
Keybindings can be changed in the accompanying config.json file.
No responsibility is held or accepted for misuse.
This is for EDUCATIONAL AND EVALUATION PURPOSES ONLY. to activate an option, toggle its value or applying any changed setting. and to decrease/increase the current value. and to navigate up/down through the menu options.
Start GTA5 and wait until the game has fully loaded. This mod is completely external and doesn't use any natives whatsoever. The most notable feature would be an built-in online vehicle spawner (external), quick access to some of the Contact/Interaction Menu options and Lua scripting to access game engine global registers, script locals, stats and ped, vehicle and weapon options. But I've been mainly focusing on adding unique features that make the game play more enjoyable. I've tried to add some of the usual features that most menu's seem to have. Even though I mainly wrote it for myself, I'm guessing it should be stable and useful enough to others as well, but it's still a work in progress. There is no "Kiddion's Premium Menu" and it would never be put on eBay.Īlso, anyone on youtube claiming to be me is a scammer and "kiddion" on github is not me!!!įor a long time I've been working on this research project. I strongly encourage anyone who bought this to charge back, it will be the only way to stop this! Please note: someone seems to be selling this mod. We've also compiled a list of commonly asked questions and answers. All bans should be reported in Banned? Post here! DATA COLLECTION THREAD.Īny posts breaking these guidelines will be removed and infracted at a moderator's discretion. If you'd like more information regarding this, read this post. Don't make posts claiming this release is malware. Please use the reputation system for that instead. Don't report well known issues, which are also listed in this post. Any questions that could be resolved by reading the FAQ are not allowed. Please follow these guidelines when posting: We also congratulate Kiddion on his accomplishments, as well as the increasingly growing base that this release has obtained. Moderator note Due to an increasingly high amount of posts in the original thread, it had to be removed as a result of errors caused by an overwhelmingly high amount of data returned from the server. Please use the newest thread, linked below. This thread is archived and no changes will be made. For more information check out the documentation.Īs of January 1st 2017, ReShade is open sourced under the terms and conditions of the BSD 3-clause license! You can help development with your own contributions via the official GitHub repository.Moderator note This thread is split into three separate threads due to high traffic. ReShade 5.0 introduced a powerful add-on API that makes it possible to write add-ons for both ReShade and the games it is used with. Write your shaders just once, they'll work everywhere, regardless of your target being Direct3D or OpenGL: ReShade takes care of compiling them to the right shader model and language (HLSL, GLSL or SPIR-V). The syntax is based on HLSL, adding useful features designed for developing post-processing effects: Define and use textures right from the shader code, render to them, change renderstates, retrieve color and depth data, request custom values like timers or key states. ReShade features its very own shading language and compiler, called ReShade FX. NET Framework 4.6.2 or higher installed is required. ReShade supports all of Direct3D 9, Direct3D 10, Direct3D 11, Direct3D 12, OpenGL and Vulkan.Ī computer with Windows 7 SP1, 8.1, 10 or 11 and.