Freemode Identity 1.1.2
1.436
45
1.436
45
Freemode Identity
This mod lets your freemode (multiplayer) character live in story mode as a real character - it keeps the look you authored, gives it a spendable wallet, and holds on to your weapons, armor and health, so shops, money and your loadout just work. It merges Appearance Keeper and Freemode Wallet into one mod, and runs on both GTA V Enhanced and Legacy from a single build that detects your edition.
A freemode ped normally can't do any of this - the game resolves your look and spending from your character model. It doesn't author looks (use a customizer like Menyoo for that); it snapshots what the game reports and replays it. Everything is opt-in - one master switch turns the whole mod on or off, and each feature is its own toggle.
Appearance
Save as many looks as you like into named slots, mark one active, and turn Appearance on - your active look is applied on load and re-asserted after death, respawn or a model swap. Turn it off and you're swapped back to your story protagonist.
A few fields the game exposes no getter for (face morphs, overlay opacity, hair tint, moving style, mood, tattoos) are read from the live character's memory - a read that doesn't line up falls back to native capture rather than applying a wrong value.
Each slot also keeps one Backup, taken before an Overwrite, that you can apply without touching the saved slot. Edit Mode pauses the re-apply and drops the spoof so an external tool (e.g. Menyoo) can change your ped freely; save when you're done, then turn it off.
Wallet and spoofing
Because the wallet rides the protagonist's own cash stat, the rest of the game reads it as real money - ATMs show the right balance, and external job mods pay into and charge it correctly (tested with Casual Jobs (Rabbit Holes), Driver Jobs V and Vehicle Market). Spoofing never engages on a genuine story protagonist, so it can't hijack story money. Story-mode death and arrest penalties apply too - a healthcare fee on respawn, a bail fine on release, and a bust confiscates your drawn weapon, ammo and armor like vanilla.
Loadout
The game keeps none of a freemode character's weapons, armor or health, and re-applying your look respawns the ped empty. Loadout snapshots what you're carrying as you play and restores it onto the freshly-applied ped. Weapons keep their ammo, tints and attachments (scopes, suppressors, grips, extended mags, liveries with camo). Weapons / Armor / Health are each an independent toggle with a configurable save period.
Skills
Set your character's stats - stamina, shooting, strength, stealth, flying, driving, lung capacity - and they're applied in-game. Leave a skill progressing and it climbs from what you do (sprint, shoot, drive, swim...) at a speed you choose, or halt it to hold a value. Turn Skills off and your real values are restored.
Mod data location
The mod stores its data (saved looks, wallet balance, FreemodeIdentity.ini and logs) in %APPDATA%\GTA V Mods\KernelPryanic\FreemodeIdentity - required on Enhanced, where the game locks its own directory for the session, and used on Legacy too so everything lives in one place.
Default keys
Dependencies
Installation
Extract FreemodeIdentity.zip into the root of your GTA 5 directory - the .dll goes into scripts/ and the .asi goes into the game root (next to the game exe). Or use my Vortex extension.
Moving over from Appearance Keeper / Freemode Wallet
Freemode Identity replaces both Appearance Keeper and Freemode Wallet, now deprecated. Your saved looks carry over directly - the slot format is compatible, so copy your whole Appearances folder from ...\AppearanceKeeper\Appearances into ...\FreemodeIdentity\Appearances. Settings aren't carried over - set them once in the new menu.
Known limitations
For mod developers
The wallet redirect hooks STAT_GET_INT/STAT_SET_INT on the active cash stat (SP0/SP1/SP2_TOTAL_CASH) and the matching bank stat (SP0/SP1/SP2_BANK_BALANCE). So if your mod touches the player's money the conventional way - Game.Player.Money (SHVDN), those natives, or either stat directly - it works automatically while spoofing is on. Cash and bank both resolve to the one wallet total.
Source
Open source on GitHub.
License
Released under the MIT License - free to use, modify and build on, including in your own mods. The only condition is to credit the author (Daniil Trishkin aka Kernel Pryanic) and keep the copyright and licence notice in any copy or derivative.
Changelog
1.1.2
1.1.1
1.1.0
1.0.2
1.0.1
1.0.0
0.7.1
0.7.0
0.6.0
0.5.0
0.4.0
0.3.1
0.3.0
0.2.1
0.2.0
0.1.0
This mod lets your freemode (multiplayer) character live in story mode as a real character - it keeps the look you authored, gives it a spendable wallet, and holds on to your weapons, armor and health, so shops, money and your loadout just work. It merges Appearance Keeper and Freemode Wallet into one mod, and runs on both GTA V Enhanced and Legacy from a single build that detects your edition.
A freemode ped normally can't do any of this - the game resolves your look and spending from your character model. It doesn't author looks (use a customizer like Menyoo for that); it snapshots what the game reports and replays it. Everything is opt-in - one master switch turns the whole mod on or off, and each feature is its own toggle.
Appearance
Save as many looks as you like into named slots, mark one active, and turn Appearance on - your active look is applied on load and re-asserted after death, respawn or a model swap. Turn it off and you're swapped back to your story protagonist.
- Model (Freemode Male / Female)
- Heritage (face shape + skin tone) and the 20 face micro-morphs
- Head overlays - brows, makeup, beard, wrinkles - with opacity
- Hair drawable + texture and hair tint colour
- Eye colour and voice
- Clothing components and props (hats, glasses, earrings, watches, bracelets)
- Moving style, mood (idle-anim override) and tattoos / decals
A few fields the game exposes no getter for (face morphs, overlay opacity, hair tint, moving style, mood, tattoos) are read from the live character's memory - a read that doesn't line up falls back to native capture rather than applying a wrong value.
Each slot also keeps one Backup, taken before an Overwrite, that you can apply without touching the saved slot. Edit Mode pauses the re-apply and drops the spoof so an external tool (e.g. Menyoo) can change your ped freely; save when you're done, then turn it off.
Wallet and spoofing
- Spoofing - makes your freemode ped read as a story protagonist (Michael, Franklin or Trevor) so shops open and jobs pay out. Your body still renders freemode; it auto-releases on a model change and defaults off.
- Earning - credits your wallet from each collected money pickup, and captures script payouts (rewards paid through the game's player-money system) while spoofing is on.
- Spending - while spoofing, a small companion plugin redirects the shop's charge to your wallet. The protagonist's real cash is never touched.
Because the wallet rides the protagonist's own cash stat, the rest of the game reads it as real money - ATMs show the right balance, and external job mods pay into and charge it correctly (tested with Casual Jobs (Rabbit Holes), Driver Jobs V and Vehicle Market). Spoofing never engages on a genuine story protagonist, so it can't hijack story money. Story-mode death and arrest penalties apply too - a healthcare fee on respawn, a bail fine on release, and a bust confiscates your drawn weapon, ammo and armor like vanilla.
Loadout
The game keeps none of a freemode character's weapons, armor or health, and re-applying your look respawns the ped empty. Loadout snapshots what you're carrying as you play and restores it onto the freshly-applied ped. Weapons keep their ammo, tints and attachments (scopes, suppressors, grips, extended mags, liveries with camo). Weapons / Armor / Health are each an independent toggle with a configurable save period.
Skills
Set your character's stats - stamina, shooting, strength, stealth, flying, driving, lung capacity - and they're applied in-game. Leave a skill progressing and it climbs from what you do (sprint, shoot, drive, swim...) at a speed you choose, or halt it to hold a value. Turn Skills off and your real values are restored.
Mod data location
The mod stores its data (saved looks, wallet balance, FreemodeIdentity.ini and logs) in %APPDATA%\GTA V Mods\KernelPryanic\FreemodeIdentity - required on Enhanced, where the game locks its own directory for the session, and used on Legacy too so everything lives in one place.
Default keys
- Shift+X - Open menu (configurable in FreemodeIdentity.ini)
Dependencies
Installation
Extract FreemodeIdentity.zip into the root of your GTA 5 directory - the .dll goes into scripts/ and the .asi goes into the game root (next to the game exe). Or use my Vortex extension.
Moving over from Appearance Keeper / Freemode Wallet
Freemode Identity replaces both Appearance Keeper and Freemode Wallet, now deprecated. Your saved looks carry over directly - the slot format is compatible, so copy your whole Appearances folder from ...\AppearanceKeeper\Appearances into ...\FreemodeIdentity\Appearances. Settings aren't carried over - set them once in the new menu.
Known limitations
- Turn Spoofing off before loading a save - loading while spoofed can render a broken (floating-head) body. It re-engages on its own once a load settles.
- Works on freemode (MP Male/Female) peds only - story protagonists and addon/custom models have their face baked into the model and can't be captured.
- Some externally-authored faces can't be captured - Menyoo's randomizer and certain trainer-made characters store the face outside the head-blend system the game lets us read. The mod warns you at save time and leaves the face untouched on apply; clothes, hair and props still save. Faces from the heritage sliders, the in-game creator, or manual Menyoo Head Features edits work fine.
- Spending and script payouts need spoofing on; pickup earning works either way. With the wallet off a purchase completes but nothing is charged.
- A few interactions (e.g. a prostitute's service) deduct through their own in-game logic rather than the cash stat the plugin hooks, so they come out free even with the wallet on. Shops, ATMs and stat-based payouts work.
- The .asi plugin is required for spending - without it the mod still keeps your look and earns from pickups, but shops charge nothing.
- Overlay tint colours aren't preserved yet on Enhanced (brow/makeup/lipstick shape and opacity are). Custom moving styles / moods outside the known tables are left unset rather than guessed.
- Returning your story character restores their outfit, props and hairstyle, but not a deliberately recoloured hair - the default hair colour comes back with the model.
For mod developers
The wallet redirect hooks STAT_GET_INT/STAT_SET_INT on the active cash stat (SP0/SP1/SP2_TOTAL_CASH) and the matching bank stat (SP0/SP1/SP2_BANK_BALANCE). So if your mod touches the player's money the conventional way - Game.Player.Money (SHVDN), those natives, or either stat directly - it works automatically while spoofing is on. Cash and bank both resolve to the one wallet total.
Source
Open source on GitHub.
License
Released under the MIT License - free to use, modify and build on, including in your own mods. The only condition is to credit the author (Daniil Trishkin aka Kernel Pryanic) and keep the copyright and licence notice in any copy or derivative.
Changelog
1.1.2
- Fixed the "Stamina +" banner for good - it's now blocked at the source, so it no longer interferes with other notifications (from this or any other mod) while a skill is progressing.
1.1.1
- Fixed the "Stamina +" skill banner sticking on screen while a skill was progressing - now cleared without disturbing your other notifications.
- Hardened toggling the mod on and off around that banner, so it can't crash the game or leave your story character reset.
1.1.0
- Skills now progress as you play. A skill left progressing climbs from what you do - sprinting builds stamina, shooting builds shooting, driving builds driving, and so on - or set it halted to hold a value. Effort counts: a sprint earns more than a jog, a hard swim more than a drift.
- New Progression Speed setting from 0.25x to 40x to make the climb as slow or fast as you like.
- Money changes now show a short green +$ / red -$ ticker so you can see what you earned or spent at a glance.
1.0.2
- Fixed the game re-arming your freemode character with weapons you'd dropped after switching the mod off and on - an emptied inventory now stays emptied across the switch.
- Fixed your story character picking up stray gear during a fast off-and-on - a half-loaded read can no longer be stored as their own loadout.
1.0.1
- Fixed armor and health not coming back when you turn the mod off and on with the master switch.
- Fixed your story character's outfit being lost after a mod hot reload - a half-loaded read can no longer overwrite the saved look.
1.0.0
- First stable release. Everything from the 0.x line - looks, wallet, loadout and skills - is in and settled across both editions.
- A story-mode bust now confiscates gear like vanilla - your drawn weapon, all ammo and body armor - so the bail fine drops to the authentic $300.
- Fixed emptying your weapons not sticking across turning the mod off and on - the game re-granted your old arsenal on the way back, and it's now cleared to match what you're actually carrying.
- Cleaner diagnostic log - normal events read as info instead of errors, so a shared log points at real problems faster.
0.7.1
- Turning the mod off now also returns your story character in their own outfit and hair - a custom look is no longer reset to default clothing on the way back.
0.7.0
- Turning the mod off now returns your story character with their own weapons, armor, health and skills - captured when you turn the mod on and restored when you turn it off, so they're never left empty or reset. It won't overwrite newer stats if you played them since, and won't put one character's gear onto another.
- Your wanted level now carries across turning the mod on or off - toggling mid-chase no longer shakes the cops.
- Master switch off truly idles the mod - no per-frame work when it's off.
- Pickups can now be turned off to stop scanning entirely - an escape hatch for FPS in pickup-heavy scenes.
- Big performance pass on top of 0.6.0, including large combat scenes.
- Fixed the skill-up notification sticking on screen after turning the mod off.
0.6.0
- New Skills feature - set your character's stats (shooting, stamina, strength, stealth, driving, flying, lung capacity); your real values come back when you turn it off.
- New master switch - one toggle turns the whole mod on or off, with each feature in its own submenu. Off reverts everything and keeps your settings for when you turn it back on.
- Story-mode death and arrest fees now charge the wallet - a healthcare fee on respawn and a bail fine on release.
- Much lighter on performance - per-frame cost cut roughly 20x.
- Fixed Ammu-Nation re-charging for a weapon you already own after toggling the mod off and on.
- Fixed a stuck black screen after a police bust when the game's own fade-in never fired.
- Reduced a rare fall through the map after respawn - the spoof now waits for solid ground before re-engaging.
0.5.0
- New Loadout feature - keeps the weapons, armor and health a freemode character would otherwise lose. The game saves none of them, and applying your look respawns the ped empty; now they're snapshotted as you play and restored with your look.
0.4.0
- Fixed an edge case where a purchase could charge your protagonist's real money instead of the wallet - found with Vehicle Market. Mods that pop the map mid-purchase briefly suspended spoofing, so the charge slipped past; spoofing now stays engaged across the map.
- The wallet now also covers charges made against your bank balance, not just on-hand cash.
- Loading a save: turn Spoofing off before you load (it re-engages on its own once you're back in).
0.3.1
- Fixed a map waypoint disappearing from the minimap while spoofing was on, on both editions.
0.3.0
- Your look is now restored after a police bust, the same as a hospital respawn.
- Re-applying your look now waits for the world to be fully streamed in, fixing rare falls through the map and stuck black loading screens on heavy modlists.
- Fixed a broken (floating-head) body after loading a save while the game is running, on both editions.
- Clarified the Spoofing menu description: it's required for a fully working wallet.
0.2.1
- Fixed the diagnostic log filling up with repeated lines while spoofing in a shop.
0.2.0
- Now runs on GTA V Legacy as well as Enhanced, from a single build - it detects the edition and adapts.
- Tattoos / decals are now preserved on both editions.
- Menu polish: Saved Appearances is first, the active slot shows in the submenu header, and a reminder fires if you leave Edit Mode on.
- Stability: fixed menu flicker and rare multi-second freezes when toggling Appearance or Spoofing.
0.1.0
- Initial release - the merged Appearance Keeper + Freemode Wallet: snapshot and auto-apply your freemode look across named slots with per-slot backups, a spendable wallet (earn from pickups and payouts, spend in shops via a protagonist spoof), and an Edit Mode for external tools. Runs on both editions from one build.
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Freemode Identity
This mod lets your freemode (multiplayer) character live in story mode as a real character - it keeps the look you authored, gives it a spendable wallet, and holds on to your weapons, armor and health, so shops, money and your loadout just work. It merges Appearance Keeper and Freemode Wallet into one mod, and runs on both GTA V Enhanced and Legacy from a single build that detects your edition.
A freemode ped normally can't do any of this - the game resolves your look and spending from your character model. It doesn't author looks (use a customizer like Menyoo for that); it snapshots what the game reports and replays it. Everything is opt-in - one master switch turns the whole mod on or off, and each feature is its own toggle.
Appearance
Save as many looks as you like into named slots, mark one active, and turn Appearance on - your active look is applied on load and re-asserted after death, respawn or a model swap. Turn it off and you're swapped back to your story protagonist.
A few fields the game exposes no getter for (face morphs, overlay opacity, hair tint, moving style, mood, tattoos) are read from the live character's memory - a read that doesn't line up falls back to native capture rather than applying a wrong value.
Each slot also keeps one Backup, taken before an Overwrite, that you can apply without touching the saved slot. Edit Mode pauses the re-apply and drops the spoof so an external tool (e.g. Menyoo) can change your ped freely; save when you're done, then turn it off.
Wallet and spoofing
Because the wallet rides the protagonist's own cash stat, the rest of the game reads it as real money - ATMs show the right balance, and external job mods pay into and charge it correctly (tested with Casual Jobs (Rabbit Holes), Driver Jobs V and Vehicle Market). Spoofing never engages on a genuine story protagonist, so it can't hijack story money. Story-mode death and arrest penalties apply too - a healthcare fee on respawn, a bail fine on release, and a bust confiscates your drawn weapon, ammo and armor like vanilla.
Loadout
The game keeps none of a freemode character's weapons, armor or health, and re-applying your look respawns the ped empty. Loadout snapshots what you're carrying as you play and restores it onto the freshly-applied ped. Weapons keep their ammo, tints and attachments (scopes, suppressors, grips, extended mags, liveries with camo). Weapons / Armor / Health are each an independent toggle with a configurable save period.
Skills
Set your character's stats - stamina, shooting, strength, stealth, flying, driving, lung capacity - and they're applied in-game. Leave a skill progressing and it climbs from what you do (sprint, shoot, drive, swim...) at a speed you choose, or halt it to hold a value. Turn Skills off and your real values are restored.
Mod data location
The mod stores its data (saved looks, wallet balance, FreemodeIdentity.ini and logs) in %APPDATA%\GTA V Mods\KernelPryanic\FreemodeIdentity - required on Enhanced, where the game locks its own directory for the session, and used on Legacy too so everything lives in one place.
Default keys
Dependencies
Installation
Extract FreemodeIdentity.zip into the root of your GTA 5 directory - the .dll goes into scripts/ and the .asi goes into the game root (next to the game exe). Or use my Vortex extension.
Moving over from Appearance Keeper / Freemode Wallet
Freemode Identity replaces both Appearance Keeper and Freemode Wallet, now deprecated. Your saved looks carry over directly - the slot format is compatible, so copy your whole Appearances folder from ...\AppearanceKeeper\Appearances into ...\FreemodeIdentity\Appearances. Settings aren't carried over - set them once in the new menu.
Known limitations
For mod developers
The wallet redirect hooks STAT_GET_INT/STAT_SET_INT on the active cash stat (SP0/SP1/SP2_TOTAL_CASH) and the matching bank stat (SP0/SP1/SP2_BANK_BALANCE). So if your mod touches the player's money the conventional way - Game.Player.Money (SHVDN), those natives, or either stat directly - it works automatically while spoofing is on. Cash and bank both resolve to the one wallet total.
Source
Open source on GitHub.
License
Released under the MIT License - free to use, modify and build on, including in your own mods. The only condition is to credit the author (Daniil Trishkin aka Kernel Pryanic) and keep the copyright and licence notice in any copy or derivative.
Changelog
1.1.2
1.1.1
1.1.0
1.0.2
1.0.1
1.0.0
0.7.1
0.7.0
0.6.0
0.5.0
0.4.0
0.3.1
0.3.0
0.2.1
0.2.0
0.1.0
This mod lets your freemode (multiplayer) character live in story mode as a real character - it keeps the look you authored, gives it a spendable wallet, and holds on to your weapons, armor and health, so shops, money and your loadout just work. It merges Appearance Keeper and Freemode Wallet into one mod, and runs on both GTA V Enhanced and Legacy from a single build that detects your edition.
A freemode ped normally can't do any of this - the game resolves your look and spending from your character model. It doesn't author looks (use a customizer like Menyoo for that); it snapshots what the game reports and replays it. Everything is opt-in - one master switch turns the whole mod on or off, and each feature is its own toggle.
Appearance
Save as many looks as you like into named slots, mark one active, and turn Appearance on - your active look is applied on load and re-asserted after death, respawn or a model swap. Turn it off and you're swapped back to your story protagonist.
- Model (Freemode Male / Female)
- Heritage (face shape + skin tone) and the 20 face micro-morphs
- Head overlays - brows, makeup, beard, wrinkles - with opacity
- Hair drawable + texture and hair tint colour
- Eye colour and voice
- Clothing components and props (hats, glasses, earrings, watches, bracelets)
- Moving style, mood (idle-anim override) and tattoos / decals
A few fields the game exposes no getter for (face morphs, overlay opacity, hair tint, moving style, mood, tattoos) are read from the live character's memory - a read that doesn't line up falls back to native capture rather than applying a wrong value.
Each slot also keeps one Backup, taken before an Overwrite, that you can apply without touching the saved slot. Edit Mode pauses the re-apply and drops the spoof so an external tool (e.g. Menyoo) can change your ped freely; save when you're done, then turn it off.
Wallet and spoofing
- Spoofing - makes your freemode ped read as a story protagonist (Michael, Franklin or Trevor) so shops open and jobs pay out. Your body still renders freemode; it auto-releases on a model change and defaults off.
- Earning - credits your wallet from each collected money pickup, and captures script payouts (rewards paid through the game's player-money system) while spoofing is on.
- Spending - while spoofing, a small companion plugin redirects the shop's charge to your wallet. The protagonist's real cash is never touched.
Because the wallet rides the protagonist's own cash stat, the rest of the game reads it as real money - ATMs show the right balance, and external job mods pay into and charge it correctly (tested with Casual Jobs (Rabbit Holes), Driver Jobs V and Vehicle Market). Spoofing never engages on a genuine story protagonist, so it can't hijack story money. Story-mode death and arrest penalties apply too - a healthcare fee on respawn, a bail fine on release, and a bust confiscates your drawn weapon, ammo and armor like vanilla.
Loadout
The game keeps none of a freemode character's weapons, armor or health, and re-applying your look respawns the ped empty. Loadout snapshots what you're carrying as you play and restores it onto the freshly-applied ped. Weapons keep their ammo, tints and attachments (scopes, suppressors, grips, extended mags, liveries with camo). Weapons / Armor / Health are each an independent toggle with a configurable save period.
Skills
Set your character's stats - stamina, shooting, strength, stealth, flying, driving, lung capacity - and they're applied in-game. Leave a skill progressing and it climbs from what you do (sprint, shoot, drive, swim...) at a speed you choose, or halt it to hold a value. Turn Skills off and your real values are restored.
Mod data location
The mod stores its data (saved looks, wallet balance, FreemodeIdentity.ini and logs) in %APPDATA%\GTA V Mods\KernelPryanic\FreemodeIdentity - required on Enhanced, where the game locks its own directory for the session, and used on Legacy too so everything lives in one place.
Default keys
- Shift+X - Open menu (configurable in FreemodeIdentity.ini)
Dependencies
Installation
Extract FreemodeIdentity.zip into the root of your GTA 5 directory - the .dll goes into scripts/ and the .asi goes into the game root (next to the game exe). Or use my Vortex extension.
Moving over from Appearance Keeper / Freemode Wallet
Freemode Identity replaces both Appearance Keeper and Freemode Wallet, now deprecated. Your saved looks carry over directly - the slot format is compatible, so copy your whole Appearances folder from ...\AppearanceKeeper\Appearances into ...\FreemodeIdentity\Appearances. Settings aren't carried over - set them once in the new menu.
Known limitations
- Turn Spoofing off before loading a save - loading while spoofed can render a broken (floating-head) body. It re-engages on its own once a load settles.
- Works on freemode (MP Male/Female) peds only - story protagonists and addon/custom models have their face baked into the model and can't be captured.
- Some externally-authored faces can't be captured - Menyoo's randomizer and certain trainer-made characters store the face outside the head-blend system the game lets us read. The mod warns you at save time and leaves the face untouched on apply; clothes, hair and props still save. Faces from the heritage sliders, the in-game creator, or manual Menyoo Head Features edits work fine.
- Spending and script payouts need spoofing on; pickup earning works either way. With the wallet off a purchase completes but nothing is charged.
- A few interactions (e.g. a prostitute's service) deduct through their own in-game logic rather than the cash stat the plugin hooks, so they come out free even with the wallet on. Shops, ATMs and stat-based payouts work.
- The .asi plugin is required for spending - without it the mod still keeps your look and earns from pickups, but shops charge nothing.
- Overlay tint colours aren't preserved yet on Enhanced (brow/makeup/lipstick shape and opacity are). Custom moving styles / moods outside the known tables are left unset rather than guessed.
- Returning your story character restores their outfit, props and hairstyle, but not a deliberately recoloured hair - the default hair colour comes back with the model.
For mod developers
The wallet redirect hooks STAT_GET_INT/STAT_SET_INT on the active cash stat (SP0/SP1/SP2_TOTAL_CASH) and the matching bank stat (SP0/SP1/SP2_BANK_BALANCE). So if your mod touches the player's money the conventional way - Game.Player.Money (SHVDN), those natives, or either stat directly - it works automatically while spoofing is on. Cash and bank both resolve to the one wallet total.
Source
Open source on GitHub.
License
Released under the MIT License - free to use, modify and build on, including in your own mods. The only condition is to credit the author (Daniil Trishkin aka Kernel Pryanic) and keep the copyright and licence notice in any copy or derivative.
Changelog
1.1.2
- Fixed the "Stamina +" banner for good - it's now blocked at the source, so it no longer interferes with other notifications (from this or any other mod) while a skill is progressing.
1.1.1
- Fixed the "Stamina +" skill banner sticking on screen while a skill was progressing - now cleared without disturbing your other notifications.
- Hardened toggling the mod on and off around that banner, so it can't crash the game or leave your story character reset.
1.1.0
- Skills now progress as you play. A skill left progressing climbs from what you do - sprinting builds stamina, shooting builds shooting, driving builds driving, and so on - or set it halted to hold a value. Effort counts: a sprint earns more than a jog, a hard swim more than a drift.
- New Progression Speed setting from 0.25x to 40x to make the climb as slow or fast as you like.
- Money changes now show a short green +$ / red -$ ticker so you can see what you earned or spent at a glance.
1.0.2
- Fixed the game re-arming your freemode character with weapons you'd dropped after switching the mod off and on - an emptied inventory now stays emptied across the switch.
- Fixed your story character picking up stray gear during a fast off-and-on - a half-loaded read can no longer be stored as their own loadout.
1.0.1
- Fixed armor and health not coming back when you turn the mod off and on with the master switch.
- Fixed your story character's outfit being lost after a mod hot reload - a half-loaded read can no longer overwrite the saved look.
1.0.0
- First stable release. Everything from the 0.x line - looks, wallet, loadout and skills - is in and settled across both editions.
- A story-mode bust now confiscates gear like vanilla - your drawn weapon, all ammo and body armor - so the bail fine drops to the authentic $300.
- Fixed emptying your weapons not sticking across turning the mod off and on - the game re-granted your old arsenal on the way back, and it's now cleared to match what you're actually carrying.
- Cleaner diagnostic log - normal events read as info instead of errors, so a shared log points at real problems faster.
0.7.1
- Turning the mod off now also returns your story character in their own outfit and hair - a custom look is no longer reset to default clothing on the way back.
0.7.0
- Turning the mod off now returns your story character with their own weapons, armor, health and skills - captured when you turn the mod on and restored when you turn it off, so they're never left empty or reset. It won't overwrite newer stats if you played them since, and won't put one character's gear onto another.
- Your wanted level now carries across turning the mod on or off - toggling mid-chase no longer shakes the cops.
- Master switch off truly idles the mod - no per-frame work when it's off.
- Pickups can now be turned off to stop scanning entirely - an escape hatch for FPS in pickup-heavy scenes.
- Big performance pass on top of 0.6.0, including large combat scenes.
- Fixed the skill-up notification sticking on screen after turning the mod off.
0.6.0
- New Skills feature - set your character's stats (shooting, stamina, strength, stealth, driving, flying, lung capacity); your real values come back when you turn it off.
- New master switch - one toggle turns the whole mod on or off, with each feature in its own submenu. Off reverts everything and keeps your settings for when you turn it back on.
- Story-mode death and arrest fees now charge the wallet - a healthcare fee on respawn and a bail fine on release.
- Much lighter on performance - per-frame cost cut roughly 20x.
- Fixed Ammu-Nation re-charging for a weapon you already own after toggling the mod off and on.
- Fixed a stuck black screen after a police bust when the game's own fade-in never fired.
- Reduced a rare fall through the map after respawn - the spoof now waits for solid ground before re-engaging.
0.5.0
- New Loadout feature - keeps the weapons, armor and health a freemode character would otherwise lose. The game saves none of them, and applying your look respawns the ped empty; now they're snapshotted as you play and restored with your look.
0.4.0
- Fixed an edge case where a purchase could charge your protagonist's real money instead of the wallet - found with Vehicle Market. Mods that pop the map mid-purchase briefly suspended spoofing, so the charge slipped past; spoofing now stays engaged across the map.
- The wallet now also covers charges made against your bank balance, not just on-hand cash.
- Loading a save: turn Spoofing off before you load (it re-engages on its own once you're back in).
0.3.1
- Fixed a map waypoint disappearing from the minimap while spoofing was on, on both editions.
0.3.0
- Your look is now restored after a police bust, the same as a hospital respawn.
- Re-applying your look now waits for the world to be fully streamed in, fixing rare falls through the map and stuck black loading screens on heavy modlists.
- Fixed a broken (floating-head) body after loading a save while the game is running, on both editions.
- Clarified the Spoofing menu description: it's required for a fully working wallet.
0.2.1
- Fixed the diagnostic log filling up with repeated lines while spoofing in a shop.
0.2.0
- Now runs on GTA V Legacy as well as Enhanced, from a single build - it detects the edition and adapts.
- Tattoos / decals are now preserved on both editions.
- Menu polish: Saved Appearances is first, the active slot shows in the submenu header, and a reminder fires if you leave Edit Mode on.
- Stability: fixed menu flicker and rare multi-second freezes when toggling Appearance or Spoofing.
0.1.0
- Initial release - the merged Appearance Keeper + Freemode Wallet: snapshot and auto-apply your freemode look across named slots with per-slot backups, a spendable wallet (earn from pickups and payouts, spend in shops via a protagonist spoof), and an Edit Mode for external tools. Runs on both editions from one build.
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While we're on pre-release versions 0.x.x please expect often updates and occasional issues as well as possible structural changes. If you hit any bugs and want to report, please do so, ideally attaching FreemodeIdentity.log and FreemodeIdentity.shim.log from %APPDATA%\GTA V Mods\KernelPryanic\FreemodeIdentity and ScriptHookV.log with ScriptHookVDotNet.log from your GTA 5 folder (could be posted to https://pastebin.com/).
Please be patient during this pre stable release phase, I think 1.0.0 release is pretty close, but some fundamental structural updates are expected until then.
@aldian0 FPS drop confirmed, I'll try to optimize it in the next build.
@null_pointer I like version 0.6.0 because when switching to freemode you can immediately access everything the main player does without saving to a new slot, when you are in the weapon shop, clothing shop and other rooms the fps remains stable but the problem is when fighting and shooting with the police in the shop my fps is around 80 drops to around 28 very laggy but when you get out of the shop and escape by driving a vehicle the fps returns to normal, even when fighting with gangs in open areas the fps also drops too.
@null_pointer I tried to remove the EMFsingleplayer add on for Franklin's outfit, I thought it would be a burden on freemode players when Spoofing to Franklin then I tried to have a gunfight with the police outdoors or in an open area and it turns out that gunfights can make the fps drop, as well as gunfights with gangs, it seems that with this mod gunfights make the fps drop
when does it come supported to legacy?
@aldian0 tried to address local performance issues in the latest update - this is all I could do, but should be better now, in case you still struggle you can turn off cash pickups in Wallet -> Pickups Enabled, that disables cash scan completely, but you won't get collected money in your account while it's disabled.
@RICHYDUDE it's compatible with both game editions
@null_pointer then why doesnt it work
@RICHYDUDE I don't know, you didn't share any logs. I can only assume that you may didn't install all dependencies or using unstable SHVDN, this mod is tested with https://www.gta5-mods.com/tools/script-hook-v-net-enhanced
Hi @null_pointer
[14:56:07] UNINIT: Unregistering script 'FreemodeIdentity.asi' (GTA V SCRIPT HOOK (build Apr 9 2026, v3788.0/1013.34))
ASI: Loading "X:\Grand Theft Auto V 5Real\FreemodeIdentity.asi"
"FreemodeIdentity.asi" => 00007FFB90F10000 (GTA V ASI LOADER (build May 2 2015))
It doesn't work for me too, apparently loaded but shift+x do nothing, I'm using Legacy (Safehouse Hills update 1.0.3725.0) & nightly 3.7.0 scripthookdotnet
@Stroow Please see if .dll part is loaded in ScriptHookVDotNet.log, it's responsible for UI and most of the functionality, so it's main entry point. DLL can work without ASI, but ASI can't work without DLL part. In the logs you should find something like this:
[14:56:33] [DEBUG] Loading assembly FreemodeIdentity.dll ...
[14:56:33] [INFO] Found 1 script(s) in FreemodeIdentity.dll resolved to API version 3.9.0 (target API version: 3.9.0).
@null_pointer Oh that's it ! Ok so nightly 3.7.0 is outdated for your mods
[14:54:03] [ERROR] Failed to load script assembly FreemodeIdentity.dll when searching for script types because there is an assembly that the script tried to load as a dependency but couldn't. Exception message: Impossible de charger un ou plusieurs des types requis. Extrayez la propriété LoaderExceptions pour plus d'informations.
First LoaderException message (which tells what assembly is missing): System.IO.FileNotFoundException: Impossible de charger le fichier ou l'assembly 'ScriptHookVDotNet3, Version=3.9.0.0, Culture=neutral, PublicKeyToken=null' ou une de ses dépendances. Le fichier spécifié est introuvable.
Nom de fichier : 'ScriptHookVDotNet3, Version=3.9.0.0, Culture=neutral, PublicKeyToken=null'
@Stroow Yeah, please use https://www.gta5-mods.com/tools/script-hook-v-net-enhanced if possible, this is a stable SHVDN fork
So now with 3.9.0 vnet it loaded correctly in each loader (asi, sripthook & vnet) but shortcut doesn't work for FreemodIdentity, vehiculekeeper (shift + t) work perfectly
@Stroow Please share FreemodeIdentity.log it's at %APPDATA%\GTA V Mods\KernelPryanic\FreemodeIdentity
@null_pointer
01/07/2026 16:53:10 [ERROR] FreemodeIdentity v0.7.1 started. Files dir: C:\Users\Stroow\AppData\Roaming\GTA V Mods\KernelPryanic\FreemodeIdentity
01/07/2026 16:53:10 [INFO] PedHeadBlendMemory: content-based head-blend read armed (Enhanced layout).
01/07/2026 16:53:10 [ERROR] Head-blend memory capture available: True
01/07/2026 16:53:10 [ERROR] GameBuild: detected Legacy edition (by host module name).
01/07/2026 16:53:10 [INFO] Wallet: loaded balance $0.
01/07/2026 16:53:10 [ERROR] Config: edition=Legacy master=False appearance=True wallet=True pickups=True spoof=True target=Franklin menuKey=X, Shift.
@Stroow Looks like it's loaded correctly now, please make sure you installed latest LemonUI, if still doesn't work I'd just in case check if your keyboard layout is EN/US in game, but I don't believe this can cause Shift+X being undetected...
it dosent work for me
@null_pointer Ok you are a killer, that's LemonUi... I must have accidentally installed an older version when I added an old mod... It works perfectly
So for the others who read it and have a problem with this ensure you have these last ressources updated
LemonUI : https://fr.gta5-mods.com/tools/lemonui
ScriptHookVDotNet : https://fr.gta5-mods.com/tools/script-hook-v-net-enhanced
ScriptHookV : https://www.dev-c.com/gtav/scripthookv/ =)
So far, either something's wrong with the game or It's a mod issue
- I use the freemode male model, turn on the spoofer
- I Can't switch outfits through Menyoo, It only lets me use the first 5 outfit ID's, equipping a premade outfit doesn't bypass this
- Turning off the spoofer completely freezes, then crashes my game after about a minute
- Saving appearance also seems to do the same thing
@Allizzer Please toggle Edit Mode when updating the look and having the mod on.