Added Animals - Black Panther, Lion, Cow Etc
- Updated with New Models for 1.69 DLC
- Supports Multi Character 1 and 2
Installation:
- Extract the Script to your Kiddions Scripts Location Open Kiddions Scripts Folder in Windows
- Copy the Downloaded Script to your
\Kiddions-modest-menu\scripts
- Place the Extracted Script into that Location
- Open GTA 5 and Open Menu Settings and Select Reload Scripts go to Scripts you will be able to see
"Model - Changer"
Select What Model your looking for and hit the delay to 0.2 and hit the Moddel to see the Changes
in-Â Game Picture :Â
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Credits & Thanks to : Kiddion,UC Team and BBTheBÂ
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