Riven Systems
New updatesLatest release notes

Changelog

Product Updates

Version history across the Riven Systems catalog, newest version first.

Versions listed here describe reviewed build packages. An entry is marked Released once that exact version is confirmed as the build customers download. No release dates have been assigned yet.

Released
v1.5.10

Sound Replacement Fix

FixBug fixes
  • Replaced sounds now actually load in game: sound URLs carry a stamp that changes on every resource start, so FiveM's browser cache can no longer serve an old .wav with the same name.

Customer release. Current customer archive: riven_fleet3_source_1.5.10.zip. Release confirms availability, not in-game testing.

Current download. Source archive declares version 1.5.10. In-game behavior and Cfx.re escrow are not verified.

Previous versions (v1.5.8, v1.5.9, v1.6.2, v1.6.1, v1.6.0)
v1.5.8

Fleet 3 Dash-Cam

Uploaded source buildNew features
  • Front and rear-compartment camera simulation with server-side evidence metadata and telemetry reconstruction.

Build notice. Source archive declares version 1.5.8. Does not record video or audio. In-game behavior and Cfx.re escrow are not verified.

v1.5.9

Camera Exit & Vehicle Compatibility

Fix / CompatibilityBug fixes, Compatibility
  • Camera view, drive mode, and the camera editor close when the character starts leaving the vehicle; server recording continues.
  • Added configurable emergency-light beams and ground illumination for nearby emergency vehicles.
  • Expanded vehicle support to emergency lights, police-like model names, and configured models; bikes, boats, and helicopters use the front camera only. Fire, EMS, and lifeguard vehicles remain excluded by default.
  • The Cameras page explains connection failures; review emergency-light flashing and information-chip styling were corrected.
  • Changes remain in files listed by manifests since version 1.5 to support updates without refresh.

Build notice. Source archive declares version 1.5.9. In-game behavior and Cfx.re escrow are not verified.

v1.6.2

Law-Enforcement Vehicle Compatibility

Fix / CompatibilityBug fixes, Compatibility
  • Expanded law-enforcement vehicle detection beyond GTA's emergency class, including add-on models identified by lights and model-name hints.
  • Police bikes, helicopters, boats, riot2, and prison buses are no longer blocked; bikes, boats, and helicopters use the front camera only.
  • Fire, EMS, and lifeguard vehicles remain excluded by default, and unconfigured add-on vehicles display their model name.

Build notice. Source archive declares version 1.6.2. In-game behavior and Cfx.re escrow are not verified.

v1.6.1

Vehicle Registration & Upgrade Compatibility

Fix / CompatibilityBug fixes, Compatibility
  • Moved new code into files listed by older manifests to address vehicles failing to register after a 1.6.0 update without refresh.
  • Optional export errors no longer stop server unit registration, and the outdated-manifest warning appears first.
  • The Cameras page now explains why a vehicle cannot connect, with the reason also logged in F8.
  • Added a source test that boots with the v1.5.8 file list and rejects newly added script files.

Build notice. Source archive declares version 1.6.1. In-game behavior and Cfx.re escrow are not verified.

v1.6.0

Review Rebuild and Video Export

Feature / FixNew features, Bug fixes
  • Camera view now closes the moment the character starts getting out of the car; recording keeps running on the server.
  • Reconstruction playback rebuilt: recorded vehicles and people appear as real models in their recorded colours, with working emergency lights, headlights, indicators and brake lights.
  • New OFFICER view shows the driver's own game camera; the scene plays at the recorded in-game time with optional recorded weather.
  • EXPORT VIDEO records the review picture and overlay to a .webm (range, 1×/2×/4×, 480p/720p/1080p) with a browser download link and export history.
  • Emergency light boost: strong red/blue beams and ground glow for nearby emergency vehicles with lights on.
  • Telemetry now samples at 2 Hz and records lights, nearby vehicle colours and ids, driver view, and in-game time and weather.

Build notice. Source archive declares version 1.6.0. In-game behavior and Cfx.re escrow are not verified.

Released
v1.4.5

License Lock

Customer releaseCompatibility
  • The radar now needs your riven_auth.token in the resource folder and checks it with the Riven license server on start and every 10 minutes; nothing runs until the key is verified.
  • Start messages (started, invalid config values) now print once the license is verified.
  • No changes to how the radar works; config.lua, the display and sounds are unchanged.

Current download. riven_stalker_radar_1.4.5.zip through the customer portal. Requires an active Stalker DSR 2X license and saved Discord identity. Place your license token file in the resource folder and restart. In-game behavior has not been tested here.

Previous versions (v1.4.4, v1.4.3)
v1.4.4

Arrow Direction Fix

FixBug fixes
  • Arrows, the lock arrow and the closing / away voice now follow the target car's own direction of travel, so catching up a slower car ahead no longer shows it as closing.
v1.4.3

Steadier Front Readings

FixBug fixes
  • BOTH keeps working while driving (Config.Equipment.bothInMoving = false restores stationary-only BOTH).
  • A car already shown stays readable down to 0.5 MPH difference (Radar.trackedMinRelativeMph); gaps up to 0.5 s no longer swap the window (Radar.trackGapMs).
  • Automatic MOV/STA switching no longer clears the windows; a single blocked sight check no longer hides a car (Radar.losBlockedChecks).
  • Close cars slightly off the beam centre now read using the car's body, not only its centre.
Released
v1.3.2

Steady Readings, One Car, No Reading Through Things

Free releaseBug fixes, Improvements
  • Line of sight now stops at other cars, walls, buildings and props (Config.Detection.LosFlags = 19), so the radar reads the first car in line; a car whose line of sight is not yet confirmed is not read.
  • SteadySpeed (Config.Detection.SteadySpeed = true) measures speed straight down the beam so close cars, or cars a lane over, keep reading their real speed.
  • Sticks to one car: a new car must be clearly stronger (8 dB, was 3) to take over the main window, and a reading holds 900 ms (was 700) through a flicker.
  • Shorter range levels: 80 / 140 / 200 / 270 / 350 m (were 120-600 m).

Current download. riven_raptor_radar_v1_3_2.zip through the customer portal. Saved Discord identity required; no purchase or license key required. In-game behavior has not been tested here.

Released
v1.0.1

License protection

Protection updateImprovements
  • Added the standard Riven license check: the resource verifies its key on startup and every 10 minutes, and stops if the check fails.
  • Place your license key on its own line in riven_auth.token inside the resource folder, then restart the resource.

Customer release. Current customer archive: riven_alpr_dynamics_1.0.1.zip. Release confirms availability, not in-game testing.

Source notice. The archive contains editable source. Detection reads game plate text rather than OCR. In-game behavior is untested.

Previous versions (v1.0.0)
v1.0.0

ALPR Dynamics

Uploaded source buildNew features
  • Front-facing simulated plate detection, configurable hotlists, read history, and officer hit review.

Customer release. Superseded by 1.0.1.

Source notice. Detection reads game plate text rather than OCR. In-game behavior is untested.

Released
v2.1.0

Advanced Zoom

Free releaseNew features
  • Arma-style focus camera with adjustable magnification on foot and in vehicles.
  • Hold Z and use the mouse wheel to adjust focus; optional toggle mode and configurable controls are included.

Current download. riven_advanced_zoom_v2_1_0.zip through the customer portal. Saved Discord identity required; no purchase or license key required. In-game behavior has not been tested here.

Released
v1.0.0

Operation Pocket Change

Free releaseNew features
  • Free comedy game mode with penny collecting, spy phone calls, suspicious briefcases and NPC encounters.

Current download. operation-pocket-change_v1_0_0.zip through the customer portal. Saved Discord identity required; no purchase or license key required. In-game behavior has not been tested here.

Released
v9.9.4

Original Rollovers Restored

ImprovementImprovements
  • The real rollover physics update (client/client_rollover.lua, Config.Rollover.Real, switch Features.RealRollPhysics) is removed again; rollovers are back to the original behavior and client_traction.lua is back to its original file.
  • Rollovers on/off: Rollover = true in riven_settings.lua (same as Config.Rollover.Enabled), on by default. Set it to false and this script never rolls a car over; a car GTA flips by itself still takes the damage.
  • Everything else from the idle build (quieter seatbelt and screech, idle sleep) is unchanged.

Customer release. Current customer archive: riven-impact-dynamics_SECURED-v9.9.4-rollswitch.zip. Release confirms availability, not in-game testing.

Previous versions (v9.9.4, v9.9.4, v9.9.4, v9.9.4, v9.9.4, v9.9.4, v9.9.4, v9.9.4, v9.9.4, v9.9.4, v9.9.4, v9.9.4, v9.9.1, v9.9.0, v9.8.9)
v9.9.4

Quieter Seatbelt & Screech, Idle Sleep

ImprovementImprovements
  • New sound settings in riven_settings.lua: SeatbeltVolume = 0.45 (buckle/release clicks and the unbuckled alarm, was full) and TyreScreechVolume = 0.35 (bare rim or metal on the road, was full). Also available as Config.UI.SeatbeltVolume and Config.Audio.ScreechVolume.
  • New idle sleep (client/client_idle.lua, Config.Performance, switch Features.IdleSleep): while you're on foot with nothing moving within 60 m, no crash debris nearby and no crash of yours in the last 20 seconds, the script's looping parts and the brakes check only every 2.5 seconds. The archive notes about 381 to 40 loop wake-ups a second on foot, measured offline.
  • Per-frame effects (cracked glass, glowing brakes) and one-off sequences (repairs, animations) are never slowed; getting in a car, a car coming past or a crash wakes everything at once.
  • The hood and trunk lock no longer runs every frame while you're on foot.

Customer release. Released as riven-impact-dynamics_SECURED-v9.9.4-idle.zip. Release confirmed availability, not in-game testing.

v9.9.4

Real Rollover Physics

FeatureNew features
  • New client/client_rollover.lua and Config.Rollover.Real (switch Features.RealRollPhysics) replace the old fixed push-over.
  • Each car gets a stability profile from its track width and centre-of-gravity height: a van tips on about a 47 degree slope or about 0.86 g of cornering; a low sports car needs about 63 degrees or 2.5 g.
  • Cars can roll from a sideways slide that suddenly catches, sliding sideways onto grass, dirt, mud, sand or gravel, a slope steeper than the car can stand on, a hard T-bone on a tall vehicle, or cornering harder than a top-heavy vehicle can take.
  • Sideways speed becomes roll speed: a slow trip lays the car on its side, a fast one tumbles it over and over. Each landing damages the side or roof that touched, and a car on its roof or side scrapes to a stop.
  • Occupants are hurt on every landing (60% less when belted), get a camera jolt, and someone unbelted can be thrown out through their window.

Customer release. Shipped in the idle build; removed again in the rollswitch build.

v9.9.4

Motorcycle Crashes

FeatureNew features
  • New client/client_bikecrash.lua and Config.BikeCrash (switch: Features.BikeCrashes): hard hits throw the rider and passenger off — over the bars in a frontal hit (30+ km/h), sideways from a side hit (40+), and only a big rear-ender (55+). Distance and height follow your speed.
  • A bike that goes down on its side at speed slides you off along the road with road rash while it grinds and throws sparks; a slow tip-over just drops you off.
  • A helmet takes 30% off the crash injury, daze and knockout.
  • A severe front hit bends the forks so the bike pulls to one side (synced) until repaired; hard hits can burst the front or rear tyre.
  • GTA's own knock-off is set to hard so small bumps no longer throw you at random, and if GTA throws you off first the crash injury still counts.
v9.9.4

Helicopters & Planes Left Alone

Bug FixBug fixes
  • New client/client_vehguard.lua (loads right after the license): helicopters, planes and every class in Config.IgnoredClasses are no longer affected by flat or burst tyres, tyre thumps, speed caps, leaks, scrapes, traction handling, stalls, health or fuel drops, window smashing or torn-off panels. Repairs still work. Switch: Config.VehicleGuard.
  • The hood and trunk lock now leaves aircraft doors (cargo doors and ramps) alone.
v9.9.4

Hood & Trunk Stay On and Shut

ImprovementImprovements
  • New client/client_lidlock.lua (loads right after the license): the hood and trunk lid can no longer fly up, swing open, pop open or fall off from this resource's crash damage, buckled-hood peak, loose lids, soft-body panel pop, fire lifting the hood, or synced/replayed damage.
  • If GTA physics pops a lid up while driving or in a crash it is shut again at once (your own car every frame, other cars 10 times a second).
  • /fieldrepair can still open the hood, and other resources can still open a parked car's trunk. Switch: Features.LockHoodTrunk in riven_settings.lua (on by default).
  • Config: HoodBuckle.Enabled = false, HoodHangScale = 0, and all HoodBreakOffChance values set to 0.
v9.9.4

Crash-Prop Airbags Removed

ImprovementImprovements
  • Removed the driver, passenger and curtain crash-prop airbags, their models and texture, and the Config.CrashProps.Airbags setting.
  • Removed the Airbags / AirbagsFrom quick settings and /crashpropstest airbags command. The archive changelog states that other behavior is unchanged.
  • Updated stream/riven_crash_props.ytyp to list the remaining 80 models.

Customer release. Released as riven-impact-dynamics_SECURED-v9.9.4-noairbags-2.zip (byte-identical to the noairbags archive). Release confirmed availability, not in-game testing.

v9.9.4

Slower Tyre Shredding & Rarer Crash Bursts

ImprovementImprovements
  • A burst tyre you keep driving on now goes onto the rim so the shredding models show it coming apart: peeling for 400-900 m, shredded until 1.5-3 km, then a few strips (Config.CrashProps.Tyres.ShowFromBurst, Stage2At, Stage3At; barely faster at speed). A parked car's flat stays a flat.
  • Crash tyre bursts are rarer: Config.Visual.TyreBurstChance 0.04 / 0.20 / 0.45 (was 0.25 / 0.60 / 0.80).
  • GTA-flat tyres last 600-1500 m before going onto the rim (Config.Flats.Shred.Meters, was 150-450; FastAt 60).
  • New test commands: /tyredebug shows what each wheel is doing (flat/rim, shredding stage and model, fire stage, melted model, tyre size, streaming), and /crashpropstest melt [3|4|5|0] puts the melted tyres on your car without a fire. A missing model now prints a red warning in F8.

Customer release. Current customer archive: riven-impact-dynamics_SECURED-v9.9.4-melt2.zip. Release confirms availability, not in-game testing.

v9.9.4

Melted Tyres in Fires & Flat-First Crash Bursts

FeatureNew features, Improvements
  • Melted tyres in fires: when Riven Burn Dynamics melts a tyre it slumps on the rim, blistered and dripping (stage 3), collapses to a charred crust (4), then burns away to the bead wires (5). Molten rubber pools under it and an ash ring is left. Settings: Config.CrashProps.BurntTyres.
  • Crash tyre bursts now go flat first instead of straight to the rim; after 150-450 m (Config.Flats.Shred.Meters, was 300-900) the tyre shreds on the rim, throwing rubber behind the car (further the faster you go). Config.Flats.CrashBurstOnRim = true restores the old behaviour.
  • Tyre gauge is now a pencil gauge held while kneeling, with a sliding scale bar and psi/kPa readout; /tyregaugetest tunes how it sits in the hand (Config.TyreCare.Gauge.Prop).

Customer release. Archive: riven-impact-dynamics_SECURED-v9.9.4-melt.zip. Release confirms availability, not in-game testing.

v9.9.4

Crash Scene Props, Tyre Gauge & Plug Kit

FeatureNew features, Improvements
  • Built-in Riven Crash Props (stream/riven_crash_*): glass cubes, lens and grille shards, trim, colour-matched side mirrors, headlight assemblies, muffler, hubcaps and a torn liner join the crash debris pieces; window glass piles get the cubes.
  • New crash-scene effects: fluid puddles that spread under a wrecked car, /absorbent for responders, a debris mat at the point of impact, airbags that hang until the car is repaired, and tyres that shred apart on the rim while driving, throwing rubber onto the road. Seeded from the crash so every player and late arrivals see the same scene. Settings: Config.CrashProps; test with /crashpropstest tyre | airbags | scene | clear.
  • Tyres pick up nails about 7x less often: Config.Flats.RoadDebris.PerKm 0.02 to 0.003 (about one every 330 km instead of every 50 km).
  • Tyre pressure gauge: /tyregauge at a wheel shows its psi on a dial (amber when low, "losing air" while leaking); in the driver seat it reads all four. Bindable key.
  • Fix a leaking tyre: /plugtyre at the wheel (8 s) plugs it and pumps it back up before it goes flat; works on other players' cars. Settings: Config.TyreCare.
  • New riven_settings.lua quick-settings file: one short file with a true/false switch for every part of the script and the numbers servers change most; it wins over riven_impact_config.lua.

Customer release. Current customer archive: riven-impact-dynamics_SECURED-v9.9.4-crashprops.zip. Release confirms availability, not in-game testing.

v9.9.4

Full-Speed Falls with Damaged Tyres

FixBug fixes
  • Flat-tyre and slipping-gearbox speed limits now apply only while the car is on all four wheels, so falling and rolling vehicles are no longer slowed by the ground-speed cap.
  • After landing, the limit eases back in from the landing speed; short bumps under 0.3 seconds do not reset it. Settings: Config.Mechanical.CapOnGroundOnly, CapFallSpeed and CapAirGraceMs.

Customer release. Current customer archive: riven-impact-dynamics_SECURED-v9.9.4-fall.zip. Release confirms availability, not in-game testing.

v9.9.4

Custom Debris Plate & Client Folder

Feature / FixNew features, Improvements
  • Your own picture on the debris licence plate: save a picture as textures/plate.png and restart the resource, and the plate that comes off in a crash shows it for every player. No picture keeps the original plate. Setting: Config.Debris.PlateTexture; the original is in textures/plate_template.png to paint over.
  • The plate picture now sits in its own texture file (stream/k3_debris_plate_txd.ytd) instead of inside the plate model, so it can be swapped; client/client_plate.lua swaps your picture in at startup.
  • Client scripts moved into client/ (client_*.lua, license_client.lua, riven_brakes_loader_client.lua); fxmanifest.lua and the tools tests point there. Shared and server scripts, settings, and riven_burn_visual.lua stay next to fxmanifest.lua.

Customer release. Current customer archive: riven-impact-dynamics_SECURED-v9.9.4-plate.zip. Release confirms availability, not in-game testing.

Installation note. Replace the whole folder when updating, so old root copies of the client files don't linger.

Build notice. In-game behavior and Cfx.re escrow are not verified.

v9.9.4

Low-Speed Crashes, Riven Brakes & Fire Fixes

Fix / SimulationBug fixes, Improvements
  • Low-speed crashes no longer wreck the car: added bumper elastic give and a low-speed ramp, and the engine now starts further behind the bumper. A 10 mph pole hit leaves roughly 20 cm of crush with the engine untouched; behavior at 45 km/h and up is unchanged.
  • Riven Brakes updated to its 1.0.0 (11) release with original files untouched: brake squeal on cold and very hot brakes and hot-brake cooling ticks, with a new Config.Brakes.Enabled switch.
  • Fire fixes: a burning car is marked as lit so the fire guard no longer fights the fire; a fire-killed car reads as destroyed in the crash state so cranking fails; burning wrecks keep their crash dents.
  • Built-in Riven Burn Dynamics visual damage: burning cars split into zones that heat and spread, with staged damage from buckled hoods to burnt-out shells, logged and replayed so every player sees the same car.
  • Fuel-tank fires no longer blow the car up: all three GTA fire health pools are held four times a second, with a new Config.GameFire setting.

Customer release. Current customer archive: riven-impact-dynamics_SECURED-v9.9.4-firefix-7.zip. Release confirms availability, not in-game testing.

Build notice. Source archive declares version 9.9.4 (firefix-7). In-game behavior and Cfx.re escrow are not verified.

v9.9.1

Wheel & Trunk Damage Tuning

Fix / SimulationBug fixes, Improvements
  • Restricted wheel detachment to catastrophic crash conditions rather than ordinary severe impacts.
  • Adjusted wheel-detachment thresholds and probability settings.
  • Changed the default trunk behavior so impacts crease and buckle the trunk lid instead of detaching it. The previous behavior remains configurable.
v9.9.0

Bump Detection & Vehicle Damage Balance

Fix / ConfigurationBug fixes, Improvements
  • Improved distinction between road bumps, landings, and actual collisions, reducing incorrect front-end damage from kerbs and similar surfaces.
  • Reduced radiator damage from light impacts and adjusted overheating thresholds.
  • Improved hood-retention handling for vehicle copies seen by other players.
  • Introduced an individual /impactsettings menu for supported screen and camera effects.
v9.8.9

Suspension & Park/Drive Behavior

Simulation / IntegrationImprovements, Compatibility
  • Adjusted how suspension landings and rough-road impacts affect vehicle components.
  • Reduced some non-crash component damage caused by routine suspension hits.
  • Added configurable ULC parking and driving pattern integration where ULC is installed.
Released
v7.9.18

Staff Heal Button

FeatureNew features
  • Added a Heal (staff) button to the treatment panel (Examine & Treatment), plus /medheal [id] (no id heals yourself; also works from the server console).
  • Fully heals the player: a downed player is revived with full health; a player who is up but hurt has every wound, bleed, fracture, tourniquet, limb damage and blood cleared. Each heal is logged in the server console (who healed whom).
  • Only players with the command.medheal permission see or can use it, and the server checks every press. Admins already have it with add_ace group.admin command allow (txAdmin's default); otherwise add add_ace group.admin command.medheal allow.
  • Settings: Config.Heal (Enabled, Command, Ace, AllowSelf, Label, Time). /medheal also clears injuries txAdmin's heal leaves on players who weren't downed.
  • Files changed: sv_medical.lua, cl_tourniquet.lua, config.lua.

Customer release. Current customer archive: riven_trauma_core_v7.9.18.zip. Changes are documented in the supplied README; availability is verified, not in-game behavior.

Previous versions (v7.9.17, v7.9.16, v7.9.15, v7.9.13, v7.9.11, v7.9.10, v7.9.7, v7.9.5, v7.9.5, v7.9.4, v7.9.3)
v7.9.17

AED Cable Fix, Trunk-Only Doors & ox_target Error

FixBug fixes
  • AED pad cables no longer fling the patient or medic across the map: the cables attach to nothing and are pinned to the AED connector and pad every frame, while still hanging and following the patient and AED.
  • Taking or returning the AED opens only the trunk; vehicles without a trunk (vans / ambulances) open their rear doors instead. Optional override: Config.AED.AEDDoors = { 5 } (door indexes).
  • Fixed the F8 error "ox_target option rgm_aedobj_*: native 9f47b058362c84b5: exception"; AED checks now fail quietly instead of erroring every frame.
  • Files changed: cl_aed.lua. Includes the fixed riven_med_props.ytyp.
v7.9.16

Trauma Shears Actually Cut

ImprovementImprovements
  • The clothing shears are now two halves hinged at the rivet (new riven_med_shears_lo / riven_med_shears_hi models); the jaws open between snips and snap shut on each snip sound.
  • Shears are held like real trauma shears: blades on edge to the body pointing along the cut, lower blade under the fabric, pivot at the end of the slit instead of 15 cm away. Settings: Config.ClothingCut.ShearsAnim (OpenDeg, PitchDeg, Behind, Height); falls back to the one-piece shears if the new models aren't streamed.
  • Restart the server (or the resource, then reconnect) so the new models stream.

Customer release. Current customer archive: riven_trauma_core_v7.9.16.zip. Changes are documented in the supplied README; availability is verified, not in-game behavior.

v7.9.15

CPR & AED Pads Roll Patient Onto Back

FeatureNew features, Improvements
  • Starting CPR or attaching AED pads on an unconscious patient now rolls them flat onto their back right away (the same pose as "Roll onto back"), once the server accepts the treatment. Nothing happens if they are already on their back. Settings: Config.RecoveryPosition.AutoBackFor = { cpr = true, aed_pads = true }.
  • Includes 7.9.14: "Roll onto back" now lays the patient flat on their back (the CPR patient pose) instead of returning to the side-writhe animation. The menu offers Left side / Right side / Onto back for any unconscious patient, minus the position they are already in, and the pose is shared as the rgmPose player state and cleared when they get up. Setting: Config.RecoveryPosition.Poses.back.

Customer release. Current customer archive: riven_trauma_core_v7.9.15.zip. Changes are documented in the supplied README; availability is verified, not in-game behavior. License and saved Discord identity requirements are unchanged.

v7.9.13

Recovery Position & Clothing-Cut Camera Fix

Feature / FixNew features, Bug fixes
  • Includes the 7.9.12 recovery-position update: left and right poses for unconscious patients, a roll-back action, and configurable poses and settings.
  • Fixes the clothing-cut close-up camera for patients on the ground, keeping it above ground and clear of obstructions; pauses the patient's downed animation during cutting.

Customer release. Current customer archive: riven_trauma_core_v7.9.13.zip. Changes are documented in the supplied README; availability is verified, not in-game behavior. License and saved Discord identity requirements are unchanged.

v7.9.11

On-Patient Clothing Cuts & AED Pads

FeatureNew features
  • Trauma shears follow seams on the patient's actual clothing, with a close-up camera and a visible seam opening as the medic cuts. Completed shirt cuts fall away from the patient.
  • AED electrode pads appear on the patient's chest with male and female fits, with cables connecting each pad to the AED. Cable reach increases from 3 m to 4.5 m; pads and cables clear when removed or the AED is picked up.
  • Camera and seam settings are available in Config.ClothingCut; pad placement and cable settings are available in Config.AED.PadsOnPatient.

Customer release. Current customer archive: riven_trauma_core_v7.9.11.zip. Changes are documented in the supplied README; availability is verified, not in-game behavior.

v7.9.10

Trauma Shears & Treatment Props

FeatureNew features
  • Medics can cut clothing from injured or downed patients through F7 or /cutclothes, using a seam-following trauma-shears mini-game. Nearby players see the shears and clothing changes.
  • Clothing cutting supports freemode peds, excludes self-treatment by default, and is configurable through Config.ClothingCut.
  • Treatment supplies appear in the medic's hand while used; limb wraps and chest seals appear on patients until healed, with fitted female-ped versions. Used packaging is removed after three minutes. Settings: Config.TreatmentProps.

Customer release. Current customer archive: riven_trauma_core_v7.9.10.zip. Release confirms availability, not in-game testing.

v7.9.7

Customer Build 7.9.7

FixBug fixes
  • Updated customer build supplied by the development team; a detailed change list is pending.

Customer release. Current customer archive: riven_trauma_core_v7.9.7.zip. Release confirms availability, not in-game testing.

Build notice. A detailed change list for this package is pending. No additional fixes or features are claimed; in-game behavior has not been tested here.

v7.9.5

Optimized Models & Blood Performance

PerformanceImprovements
  • Arm and leg tourniquet models are much lighter (close-up detail reduced from ~6,600 to ~1,400 vertices) with texture data cut from about 12 MB to 0.75 MB.
  • The arm strap ring is 25% wider so it sits on the upper arm instead of clipping into it.
  • Blood spatter raycasts now run as async shape tests instead of blocking the frame.
  • Surface blood redraws a few marks per frame when re-entering a bloody area or when blood dries, instead of thousands of decal calls in one frame. Visuals are unchanged.

Customer release. Current customer archive: riven_trauma_core_optimized.zip. Release confirms availability, not in-game testing.

Build notice. In-game behavior is untested.

v7.9.5

AED Placement & Tourniquets

Feature / Medical EquipmentNew features
  • Added manual ground placement for carried AEDs with placement preview and pickup interaction.
  • Integrated arm and leg tourniquet models directly into Trauma Core.
  • Added tourniquet interactions for treating qualifying limb injuries and removing applied tourniquets.
  • Expanded the F7 patient-care interface with tourniquet information and removal controls.
  • Preserved the existing AED, medbag, carry, stretcher, and other medical modules in the packaged update.

Installation note. Replace the complete Trauma Core resource folder and merge existing custom settings into the new configuration. The integrated tourniquet system does not require the separate tourniquet preview resource.

v7.9.4

Patient Transport & AED Interaction

Fix / InteractionBug fixes, Improvements
  • Improved options for moving a carried patient onto a nearby stretcher or into a vehicle.
  • Adjusted interaction reach and context prompts for vehicle and stretcher placement.
  • Added or refined AED set-down and pickup interactions in the medical workflow.
v7.9.3

Stretcher & Ambulance Loading

Feature / InteractionNew features
  • Added a documented workflow for loading patients from stretchers into ambulances.
  • Expanded patient-carry interactions used with compatible vehicles and equipment.
Build · release unconfirmed
v1.1.0

Animation Update — Shield Handling Animations

Animation / IntegrationNew features, Compatibility
  • Added a separate animation update package designed to be merged into the existing Shield Dynamics resource.
  • Introduced custom raise, lower, crouch, aim, and walking animations for tactical, standard, LASD, and riot shield families.
  • Added transitions between supported shield stances and brief impact-response animations.
  • Preserved existing shield commands, configurations, models, and damage handling in the patch design.

Installation note. The v1.1.0 animation package is an update, not a complete replacement resource. It must be merged into the existing riven_shield_dynamics installation.

Testing note. Source, syntax, and animation-data checks are documented; real FiveM gameplay and multiplayer behavior still require an in-game test.

Current build details

Model & Wear-State Support

  • The inspected base package includes tactical, riot, standard, department, and LASD shield models.
  • It includes damage-stage model support for certain shield families, with wear-based changes in appearance.
  • Riot shield models do not have equivalent damaged variants in the inspected package.
Released
v1.0.0

Fixed8-2 Customer Package

FixBug fixes
  • Replaced the customer download with the supplied fixed8-2 archive; the package still declares version 1.0.0. The upload is byte-identical to fixed8, with no additional script changes.
  • Retains Terminator placement with camera aiming, rotation, placement preview and tyre snapping.
  • Retains held-item size switching and size-group configuration so sizes can share an item.

Customer release. Current customer archive: riven_spikes_SECURED-2_fixed8-2.zip. License and saved Discord identity requirements are unchanged. Release confirms availability, not in-game testing.

Previous versions (v1.0.0, v1.0.0)
v1.0.0

Drag & Yank Pull Modes

FeatureNew features
  • Press Q while holding a strip or its cord to switch between Drag and Yank; the key can be rebound in FiveM settings.
  • Drag: hold E to reel in hand over hand and release E to stop. Yank: tap E to pull the whole strip in quickly, then tap again to stop.
  • The help box and pull bar show the selected mode, and each player's last mode is remembered. Speeds, snatch, camera kick and animation speed are configured in Config.Pull.modes.

Customer release. Current customer archive: riven_spikes_pullmodes.zip. Release confirms availability, not in-game testing.

v1.0.0

Throwable, Retractable Spike Strips

FeatureNew features
  • Throw a spike strip or stop stick across the road, keep hold of the cord, and hold to pull it back in after a suspect runs it.
  • Spike strip and stop stick props stream from the resource itself, cut into chain links with three detail levels each, plus the white cord, hand loop, and folded carry packs.
  • License key required; the key ties to the server's public IP with IP resets through the customer portal.
  • Works with ox_lib and ox_target; ox_inventory optional, and job checks support qbx_core, qb-core, es_extended, or ACE permissions.

Customer release. Current customer archive: riven_spikes_SECURED-2_fixed3.zip. Release confirms availability, not in-game testing.

Build notice. In-game behavior is untested.

Released
v1.3.2

Default-On Indicators & Street Display

ConfigurationImprovements
  • Indicators and street names are enabled by default, including turn signals, hazards, keybinds and the street / compass / area line.
  • Either feature can still be disabled server-wide through Config.Features in config.lua; restart after changing configuration.
  • Retains the fixed-width gauge cluster and draggable settings panel without fullscreen dimming from 1.3.1.

Current download. Riven_Vehicle_HUD_v1.3.2_Default_On.zip. In-game behavior has not been tested here.

Previous versions (v1.3.1, v1.3.0, v1.2.2, v1.2.1, v1.2.0)
v1.3.1

Stable HUD & Draggable Settings

Fix / ConfigurationBug fixes, Improvements
  • Fixed gauge-cluster width so street-name changes do not shift the HUD.
  • Added server-wide indicator and street-name feature switches.
  • Removed the fullscreen settings backdrop and blur; made the smaller settings panel draggable within the viewport.
v1.3.0

Distance-Based Fuel Consumption

Fix / SimulationBug fixes, Improvements
  • Cars consume fuel per kilometre according to vehicle class and driving load, with a smaller idle burn; boats and aircraft retain per-hour consumption.
  • Corrected the driver's fuel echo undoing recent consumption and retried missed initial fuel requests.
v1.2.2

Seatbelt & Parking Brake Indicators

Fix / IntegrationBug fixes, Compatibility
  • Added a green seatbelt indicator for a fastened belt while retaining the unfastened-belt warning behavior.
  • Expanded seatbelt-state integration with the crash system, player state, and a supported event/export interface.
  • Improved parking brake indicator fallbacks when the synchronized crash-system state is unavailable.
  • Added configuration for detecting a crash resource with a nonstandard name.
v1.2.1

Parking State Integration

Fix / IntegrationBug fixes, Compatibility
  • Changed the Park (P) display to reflect the synchronized parking brake state instead of an idle timer.
  • Kept the parking brake warning illuminated while the brake is applied.
  • Corrected the display for engine-off or unoccupied vehicles without the parking brake applied.
v1.2.0

HUD Customization

FeatureNew features
  • Introduced in-game dashboard configuration through /hudconfig and /hudsettings.
  • Added saved per-player preferences for layout, scale, opacity, and colors.
  • Added separate visibility controls for major dashboard elements and a speed-unit selector.
  • Added a live preview with save, cancel, and reset controls.
Released
v1.5.2

PA Handset & Range Fix

Feature / FixNew features, Bug fixes
  • New Motorola-style PA handset prop replaces the previous microphone model, with the coiled cord leaving from the handset's strain relief.
  • Press X to raise the handset to the officer's mouth while keyed; releasing X lowers the arm. Works from the driver's seat.
  • Uses RPEmotes' holding-radio clip when available and falls back to GTA's own phone-call hold automatically.
  • Configurable poses (handheld, handheld_basic, radiotalk, handmic, radio) with per-pose animation requirements and fallbacks, plus an in-game /pamictune fitting tool.
  • Fix: Config.MaxDistance now actually raises how far the PA carries while keyed, instead of being capped by normal voice distance.

Customer release. Current customer archive: riven_pa_dynamics_1.5.2_pa_handset.zip. Release confirms availability, not in-game testing.

Install note. Replace the riven_pa_dynamics folder and keep your riven_auth.token. Remove the separate paprop resource from server.cfg — this resource streams the handset itself.

Model rights. The handset model comes from the paprop pack (author "bs."). Confirm redistribution rights before selling or sharing.

Previous versions (v1.3.9, v1.3.8, v1.3.7)
v1.3.9

Speaking Animation

AnimationImprovements
  • Added an upper-body speaking animation activated during authorized PA transmission.
  • Added temporary handheld microphone presentation during in-vehicle transmission when the microphone has not been manually removed.
  • Updated handheld behavior so the speaking pose ends when transmission stops while the microphone may remain equipped.
  • Added configurable pose and animation settings.

Technical note. The package uses an existing GTA V animation, not a newly authored motion-capture clip. Fit depends on ped and clothing; live-client validation is still required.

v1.3.8

3D PA Microphone Cord

Visual / ConfigurationImprovements
  • Replaced the previous flat cord rendering with a shaded, rounded coiled-cord option.
  • Added different cord detail levels based on viewing distance.
  • Added configurable cord dimensions and draw distances, while retaining alternate rendering modes.
v1.3.7

Recorded Command Expansion

ContentNew features
  • Expanded the packaged prerecorded PA announcement collection to 33 commands.
  • Added additional law-enforcement, traffic, and emergency-scene announcements.
Released
v0.26.1

Current Scene Dynamics Build

Uploaded buildImprovements
  • Customer downloads now provide riven_scene_dynamics_SECURED-2.zip, version 0.26.1.

Build notice. A detailed change list for this package is pending. No additional fixes or features are claimed; in-game behavior has not been tested here.

Previous versions (v0.25.6, v0.25.5, v0.23.1)
v0.25.6

Evidence Marker Visibility

Fix / VisualBug fixes, Improvements
  • Replaced the difficult-to-see evidence fallback indicator with a numbered ground-level evidence tent.
  • Added a matching placement preview and configurable fallback appearance.
  • Preserved automatic use of the custom evidence-marker drawable once properly compiled and streamed.

Technical note. The inspected archive includes source files for the custom evidence prop, not the compiled drawable. The fallback indicator is used until the .ydr and .ytyp are provided.

v0.25.5

Evidence Marker Integration & Rebrand

Feature / CompatibilityNew features, Compatibility
  • Updated product naming from Scene Control to Riven Scene Dynamics while preserving existing event names for compatibility.
  • Added evidence marker placement tied to synchronized evidence records.
  • Added client-side distance-based loading of evidence props and cleanup when evidence is collected or voided.
v0.23.1

Tape Collision Detection

Fix / SimulationBug fixes, Improvements
  • Reworked tape crossing detection for moving players and vehicles.
  • Improved handling of tape attached to moving vehicle endpoints.
  • Added more configurable detection, tension, and diagnostic settings.
Released
v1.11.0

Peacetime Line on the HUD

Feature / ConfigurationNew features
  • Added a Peacetime ON / OFF line beneath City and County Priority that updates with /pt.
  • Added separate peacetime label, on, and off colors in /rivenhud → HUD Colors.
  • Added an independent Peacetime switch in /rivenhud → Elements and a Config.Elements.Peacetime server default.
  • The AOP-strip peacetime pill only appears when the new line is hidden, avoiding duplicate indicators.
  • Existing player settings carry over; new settings start from server defaults.

Uploaded archive. RivenSystemsHud-V0.21.zip declares resource version 1.11.0 in fxmanifest.lua. In-game behavior has not been tested here.

Previous versions (v1.7.6, v1.7.5, v1.7.4)
v1.7.6

Postal Lookup Compatibility

Fix / CompatibilityBug fixes, Compatibility
  • Corrected cases where the postal label appeared without a corresponding postal number.
  • Expanded detection of renamed or forked postal resources that are already running.
  • Added support for additional postal exports, including getNearest and GetNearest.
  • Added fallback support for common postal JSON filenames and data layouts while preferring the active server postal resource.
v1.7.5

Postal Display Improvements

Fix / CompatibilityBug fixes, Compatibility
  • Postal information is enabled by default when the location HUD is visible.
  • Improved behavior while the configured postal resource loads.
  • Expanded support for common postal resource names, return values, and map-file metadata.
v1.7.4

Location Options

Feature / ConfigurationNew features
  • Added an optional Atlanta street-name setting, disabled by default.
  • Applied that setting to HUD location information and /911 / /311 location text.
  • Added postal information to the HUD location line and a corresponding display toggle.

Bundles receive the updates of the products they include.