F3x Require Script __hot__ -
local func, err = loadstring(content, "@" .. tostring(module)) if not func then error("Require error: " .. tostring(err)) end sharedModules[module] = func() return sharedModules[module] end
local content if type(module) == "string" then -- Attempt to fetch from game local success, result = pcall(function() return game:GetService("HttpService"):GetAsync(module) end) if success then content = result else content = module end elseif module:IsA("ModuleScript") then content = module.Source end f3x require script
-- 2. Inject into global environment if not getgenv().require then getgenv().require = secureRequire end local func, err = loadstring(content, "@"
local customRequire = function(modulePath) if type(modulePath) == "string" and modulePath:match("^http") then -- Load from web (not recommended, but common in exploits) return loadstring(game:HttpGet(modulePath))() elseif type(modulePath) == "instance" and modulePath.ClassName == "ModuleScript" then -- Execute the module's source return loadstring(modulePath.Source)() else error("Custom require failed: Invalid module path") end end -- Override or alias getgenv().require = customRequire Here is a complete, copy-paste ready script. This assumes you have a standard F3X loader saved as a ModuleScript in a place the executor can see (or hosted online). Inject into global environment if not getgenv()
Never deploy exploit scripts in public games where you do not have admin rights. As Roblox executors evolve, native support for require is becoming more common. However, free executors will likely always struggle with full ModuleScript compatibility. This means the f3x require script will remain a necessary tool for builders and scripters who rely on modular code.