RV There Yet?
RV There Yet? Mod Menu
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Updated Oct 21, 2026
About this mod menu
RV THERE YET? MOD MENU | v0.2.0 | by TheHolyOneZ
zlogic.eu - downloads: zlogic.eu/mods/
Unreal Engine 5, DirectX 12 - build tag +++RideGamejam+rel-1.3
Co-op PvE. Built to work as a CLIENT - you do not have to host.
No launch option and no windowed mode needed (see README.txt).
HOTKEYS
-------
INSERT or RIGHT SHIFT ... open / close the menu
END ..................... unload the mod cleanly
Fly keys (menu CLOSED):
W / A / S / D ........... fly along your view direction
SPACE .................. up LEFT CTRL ... down LEFT SHIFT ... faster
READ THIS FIRST
---------------
SAFE MODE is ON by default and blocks about half of the list below.
Everything marked [SAFE MODE OFF] needs it turned off in Settings.
Everything else works either way. Full explanation in README.txt.
THE TEN SECOND WAIT is not a bug. The menu holds itself back until the
level has finished building. The badge in the top right says READY when
it is live.
SCOPE TAGS
LOCAL only you, replicates nothing, cannot desync
CLIENT works from a client, the lobby sees the result
HOST only while you are hosting
SYNCED the whole lobby sees it
SELF
----
Protection:
- God mode (CLIENT) - the game's own invulnerability, with its 30 second
expiry cancelled so it does not keep lapsing
- Never ragdoll (CLIENT) - puts you back on your feet whenever you go down
Strength:
- Strength multiplier, 0.5x - 10.0x (CLIENT)
- Also raises your jump: the game ties strength and jump height together
Actions:
- Heal to full (CLIENT) - clears every injury currently on you
- Revive self (CLIENT)
- Clear ragdoll (CLIENT)
Healing:
- Auto-heal when low (CLIENT), with the threshold as a percentage
- Runs once a second, clears exactly what is applied
Unkillable:
- Unlimited health (CLIENT) - the strongest option. Blocks incoming damage
outright and heals behind it as a backstop
Immunities (LOCAL, you only - each one suppresses a single hazard):
- Block damage silently
- No fall damage
- No cold damage
- Never frozen
- Ignore monkey grabs
- No wind push
- No drowning
- Ignore quicksand
Live readouts: health, damage taken, invulnerable, ragdolled, strength
MOVEMENT
--------
- Walk speed multiplier, 0.5x - 10.0x (CLIENT)
- Fly + fly speed (LOCAL) [SAFE MODE OFF]
- Noclip + noclip speed (LOCAL) [SAFE MODE OFF]
- Fly back into open air BEFORE turning noclip off or you stick in a wall
- Jump height, 0.5x - 6.0x (LOCAL) [SAFE MODE OFF]
- Ground friction, 0 - 20 (LOCAL) [SAFE MODE OFF] - near zero is ice
- Position lock (LOCAL) - freezes you exactly where you stand
- Teleport to the RV (CLIENT) - beside it, never inside it
- Save waypoint / Teleport to waypoint (CLIENT)
Live readouts: position, speed multiplier, in the RV, driving
RV
--
Engine power:
- More power, 1x - 8x (LOCAL) [SAFE MODE OFF]
- Scales the current gear's torque curve, which is where the game
actually works out engine torque from
- The game clamps torque to a fixed ceiling of its own. When the ceiling
rather than the slider is what is limiting you, the status line says so
- Raise the speed limit, 1x - 8x (LOCAL) [SAFE MODE OFF]
- The figure handed to the wheels follows your actual speed instead of
jumping straight to the ceiling, so the back of the bus does not hop
Damage:
- Immune to damage (LOCAL) [SAFE MODE OFF] - the RV stops accepting any
damage type at all
Handling:
- No downward force in air (CLIENT) - keeps air control off a jump
- Release the parking lock (LOCAL) [SAFE MODE OFF]
- Headlights always on (LOCAL) [SAFE MODE OFF]
- Freeze the RV / cinematic (CLIENT)
- NOT a camera mode. Takes the RV out of the physics simulation, so it
stops dead and CANNOT BE DRIVEN until you switch it off again
Jet boost:
- Apply jet boost, 1x - 20x for about 10 seconds (CLIENT)
- The game's own boost: multiplies every gear's torque AND speed band
- Asks the host first, so the whole lobby gets it when you are hosting;
falls back to doing it locally when you are a client, because the
game's own call refuses to run for anyone but the host
Repair:
- Repair the RV now (CLIENT)
- Two halves, because the game has two. It clears every damage type on
the RV - engine, frame, fire, each tyre - AND it puts DESTROYED truck
parts back on the bus
- The parts are the half that refills the health bar at the top of the
screen: damage destroys parts outright, and clearing the damage list
alone never moves that bar
- Keep it repaired (CLIENT) - the same, automatically
Seat:
- Get in / drive (CLIENT)
- Detach all parts (CLIENT) - detaches without destroying, so they go back on
Gearbox:
- Automatic gearbox (LOCAL) [SAFE MODE OFF]
- The game's OWN automatic, not a home-made one: it picks the gear from
the gear table's own shift points
- Automatic shifter, P/R/N/D (LOCAL) [SAFE MODE OFF]
- Also the game's own. Holding the brake at a standstill selects reverse,
and releasing it goes back to drive
- Manual R / N / 1-5 buttons (CLIENT)
Live readouts: RPM, engine torque, power setting against the game's
ceiling, speed, and the health bar as the HUD computes it
VISUALS
-------
What to draw, each with its own colour:
- Players
- Vehicles
- Truck parts - the useful one. A part that bounced into long grass is
otherwise gone for good
- Items
- Animals and threats
How to draw it:
- Boxes (real bounding boxes, measured per actor, not a guessed size)
- Names
- Distance
- Health bars (players only)
- Tracers
- Range, 10 - 500 m
Camera and screen:
- Custom FOV, 60 - 140 (LOCAL) [SAFE MODE OFF]
- Re-applied continuously: the game resets FOV when you get in the RV,
aim, or hit a cutscene
- Crosshair (LOCAL) - drawn by the menu, with a dark outline
- No camera shake (LOCAL)
- Hide game HUD (LOCAL) - nothing is destroyed, it comes straight back
WORLD
-----
Needs a level that ships Ultra Dynamic Sky; the tab says whether it found one.
- Override time of day, 0 - 1440 minutes past midnight [SAFE MODE OFF]
- Also stops the sky animating the clock, or it would overwrite you
- Override sky [SAFE MODE OFF]: cloud coverage, fog, sun intensity
- The LEVEL's own values are captured first and restored on the way out,
not the asset's shipped defaults
- Override time scale, 0.1x - 5.0x [SAFE MODE OFF] - slow motion or fast
forward for the whole world
PLAYERS
-------
Lobby list with live readouts per player, straight off replicated state:
- Name, distance, health, damage taken, invulnerable, ragdolled, driving,
passenger, in the RV, speed and strength multipliers, holding something,
talking, position
Friendly actions (CLIENT):
- Teleport to them
- Revive them
- Heal them
Hostile actions (CLIENT), behind an arming switch that resets after each use:
- Ragdoll them
- Launch them skyward, with a force slider
- Freeze them solid
These are your own co-op friends. Ask first.
ITEMS
-----
Live: what you are looking at, what you are holding.
Crew resources (CLIENT) - these belong to the whole crew, not to you:
- Unlimited truck parts, with the count to hold
- Unlimited EpiPens, with the count to hold
- Give truck parts / Give EpiPens, by the handful
Spawn an item (SYNCED) - a real replicated item the whole lobby can pick up:
Truck part, Wheel, Welding machine, Repair tool, Power drill, Nail gun,
Nail gun ammo, Jack pole, Bridging ladder, Harpoon, Flare, Dynamite,
Fireworks, Beer, Beer pack, Champagne, Burger, Grill, Golf club,
Golf ball, Map, Boulder
Held object (CLIENT):
- Pick up what I see
- Destroy it - what you are holding, or what you are looking at when your
hands are empty
Reach:
- Extended interact range, 100 - 6000 cm (LOCAL)
- Telekinesis (CLIENT) - grabs whatever you look at. With the longer reach
on, you are pulling things in from across the road
STATUS
------
- Safe mode switch, with a plain list of what it is holding back
- The safety gate: READY or what it is still waiting for, and why
- Session: levels loaded, in a level, your character found
- Overlay: your graphics card and which render path is in use
This page plus RideMenu.log is what to send with a bug report.
SETTINGS
--------
Overlay:
- Render path: Automatic / Force internal / Force external
- Automatic is right for everyone. The in-frame path is used on every
card including RTX; the separate-window fallback is automatic
- External FPS cap, 30 - 240 (the in-frame path ignores it and runs at the
game's own rate)
Appearance:
- Accent hue
- UI scale, 0.8x - 1.6x (the menu also scales itself to your resolution)
- Watermark when closed
- FPS counter
Safe mode and the settle delay (0 - 30 s, default 10) live here too.
NOT IN THIS BUILD
-----------------
- Chams, fullbright and other material work. These are renderer jobs
rather than values to write, and a half-done one looks worse than none.
- Checkpoint teleport, wildlife control and scripted events. The AI runs
on the host, so most of it would be HOST only - and a control that
silently does nothing is worse than no control at all.
- Infinite fuel. There is no fuel value anywhere on this vehicle to make
infinite; the jet boost is a torque and speed multiplier, not a tank.
NOTES
-----
- The menu does not pass your keys through to the game while it is open.
Close it before you fly.
- Anything tagged CLIENT or SYNCED changes the run for everyone in the
lobby. Repairs, spawns and crew supplies help the whole crew.
- If the game crashes, RideMenu-crash.txt is written into the game's own
...\Ride\Ride\Binaries\Win64\ folder, alongside RideMenu.log, and names
every feature that was switched on at the time.
Screenshot
Tags
Unity injectorZyMonoWindows-native. Mono & IL2CPP, picks the right route itself.Get it Unreal & UnityZirconReflection dumper & SDK generator. 12 formats, UE 4.22–5.7 and Unity on both backends.Dump Dump indexZdexPublished Unreal & Unity dumps per game & build: offsets, search, diffs, usmap & SDK. Upload yours.Browse SourceGitHubEverything is open source. Star, fork, read the code.@TheHolyOneZ