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Rockstar

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Everything posted by Rockstar

  1. In the grand, chaotic family of Grand Theft Auto games, GTA 4 is the black sheep. It's the serious, brooding cousin who shows up to the wild GTA 5 party in a drab brown jacket, mutters about the harsh realities of life, and then asks you to go bowling. For years, the game has been half-jokingly defined by its most annoying mechanic, but to only remember the phone calls from Roman is to do a massive disservice to what GTA 4 truly was: Rockstar's first, and arguably only, attempt at a mature, gritty tragedy. After the cartoonish, over-the-top sandbox of San Andreas—a game where you could get buff, become a rap mogul, and steal a jetpack from Area 51—GTA 4 was a system shock. When the first trailers dropped, we weren't greeted by colorful gangs and sun-drenched beaches. We got a bleak, desaturated, and oppressive Liberty City, a world that felt cold, damp, and indifferent. And it was a work of genius. The Anti-Power Fantasy The core legacy of GTA 4 is its "grit-over-glamour" approach. Unlike Tommy Vercetti, CJ, or the trio from GTA 5, Niko Bellic wasn't on a quest for fame or a criminal empire. He was an immigrant, a war veteran haunted by his past, who came to America on the false promises of his cousin. He wasn't trying to build an empire; he was trying to survive. Niko is arguably the most complex protagonist in the series. He's a man burdened by trauma, guilt, and a past he cannot escape. He doesn't want to be a killer. He's dragged, time and time again, into a cycle of violence. The "American Dream" is dangled in front of him as a cruel joke, and no matter which ending you get, the story concludes with loss and the stark reminder that his fate was sealed before he ever stepped off the boat. A World with "Weight" Rockstar didn't just tell this story through cutscenes; they wove it into the very fabric of the gameplay. This was the debut of the RAGE engine, featuring the revolutionary "Euphoria" physics system. For the first time, "weight" was a real mechanic. Cars weren't just fast bricks; they were heavy, suspension-wobbling beasts that were genuinely difficult to drive. Gunfights weren't a power fantasy; they were desperate and clumsy. Niko didn't just "die" and ragdoll—he would stumble, get clipped by a car and roll over the hood, or trip over a curb. This "heaviness" was a deliberate choice. It mirrored the thematic weight of Niko's story. Life in this Liberty City was hard, and the game made you feel that in your hands. The Legacy of Liberty City While GTA 5 returned to the sunny, satirical, and fun-focused world of Los Santos, it would be a mistake to think GTA 4 was a failed experiment. In reality, it was the necessary bridge to get there. GTA 4 was the "thinking man's" GTA. It's the game that proved a sandbox of chaos could also deliver a powerful, character-driven narrative. You can draw a straight line from the mature storytelling of GTA 4 to the masterpiece of Red Dead Redemption that followed it. So yes, the bowling was annoying. The color palette was gray. The driving was like steering a boat on ice. But all of it served the story. GTA 4 wasn't about the glamour of being a criminal; it was about the grit of being a human. And that is why, all these years later, it remains one of the most important and unforgettable games ever made.
  2. Following Rockstar's recent official tease of a "new extravagant era in Los Santos luxury real estate," the GTA Online community is buzzing with speculation. That new contact, "Raf," is set to introduce a new business next week, and the entire player base is hoping for one thing: Mansions. While the official details are still under wraps, the community has been piecing together its "dream update" for years. A detailed concept lays out what this massive, endgame "Mansions DLC" (which would likely arrive as Patch 1.72) could look like. Here’s a breakdown of the features players are hoping to see. The New Property: Buyable MansionsThis is the core of the dream update. After Penthouses, Yachts, and sprawling business properties, the final frontier of LosSANTOS luxury is owning a mansion in the Vinewood Hills or Rockford Hills. Players envision being able to purchase a variety of unique, high-end estates, each with its own gate, grounds, and a brand-new, fully customizable 10-car garage. This would be the ultimate status symbol for veteran players who have earned billions. Deep Customization: The Real Money SinkSimply owning a mansion isn't enough. The community's biggest wish is for deep, end-game customization that would make each property unique. Based on features from past updates, this could include: Interior Decor: Choosing from various themes, art, and furniture, just like the Diamond Casino Penthouse but on a much grander scale. Exterior & Grounds: Customizing your pool area, adding a tennis court, or changing the exterior lighting. Hiring Staff: A new "Mansion Management" system that would allow you to hire permanent staff, such as armed guards for protection, a butler, or groundskeepers. New Missions and VehiclesA new property type always comes with new gameplay. This update would almost certainly introduce a new contact—likely the "Raf" who was just teased—who would run a high-end, luxury-focused business out of your mansion. Missions would likely move away from the usual street-level crime and focus on "white-collar" heists, such as: Protecting high-profile celebrities or politicians. Stealing priceless art and exotic cars. Sabotaging rival luxury businesses. And, of course, no luxury update is complete without new vehicles. Fans are expecting a fleet of new high-end supercars and opulent sedans from classic in-game brands like Enus, Grotti, Pegassi, and Overflod. Will It Be This Big?While this is the community's "perfect scenario," we have to wait for Rockstar's official word. The update coming next week could be this massive new business, or it could be a simpler expansion of high-end apartment interiors. Either way, "luxury real estate" is coming, and players are ready to spend their hard-earned cash to finally live like a true Vinewood kingpin.
  3. Grand Theft Auto: San Andreas is a colossal game. A casual playthrough can take 30-40 hours, and a 100% run can easily top 100 hours. So, how is it possible that speedrunners can see the credit roll in under 15 minutes? The answer isn't just "playing fast." It's about fundamentally breaking the game's code from the inside. This guide will explain the "how" behind one of the most famous and technically mind-blowing speedruns in gaming history. The Goal: "Any%" First, it's important to understand the "Any%" category. This doesn't mean completing 100% of the game. It means doing whatever it takes to trigger the end credits as fast as possible, using any glitches, skips, or exploits available. You don't need to unlock all three islands. You don't need to do the pilot school. You just need to start the game and, through a technical miracle, start and finish the final mission. The Glitch: Arbitrary Code Execution (ACE) This entire speedrun hinges on one massive, game-breaking exploit: Arbitrary Code Execution, or "ACE." In simple terms, ACE is a way for the player to "write" their own new code into the game's memory and then trick the game into running it. It's essentially hacking the game live, using only in-game actions. The goal of this "new code" is simple: to force the game to start the final mission, "End of the Line." How the 15-Minute Run Works: A Simplified Breakdown While the exact inputs are pixel-perfect and require hundreds of hours of practice, the theory behind the run can be broken down into a few key phases. Phase 1: The Setup (The First 10 Minutes) The run starts like any normal game. The player completes the opening "Big Smoke" mission and makes their way to the next mission, "Ryder." This mission is used because it's the first one that gives the player the freedom needed to perform the glitch. During the "Ryder" mission, the player must perform a specific, complex series of actions to destabilize the game. Phase 2: "Writing" the Code (The Glitch) This is where the magic happens. The player has to "write" a line of code into the game's memory. This isn't done by typing, but by performing a long, precise sequence of in-game actions. Triggering a Glitch: The runner will first trigger a side mission (like the Vigilante missions) at the exact same frame they start a cutscene in the "Ryder" mission. This confuses the game and puts it into a "glitched" state. The "Payload": The player then performs a long, precise "dance" of inputs. This often involves: Getting on a specific bike. Aiming a weapon in a specific direction. Navigating the pause menu in a very specific order. Looking left and right at exact times. Every single one of these actions (aiming, opening the menu, etc.) writes a specific value into a specific part of the game's memory. When done in the correct sequence, these values come together to form a single, new command: "Load Mission: End of the Line." This sequence is incredibly fragile. A single wrong button press, a millisecond of lag, or an NPC bumping into the player will ruin the run, and they must restart the entire game. Phase 3: The "Warp" (Minute 12) If the player performs the entire 8-10 minute setup perfectly, the game suddenly hangs for a second. The screen fades to black. When the screen fades back in, CJ is no longer in Grove Street at the start of the game. He is now in front of Big Smoke's crack palace, in the middle of the game's final, climactic mission, "End of the Line." The entire 30+ hours of story, missions, and map unlocks have been bypassed. Phase 4: The Finale (The Last 3 Minutes) From here, there's no more glitching. The player simply has to play the final mission. They must fight their way through the crack palace, save Sweet, and chase down Tenpenny in the firetruck. As soon as Tenpenny's truck flies off the bridge and the final cutscene ends, the credits roll. The timer stops, and a 100-hour game has been conquered in under 15 minutes. It's not a run that tests a player's driving or shooting skills, but one that tests their absolute precision and deep, technical knowledge of the game's inner workings. It remains one of the most broken and awe-inspiring speedruns ever discovered.
  4. Rockstar posted a file in Scripts
    • 5 downloads
    • Version 3.3.7
    Rainbomizer is a set of mods for Grand Theft Auto games that randomize major aspects of the game. Lists of things randomized include the missions, the traffic, voice lines, cutscenes among other things! It randomizes major aspects of the game, allowing for a fun and challenging playthrough of the game. The mod is open source and can be modified under the terms of the GNU General Public License (v3 or later). The source code for it can be found on GitHub List of randomizers - Traffic Randomizer: Randomizes cars that spawn in traffic. - Mission Vehicle Randomizer: Randomizes vehicles you are given in missions, making sure that the vehicle you're given is usable for that mission. - Colour Randomizer: Randomizes colours of various in-game elements, including cars, the HUD, and more. - Mission Randomizer: Randomizes order of missions in-game. Upon completion of a mission, the game progresses as if you completed the original mission. - Weapon Randomizer: Randomizes weapons given to the enemies. - Sounds Randomizer: Randomizes dialogue and sound effects played in-game. - Cutscene Randomizer: Randomizes models used in motion-captured cutscenes. - Ped Randomizer: Randomizes all ambient, mission, and cutscene peds. - Player Randomizer: Randomizes the player model into a different ped model. - Player Special Ability Randomizer: With Player Randomizer enabled, this feature randomizes the player's special ability. - Timecycle and Weather Randomizer: Randomizes the look of the game by randomizing weather elements and sky colour. - Handling Randomizer: Randomizes the handling of all vehicles. - Weapon Stats Randomizer: Randomizes weapon stats such as fire rate, range, etc. of all weapons. - Dispatch Randomizer: Randomizes all dispatched police cars, ambulances, helicopters, and boats. Installation Ensure ScriptHook is installed Extract the archive to the GTA V installation directory You may additionally configure the mod in config.toml in the "rainbomizer" directory. Note that the modification is designed to be played with a vanilla installation of the game and as such will not work when combined with other mods that significantly change the gameplay. To keep up to date about the mod and to report issues/crashes, consider joining the Rainbomizer Discord server. Changelog ------ v3.3.7 Add support for GTA 5 1.0.3411.0 v3.3.6 Add support for GTA 5 1.0.3258.0 Fix cutscene props randomizer for later versions of the game v3.3.5 Add support for GTA 5 b2944 v3.3.4 - Fix the game being unable to start with Rainbomizer v3.3.3 on some installations due to missing directory permissions. v3.3.3 Added support for GTA V b2802 v3.3.2 Added option to disable MissionRandomizer to the default config. Added option to play a specific mission order with Mission Randomizer (check config.toml mission randomizer section for more info). Stability improvements. v3.3.1 Fixed Clothes Randomizer crash in GTA 5 b2699. Fixed broken helicopter spawns in Script Vehicle Randomizer. v3.3 Adjusted Respawn Coordinates to be closer to roads. Fixed crash on loading screens in GTA 5 b2628 v3.2 Added ability to edit full-face-masks and parachute percentage for Clothes Randomizer Added ability to set percentage odds of the Clothes being randomized on spawn Fixed NSFW Peds List not being used for cutscene peds Added option to disable NSFW clothes for Clothes Randomizer Fixed crashes in GTA 5 b2612 v3.0 and v3.1 Added Vehicle Appearance Randomizer which randomizes colours, modifications and upgrades of all spawned vehicles. Added License Plates Randomizer which replaces license plates of vehicles with custom plates. Added Clothes Randomizer which randomizes clothes of players and peds. Added Car Generator Randomizer which randomizes parked vehicles around the map. Added a new Voice Line Randomizer state which only randomizes voice lines of a speaker to other voice lines of the same speaker. Updated Weapon and Cutscene Models to include models added in the latest Contract DLC update. Population vehicle sets are now randomized, increasing vehicle variety in traffic. Added a config option to force a certain vehicle to always be spawned in place of mission vehicles. Moved Vehicle Colour Randomizer to Vehicle Appearance Randomizer Renamed Colour Randomizer to HUD Colour Randomizer. (Note: This change breaks existing config files) Fixed errors caused by a file-descriptor leak in Weather Randomizer code causing crashes after a really long play session. Fixed weird helicopter physics on Sidetracked and the helicopter sometimes exploding on dropping the freight train on the trailer. Fixed an issue where the player wouldn't be able to exit the vehicle during the second mission. Fixed a crash caused by invalid weapon models in Weapon Stats Randomizer Fixed a crash caused by delayed weapon physics loading by the engine caused by Weapon Stats Randomizer v2.1 Improved Voice Line Randomizer randomization method Support for GTA 5 v1.0.2545.0 Fixed some config options not taking effect in-game Fixed Prologue disabling player special abilities Colours, weather and lights now re-randomize on player switch to allow these components to randomize more often. v2.0 New Randomizers A Lights Randomizer which randomizes the colours of all the lights in the game to random colours. A Respawn Randomizer which randomizes where you respawn from a list of over 300 respawn locations across the map. An experimental Switch Scene Randomizer which randomizes the scenes played on switching to a different character. Changes to Timecycle Randomizer Timecycle Randomizer has been toned-down to reduce the amount of extreme timecycles. Timecycle Randomizer can now randomize between existing timecycles instead of creating new timecycles (Random Timesamples) Timecycle Randomizer now has a chance to enable snowy LS a certain percent of the time Odds for Lightning and Rain have been reduced for Timecycle Randomizer Odds for Random Timecycle and Timesamples can now be configured in the config. Timecycle Randomizer now uses the config table TimecycleRandomizer instead of WeatherRandomizer. Other New Features The odds for Random Fail Messages can now be configured in the config file. (ScaleformRandomizer.FailMessageOdds) Randomization for Weapons and Peds spawned by other mods can be disabled using the RandomizeMods option in the config file Improvements Log Files for debugging crashes are now created in Temporary Files if they can't be created in the rainbomizer directory. Menyoo's "DeathModelReset" option will be turned off by Rainbomizer to fix incompatibility with Player Randomizer. Mission Randomizer Fixes Paleto Score Setup softlock on heist board scene has been fixed. Fixed softlock on Ending C - Part 1 replaced with some missions when Mission Randomizer was enabled. Missions that replace Finale - Intro will no longer infinite load on failing. Script Vehicle Randomizer Fixes Shift Work will no longer infinite load on failing Pilot School - Helicopter Challenge final checkpoint can now be triggered with more helicopters. Seashark Races will now give you an appropriate vehicle Carbine Rifles will no longer spawn 2-seater vehicles, fixing a softlock in the mission. Triathlons will no longer crash with Script Vehicle Randomizer Triathlons will no longer instantly fail during the bike section "Exercising Demons - Franklin" will no longer softlock because of the game forcing you to exit the vehicle you're supposed to enter. Paparazzo patterns have been adjusted to reduce number of fails Weapon and Ped Randomizer Fixes Fixed stuck scripted sequence in The Bureau Raid - Roof approach Fixed RandomizePlayer option not affecting players in cutscenes
    Free
  5. V Rainbomizer Rainbomizer is a set of mods for Grand Theft Auto games that randomize major aspects of the game. Lists of things randomized include the missions, the traffic, voice lines, cutscenes among other things! It randomizes major aspects of the game, allowing for a fun and challenging playthrough of the game. The mod is open source and can be modified under the terms of the GNU General Public License (v3 or later). The source code for it can be found on GitHub List of randomizers - Traffic Randomizer: Randomizes cars that spawn in traffic. - Mission Vehicle Randomizer: Randomizes vehicles you are given in missions, making sure that the vehicle you're given is usable for that mission. - Colour Randomizer: Randomizes colours of various in-game elements, including cars, the HUD, and more. - Mission Randomizer: Randomizes order of missions in-game. Upon completion of a mission, the game progresses as if you completed the original mission. - Weapon Randomizer: Randomizes weapons given to the enemies. - Sounds Randomizer: Randomizes dialogue and sound effects played in-game. - Cutscene Randomizer: Randomizes models used in motion-captured cutscenes. - Ped Randomizer: Randomizes all ambient, mission, and cutscene peds. - Player Randomizer: Randomizes the player model into a different ped model. - Player Special Ability Randomizer: With Player Randomizer enabled, this feature randomizes the player's special ability. - Timecycle and Weather Randomizer: Randomizes the look of the game by randomizing weather elements and sky colour. - Handling Randomizer: Randomizes the handling of all vehicles. - Weapon Stats Randomizer: Randomizes weapon stats such as fire rate, range, etc. of all weapons. - Dispatch Randomizer: Randomizes all dispatched police cars, ambulances, helicopters, and boats. Installation Ensure ScriptHook is installed Extract the archive to the GTA V installation directory You may additionally configure the mod in config.toml in the "rainbomizer" directory. Note that the modification is designed to be played with a vanilla installation of the game and as such will not work when combined with other mods that significantly change the gameplay. To keep up to date about the mod and to report issues/crashes, consider joining the Rainbomizer Discord server. Changelog ------ v3.3.7 Add support for GTA 5 1.0.3411.0 v3.3.6 Add support for GTA 5 1.0.3258.0 Fix cutscene props randomizer for later versions of the game v3.3.5 Add support for GTA 5 b2944 v3.3.4 - Fix the game being unable to start with Rainbomizer v3.3.3 on some installations due to missing directory permissions. v3.3.3 Added support for GTA V b2802 v3.3.2 Added option to disable MissionRandomizer to the default config. Added option to play a specific mission order with Mission Randomizer (check config.toml mission randomizer section for more info). Stability improvements. v3.3.1 Fixed Clothes Randomizer crash in GTA 5 b2699. Fixed broken helicopter spawns in Script Vehicle Randomizer. v3.3 Adjusted Respawn Coordinates to be closer to roads. Fixed crash on loading screens in GTA 5 b2628 v3.2 Added ability to edit full-face-masks and parachute percentage for Clothes Randomizer Added ability to set percentage odds of the Clothes being randomized on spawn Fixed NSFW Peds List not being used for cutscene peds Added option to disable NSFW clothes for Clothes Randomizer Fixed crashes in GTA 5 b2612 v3.0 and v3.1 Added Vehicle Appearance Randomizer which randomizes colours, modifications and upgrades of all spawned vehicles. Added License Plates Randomizer which replaces license plates of vehicles with custom plates. Added Clothes Randomizer which randomizes clothes of players and peds. Added Car Generator Randomizer which randomizes parked vehicles around the map. Added a new Voice Line Randomizer state which only randomizes voice lines of a speaker to other voice lines of the same speaker. Updated Weapon and Cutscene Models to include models added in the latest Contract DLC update. Population vehicle sets are now randomized, increasing vehicle variety in traffic. Added a config option to force a certain vehicle to always be spawned in place of mission vehicles. Moved Vehicle Colour Randomizer to Vehicle Appearance Randomizer Renamed Colour Randomizer to HUD Colour Randomizer. (Note: This change breaks existing config files) Fixed errors caused by a file-descriptor leak in Weather Randomizer code causing crashes after a really long play session. Fixed weird helicopter physics on Sidetracked and the helicopter sometimes exploding on dropping the freight train on the trailer. Fixed an issue where the player wouldn't be able to exit the vehicle during the second mission. Fixed a crash caused by invalid weapon models in Weapon Stats Randomizer Fixed a crash caused by delayed weapon physics loading by the engine caused by Weapon Stats Randomizer v2.1 Improved Voice Line Randomizer randomization method Support for GTA 5 v1.0.2545.0 Fixed some config options not taking effect in-game Fixed Prologue disabling player special abilities Colours, weather and lights now re-randomize on player switch to allow these components to randomize more often. v2.0 New Randomizers A Lights Randomizer which randomizes the colours of all the lights in the game to random colours. A Respawn Randomizer which randomizes where you respawn from a list of over 300 respawn locations across the map. An experimental Switch Scene Randomizer which randomizes the scenes played on switching to a different character. Changes to Timecycle Randomizer Timecycle Randomizer has been toned-down to reduce the amount of extreme timecycles. Timecycle Randomizer can now randomize between existing timecycles instead of creating new timecycles (Random Timesamples) Timecycle Randomizer now has a chance to enable snowy LS a certain percent of the time Odds for Lightning and Rain have been reduced for Timecycle Randomizer Odds for Random Timecycle and Timesamples can now be configured in the config. Timecycle Randomizer now uses the config table TimecycleRandomizer instead of WeatherRandomizer. Other New Features The odds for Random Fail Messages can now be configured in the config file. (ScaleformRandomizer.FailMessageOdds) Randomization for Weapons and Peds spawned by other mods can be disabled using the RandomizeMods option in the config file Improvements Log Files for debugging crashes are now created in Temporary Files if they can't be created in the rainbomizer directory. Menyoo's "DeathModelReset" option will be turned off by Rainbomizer to fix incompatibility with Player Randomizer. Mission Randomizer Fixes Paleto Score Setup softlock on heist board scene has been fixed. Fixed softlock on Ending C - Part 1 replaced with some missions when Mission Randomizer was enabled. Missions that replace Finale - Intro will no longer infinite load on failing. Script Vehicle Randomizer Fixes Shift Work will no longer infinite load on failing Pilot School - Helicopter Challenge final checkpoint can now be triggered with more helicopters. Seashark Races will now give you an appropriate vehicle Carbine Rifles will no longer spawn 2-seater vehicles, fixing a softlock in the mission. Triathlons will no longer crash with Script Vehicle Randomizer Triathlons will no longer instantly fail during the bike section "Exercising Demons - Franklin" will no longer softlock because of the game forcing you to exit the vehicle you're supposed to enter. Paparazzo patterns have been adjusted to reduce number of fails Weapon and Ped Randomizer Fixes Fixed stuck scripted sequence in The Bureau Raid - Roof approach Fixed RandomizePlayer option not affecting players in cutscenes File Information Submitter Rockstar Submitted 11/08/2025 Category Scripts View File
  6. I see. Hey what would you like to see from the site? What forums, downloads, guides? etc. Also, how did you find out about us? And if you know anyone else that would like to join our community I would really appreciate it.
  7. Just days after Rockstar Games announced the disappointing delay of Grand Theft Auto 6 into late 2026, there's a silver lining for PlayStation fans. According to a new, reliable report, Grand Theft Auto V and GTA Online are set to make their return to the PlayStation Plus Game Catalog this month. This news comes from the well-known and highly accurate leaker "billbil-kun" of Dealabs, who has a near-perfect track record for revealing PS Plus lineups ahead of their official announcement. Here’s what you need to know: When is GTA V Coming to PS Plus?Availability Date: Grand Theft Auto V is reportedly scheduled to join the service on Tuesday, November 18, 2025. Official Announcement: Sony is expected to officially confirm this as part of its full Game Catalog reveal on Wednesday, November 12, 2025. Which PS Plus Tiers Get GTA V?This will NOT be part of the "Essential" monthly games. You will need a subscription to either PlayStation Plus Extra or PlayStation Plus Premium to download and play the game. This will include the full Grand Theft Auto V story mode and access to Grand Theft Auto Online, available for both the PlayStation 4 and PlayStation 5 versions of the game. A Consolation for the GTA 6 Delay?The timing of this move is impossible to ignore. It comes less than a week after Rockstar confirmed GTA 6 was being pushed back to November 19, 2026. This isn't the first time GTA V has been on the service—it was previously available in December 2023 and again in November 2024—but its return now feels like a calculated move. With a full year to wait for the next installment, adding the 220-million-selling blockbuster back to the service is the perfect way for Sony and Rockstar to keep players engaged in the GTA universe. If previous appearances are any indication, GTA V will likely remain in the PS Plus Game Catalog for around six months before being rotated out again. For anyone who hasn't yet upgraded to the PS5 version, or for new players who want to see what all the fuss is about, this is the perfect time to jump into Los Santos.
  8. A new, high-end store for premium GTA V and FiveM mods has just been launched, and it's from one of the most respected names in the modding community. "Razed Mods," a new online storefront, was just unveiled by Razed, the renowned creator behind the legendary NaturalVision graphical overhaul mods. This new platform aims to be a one-stop-shop for premium, high-quality assets for both single-player GTA V and FiveM servers. For years, Razed's work has been at the forefront of pushing GTA V's visual boundaries, and this new store formalizes the process, moving from traditional donation-based support to a full-fledged subscription service. What's On the Razed Mods Store? The store is launching with a curated list of Razed's most popular mods, as well as new and upcoming projects. The mods are split into two categories: Graphics Mods: NaturalVision Evolved (NVE): The complete, next-generation graphical overhaul that has become the gold standard for GTA V mods. SILENT FOG: A graphics pack for FiveM servers that introduces dynamic and atmospheric fog effects. Asset Packs: Parallax Roads Overhaul: A massive texture pack that replaces all roads and pavements with high-resolution, 3D-like parallax textures. Vehicle Engine Audio Overhaul: A pack that replaces and enhances the engine sounds for numerous vehicles in the game. Little Broker Map: A new, custom map asset for FiveM. How Does It Work?Unlike downloading a simple free mod, the Razed Mods store operates on a subscription model, which is common for high-level FiveM assets. According to the site, subscribing gives you instant access to the mods and, crucially, includes all future content and compatibility updates. The store itself is run through Tebex, the official monetization platform for FiveM, and uses Cfx.re (the team behind FiveM, now owned by Rockstar) encryption for security. A New Era for GTA Modding?The launch of a high-profile, paid mod store like this is significant, especially given Rockstar Games' new relationship with the modding community. After Rockstar officially acquired Cfx.re in 2023, the days of battling modders seem to be over. This new store, operating with official FiveM and Tebex integration, signals a major shift toward a more formalized and commercial ecosystem for GTA modding, similar to what's seen in games like Minecraft. While "paid mods" has been a controversial topic in the past, this subscription-based model for premium assets and continuous updates appears to be the new normal for the dedicated FiveM and GTA RP communities.
  9. The "Money Fronts" update added several new businesses and side hustles to Los Santos, including a new freemode job delivering... questionable... medical supplies. This job, "QuickiePharm Deliveries," is a great way to earn some quick cash and unlock a trade price on a new vehicle. Unlike other businesses, you don't need to buy a property. Here’s a simple guide on how to get started. How to Start the QuickiePharm Missions You don't need to buy a building or make an initial call. The process is much simpler and is open to all players. Wait for the Text: While playing in a GTA Online freemode session, you will eventually receive a text message from QuickiePharm. The text advertises a job for "high-pressure employment" for the "opioid-addicted Vinewood elite." Find the Icon: After you receive this text, a new medical icon (a cross) will permanently appear on your map. Go to the Location: The QuickiePharm depot is located in Burton, just a street away from the popular Los Santos Customs (the one near the Eclipse Towers). Start the Job: When you arrive, walk up to the marked door under the "QuickiePharm" logo. You will see a prompt on your screen (e.g., "Press Right on the D-Pad") to begin delivering medical supplies. That's it! There is no up-front cost, and you can start the mission whenever you're in freemode. How the Missions Work Once you start the job, you'll be put in a special, QuickiePharm-branded Übermacht Sentinel GTS. The Goal: Your objective is to complete a sequence of six deliveries to different drop-off locations. The Timer: This is a time-trial mission. You'll be given a timer for the first drop-off, and completing it will add more time to your clock for the next one. Fragile Cargo: A "Supplies" meter will appear on your screen. Your cargo is fragile, and driving recklessly or getting in major crashes will damage the supplies, reducing your final payout. You can choose to quit at any time, but completing all six deliveries in one run is required to get the best rewards. Payouts and Bonus Rewards This isn't a get-rich-quick scheme, but it offers some fantastic, exclusive rewards. Cash: A full run of all six deliveries will net you approximately $30,000 - $35,000. Trade Price (Main Reward): Successfully completing the full six-delivery run once will unlock the Trade Price for the Übermacht Sentinel GTS. This drops the price from $2,172,000 to $1,629,000. Exclusive Livery: Successfully completing the full six-delivery run five times will unlock the exclusive QuickiePharm Livery for your own personal Übermacht Sentinel GTS. This makes the job a perfect filler activity. You can run a delivery while you wait for your other business cooldowns, and you'll be working your way toward a valuable car discount and a rare livery.
  10. Just thought I would kick off the first topic for this club. I remember getting my PS2 in 2000 and being ecstatic for the DualShock 2 and "pressure sensitive" buttons. This was mind blowing for the time. Then GTA 3 came out a year later in 2001 and boy did it blow my mind. The real time weather effects, the rain, the 5 star wanted level. I played this game so much I can't tell you how many times I tried to fly the dodo across the ocean, or get a 5 star wanted level to hijack the tank and rampage around the city. By the time Vice City came out I was a little jaded by GTA and admittedly did not play it as much as GTA 3. This is the game that got me hooked for sure.

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