Sunday, May 3, 2026

How to uninstall OIV installed mods

Attention!

-You need to be careful to avoid deleting files that you may need for other mods or the game itself, so, you must know what you are deleting 😎😁

-Uninstalling my mods probably wont solve game crash at loading issues, those issues are commonly related to added peds (Check the last item of this guide)

-Do the changes with game closed

Now the guide...


-Extract the OIV file used to install the mod somewhere in your PC

-Open the OIV file with winzip or winrar (or even 7zip)

-Open the file "assembly.xml" with notepad (or any other text editor)

Inside this file you will see what was done in the "<content>" block, then you can rollback the action based on the "command" that was made. I will list the basics for my mods and later some extra stuff that may be applied to other OIV from other creators.


Step 1 - nibmods_anims.rpf

For my mods the most common thing you may want remove is the "nibmods_anims.rpf" DLC that is where i store all my anims, fx, textures, etc. for each mod (Each mod setup may add different files there), It's hard to have issues due to this file because it doesn't adds things that cause too much change in game loading, but if you wish to remove it, you can simple delete the file "nibmods_anims.rpf" in "mods\update\x64\dlcpacks\nib_mods_anims" folder.


Step 2 - dlclist.xml entry

You also can remove the entry of the "nibmods_anims" DLC from dlclist.xml, This is how you do it:

-Using OpenIV enabled Edit mode and navigate to "mods\update\update.rpf\common\data"
-Right click the dlclist.xml and click in "Edit"
-Find the line where "nibmods_anims" entry was placed and delete the entire line, it's commonly located in the last lines of the file
-Click in Save to save the changes


Step 3 - Added props/FX/Textures

Those type of files i add to game "des_vaultdoor.rpf" to avoid issues with some HUGE DLC packs made by other creators that may cause failures in other DLC packs loading. You can identify this in the assembly.xml file by finding lines where i open the file like this:

<archive path="levels\gta5\destruction\interior\des_vaultdoor.rpf" createIfNotExist="True" type="RPF7">

In the next lines i add/replace the files i need, for example:

<add source = "superman_laser.ydr" >superman_laser.ydr</add>
<add source = "superman_laser_blast.ydr" >superman_laser_blast.ydr</add>
<add source = "superman_laser_blast_blue.ydr" >superman_laser_blast_blue.ydr</add>

The files I create commonly start with "nib" or the mod name like in the example above: "superman_", so, you can easily find and delete it inside the "des_vaultdoor.rpf" file using OpenIV, just be careful to not delete game original files or you may have issues. So, to delete the files, do this:

-Using OpenIV enabled Edit mode and navigate to "mods\levels\gta5\destruction\interior\des_vaultdoor.rpf"
-Find the files and delete them (you also can rename the files to something else to keep as backup, like adding a ".d" to the end of name: "superman_laser.ydr.d")


Step 3.1 - Extra step related to added props (kinda unnecessary)

You also can remove the YTYP entries of the props in the file "des_vaultdoor.ytyp", you need to find the entries where the variable "<name>" its equal the prop name, example: <name>superman_laser</name>
then delete the entire "<Item>" block:
To do this:

-Using OpenIV enabled Edit mode and navigate to "mods\levels\gta5\destruction\interior\des_vaultdoor.rpf"
-Right click the file "des_vaultdoor.ytyp" and click in "Edit"
-Find the entries and delete them
-Click in "Save"


Step 4 - ObjectSpawnUnlockNbuild.asi and zNIBSHDotNet_closer.asi

My mods setup also may add this file in main game folder, it helps game spawns added props (in GTA 5 Legacy only). You can delete it but keep in mind that other mods may use it too.

The setup may also add a file called "zNIBSHDotNet_closer.asi" that is a fix i made to avoid that game still running when closed by user, you can delete it too.


Step 5 - The script main file and the mod files in gta Scripts folder/subfolders

-My script mods main file are the .ndll file in gta 5 Legacy and the .ENdll file in gta 5 Enhanced, they are located in gta Scripts folder, you can delete them to disable the loading of the mod.

Each mod may have a folder inside gta Scripts folder where I store the images, sounds and config files of the mod, you can delete it too, but keep in mind that you may be deleting the suit .ini files with customizations that you made earlier.


Step 6 - Base files for my mods

My mods are loaded by my versions of ScripthookVDotnet, in gta 5 Legacy the files are:

-NIBSHDotNet.dll
-NIBSHDotNet.xml
-NIBSHDotNet_loader.asi

In gta 5 Enhanced they are:

-NIBScriptHookVDotNet.asi
-NIBScriptHookVDotNet2.dll
-NIBScriptHookVDotNet2.xml
-NIBScriptHookVDotNet3.dll
-NIBScriptHookVDotNet3.xml

You can delete those too but it will disable the loading of all my mods (.ndll files or .ENdll files)


Other things about OIV files

The "<add source="

If the line starts with "<add source=" it means a file was copied to a location in game folder, you can see the destination of the file after the symbol ">", example:

<add source="nov 2025\HUD Config\Classic.HUDCfg.txt">Scripts\Superman V2 script files\Suits\HUD Config\Classic.HUDCfg.txt</add>

In this case the file "Classic.HUDCfg.txt" from folder "nov 2025\HUD Config" was copied to "Scripts\Superman V2 script files\Suits\HUD Config\Classic.HUDCfg.txt", so, if you navigate to "Scripts\Superman V2 script files\Suits\HUD Config" you can see and delete the file "Classic.HUDCfg.txt"


The "<archive path="

This line indicates that a RPF file will be opened in the setup, and files will be added/replaced or edited inside it. You can see which RPF is in the "path" variable, example:

<archive path="update\x64\dlcpacks\nib_mods_anims\dlc.rpf" createIfNotExist="True" type="RPF7">

Here the RPF file that is being opened is "dlc.rpf" from "update\x64\dlcpacks\nib_mods_anims" location

Once again the lines can contain a "<add source=" line, that means a file will be added/replaced, but in this case, it will be added/replaced inside the opened RPF file, example:

<add source="nibAnims_content4564513.xml">content.xml</add>

Here the file "nibAnims_content4564513.xml" will be added to the RPF file but with the name "content.xml"

Inside a "<archive path=" we can have other RPF being opened, example:

Here the file "nib_mods_anims.rpf" that is inside the previously mentioned "dlc.rpf" is being opened, so, if you would open this file in OpenIV, you would need to navigate to:

"update\x64\dlcpacks\nib_mods_anims\dlc.rpf\nib_mods_anims.rpf"


The "dlclist.xml" entries

In my OIV setups, a dlclist.xml entry will look like this:

The lines that start with "<remove xpath="" will remove any entry that have the value "
nib_mods_anims" to make sure only one will exists.

The block "<add xpath="/SMandatoryPacksData/Paths" append="Last">" followed by "<Item>dlcpacks:\nib_mods_anims\</Item>" in next line will add the entry in the dlclist.xml. This way you can know which entries are being added/removed in dlclist.xml


The added peds via OIV files (Generated with my tool to add peds)
 
The added peds setup will add a entry in dlclist.xml with the name of the DLC, removing this entry from the game dlclist.xml file will avoid the load of the added ped. You also can delete the DLC folder of the added ped in the dlcpacks folder located in "mods\update\x64"

Example of a entry add in dlclist.xml:
Example of the folder being added:

In this example the DLC name is "peds_Corpse"
//propaganda YT float style='display:none;'