GTA Access
A screen reader mod for Grand Theft Auto V (Legacy, PC). It speaks the game's menus, phone, shops and subtitles through NVDA, tells you what's around you, and can walk, drive and fight alongside you, all the way to finishing missions for you.
Tester build, version 1.0.88 Download the setup, 7.7 MB
What it does
Hear the game
Menus, the phone, shops, subtitles and mission instructions, read as they appear.
Find anything
A scanner for people, vehicles, doors and places, each with distance and direction, and a sound from where it is.
Get there
Walk or drive to the objective on autopilot, a spoken map, turn directions, and a walking beacon.
Drive yourself
Sounds for road edges, what's ahead and beside you, and a parking sensor when reversing.
Fight
Lock onto enemies, vehicles or objects, take cover, sneak up, and fire from cars. It aims for you.
Play missions for you
Auto mission plays each step, and adaptive help eases the parts you keep failing.
What's new in 1.0.88
- Auto mission now wins fist fights the mission asks for, like Simeon in Complications. The game's own fighting takes over, and the help meant to soften the punches you take was actually tripling them; it now cuts them to a third.
- Auto mission leaves cover after a few seconds when it can't see who it's fighting, instead of firing at a wall.
- On a mission, auto mission frees a jammed car after 10 seconds, before the mission's own clock fails it as stuck or undriveable.
- Auto mission stops the car before getting out, so it no longer rolls on without you.
- Vans and trucks on auto mission keep to a lower top speed, so they no longer roll over in chases.
- Chop works on auto mission: Franklin runs after the marked person fleeing rather than after Chop, and climbs when a fence is in the way.
- Father/Son's yacht chase works on auto mission: the car lines up on the exact spot behind the yacht that the mission checks, and holds it so Franklin can jump.
Getting it
- Download Script Hook V from its own page, dev-c.com/gtav/scripthookv: the link called just Download, not "Download SDK". Leave the zip in your Downloads folder: you don't need to unzip it or copy anything into the game folder, because the setup does that for you. (Script Hook V's own instructions say to copy its files into the game folder by hand. That works too, but you can skip it.) GTA Access can't include Script Hook V: its licence doesn't allow that.
- Download the GTA Access setup (7.7 MB).
- Close GTA V, then run the setup. Windows may warn about an unsigned program: choose More info, then Run anyway. Answer Yes to both questions.
- Start the game. It says "GTA Access 1.0.88 ready".
Updates arrive in the game: when there's a new version the mod says so, and
Shift+U installs it.
Game silent, or menus not read? Run GTA Access Check. It looks at everything the mod needs, fixes the display setting if that's the problem, and puts a report on your Desktop (also copied to the clipboard): send that report to the developer.
What you need
- GTA V Legacy from Steam or Rockstar (not the Enhanced edition), patch 1.0.3889 or later.
- Windows 10 or 11 with .NET Framework 4.8. Windows 11 already has it; the setup installs it if it's missing.
- NVDA, running. Nothing needs installing in NVDA itself.
- Windows text recognition (OCR) for the game's language, as a backup. Menus, the phone, shops, subtitles, help and the mission failed screen are read from the game itself, word for word, from the first restart of the game after installing or updating. English Windows has English OCR already. If you play the game in another language, the setup adds that language's OCR.
Any screen size works, including ultrawide and 4K.
Updates and problems
Updates to GTA Access arrive in the game. A little after the game loads, the mod checks
for a newer version and tells you what's new; press Shift+U to install it. Updates are
signed, and the mod refuses one that isn't. Each update also refreshes this guide in your
GTAAccess folder (README.html and README.md). What changed in each version is on the
website's Changelog.
After a GTA update, the mod may not load until Script Hook V catches up. Download the new Script Hook V zip when it's out and run the setup again.
If the game is silent or menus aren't read, run GTA Access Check (https://madnessinnsmouth.com/gta-access/files/GTAAccessCheck.exe). It checks everything the mod needs, fixes the display setting if that's the cause, and puts "GTA Access report.txt" on your Desktop. Send that report to the developer.
If the mod goes quiet during play, press Pause (Pause/Break; on many laptops Fn+B or Fn+P). That restarts the mod and it says "Reloaded". If the pause menu opens too, close it.
Three settings have to be made in the game (the pause menu is read aloud, so you can do this yourself): Settings, Display, Subtitles On; and Settings, Saving And Startup, Landing Page Off and Autosave On. The setup takes care of the rest.
Keys
The game's own keys are left alone: WASD to move, Shift to sprint, Space to jump, F to get in and out of vehicles, Q for cover, E to interact, R to reload, Tab for the weapon wheel, V for the camera, Esc for the pause menu. The mod only listens while the game window is in front.
What's going on
| Key | What it does |
|---|---|
| F1 | Compass heading. |
| Shift+F1 | Automatic heading calls as you turn, on or off. |
| F2 | Where you are: street, district, inside or out. |
| F3 | Health, armour, wanted level, money, and speed when driving. |
| F4 | Repeat the last thing said. |
| H | Health and armour, or the vehicle's condition and speed. |
| J | Money. |
| Shift+J | In a vehicle: the radio menu, every station by name. |
| K | Your weapon and ammo. |
| L | Look around: what's open or blocked in eight directions, and the nearest door. |
| / | Message history: everything read off the screen so far. |
| Shift+/ | Reading of spoken dialogue (subtitles) on or off. Mission instructions are always read. |
Finding things: the scanner
| Key | What it does |
|---|---|
| Shift+Page Down, Shift+Page Up | Change category: People, Vehicles, Doors, Places, Inside. |
| Page Down, Page Up | Next or previous item, for example "barber, 348 metres, behind left, in Hawick". |
| End | Repeat the current item. |
| Shift+End | Track it: beeps that quicken as you close in, and F11 walks you there. Again to stop. |
| Delete | Put the map waypoint on it. |
Each item plays a sound from where it is as you move onto it. People are named where the mod knows who they are (story characters, police, shop staff) and called "hostile" when they're fighting you. Picking someone in the People list also locks onto them, so aiming and firing go to whoever you just heard; picking a vehicle in the Vehicles list does the same, so you can shoot the van you've just found. Doors say where they lead ("into Franklin's house", "out to the street"). Places includes shops, banks, bars and clubs that the game's map doesn't mark.
Getting somewhere
| Key | What it does |
|---|---|
| F9 | The destinations menu: mission objective, map markers, landmarks, shops to rob, available missions, shops and places, clear waypoint. |
| Shift+F9 | A spoken map. Arrows move a cursor 100 metres (with Shift, 500), Page Up and Page Down jump between markers, End comes back to you, Enter sets the waypoint. |
| F10 | Where you're going and the next turn. |
| Shift+F10 | Spoken turn directions on or off. |
| F11 | On foot, walk to the objective; in a vehicle, drive there on autopilot. Again to stop. If it says it's stuck, press F11 within 15 seconds to be moved there. |
| Shift+F3 or Shift+F11 | Pace: walk, run or sprint on foot (sprint is the default); careful, normal or fast driving. |
| Shift+F | Walk to your own car and get in. |
| Shift+N | Objective beacon on or off (it starts on): a pulse from the way to go, on foot or driving, leading to whatever you last picked in the scanner, tracked, set as a waypoint, or the mission's objective. |
| O | Open the nearest door. |
Available missions in the F9 menu gives your game's percentage complete, then every mission you can start now: who gives it, which character it's for, how far away and where.
The autopilot reads the distance counting down and the GPS turns. Its three paces:
- Careful obeys traffic lights and waits in traffic.
- Normal doesn't wait at red lights, swerves round traffic and goes round a queue.
- Fast drives at full speed and cuts off the road to get round things.
It plans its route over the game's road network and hands the game's driver about a kilometre of it at a time, so it doesn't wander off or loop round. It slows near the end, drives right up to the spot, and backs out if it gets wedged. When it gets nowhere for 30 seconds it tries another way. Somewhere off the roads, it parks at the nearest road, says how far it is on foot and which way, and walks you the rest. It never moves you ahead off a mission; on one, a lift is the last resort (see Lifts in the settings).
The whole road map. The mod carries the game's own road network: every road, motorway, driveway, car park, footpath and boat route, with which way each road's lanes go and the street names. A long walk follows the roads and paths there, rather than heading in a straight line into the sea or onto a motorway. The autopilot drives to the road nearest your waypoint, even when that part of the map hasn't loaded yet.
Open ground. The mod also carries the game's map of where people can walk: pavements, parks, beaches, hillsides and plazas, and which parts join. A walk to somewhere the roads don't reach goes over open ground, and so does one where cutting across is much shorter.
Buildings. The mod also knows the inside of every building the game has: its rooms by name and the doorways between them. Walking into a room says its name (the setting "Room names indoors" turns that off). Indoors, F2 says the room and its doorways, and "Doorways here" in the F9 menu lets you pick one to walk to with F11. A walk or drive to somewhere inside a building goes to its way in.
Driving yourself
Shift+F4 turns the driving cues on or off (on by default). While you drive yourself:
- A tick plays from the side of a road edge you're drifting toward, and "Off road" is said when you leave it, with a sound from the way back.
- A warning beep plays from anything ahead you're closing on, including something by either corner of the bonnet; "Brake!" when it's close.
- A soft click plays from a car or wall within a metre of your side, faster the closer it is.
- Reversing, a parking-sensor beep comes from what's behind, quickening as you near it, and "Stop!" is said when it's under a metre away.
Fighting
| Key | What it does |
|---|---|
| ] and [ | Lock the next or previous target and turn to face it. |
| Shift+[ | What to target: people, vehicles (helicopters and planes too), or objects. |
| \ | Release the lock. |
| ' | A fight summary. |
| ; | The weapon menu (easier than the weapon wheel, which is read too). |
| Y (hold), Right Alt, Right Control, left mouse button | Attack whatever is locked. |
| Shift+] | Hold aim without firing. |
| B | Take cover from the locked enemy. Holding the attack key then leans out and fires. |
| Shift+B | Sneak up on the locked person and take them down quietly. |
| R in a vehicle | Load the gun (the game keeps it empty in a car until you aim). |
Attacking a locked person aims for the head, steps out for a clear shot, and never fires at your own crew. When they die, give up or run off, the lock moves to the next one by itself: "Enemy down! Hostile man is dead, 20 metres ahead. 1 enemy left. Locked onto the next: hostile man, 23 metres, ahead right."
Targeting vehicles and objects. Shift+[ switches between people, vehicles and objects. Objects are the breakable things missions ask you to shoot: alarms, security cameras, gas cylinders, fuel tanks, explosive barrels, generators, and anything the mission marks. ] and [ step through that kind, marked ones first, and the attack key shoots the one locked. When it's destroyed you hear "Destroyed the van. Next: ..." and the lock moves on.
The weapon menu lists loaded guns first, then knives and bats, then empty guns marked "no ammo". A gun you pick stays picked; an empty one says it has no ammo. When a gun runs dry in a fight, the mod draws your next best gun, and "Last magazine" is said when the rounds you have left fit in one clip.
From a vehicle the same keys work: the character leans out of the window. A driver can only fire one-handed guns (pistols, the Micro SMG, Machine Pistol and Mini SMG), so if your gun needs both hands the mod draws one of those and tells you; a passenger can use any SMG. On autopilot the car slows while you fire and drives on when you let go. In an armed helicopter or tank, the attack key fires the vehicle's own guns at the target.
Missions on autopilot
| Key | What it does |
|---|---|
| Shift+Delete | Auto mission on or off. |
With auto mission on, the mod plays each step itself: it walks or drives to the objective, gets into marked cars, finds a car for long trips, follows and chases, fights with your best gun, takes the free repair when a mission sends you to a garage, and retries after a failure. It says what it's doing, and any key you press takes over that step. With no mission running, it heads for the nearest mission start.
Adaptive help. Where a mission keeps beating you, the next tries get help that suits how you failed: full armour and enemies who aim worse, a lift closer when time ran out or someone got away, allies and the mission vehicle that can't be destroyed, and no more dying after two deaths in the same place. Lifts wait until the mission's dialogue has finished, so you don't miss what's said on the way. This works whether or not auto mission is on, and can be turned off in Mod settings.
Money, cheats and updates
| Key | What it does |
|---|---|
| Shift+R | Rob the shop you're in (you need a gun). Again to stop. |
| Shift+C | The cheats and settings menu (below). |
| Shift+U | Install an update, or check for one. |
| Shift+F12 | Switch the whole mod off, and on again: while it's off, it says nothing and leaves every key to the game and your other mods. |
The cheats and settings menu (Shift+C)
At the top, only when they apply:
- Repair and clean this vehicle, when you're in one.
- Clear wanted level, when you're wanted.
- Jump to the mission objective and Restart from the last checkpoint, on a mission.
Then:
- Spawn a vehicle: the game's cheat vehicles first (Buzzard, Comet, Duke O'Death, Duster, golf caddy, Sanchez, PCJ-600, Rapid GT, Mallard, BMX, Trashmaster, stretch limo, Dodo, Kraken), then favourites (Adder, Buffalo, Sandking, Bati, Maverick, Buzzard, Mammatus, tow truck, Rhino tank), then every vehicle A to Z or by class.
- Add money: 5,000, 100,000 or 1,000,000 dollars.
- Time of day: the time now, stop or restart the clock, set times of day, or any hour.
- Game cheats, each under its real code:
- Player: invincibility (PAINKILLER), max health and armour (TURTLE), recharge special ability (POWERUP), fast run (CATCHME), fast swim (GOTGILLS), super jump (HOPTOIT), skyfall (SKYFALL), parachute (SKYDIVE), drunk mode (LIQUOR).
- Weapons: weapons and ammo (TOOLUP), every weapon in the game with full ammo, explosive ammo (HIGHEX), flaming bullets (INCENDIARY), explosive melee (HOTHANDS), slow motion aim (DEADEYE).
- World: slow motion (SLOWMO), change weather (MAKEITRAIN), slippery cars (SNOWDAY), moon gravity (FLOATER), raise wanted level (FUGITIVE), lower wanted level (LAWYERUP).
- Mod settings (also on their own keys where shown; all are remembered):
| Setting | Default | What it does |
|---|---|---|
| Read spoken lines aloud (Shift+/) | Off | Reads subtitles of what characters say. |
| Turn directions (Shift+F10) | On | Spoken GPS turns while driving and walking, with the street's name and, on wide roads, which lane to be in. |
| Driving cues (Shift+F4) | On | The steering sounds when you drive yourself. |
| Auto heading (Shift+F1) | On | Your compass heading as you turn. |
| Hazard warnings | On | Traffic, drops and water ahead, and your car's damage. |
| Hit sounds | Off | A sound where your shots and punches land. |
| Room names indoors | On | Says each room's name as you walk into it. |
| Lifts | On | On missions only, as a last resort: the autopilot and auto mission move you ahead when you're stuck, or on a drive against the clock once the mission has failed. Off a mission nothing ever moves you. Off, everything is driven all the way; a car stuck or upside down is still set back on the road. |
| Adaptive mission help | On | Extra help where a mission keeps failing. |
| Share anonymous mission reports | On | See "Sharing" below. |
Warnings and sounds
Hazard warnings (on by default):
- "Car coming, behind left!" when a vehicle is about to hit you, on foot, or from the side or behind while you drive.
- On foot: "Drop ahead, 6 metres down" before a ledge, and "Water ahead" before deep water.
- Your car's engine at 75, 50 and 25 percent and failing, a leaking fuel tank, burst tyres, and "The car's on fire! Get out."
They stay quiet while auto mission or the autopilot is in control, except for the car's condition. You're also told when a partner is badly hurt, your weapon changes, you reload, or you're out of ammo.
What each sound means:
| Sound | Meaning |
|---|---|
| A beep from one side as you move through the scanner | Where that item is. Each category has its own sound. |
| Tracking beeps, quickening | The scanner item you're tracking (Shift+End). |
| A soft pulse from one side | The objective beacon. Turn until it is in front of you: higher means dead ahead, lower and muffled means behind you. It quickens as you get close. |
| A tick from one side, driving | You're drifting toward that road edge. |
| An error buzz, driving | You're off the road; it comes from the way back. |
| A rising warning beep, driving | Something ahead you're closing on. |
| A soft click from one side, driving | A car or wall within a metre of that side. |
| A short beep, quickening, reversing | The parking sensor: something behind you. |
| A warning tone before speech | A hazard: a car about to hit you, or a drop ahead. |
| A short tick from where you aimed | Hit sounds: your shot or punch landed. |
Most cues are the game's own sounds, placed in 3D by the game. The warning tone, the side click, the parking sensor and the hit sounds come from Frontline, an audio game by the same developer, and play panned toward where things are.
Menus, the phone and shops
The pause menu, settings, stats, the phone (contacts, texts, email) and shop lists are read as you move through them. Shop rows read like "Triple Rails, $28"; the one you already have says "already yours", and locked items say so. Questions such as "Are you sure you want to quit?" read their choices: "Enter for Yes, Escape for No".
Also read from the game as they come up:
- The Stats tab's skills with their bars ("Stamina: 100 percent"), and the Replay Mission list's medal targets with how you did ("Accuracy: at least 70%. Not met, best 35 percent").
- A heist's planning board: the approaches, then each crew member as you move to them, with their skills and cut ("Paige Harris. Sys Knowledge 85 ... Cut 15 percent. 1 of 3"), who you hired, and the keys to confirm.
- The weapon wheel (hold Tab): the weapon the pointer is on and its ammo.
- The phone's internet: each page's text as it opens (news, Bleeter posts, the page's links by name). Clicking a link still needs the pointer.
In the mod's own menus (F9, Shift+C, ; and /): Up and Down move, Home and End (or Page Up and Page Down) jump to the ends, a letter jumps to the next item starting with it, Enter selects, Backspace goes back, Escape closes.
With a controller
Menus, the phone, prompts and shops are read as you move with the D-pad, A, B, LB and RB, and the mod's spoken hints name the controller's buttons. On foot, pulling LT locks the nearest enemy and holding RT fires at them. In a vehicle the triggers are left as the game has them, accelerator and brake. The help box's button pictures are read as their names ("Press D-pad right to get a haircut").
If aiming doesn't snap onto people, the game's targeting is set to Free Aim; the mod tells you how to change it to Assisted Aim.
The rest of the mod's keys (scanner, auto-walk, autopilot, auto mission) are on the keyboard.
Playing missions
- Lost? Press F10 for the objective and where it is.
- F11 does the walking and driving. Most "go to", "get in" and "follow" steps are F11, then E or F when you arrive.
- In a fight: ; for a weapon, ] to lock, B for cover, then hold Y.
- Told to destroy a vehicle or shoot an alarm? Shift+[ to vehicles or objects, ] to lock, hold Y.
- Or let auto mission play it: Shift+Delete.
- After a few failures the game offers Skip on the failure screen; press Space.
Known problems
- Long fights against enemies who stay in cover, especially on rooftops. Partners can die.
- Losing the police on autopilot often fails. Use the game's Skip if it drags on.
- The autopilot can still wait a while in a queue at a red light.
- Traffic lights can't be read; the game doesn't expose them.
- Some key pictures in the help box are misread.
- The Rockstar overlay can't be read.
Keys that clash with other software
- Home would open the Rockstar overlay, so the mod keeps it from the game. To open the overlay, switch the mod off with Shift+F12 first.
- Insert is NVDA's key, so the mod doesn't use it.
- On many laptops, Home and End are Fn with Left and Right, and Page Up and Page Down are Fn with Up and Down.
- Shift+F11 is taken by NVDA's Speech History add-on if you have it. Use Shift+F3.
- Tab inside a shop opens Rockstar's real-money store. Press Escape.
- Shift+F12 switches the whole mod off, and on again: while it's off it says nothing and leaves every key to the game and your other mods. Steam takes a screenshot on F12 too; change Steam's screenshot key if that bothers you.
Sharing, and what the mod sends
The mod sends anonymous reports to madnessinnsmouth.com: where missions are failed and passed and why, errors the mod caught, and a note when you start playing. A report carries a random number made on your PC, the mod version and the game's language. No names, accounts or files. In return it downloads what everyone's reports add up to, so a step that beats lots of players gets help on your first try. Turn sharing off in Shift+C, Mod settings.
The update check sends only the version you have.
Files the mod keeps
Everything is in your user folder under GTAAccess:
README.htmlandREADME.md: this guide, refreshed by each update.GTAAccess.log: what the mod read and said. The developer may ask for it.settings.txt: your Mod settings.learned.txt: where your missions were failed and why.objective.txt: the current mission instruction.
Thanks
Several warnings and the vehicle and object targeting were inspired by GTA11Y, Devin Gutierrez's open-source GTA V accessibility mod.
Changelog
What's new in each version.
Version 1.0.88, 2026-11-09
- Auto mission now wins fist fights the mission asks for, like Simeon in Complications. The game's own fighting takes over, and the help meant to soften the punches you take was actually tripling them; it now cuts them to a third.
- Auto mission leaves cover after a few seconds when it can't see who it's fighting, instead of firing at a wall.
- On a mission, auto mission frees a jammed car after 10 seconds, before the mission's own clock fails it as stuck or undriveable.
- Auto mission stops the car before getting out, so it no longer rolls on without you.
- Vans and trucks on auto mission keep to a lower top speed, so they no longer roll over in chases.
- Chop works on auto mission: Franklin runs after the marked person fleeing rather than after Chop, and climbs when a fence is in the way.
- Father/Son's yacht chase works on auto mission: the car lines up on the exact spot behind the yacht that the mission checks, and holds it so Franklin can jump.
Version 1.0.87, 2026-11-05
- New objective beacon, on by default (Shift+N turns it off). A pulse sounds from the direction to go, and it's meant to lead you to whatever you picked in the scanner, your waypoint or your mission objective. Turn until it's in front of you: it gets higher when you're dead on it, lower when it's behind you, and faster as you get close.
- This is a rough first version. It's still being worked on, and the sound may change.
Version 1.0.86, 2026-11-05
- Nervous Ron works on auto mission: Trevor holds the top of the water tower with the scope on Ron as he moves, then reaches the plane by the open end of the hangar.
- Crystal Maze works on auto mission: the whole petrol trail now counts, including its first marker, and it gets lit by shooting along its end. If the can runs dry, auto mission goes back to the last checkpoint.
- Friends Reunited: sticky bombs now get planted on trailers whose markers sit inside them, from the nearest spot you can walk to.
- Auto mission stops firing at something that won't break after 20 seconds and moves on to the actual job.
Version 1.0.85, 2026-11-05
- The Jewel Store Job works on auto mission: Michael now rams the police cars with the truck instead of climbing out to shoot them, which saves Franklin in the river.
- Following a crew through a chase is far more reliable: auto mission stays on their track with the police about, and gets back onto it after a crash instead of taking a long way round by road.
- Paparazzo works on auto mission: it drives alongside Miranda's limo, then stays close enough to the rival for Beverly to knock him off.
- A spot kept from an earlier drive no longer pulls you away once a cutscene has moved the mission on, which walked Michael out of the jewelry store and abandoned the heist.
- Stopped behind traffic close to the destination, auto mission now drives its own road route rather than waiting.
Version 1.0.84, 2026-11-05
- Auto mission no longer moves you when a walk takes too long. The game's walking orders carry a hidden timer that teleports the character when it runs out, which could put you outside a building and fail the mission.
- Cars on auto mission now set off again after stopping. Held up behind a police car, they could stand still for minutes while the police closed in.
- Auto mission no longer stays in the gun shop menu after buying what the mission asked for.
- After you die, the mod keeps track of the mission you were on, so that mission's help carries over to the retry.
Version 1.0.83, 2026-11-05
- Casing the Jewel Store: auto mission no longer gets stuck taking the photos in the shop, where the camera could wait forever without ever taking the shot.
- Casing the Jewel Store: on the roof, auto mission now puts the glasses on and takes the shot from the viewpoint the mission really wants, on top of the highest duct.
- Autopilot: fixed a case where no road route could be found to a place on a one-way stretch, such as Lester's yard, and the car drove kilometres the wrong way.
- Auto mission now turns down the family's "Help Amanda?" favours on the phone, which were left waiting and kept the next mission off the map.
- If a car gets jammed where it can't move, auto mission now leaves it and carries on, instead of waiting there.
Version 1.0.82, 2026-11-05
- Friend Request works on auto mission: it now keeps close enough behind the programmer for him to walk to his desk, without standing in his way.
- "Exit the building" is no longer forgotten once the instruction fades from the screen, so auto mission walks out instead of wandering the office.
- Boats no longer mistake the open ocean for land and steer away from the shore, which sent the Seashark out to sea in Daddy's Little Girl.
- Auto mission no longer loses health from sprinting on empty during long walks.
Version 1.0.81, 2026-11-05
- Auto mission can now finish Tonya's tow jobs: the car stays on the hook after it's hooked, instead of being dropped straight away.
- Auto mission now reaches a vehicle it's chasing by road, then follows its exact track. This gets it through D's bike in Chop and the yacht in Father/Son.
- Complications no longer needs its garage section skipped: inside Michael's house, auto mission walks to the car without going near the family.
- When traffic holds up the autopilot on a mission, auto mission now drives the roads itself to keep moving.
- Fixed auto mission sometimes walking to the wrong person when the objective shared a word with their name, such as "the".
Version 1.0.80, 2026-11-04
- Auto mission can use the phone again. Since 1.0.77 it would open the phone and put it straight back, so any mission that needed a call got stuck.
- Auto mission now follows a chased vehicle along its exact track at speed, rather than cutting corners into walls and traffic.
- Repossession's bike chase now works on auto mission: it takes the nearest car, waits for Lamar, catches the rider and shoots him off the bike.
- Losing the police on autopilot and auto mission is much faster, as the mod now drives the roads itself instead of leaving it to the game's slower driver.
Version 1.0.79, 2026-11-04
- Home no longer opens the Rockstar overlay and freezes the game. Restart the game once after updating for this to take effect. To open the overlay on purpose, switch the mod off with Shift+F12.
- Home and End now jump to the first and last item in the mod's menus. On many laptops, these keys are Fn with Left and Right.
- If the Rockstar overlay opens some other way, the mod now says so and how to close it, instead of calling it the pause menu.
- The full screen warning at start-up no longer says menus, the phone and subtitles can't be read, as they now come from the game itself.