Working Character Switch for Legacy & Enhanced [ WIP | .NET ] 7.0 Early Access
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16
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Luns 4 de Maio de 2026
Note:
- My original v7.0 version is not finished, so if anyone wanna try early, go ahead on Early Access one.
- If you wanna support build, maybe you can track down issues or bugs for me. I will look into them. Just let me know.
- Since Archive only contain dll files, you must run the game at least once to auto-generate contents. Must have ParseModifier to auto-generate, if not the game or mod wont crash, but will only use default declared inside dll files. This plugin after then will override defaults for you.
Features [v7.0 Early Access]
- Components include: Alloc8orStandardNatives 3717.0.1013.17 (64-bit Natives for .NET), CharacterProfiles 1.0.0.0 (Character Profiles), CharacterSwitchCore 1.0.0.0 (Core of Switch Scene Operations), ParseModifier 3.0.0.0 (Addon JSON Configuration Parser), WorkingCompanionOperations 1.0.0.0 (Working NPC Operations) & WorkingCharacterSwitch 7.0.0.0 (Working Character Switch)
Switch Scenes
- World's first complete basic switch scene mod. For developers, you can use CharacterSwitchCore as library to refer on coding.
Companion Operations
- Added driver anchor, which you can now have your companion sit on passenger seats forever. Although there still has exceptions, like helicopter land, happens while firing, etc. This ped is invisible, invincible and cannot be killed. If you force to, companion will immediately leave vehicle when on attack as soon as driver died. This driver anchor deleted when you switch to companion or companion leave the vehicle.
- Companion can now manage on 1-seat only vehicles (currently test on ground one), example: Anti-Aircraft Trailer. No need anymore of dragging. Or Mobile Operations Center, since the driver (labeled) is a companion from profiled characters, you can have up to 3 seats as game declared for. They can shoot even the trailer is standing still.
Requires [v7.0 Early Access]:
- Newtonsoft Json (mandatory only if you use with ParseModifier plugin, included on archive)
- Script Hook V
- Script Hook V .NET Enhanced
Installation instructions:
Paste content to Grand Theft Auto V (Enhanced)/scripts.
Hotkeys (Keyboard - Despite I bought controller but not tested on it yet, maybe you can assist me on this as well)
int: 1-8
- T and int: Switch to character profiles. Use the same slot again to switch back to original character.
- Y and int: Toggle companion on/off.
- U and int: Teleport to close destination or vehicle seats if you are inside an addition-seat-ready vehicle.
- I and int: Ask your companion to return to your close destination, fly back to you if on helicopters.
Version history
v7.0 Early Access - First Mod Overhaul
Switch Scenes
- Added warp camera on switch scene, which is as close as the game does with switch wheel. No more static switch which is just effect and a static soul-steal.
- Switch Scene no longer warp position, foresee character like before, no more based on delayed timing.
- Switch Scene moved from local declarations to native's work, which will automatically detect best option to switch.
Companion Operations
- Companions no longer bounded to just 7 bodyguards like traditionals. If is not 8 at the moment, you can scale up as much as you like. Working on it soon.
- Added Database which will update status.
- Since companions no longer bounded on traditional bodyguard system, you can see them press forward, never stop attacking enemies. While declared your companions allies, they can also assist each other.
Character Profile
- Can now store vehicles, spawn as personal or random.
- Can now store weapons, reload each time character is spawned on the map, either switch to or teleport.
- Added savegame sync, Character database will be saved everytime you:
1. Use auto-save or 15-slot save-game.
2. Delete character with modified changes.
3. Character died (prevent have a new startup on switch or teleport with nothing saved).
v6.0
- Characters can now jack your every vehicle, including shuffling from passenger seats, can be chosen between 0 (direct approach), 1 is passenger shuffle one and 2 is random.
- Added hostile temporary mode to add jacking stuff. You can cancel hostility with bodyguard assignment but for a few time delay.
v5.0
- Added Driving Style [Working on Progress]
- Bodyguards can now attack enemies for you on independent helicopters. While not attacking, they will be above your head.
- Bodyguard relations are now provided with 4 options (on/half/quarter/off) instead of 2.
v4.0
- Added Controller support [WIP]
- Added Vehicle Seat Teleport, use on non-interactable seat.
- Bodyguards can now follow you on independent vehicle.
- Teleport to player's destination will also bring their vehicles with, and they will get out of vehicle as soon as they are.
v2.9
- Fixed most of known critical syntaxes.
- Added discrete relationships between original ped and profiled peds. You must re-assign bodyguard as at least one profiled ped to make the other profiled friendlies shooting for you. If you wanna know how to work properly, then relationship is a matrix which relationship you are.
v2.0
- Added scaled character profile (up to 8), can now be modded at ini file.
- Added random location startup, can also be modded at json file.
v1.0
- Initial Release.
- Remember to dismiss bodyguard if switching via wheelbar.
First Uploaded: Mércores 11 de Febreiro de 2026
Last Updated: Luns 4 de Maio de 2026
Last Downloaded: 4 horas
All Versions
61 Comments
Note:
- My original v7.0 version is not finished, so if anyone wanna try early, go ahead on Early Access one.
- If you wanna support build, maybe you can track down issues or bugs for me. I will look into them. Just let me know.
- Since Archive only contain dll files, you must run the game at least once to auto-generate contents. Must have ParseModifier to auto-generate, if not the game or mod wont crash, but will only use default declared inside dll files. This plugin after then will override defaults for you.
Features [v7.0 Early Access]
- Components include: Alloc8orStandardNatives 3717.0.1013.17 (64-bit Natives for .NET), CharacterProfiles 1.0.0.0 (Character Profiles), CharacterSwitchCore 1.0.0.0 (Core of Switch Scene Operations), ParseModifier 3.0.0.0 (Addon JSON Configuration Parser), WorkingCompanionOperations 1.0.0.0 (Working NPC Operations) & WorkingCharacterSwitch 7.0.0.0 (Working Character Switch)
Switch Scenes
- World's first complete basic switch scene mod. For developers, you can use CharacterSwitchCore as library to refer on coding.
Companion Operations
- Added driver anchor, which you can now have your companion sit on passenger seats forever. Although there still has exceptions, like helicopter land, happens while firing, etc. This ped is invisible, invincible and cannot be killed. If you force to, companion will immediately leave vehicle when on attack as soon as driver died. This driver anchor deleted when you switch to companion or companion leave the vehicle.
- Companion can now manage on 1-seat only vehicles (currently test on ground one), example: Anti-Aircraft Trailer. No need anymore of dragging. Or Mobile Operations Center, since the driver (labeled) is a companion from profiled characters, you can have up to 3 seats as game declared for. They can shoot even the trailer is standing still.
Requires [v7.0 Early Access]:
- Newtonsoft Json (mandatory only if you use with ParseModifier plugin, included on archive)
- Script Hook V
- Script Hook V .NET Enhanced
Installation instructions:
Paste content to Grand Theft Auto V (Enhanced)/scripts.
Hotkeys (Keyboard - Despite I bought controller but not tested on it yet, maybe you can assist me on this as well)
int: 1-8
- T and int: Switch to character profiles. Use the same slot again to switch back to original character.
- Y and int: Toggle companion on/off.
- U and int: Teleport to close destination or vehicle seats if you are inside an addition-seat-ready vehicle.
- I and int: Ask your companion to return to your close destination, fly back to you if on helicopters.
Version history
v7.0 Early Access - First Mod Overhaul
Switch Scenes
- Added warp camera on switch scene, which is as close as the game does with switch wheel. No more static switch which is just effect and a static soul-steal.
- Switch Scene no longer warp position, foresee character like before, no more based on delayed timing.
- Switch Scene moved from local declarations to native's work, which will automatically detect best option to switch.
Companion Operations
- Companions no longer bounded to just 7 bodyguards like traditionals. If is not 8 at the moment, you can scale up as much as you like. Working on it soon.
- Added Database which will update status.
- Since companions no longer bounded on traditional bodyguard system, you can see them press forward, never stop attacking enemies. While declared your companions allies, they can also assist each other.
Character Profile
- Can now store vehicles, spawn as personal or random.
- Can now store weapons, reload each time character is spawned on the map, either switch to or teleport.
- Added savegame sync, Character database will be saved everytime you:
1. Use auto-save or 15-slot save-game.
2. Delete character with modified changes.
3. Character died (prevent have a new startup on switch or teleport with nothing saved).
v6.0
- Characters can now jack your every vehicle, including shuffling from passenger seats, can be chosen between 0 (direct approach), 1 is passenger shuffle one and 2 is random.
- Added hostile temporary mode to add jacking stuff. You can cancel hostility with bodyguard assignment but for a few time delay.
v5.0
- Added Driving Style [Working on Progress]
- Bodyguards can now attack enemies for you on independent helicopters. While not attacking, they will be above your head.
- Bodyguard relations are now provided with 4 options (on/half/quarter/off) instead of 2.
v4.0
- Added Controller support [WIP]
- Added Vehicle Seat Teleport, use on non-interactable seat.
- Bodyguards can now follow you on independent vehicle.
- Teleport to player's destination will also bring their vehicles with, and they will get out of vehicle as soon as they are.
v2.9
- Fixed most of known critical syntaxes.
- Added discrete relationships between original ped and profiled peds. You must re-assign bodyguard as at least one profiled ped to make the other profiled friendlies shooting for you. If you wanna know how to work properly, then relationship is a matrix which relationship you are.
v2.0
- Added scaled character profile (up to 8), can now be modded at ini file.
- Added random location startup, can also be modded at json file.
v1.0
- Initial Release.
- Remember to dismiss bodyguard if switching via wheelbar.
First Uploaded: Mércores 11 de Febreiro de 2026
Last Updated: Luns 4 de Maio de 2026
Last Downloaded: 4 horas
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@rep046 v5.0 introduces bodyguards can pilot various helicopters and shoot enemies for you. I made it semi-open, so you can modify it if you have addon helicopters.
Luns 16 de Marzo de 2026 -
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Tried with you mod for a bit, the bodyguard works fine, tho i was confused with some of the features:
1 how did you actually change the bodyguard's model? I did not find any thing that looks related to the model in json file.
2 How did you let the bodyguard drive his own vehicle with you?
3It seem's the half and quate-mode make the bodyguard as enemies to my other friendlies, my other friendly would fight my bodyguard even tho they are friendly to me
4 how to change the HP and armor of the guard, they seem too weak in combat.Domingo 22 de Marzo de 2026 -
@rep046 1. There're PlayerProfile/Player(Number).json files. For example, Player1.json.
You change model name mp_m_freemode_01 to someone else. Example: Michael De Santa from Safehouse in the Hills is p_michael_02. Same to other json files. Examples are p_franklin_02, ig_lamardavis_02, player_zero (Yes, is original character, 1 of them is Michael De Santa).
2. First, for example, have both Franklin and MP Protagonist in independent vehicle while relationship is off. Second, assign as bodyguard. Doing so bodyguard will follow you.
3. You must switch to those specific character in order to recognise each other as non-target.
For example, scenario like this: Your original character: Franklin (player_one) and all other bodyguards (1 to 7) are mp_m_freemode_01. All other characters flying surround Franklin. Switch to mp_m_freemode_01, assign to all other mp_m_freemode_01 as allyquarter, if target is 0, you are assigning the original character, which you will set to allyhalf instead. And while as Franklin, assign all mp_m_freemode_01 as allyhalf as you have done.
You must switch to each slot and then assign, since the mod is no longer sync, because syncing will cause bodyguards never come back to you.
If you do all this fine, they will no longer do friendly fire. However they will still leave vehicle if enemies destroyed their helicopters.
Sorry for this complicated but this is done as relation graph, no longer synced on each other. Who is friend, who is not, who is temporarily enemy and so on.
4. That I did not add. Sorry. But what you are talking about is collision proof, which they will not get ragdoll. And high HP you can temporarily use Menyoo Trainer to set character Invincible.
Will look into it when I can figure out like Juggernaut/Ballistic Equipment & Paleto Score's Military Suit on the line with this mod.Domingo 22 de Marzo de 2026 -
@Nozomu-san I maybe dumb, when you said assign as bodyguard means change the relationship to On again right?
Domingo 22 de Marzo de 2026 -
@rep046 There are 3 bodyguard modes
1 is crew, aka bodyguard on. Normally you see they follow you on all conditions, if they on helicopter, they will leave vehicle.
2. is halfmode, is to make sure they can fight enemies for you while flying around you. Do not assign to other mp_m_freemode_01 because doing so means protecting too many targets.
3. is quartermode is to make sure issue protecting too many targets not happen, while still can't friendly fire.Domingo 22 de Marzo de 2026 -
@Nozomu-san Play around with you mod more today, now I have more understanding, but still something I was confused.
1. everytime boot game it seem the bodyguard are in random vehicles and random places, is there a way to save their locations and vehicle they in last time, or totally on foot?
2.They can not save their weapon loadout or i missed something?
3. Other than teleport them with U + num, is there a way to let them quit fight and entering my vehicles?
4. is there a way to let bodyguard fight NPCs directly instead only fight back when someone fight us?Luns 23 de Marzo de 2026 -
@rep046 1. There are choice you can disable spawning on vehicles. If all vehicle entrances is disabled, they will spawn on foot. And, I did randomly base on closest location, if you switch back second time, their location will be saved.
2. I didn't add. Sorry. But doing so means I have to do also with original characters too. For now stick with trainers.
3. Assign as bodyguards and you on vehicle, they will get in.
4. That I didn't add. Sorry, but you can still do it yourself by switching to characters, punch, then switch back to others. They will punch character you just used.Martes 24 de Marzo de 2026 -
@Nozomu-san is that the json files in StartUpVehicles folder I need to edit to disable the spanwing with vehicles? Like change all the"Enabled": 1 in them to "Enabled": 0?
Mércores 25 de Marzo de 2026 -
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@Nozomu-san Can we have Script Hook V .NET Enhanced installed with Script Hook V .NET Nightly? Because I have other scripts need Nightly.
9 días -
@rep046 I made it for someone who wanna try early. Normally working on overhaul takes time. So have you tested it? Temporarily?
9 días -
@Nozomu-san I do not have Enhanced version of the game installed on my PC rn, so I do not got a chance to test it. Did that mean the overhaul would come to support Script Hook V .NET Nightly version?
9 días -
@rep046 Install Script Hook V .NET Enhanced to GTA V Legacy. I tested and it works fine.
9 días -
@Nozomu-san There is a issue that SHVD Enhanced would replace the dll of SHVD Nightly, cuz some issue with my other script still need the Nightly version, would you update an Nightly version too, so that it works with other scripts.
As for the 7.0 version I tested, and the only thing i dont like is the new AI behavour when combat, I mean the bodyguard do not follow you everywhere like before, they fight their own fight, ran to their cover for too long so not very helpful in fight as before. Ad the press I to call them regroup not always work in combat soemtime they stuck. I feel more like the old combat behavour which bodyguard follows and protect you no matter how.9 días -
@rep046 I+int to force them to come back your location. I told you it's not finished. And took a long way to have it done.
8 días

















Sorry people, I took so long. Hate to tell you this, but I made an overhaul, and it's not finished. If you see this message, if you want to have an early test, I will upload here as an Alpha build.