Useful links
A modder never invents model names, audio contexts, or native signatures from memory. GTA V is a huge engine with thousands of hardcoded hashes and string identifiers. The community has cataloged almost every game asset into reliable online references.
Here are the authoritative external databases grouped by domain, with exactly what you will find in each and when to consult it.
Game models, vehicles, weapons
When you need to spawn an entity, arm a ped, or verify a model in the game world, these catalogs provide the exact string identifiers and hash values.
RAGE MP Wiki: Peds
- URL: wiki.rage.mp/wiki/Peds
- What it contains: Visual gallery of every pedestrian model in GTA V, complete with model name (such as
s_m_y_cop_01,g_m_y_ballasout_01,a_m_m_skater_01), hash, category (ambient, gangs, law enforcement, story characters, animals), and default audio voices. - When to use it: Whenever you spawn an NPC with
World.CreatePed, assign gang member skins, or check which model archetype you are interacting with.
RAGE MP Wiki: Vehicles
- URL: wiki.rage.mp/wiki/Vehicles
- What it contains: Complete index of every vehicle in the game (cars, motorcycles, emergency vehicles, helicopters, planes, boats) with spawn names (
police3,baller2,buzzard), vehicle classes, seat counts, and images. - When to use it: When choosing vehicles for police patrols, gang convoys, getaway chases, or configuring seat availability for passenger scenarios.
RAGE MP Wiki: Weapons
- URL: wiki.rage.mp/wiki/Weapons
- What it contains: Exhaustive table of weapon hashes, weapon attachments (suppressors, scopes, flashlights, extended magazines), tint IDs, and ammunition types.
- When to use it: When arming actors (
GiveWeaponToPed), equipping specific weapon components, adjusting damage multipliers, or checking what firearm an NPC is holding.
Animations, objects, props
GTA V has thousands of pre-recorded animations and interactive props. These databases let you preview motion and verify 3D models before writing code.
Pleb Masters Forge: Animations
- URL: forge.plebmasters.de/animations
- What it contains: Interactive 3D web player for every animation in GTA V. You can search by keywords (
deal,wave,threaten,cuff,smoke), preview motion in real-time on various ped models (such asA_F_Y_Beach_01), and retrieve the exact animation dictionary (animDict) and clip name (animName). - When to use it: Whenever you trigger an animation (
Function.Call(Hash.TASK_PLAY_ANIM, ...)orped.Task.PlayAnimation), choreograph synchronized scenes, or replace rigid default behaviors with natural body language.
Pleb Masters Forge: Objects
- URL: forge.plebmasters.de/objects
- What it contains: Complete 3D catalog of every object and prop in the game (phones, packages, duffel bags, cash piles, tools, medical gear, static furniture) with 3D model previews, category filters, model names, and exact numeric hashes.
- When to use it: When attaching props to peds (
ATTACH_ENTITY_TO_ENTITY), spawning environmental set pieces (World.CreateProp), or managing tradeable items in robbery, drug, or police scenarios.
Native databases
ScriptHookVDotNet provides high-level C# wrappers for many common tasks, but hundreds of specialized engine behaviors require calling raw natives directly with Function.Call.
CitizenFX Natives Repository
- URL: github.com/citizenfx/natives
- What it contains: The open-source Git repository containing the canonical machine-readable JSON definitions of all GTA V engine natives, maintained by the CitizenFX collective.
- When to use it: The ultimate source of truth to clone, grep, or feed to coding agents and automated build linters to verify native hashes, parameter counts, and signatures.
Natives Database (nativedb)
- URL: nativedb.dotindustries.dev/gta5/natives
- What it contains: The canonical, modern searchable database of all GTA V engine natives. Grouped by namespace (
PLAYER,ENTITY,PED,VEHICLE,TASK,HUD,WEAPON...), it shows native hashes, full signatures, parameter types, return values, and community comments with decompiled game script excerpts. - When to use it: Your daily reference when an API is missing from SHVDN, when you need to understand how Rockstar decompiled scripts implement a specific task, or when checking native return values.
FiveM Natives Reference
- URL: docs.fivem.net/natives
- What it contains: Official documentation for GTA engine natives curated by the FiveM community, featuring code snippets in Lua and C#, type definitions, and notes on multiplayer synchronization.
- When to use it: A great cross-reference alongside nativedb to check alternative signatures or read developer notes on native side effects and engine bugs.
Audio, controls, game references
Dialogue and world feedback make scripts feel alive. These guides document speech contexts, inputs, and map icons.
Speeches Reference
- URL: docs.fivem.net/.../speeches
- What it contains: Exhaustive list of speech context names (
GENERIC_INSULT_HIGH,PROVOKE,GENERIC_FRIGHTENED_HIGH,CHALLENGE_THREATEN,SOLO_SEARCH_FOR_SUSPECT...) and available voice profiles. - When to use it: When making peds speak in dialogue, combat, or ambient encounters via
PLAY_PED_AMBIENT_SPEECH_NATIVEorPLAY_PED_AMBIENT_SPEECH_WITH_VOICE_NATIVE.
Controls Reference
- URL: docs.fivem.net/.../controls
- What it contains: Numeric indices and enum mappings for every input action in the game across keyboard, mouse, and gamepads (e.g.
Control.Context,Control.VehicleAccelerate,Control.Attack). - When to use it: Detecting button presses (
Game.IsControlJustPressed), disabling default controls during custom scenes (DISABLE_CONTROL_ACTION), or binding custom hotkeys.
Blips Reference
- URL: docs.fivem.net/.../blips
- What it contains: Catalog of minimap and pause menu radar blip sprite IDs (shields, skulls, car icons, destinations), color palettes, display modes, and flashing states.
- When to use it: Adding icons, objective markers, or gang territory highlights on the radar and game map.
Checkpoints Reference
- URL: docs.fivem.net/.../checkpoints
- What it contains: Cylinder types, ground rings, arrows, numbers, and visual rendering parameters for in-world markers.
- When to use it: Drawing interactive triggers in 3D world space for races, mission waypoints, interaction spots, or helicopter landing pads.