Step 1: Isolate the Culprit
Rename your scripts folder (located in the GTA V root) to scripts_backup. Does the game launch? If yes, one of your .cs scripts is faulty.
Step 2: Check for Mixed Dependencies
A common “304 trap” is mixing SHVDN 304 with a script compiled for SHVDN 3.5.0. Open the .cs file of the mod in a text editor. Look for:
using GTA;
using GTA.Native;
If the mod was compiled against a newer API (e.g., VehicleHash enum changes), it will fail silently, throwing a type-load exception that references error 304.
Step 3: Clean the Cache Delete the following files: scripthookvdotnet 304
Restart the game. A fresh log will pinpoint exactly which script triggers the 304 error.
Use this printable checklist if you are still stuck: Step 1: Isolate the Culprit Rename your scripts
Rockstar occasionally changes the hashing algorithm for script natives (the commands the game uses internally). The 304 build recalculates and remaps these hashes, allowing GTA.Native.Function.Call() to work again.
Occasionally, a .cs or .vb script file saved with an incorrect encoding (e.g., UTF-16 instead of UTF-8) will have a header of 304 bytes that SHVDN cannot parse, leading to a silent load failure. Restart the game
This is the most common issue with the v3 series. It usually happens because the mod requires specific .NET Framework versions.
Version Correlation: Different versions of ScriptHookVDotNet have distinct file sizes. Here is how they typically stack up:
If your file is exactly 304 KB (311,296 bytes), you are likely in possession of ScriptHookVDotNet v3.6.0.