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<title>programs - DataLife Engine</title>
<link>https://gtamods.ru/</link>
<language>ru</language><item>
<title>ZEnhanced (OpenIV Support for GTA V Enhanced)</title>
<link>https://gtamods.ru/gta5/473-zenhanced-openiv-support-for-gta-v-enhanced.html</link>
<pdalink>https://gtamods.ru/gta5/473-zenhanced-openiv-support-for-gta-v-enhanced.html</pdalink>
<guid>https://gtamods.ru/gta5/473-zenhanced-openiv-support-for-gta-v-enhanced.html</guid>
<pubDate>Mon, 23 Mar 2026 20:23:39 +0000</pubDate>
<category>index</category>

<content:encoded><![CDATA[<b>ZEnhanced</b> is a practical utility that helps OpenIV support the Enhanced edition of GTA V. By default, OpenIV does not recognize this version of the game, but with ZEnhanced, this limitation is bypassed and OIV-based mods can be installed. <br><ul><li>Please note that any mods you use must be compatible with the Enhanced edition. Otherwise, they may cause the game to crash.</li></ul> <br> <br><b>How to make OpenIV compatible with GTA V Enhanced:</b> <br><ul><li>You need the GTA V Enhanced edition.</li><li>Download and install the OpenIV application.</li><li>Use ZEnhanced and click the “OpenIV Fix” option – after that, you can provide the game installation path to OpenIV and use it.</li></ul> <br> <br><b>Mod installation method:</b> <br><ul><li>To install a mod using OpenIV, you need to install its prerequisites. This can be done using the ASI Manager option in OpenIV or the OpenIV Files option in ZEnhanced. Choose one of them.</li><li>After installing the mod, we need to remove the incompatible prerequisites and install the compatible ones. This is done using the Enhanced Files option in ZEnhanced.</li><li>To use mods, you must disable BattlEye. On Steam and Epic Games, add <b>-nobattleye</b> to your launch options. On the Rockstar Launcher, uncheck BattlEye in the game settings.</li></ul> <br> <br><ul><li>We sincerely thank the teams at <br> <a target="_blank" rel="nofollow noopener external" href="https://www.gta5-mods.com/users/LS-Multiplayer%20Team"><b>Los Santos Multiplayer</b></a> <br> and <br> <a target="_blank" rel="nofollow noopener external" href="https://www.gta5-mods.com/users/Transmet"><b>Transmet</b></a> <br> for granting permission to include the valuable openRPF.asi plugin. This project would not have been possible without their support. <br> </li></ul> <br> <br><ul><li>For more information about openRPF, visit <br> <a target="_blank" rel="nofollow noopener external" href="https://www.gta5-mods.com/tools/openrpf-openiv-asi-for-gta-v-enhanced">gta5-mods</a>. <br> </li><li>ZEnhanced uses openRPF.asi version 0.2.</li></ul> <br> <br><b>Developers:</b> <br><ul><li><br><b>OpenIV Team</b>: Creator of the OpenIV tool</li><li><br><b>Alexander Blade</b>: Creator of the ASI Loader</li><li><br><a target="_blank" rel="nofollow noopener external" href="https://www.gta5-mods.com/users/Transmet"><b>Transmet</b></a>: Creator of the openRPF plugin</li><li><br><a target="_blank" rel="nofollow noopener external" href="https://www.gta5-mods.com/users/updhamid"><b>HamidZ</b></a>: Creator of the ZEnhanced tool</li></ul> <br> <br><b>Changelog:</b> <br><ul><li>v0.1 – Initial release</li><li>v0.1.1 – Hotfix for antivirus false detection</li></ul>]]></content:encoded>
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<title>YTYP Importer for 3DsMax</title>
<link>https://gtamods.ru/gta5/472-ytyp-importer-for-3ds-max-gta-v-modding.html</link>
<pdalink>https://gtamods.ru/gta5/472-ytyp-importer-for-3ds-max-gta-v-modding.html</pdalink>
<guid>https://gtamods.ru/gta5/472-ytyp-importer-for-3ds-max-gta-v-modding.html</guid>
<pubDate>Mon, 23 Mar 2026 20:23:32 +0000</pubDate>
<category>index</category>

<content:encoded><![CDATA[<b>GTAV YTYP Importer for 3ds Max (GTA V Modding)</b> <br> <br>This tool was made for GTA V modders who work with MLOs in 3ds Max. <br>With it you can import YTYP Entities directly into 3ds Max and have all the props automatically snap into their correct positions/rotation. No more manual alignment or guesswork. <br> <br><b>Features:</b> <br><ul><li>Import YTYP files directly into 3ds Max</li><li>Automatically place props in their original coordinates</li><li>Works with interiors, props, and MLO structures</li><li>Fast and simple workflow for modders</li></ul> <br> <br><b>How to Use:</b> <br><ul><li>Use CodeWalker or OpenIV to extract YDRs, YBNs, Textures, etc.</li><li>You can use Ook3D’s Tutorial to extract all interior props <br><a rel="nofollow noopener external" href="https://youtu.be/iYEhrOtWorA" target="_blank">Tutorial Link</a><br></li></ul> <br> <br><b>Import Models:</b> <br><ul><li>Bring all extracted models into 3ds Max using GIMS Evo "Import Them"</li><li>Import your YTYP by clicking "Import YTYP Entities"</li><li>Run this tool inside 3ds Max.</li><li>Load your YTYP file and everything will be placed exactly in position.</li></ul> <br> <br>That’s it, your full interior is now ready inside 3ds Max! <br> <br><b>Installation:</b> <br><ul><li>Place the script file (.mse) into your 3ds Max <i>Scripts/Startup</i> folder.</li><li>Example: <br>"C:Program FilesAutodesk3ds Max 2025scriptsStartup"</li><li>Restart 3ds Max.</li><li>You will now find the GTAV YTYP Importer under the Utilities tab.</li></ul> <br> <br><b>Requirements:</b> <br><ul><li>3Ds Max (2016 or newer recommended)</li><li>GIMS Evo</li></ul> <br> <br><b>Credits:</b> <br><ul><li>Inspired by Rockstar’s GTA V extension system &amp; Sollumz Tools for Blender.</li></ul> <br> <br><b>Enjoy!</b>]]></content:encoded>
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<title>YTYP Generator [ODRS]</title>
<link>https://gtamods.ru/gta5/471-ytyp-generator-using-odrs.html</link>
<pdalink>https://gtamods.ru/gta5/471-ytyp-generator-using-odrs.html</pdalink>
<guid>https://gtamods.ru/gta5/471-ytyp-generator-using-odrs.html</guid>
<pubDate>Mon, 23 Mar 2026 20:23:26 +0000</pubDate>
<category>index</category>

<content:encoded><![CDATA[This program generators ytyps so you dont have to do any work! You also have the option to import BB's from a .odr model. Which saves alot of time when testing objects because they will automatically be perfect. <br> <br>To start all you have to do is run my program and follow the instructions. <br> <br>If you use this program you automatically agree to these terms <br>1. Credit me <br>2. DO NOT REMOVE line in the ytyp. <br> <br>If you have ANY suggestions or questions please leave them in the comments or add me on discord @Skylumz#6958 <br>--------------------------------------------------------------------------------------------------- <br>Change Log <br>--------------------------------------------------------------------------------------------------- <br>[1.1] <br> <br>- Removed the dumb physics dictionary feature if it has embedded cols just check physics dict. <br>- Change UI text <br>- Improved tool tips <br>- Added support for auto generated lod dist and hd texture dist <br>- Added Support for custom YTYP name <br> <br>[2.0] <br> <br>- ADDED SUPPORT FOR MULTIPLE ITEMS (see instructions for how to use) <br>- Change some UI names the word "prop" is changed to "object" <br>- Changed the menu strip so anything to do with odrs is in one strip also added a options strip <br> <br>[2.1] <br>- Fixed a culture bug <br>- Removed Main Menu <br>--------------------------------------------------------------------------------------------------- <br>INSTRUCTIONS <br>--------------------------------------------------------------------------------------------------- <br>Name: You put the name of the prop the .ytyp is creating it for. //DO NOT DO THIS IF YOU ARE USING AUTO CALCULATING BB'S AS IT WILL FILL IT OUT FOR YOU. <br> <br>Object Rpf: You put the name of the .rpf that the prop will be stored in. <br>So for example the prop is in example.rpf you put example in the textbox <br> <br>Flags = Set your flags to what is needed there are 2 default flags in the <br>drop down, 32 and 8192 which are most common. <br> <br>Special Attributes: If there are none just place 0. <br> <br>Hd texture dist: Should be half of LOD dist //DO NOT DO THIS IF YOU ARE USING AUTO CALCULATING BB'S AS IT WILL FILL IT OUT FOR YOU. <br> <br>LOD dist: Input you lod distance. //DO NOT DO THIS IF YOU ARE USING AUTO CALCULATING BB'S AS IT WILL FILL IT OUT FOR YOU. <br> <br>For all BB's Fill in the info needed if you want to calculate BB's using a .odr <br>then refer to autocalculating BB's instuction below. <br> <br>Only check Using Texture Dictionary if you are using an external .ytd for the prop. <br>Otherwise dont check it. <br> <br>Only check Using Drawable Dictionary if you are using a drawable dictionary. <br> <br>Only check Physics Dictionary if you have embedded collisions in the prop. <br> <br>Once you fill out all the textboxes in the top right corner you will see a button called Add Item this will add all the info you typed into an node in the .ytyp document <br>you will then need to click create button this will create the actually ytyp. All textboxes and checkboxes will be reset you can now proceed to adding a new item. Just fill out <br>all the textboxes then click the Add Item Button and this will add all the info to the .ytyp document once again. Click the Create button once again and this will add another <br> node for that object you just filled out. Continue this proccess till all objects are finished. <br> <br>Once you create the .ytyp you will see a View Created Ytyp button. CLick that if you want to view it or edit it. In there you can edit/save anything just in case. <br> <br>The YTYP created will be located in the directory of my program. By default it is named "template.ytyp" you can change this when you import into OpenIV. With the new update if you <br>you can click Custom YTYP name and enter the name that you want the YTYP to be called. <br> <br>-------------------------------------------------------------------------------------------------- <br>HOW TO AUTO CALCULATE BB'S USING THE ODR BROWSER <br> <br>First open the Odr Browser by clicking open &gt; odr broswer. Now Click on Open <br>and browse to where you .odr is for the prop you are creating the .ytyp for <br>Once you click on it it will import everything next just click BB'S and Calculate BB's. <br>This is all you need to do in here you can view the BB's by click BB's &gt; View &gt; BB (whichever one you want to view). <br>Next just click close and once in the ytyp creator again just click file &gt; Import BB's <br>You will see all BB's info and the name of the prop is filled out. Now just fill out the rest using <br>the instructions above and your done. <br>---------------------------------------------------------------------------------------------------]]></content:encoded>
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<title>YTools (Ymap mover, ymap replacer, ymap merger)</title>
<link>https://gtamods.ru/gta5/470-ytools-ymap-mover-ymap-replacer-ymap-merger.html</link>
<pdalink>https://gtamods.ru/gta5/470-ytools-ymap-mover-ymap-replacer-ymap-merger.html</pdalink>
<guid>https://gtamods.ru/gta5/470-ytools-ymap-mover-ymap-replacer-ymap-merger.html</guid>
<pubDate>Mon, 23 Mar 2026 20:23:18 +0000</pubDate>
<category>index</category>

<content:encoded><![CDATA[Aboutl <br>--------------------------------------------------------------------------------------------------- <br>Bunch of tools that allow you to edit "y"Files (gta V file types). <br> <br>- Ymap mover: Offsets ymaps by a certian position and/or rotation. <br>- Ymap replacer: Replace's all archetypes with the matching name... also can add a offset and/or rotation to the replaced archetypes. <br>- Ymap merger: Merges 2 ymap files into one! <br> <br>I will be adding more tools to it soon :) <br>If you think of anything you need let me know in the comments and I will give you my input. <br> <br>Instructions <br>--------------------------------------------------------------------------------------------------- <br>Ymap mover <br> <br>1. File &gt; Open Ymap <br> <br>2. Set offset rotation, and position <br> <br>3. Click Offset button then save the new ymap where you want. <br> <br>Ymap Replacer <br> <br>1. Type archetype replacing in textbox and the archetype replacing in the replacing textbox <br> <br>2. If you want to add offset position/rotation click the checkbox <br> <br>3. If you are adding offset position/rotaion to the replaced arechtypes fill that out correctly <br> <br>4. Click Replace button and save the new ymap where you want. <br> <br>Ymap merger <br> <br>1. Open Ymap 1 <br> <br>2. Open Ymap 2 <br> <br>3. Click Merge button and save the new ymap where you want. <br> <br>ChangeLog <br>--------------------------------------------------------------------------------------------------- <br>[1.0] <br>- Added Ymap Mover <br>- Added Ymap Archetype Replacer <br>- Added Ymap Merger <br> <br>[1.1] <br>- made GUI match (got rid of menu strip) <br>- made GUI a black theme. <br>- fixed a bug in the ymap mover <br>- added a ytyp generator ( see instructions.txt for more details) <br> <br>[1.2] <br>- Made GUI light theme again <br>- Removed Ytyp generator <br>- Fixed bugs / Made code improvements <br> <br>Credits <br>--------------------------------------------------------------------------------------------------- <br>All credits for codewalker-core.dll which allows this program to create the dlc packs goes to dexyfex and Codewalker contributors thanks a ton! <br> <br><a target="_blank" rel="nofollow noopener external" href="https://www.gta5-mods.com/tools/codewalker-gtav-interactive-3d-map">CodeWalker GTA V 3D Map + Editor (link)</a>]]></content:encoded>
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<title>YMTEditor</title>
<link>https://gtamods.ru/gta5/469-ymteditor.html</link>
<pdalink>https://gtamods.ru/gta5/469-ymteditor.html</pdalink>
<guid>https://gtamods.ru/gta5/469-ymteditor.html</guid>
<pubDate>Mon, 23 Mar 2026 20:23:12 +0000</pubDate>
<category>index</category>

<content:encoded><![CDATA[Hello! <br> - I've made this program long time ago, but didn't upload it here, so here it goes! <br> - It <i>should</i> allow modifying everything that user would want to edit <br> <br><b>Official Discord</b> <br>Join <a rel="nofollow noopener external" href="https://discord.gg/xUXbrupFhN" target="_blank">here</a> if you need any help! <br> <br><b>Source code</b> <br>Source code is available here: <a rel="nofollow noopener external" href="https://github.com/grzybeek/YMTEditor" target="_blank">https://github.com/grzybeek/YMTEditor</a>]]></content:encoded>
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<title>YMAP &amp; YBN Mover</title>
<link>https://gtamods.ru/gta5/468-ymap-ybn-mover.html</link>
<pdalink>https://gtamods.ru/gta5/468-ymap-ybn-mover.html</pdalink>
<guid>https://gtamods.ru/gta5/468-ymap-ybn-mover.html</guid>
<pubDate>Mon, 23 Mar 2026 20:23:04 +0000</pubDate>
<category>index</category>

<content:encoded><![CDATA[This tool was created for the purpose of moving maps. I noticed that a lot of custom maps were put in the same spot, so I made this to make it easier to move them. Yes this is a newer and MUCH better version of my old Ymap Tools I made a long long time ago that every was chasing me for. <br> <br><b>Extract <u>ALL</u> the files in the .rar to their own folder and run the exe</b> <br> <br>So it's very simple to use, press file select either your file(s) or folder(s) and it will put your ymaps and ybns in the list. Specify an <b>offset</b> down the bottom right. Yes that's right an offset, not a new location. So people who can't work you get where you want to move the map to and subtract the current position. Then you press process and then it's done! <br> <br><b>Please do not reupload this anywhere without my prior permission</b> <br> <br>Huge shoutout to dexyfex and Codewalker, if it wasn't for him none of this would be possible. This program utilises Codewalker.Core. <br> <br><b>v1.0.5</b> <br>Removed the Calculate Vector Difference separate formMade it all in the single form in little popupsMade lists of controls to more easily toggle them all on/off <br> <br><b>v1.0.4</b> <br>Fixed 'Clear File(s)' also clearing the heading in the ListViewFixed the 'Clear Selected Item(s)'Added the ability to add YDRs, YFTs and YDDs to the ListViewIf you process the above mentioned files it will fix any Poly Edge issuesMade the 'About' button functionMade the 'How to Use' buttonAdded 'Clear All' buttons for other filetypesTidied up some code <br> <br><b>v1.0.2</b> <br>New version built from scratchLacks features from the original version for now but they are comingAuto update happens through GitHub now so won't have issues if my server goes down <br> <br>Sourcecode: https://github.com/92-Smallo/Ymap-Ybn-Mover]]></content:encoded>
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<title>fwBoxStreamerVariable and decals limit patch</title>
<link>https://gtamods.ru/gta5/467-ymap-load-list-extent-limit-fix-fwboxstreamervariable-patch.html</link>
<pdalink>https://gtamods.ru/gta5/467-ymap-load-list-extent-limit-fix-fwboxstreamervariable-patch.html</pdalink>
<guid>https://gtamods.ru/gta5/467-ymap-load-list-extent-limit-fix-fwboxstreamervariable-patch.html</guid>
<pubDate>Mon, 23 Mar 2026 20:22:59 +0000</pubDate>
<category>index</category>

<content:encoded><![CDATA[this mod patches ymap load list extent limit basically when there are too many ymaps running in parallel in a in place in the game some part of the map unloads. when you have a lot of map mod with oversized extents or have a mod which adds a lot of stuff into the game the LODs disappears. this script patches that issue. and patches decal limit <br>set the limits by editing <i>fwBoxStreamerVariable_DecalsLimit-Patch.toml</i> <br> <br>example: fixes issues like LODs disappearing while using mods like <a target="_blank" rel="nofollow noopener external" href="https://www.gta5-mods.com/maps/beta-vegetation-props-add-on">bvp</a> along with MP map <br> <br>requirements: <br><a target="_blank" rel="nofollow noopener external" href="https://docs.microsoft.com/en-us/cpp/windows/latest-supported-vc-redist?view=msvc-170">vc redist 2022</a> and dinput8.dll comes with ScriptHookV <br> <br>installation: just extract the files into root game folder where GTA5.exe is located <br> <br>Credits: <br> <a target="_blank" rel="nofollow noopener external" href="https://github.com/citizenfx">CitizenFX</a> <br> <br>source code is available <a target="_blank" rel="nofollow noopener external" href="https://github.com/0x-FADED/GTA-V-fwBoxStreamerVariable-Patch">here</a> <br> <br>ChangeLog: <br>1.4 allows user to set the limits using a .toml file <br> <br>1.5 experimental: this version experiments with new improved method of memory allocation. the source code is available <a target="_blank" rel="nofollow noopener external" href="https://github.com/0x-FADED/GTA-V-fwBoxStreamerVariable-and-decals-limit-Patch/blob/memory-stuff/patterns/Hooking.cpp">here</a> this version might be unstable if you get crashes go back to v1.4 and report the crash <b>this version requires windows 10 version 1803 or higher</b> <br> <br>1.5.1: latest build from github changes from last commit(for whoever still cares and opened an issue on github im sorry for being late): <br>commit hash: 63f79ceeaddd2ab97c0d5627da746df84ed34998 <br>it doesn't require msvc redist anymore <br> <br><b> the .toml file needs to be included with the mod as well because the limits can be configured via that it's just like .ini file just with different extension it can be opened with notepad or any txt editors and configured </b>]]></content:encoded>
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<title>YMAP Entity Sorter (XML) - Fix Manifest Issues</title>
<link>https://gtamods.ru/gta5/466-ymap-entity-sorter-xml-fix-manifest-issues-0-1.html</link>
<pdalink>https://gtamods.ru/gta5/466-ymap-entity-sorter-xml-fix-manifest-issues-0-1.html</pdalink>
<guid>https://gtamods.ru/gta5/466-ymap-entity-sorter-xml-fix-manifest-issues-0-1.html</guid>
<pubDate>Mon, 23 Mar 2026 20:22:51 +0000</pubDate>
<category>index</category>

<content:encoded><![CDATA[YMAP Entity Sorter is a simple yet powerful tool designed to clean up your CodeWalker map files. It parses your map data and automatically reorganizes all entities, grouping them alphabetically by their archetypeName. <br> <br>Why use this tool? When creating complex maps, entities are often scattered in a random order within the file. This can cause significant issues when generating _manifest.ymf files, as some generators fail to register props correctly if they are not grouped by type. <br> <br>By sorting your XML with this tool, you ensure a cleaner structure and prevent missing props in your generated manifests. <br> <br>How to use (V0.1): <br> <br>Open your .ymap in CodeWalker. <br> <br>Go to File &gt; Export XML. <br> <br>Open this tool and select your exported XML file. <br> <br>The sorted file will be saved in a new export folder named "export" where the .exe is stored. <br> <br>Import the new XML back into CodeWalker or your server. <br> <br>⚠️ VERSION 0.1 NOTE: Currently, this tool strictly supports ymap files. You must export your map to XML format before using the sorter. <br> <br>🚀 COMING SOON (V1): The next version is currently in development and will support direct binary .ymap editing, allowing you to drag and drop game files without needing to convert them to XML first. <br> <br>The .py source is present in the file.]]></content:encoded>
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<title>Yet Another DLCListEditor</title>
<link>https://gtamods.ru/gta5/465-yet-another-dlclisteditor.html</link>
<pdalink>https://gtamods.ru/gta5/465-yet-another-dlclisteditor.html</pdalink>
<guid>https://gtamods.ru/gta5/465-yet-another-dlclisteditor.html</guid>
<pubDate>Mon, 23 Mar 2026 20:22:44 +0000</pubDate>
<category>index</category>

<content:encoded><![CDATA[<b>Yet Another DLCListEditor</b> <br>There wasn't a dlclist generator that existed that did what I wanted (showed which dlcpacks were in vanilla, modded, or both directories, and allowed editing existing lists), so I wrote my own. <br> <br>Simple GUI to generate/edit Grand Theft Auto 5's dlclist.xml files. <br> <br>Source is available <a target="_blank" rel="nofollow noopener external" href="https://github.com/lilyseki/DLCListEditor">here</a>. <br> <br><b>Instructions</b> <br> <br>Select <i>File -&gt; Select GTA5 Folder</i> and browse for your <i>GTA5.exe</i>, the program will automatically read your mods, <i>modsupdatex64dlcpacks</i> and vanilla, <i>updatex64dlcpacks</i> <br>dlcpack folders. <br> <br>This will populate the screen with all the dlcpacks you have installed, and will display whether they're located <br>in the vanilla folder, mods folder, or both. The fourth column allows you to choose whether the selected dlcpack <br>will get written to the xml or not. There's currently no sanity checking here, so it's probably best not to disable <br>any crucial dlcpacks. Once you've made your selection, select <i>File -&gt; Save to new XML Document</i>, and choose where to save your file. <br> <br>If you want to edit an existing dlclist.xml file, select <i>File -&gt; Open existing XML Document</i> and browse for your XML document. <br>Once loaded, the screen, including the <i>Write to dlclist.xml</i> column, will be updated to reflect the changes. <br>Loading another XML file will append it to your current list, rather than overwriting it. <br> <br>If you make some unwanted changes, or load a funky XML file, or just want to start over, <br><i>File -&gt; Clear current list</i> will clear everything, and let you optionally rescan your GTA directories. <br> <br>It's also possible to open and save existing XML files without loading your GTA5 install. <br> <br><b>TODO</b> <br><ul><li>Open from and write to update.rpf</li><li>Anything else I think of that I want to do</li></ul> <br><b>Changelog</b> <br><i>1.0</i> - Initial release <br><i>1.01</i> - Added ReadMe redirection <br><i>1.02</i> - Added status bar and tooltips <br><i>1.1</i> - Added config.ini, and proper readme display without leaving the program. <i>Help -&gt; View Readme</i> for more info.]]></content:encoded>
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<title>XtremToolBox -- Hash / DeHash / XYZ coords object</title>
<link>https://gtamods.ru/gta5/464-xtremtoolbox-hash-dehash-get-xyz-coords-of-object.html</link>
<pdalink>https://gtamods.ru/gta5/464-xtremtoolbox-hash-dehash-get-xyz-coords-of-object.html</pdalink>
<guid>https://gtamods.ru/gta5/464-xtremtoolbox-hash-dehash-get-xyz-coords-of-object.html</guid>
<pubDate>Mon, 23 Mar 2026 20:22:38 +0000</pubDate>
<category>index</category>

<content:encoded><![CDATA[<b>------ Xtrem ToolBox GTA 5 ------</b> <br> <br>The features : <br> <br><b>- Get XYZ coords of your Model ( if possible ) , recupered in YMAP files. ( search in "pos_xyz.tt" )</b> <br><b>- Translate your hash hex/uint/int to name native ( search in hash.tt )</b> <br>- Multi-lines Hasher JOAAT <br>- Hasher JOAAT multi-dataType]]></content:encoded>
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