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

What's new in 1.0.88

Earlier versions

Getting it

  1. 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.
  2. Download the GTA Access setup (7.7 MB).
  3. 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.
  4. 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

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:

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:

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:

Then:

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):

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.

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:

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

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

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:

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

Version 1.0.87, 2026-11-05

Version 1.0.86, 2026-11-05

Version 1.0.85, 2026-11-05

Version 1.0.84, 2026-11-05

Version 1.0.83, 2026-11-05

Version 1.0.82, 2026-11-05

Version 1.0.81, 2026-11-05

Version 1.0.80, 2026-11-04

Version 1.0.79, 2026-11-04