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Client Addon Packages: the future

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@aluminium wrote:

Starting at near-future FiveM releases, we will no longer support the use of citizen/common/, citizen/platform/ and addons/ for loading client modifications, mainly since certain modifications people put in here have caused desynchronization issues and crashes on unrelated clients.

Instead, we will require signed modification packages in mods/, which use a new format loosely compatible with the OpenIV .oiv assembly.xml format and the GTA V setup2/content.xml formats.

For now, see an example modification package, which can be loaded in canary builds of FiveM using +set modDevMode 1 as a launch argument to FiveM.exe after dropping it in the FiveM Application Data/mods/ directory:

sculpture_revival_decrypted.rpf (1.1 MB)

You can open it in CodeWalker or OpenIV to see the general file structure of a new modification package.

To load without development mode and be able to use your mod on public servers for release, we’ll currently have to manually sign and review your mod package (final RPF you intend on releasing); this will be automated in the future, but for now send a DM on the forums to @mod_reviewers with the package you want to be signed, and a short description; and we’ll give you a (temporary!) link to a signed mod package you can release for general use, if the mod package is confirmed to be safe/working.

Again, in the future we’re looking to streamline the ‘signing’ process, and potentially allow other kinds of client changes (or privileged server functionality) to be ‘approved’ explicitly.

Also, we might end up adding a mod package catalog or similar to the game one day - this is just a prelude to a lot of potentially cool functionality, and a way to prevent players’ games from breaking due to unrelated client modifications.

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