Post: GTA iv online script mods project.
04-03-2012, 11:12 PM #1
BornGodz
Do a barrel roll!
(adsbygoogle = window.adsbygoogle || []).push({}); Well, as many of you know, XBOX360 currently has Script mods online that i do believe have still not been patched (Please someone confirm), well many ask why they are not possible on PS3, well they are, it's just the lazy coders who know what they are doing don't want to "ruin" the GTA community for PS3, not considering you need a jailbroken PS3 to get them anyway. Well after awhile of exploiting/searching, I've found a script mod for XBOX that i seen working online. SCOToolBox will not open the network_startup.sco, the following error came up, "Cannot read or unknown SCO format", i managed to get it open in scodcl, since the way the codes are displayed, i defined a list of what codes from scodcl are equal to on SCOToolBox which looks like this.
[ATTACH=CONFIG]16371[/ATTACH]

So, looking into the modded XBOX network_startup.sco script, i made out this at the end of the modded script called "network_modscript.sco" where the modded script is called to come in play, it looks like this in SCOToolBox format. (1.0.4.0)

All of the below comes after the followin lines:
// In scodcl "3001"
// In SCOToolBox "3032"

Call sub_7105
CallNative DEBUG_OFF 0 0
PushD 0
CallNative WAIT 1 0
PushString "network_main"
CallNative REQUEST_SCRIPT 1 0
PushString "network_main"
CallNative HAS_SCRIPT_LOADED 1 1
IsZero
JumpFalse @10847
PushD 0
CallNative WAIT 1 0
Jump @10806
PushString "network_main"
PushS 1024
CallNative START_NEW_SCRIPT2 1
Pop
PushString "network_main"
CallNative MARK_SCRIPT_AS_NO_LONGER_NEEDED1 0 // Notice the have marked the network_main script no longer to be needed, do be aware the security check scripts are held within this compiled script.
PushString "network_modscript"
CallNative REQUEST_SCRIPT 1 0 // Then they called the modded script after they killed the network_main.sco, very smart! Yes
PushString "network_modscript"
CallNative HAS_SCRIPT_LOADED 1 1
IsZero
JumpFalse @10968
PushD 0
CallNative WAIT 1 0
Jump @10922
PushString "network_modscript"
PushS 1024
CallNative START_NEW_SCRIPT 2 1
Pop
PushString "network_modscript"
CallNative MARK_SCRIPT_AS_NO_LONGER_NEEDED 1 0
FnEnd 0 0


Ok, so after looking into some "PS3" modded scripts for GTA online, i seen that at the end of the network_startup.sco, that they have only induced the "modscript" string and not the network_main string, so it still runs and the modded compiled scripts are marked as not safe for online play.

So to sum it all up, what im saying is the script mods have not been working on PS3 cause the ignorant people who made them have no clue what there doing, i am working on fixing this and hopefully soon we will see script mods online on 1.06, but i will say if so comes through, I'm not releasing them to everyone, only trusted people, i will NOT stop until i get script mods online.
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The following 5 users say thank you to BornGodz for this useful post:

JordanCarr, coolmankiller, JonoEfthy, maps4890, slim355
04-04-2012, 06:14 AM #2
JonoEfthy
[move]^_^[b]Dubstep[/b]^_^[/move]
Originally posted by BornGodz View Post
Well, as many of you know, XBOX360 currently has Script mods online that i do believe have still not been patched (Please someone confirm), well many ask why they are not possible on PS3, well they are, it's just the lazy coders who know what they are doing don't want to "ruin" the GTA community for PS3, not considering you need a jailbroken PS3 to get them anyway. Well after awhile of exploiting/searching, I've found a script mod for XBOX that i seen working online. SCOToolBox will not open the network_startup.sco, the following error came up, "Cannot read or unknown SCO format", i managed to get it open in scodcl, since the way the codes are displayed, i defined a list of what codes from scodcl are equal to on SCOToolBox which looks like this.
[ATTACH=CONFIG]16371[/ATTACH]

So, looking into the modded XBOX network_startup.sco script, i made out this at the end of the modded script called "network_modscript.sco" where the modded script is called to come in play, it looks like this in SCOToolBox format. (1.0.4.0)

All of the below comes after the followin lines:
// In scodcl "3001"
// In SCOToolBox "3032"

Call sub_7105
CallNative DEBUG_OFF 0 0
PushD 0
CallNative WAIT 1 0
PushString "network_main"
CallNative REQUEST_SCRIPT 1 0
PushString "network_main"
CallNative HAS_SCRIPT_LOADED 1 1
IsZero
JumpFalse @10847
PushD 0
CallNative WAIT 1 0
Jump @10806
PushString "network_main"
PushS 1024
CallNative START_NEW_SCRIPT2 1
Pop
PushString "network_main"
CallNative MARK_SCRIPT_AS_NO_LONGER_NEEDED1 0 // Notice the have marked the network_main script no longer to be needed, do be aware the security check scripts are held within this compiled script.
PushString "network_modscript"
CallNative REQUEST_SCRIPT 1 0 // Then they called the modded script after they killed the network_main.sco, very smart! Yes
PushString "network_modscript"
CallNative HAS_SCRIPT_LOADED 1 1
IsZero
JumpFalse @10968
PushD 0
CallNative WAIT 1 0
Jump @10922
PushString "network_modscript"
PushS 1024
CallNative START_NEW_SCRIPT 2 1
Pop
PushString "network_modscript"
CallNative MARK_SCRIPT_AS_NO_LONGER_NEEDED 1 0
FnEnd 0 0


Ok, so after looking into some "PS3" modded scripts for GTA online, i seen that at the end of the network_startup.sco, that they have only induced the "modscript" string and not the network_main string, so it still runs and the modded compiled scripts are marked as not safe for online play.

So to sum it all up, what im saying is the script mods have not been working on PS3 cause the ignorant people who made them have no clue what there doing, i am working on fixing this and hopefully soon we will see script mods online on 1.06, but i will say if so comes through, I'm not releasing them to everyone, only trusted people, i will NOT stop until i get script mods online.

Good luck mate Smile id love to see some online ps3 mods Happy

The following user thanked JonoEfthy for this useful post:

iiReFuZee
04-04-2012, 07:08 AM #3
BornGodz
Do a barrel roll!
Thanks! I'm doing my hardest to get them to work.
04-07-2012, 02:52 AM #4
maps4890
ア丂刀 ︻デ═一
sweet. I just tested an xbox script_network.img and i only had the binds offline :/ Most of xbox binds work just like ps3.
Also as you know i'll be willing to test. it only takes 20 mins for me to transfer. :cool:
04-08-2012, 05:40 PM #5
YooYoOoN
Do a barrel roll!
Originally posted by BornGodz View Post
Well, as many of you know, XBOX360 currently has Script mods online that i do believe have still not been patched (Please someone confirm), well many ask why they are not possible on PS3, well they are, it's just the lazy coders who know what they are doing don't want to "ruin" the GTA community for PS3, not considering you need a jailbroken PS3 to get them anyway. Well after awhile of exploiting/searching, I've found a script mod for XBOX that i seen working online. SCOToolBox will not open the network_startup.sco, the following error came up, "Cannot read or unknown SCO format", i managed to get it open in scodcl, since the way the codes are displayed, i defined a list of what codes from scodcl are equal to on SCOToolBox which looks like this.
[ATTACH=CONFIG]16371[/ATTACH]

So, looking into the modded XBOX network_startup.sco script, i made out this at the end of the modded script called "network_modscript.sco" where the modded script is called to come in play, it looks like this in SCOToolBox format. (1.0.4.0)

All of the below comes after the followin lines:
// In scodcl "3001"
// In SCOToolBox "3032"

Call sub_7105
CallNative DEBUG_OFF 0 0
PushD 0
CallNative WAIT 1 0
PushString "network_main"
CallNative REQUEST_SCRIPT 1 0
PushString "network_main"
CallNative HAS_SCRIPT_LOADED 1 1
IsZero
JumpFalse @10847
PushD 0
CallNative WAIT 1 0
Jump @10806
PushString "network_main"
PushS 1024
CallNative START_NEW_SCRIPT2 1
Pop
PushString "network_main"
CallNative MARK_SCRIPT_AS_NO_LONGER_NEEDED1 0 // Notice the have marked the network_main script no longer to be needed, do be aware the security check scripts are held within this compiled script.
PushString "network_modscript"
CallNative REQUEST_SCRIPT 1 0 // Then they called the modded script after they killed the network_main.sco, very smart! Yes
PushString "network_modscript"
CallNative HAS_SCRIPT_LOADED 1 1
IsZero
JumpFalse @10968
PushD 0
CallNative WAIT 1 0
Jump @10922
PushString "network_modscript"
PushS 1024
CallNative START_NEW_SCRIPT 2 1
Pop
PushString "network_modscript"
CallNative MARK_SCRIPT_AS_NO_LONGER_NEEDED 1 0
FnEnd 0 0


Ok, so after looking into some "PS3" modded scripts for GTA online, i seen that at the end of the network_startup.sco, that they have only induced the "modscript" string and not the network_main string, so it still runs and the modded compiled scripts are marked as not safe for online play.

So to sum it all up, what im saying is the script mods have not been working on PS3 cause the ignorant people who made them have no clue what there doing, i am working on fixing this and hopefully soon we will see script mods online on 1.06, but i will say if so comes through, I'm not releasing them to everyone, only trusted people, i will NOT stop until i get script mods online.


Why not give to all.. no offense but i mean i really need mods and doing that will make you greedy Not Happy or Sad
06-07-2012, 08:37 AM #6
slim355
You talkin to me?
Thanks for sharing your research, helped me find that eureka moment Winky Winky
06-07-2012, 03:11 PM #7
Convex
Ain't No Telling
Originally posted by YooYoOoN View Post
Why not give to all.. no offense but i mean i really need mods and doing that will make you greedy Not Happy or Sad

Because people like you who was here for 2 years and only has 42 posts.

The following user thanked Convex for this useful post:

BornGodz

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