Lab 0: Workshop setup
This is the setup check before you start building your own mod. You do not design gameplay yet. You compile the supplied diagnostic example, check that it runs, remove it temporarily and restore it. The outcome is a loading chain you can troubleshoot before writing your own script.
The architecture of responsibilities
A scalable mod avoids piling all its logic into a single monolithic block. The architecture grows step by step, with each component owning a single responsibility.
Before writing any gameplay code, this preparatory step isolates environment verification: validating the native hook, the runtime bridge, and dynamic DLL loading. Having a reliable environment from the start prevents confusing a setup failure with a design bug.
The mission
Validate your complete modding pipeline by proving three distinct layers:
- Confirm the native engine hook is responsive inside the game.
- Confirm the ScriptHookVDotNet bridge receives reload inputs.
- Build the diagnostic example, put its DLL in
Grand Theft Auto V/scripts, check it in Story Mode, remove it temporarily, then restore it.
Validation checklist
Your workshop is validated when:
- Pressing
F4: The optional Native Trainer menu opens in Story Mode (native hook proven). - Using the configured ScriptHookVDotNet reload key (normally
Insert): the bridge responds. - With DLL in
scripts/: Diagnostic subtitle appears every few seconds, and log entries write top0_diagnostic.log. - Removing DLL and pressing
Insert: The script ceases execution without freezing the game or killing the bridge. - Restoring DLL and pressing
Insert: The script resumes smoothly on demand.
Example code
The example contains the C# source and build steps. Use it to produce the diagnostic DLL; this lab checks the environment, not your ability to write gameplay code.