Mechanic On Call [+ Persistence + Garages + Insurance] 1.6.2
6.902
83
6.902
83
Mechanic On Call 1.6.2 - PLUS PERSISTENCE, INSURANCE & GARAGES
With all due respect to the other mechanic mods out there, I wanted to make one with my own twist.
So here's a mechanic mod with as much functionality, customization, and in-game-"hackability" as I can muster version-by-version.
---
Q: Does this work with both Legacy and Enhanced
A: Yes! With differing SHVDN requirements, detailed below.
---
Q: Does this work with add-on vehicles
A: Yes! It works with every add-on vehicle I've tested so far. YMMV. Please lmk of any issues with specific add-on vehicles.
---
1.6.2 Updates:
1.6.1 Update:
1.6 Updates:
Base Features as of 1.5.1:
README:
Requirements:
Installation:
Upgrade Notes:
My promise:
Like Tron, I fight for the Users!
With all due respect to the other mechanic mods out there, I wanted to make one with my own twist.
So here's a mechanic mod with as much functionality, customization, and in-game-"hackability" as I can muster version-by-version.
---
Q: Does this work with both Legacy and Enhanced
A: Yes! With differing SHVDN requirements, detailed below.
---
Q: Does this work with add-on vehicles
A: Yes! It works with every add-on vehicle I've tested so far. YMMV. Please lmk of any issues with specific add-on vehicles.
---
1.6.2 Updates:
- The mod now works with the latest SHVDN nightly builds. It continues to work with the latest SHVDNE builds.
- Blips for vehicles that are locked within interiors which are disjoint from the main map will not be shown, since such interiors are often located in hidden places far below the main map, hence blips to them can be confusing.
1.6.1 Update:
- Peristence now works in interiors. This includes "static" interiors like tunnels and underpasses of the main map, as well as "dynamic" interiors that the game only loads (or loads the high-detailed version of) when it needs them -- traditional "inside a building" type interiors. In the latter case, the mod will spawn and de-spawn a vehicle persisted in a "dynamic" interior in sync with that interior loading or unloading for use.
1.6 Updates:
- Persistence:
- Previously used automobiles, motorcycles, and quadbikes can be persisted in place by locking them.
- Locking: to lock a previously driven vehicle, follow the on-screen prompt that occurs once exiting it. A brief "key fob" animation will play, and the vehicle will react with a single blink-honk.
- Locked = Persisted: a locked vehicle cannot be entered by anyone, and it will remain right where it is -- durable across missions, character switches, save files, game sessions, and so on.
- Unlocking: approach a previously locked vehicle for a prompt to unlock it. The brief animation will play, and the vehicle will react with a double blink-honk. This de-persists the vehicle for use.
- Per-Character: a persisted vehicle can only be unlocked by the same character that locked it. Moreover, one character cannot lock a vehicle insured by another.
- Blips: what blips are shown, if any, for locked vehicles can be configured via the in-game menu.
- Streaming: for optimal performance and resource use, persisted vehicles are streamed in and out (spawned and de-spawned) based on the changing position of the player character relative to the vehicles' persisted positions.
- Lock/Unlock Cooldown: there is a brief cooldown between one lock/unlock action and the next allowed. This provides headroom for the underlying management of save files.
- New .INI Settings: various aspects of persistence can be configured through new .INI settings. For instance, you can set a custom keybind for the lock/unlock action.
- More Garages: over 40 new garage location were added. Altogether, 75 are now available.
Base Features as of 1.5.1:
- Use Any Character: not just story mode mains.
- Phone Contact: a contact for the mechanic is added to the in-game phone. Calling it opens the main menu.
- Menu Options: call for repair service, pay back any debt, get an estimate, review a prior bill, manage insurance policies, or adjust hack options.
- On-Site Repairs:
- The mechanic arrives, fixes your vehicle, bills you, then departs. A blip on the map indicates their position throughout the visit.
- Most Vehicles: automobiles, motorcycles, quadbikes, helicopters, aircraft -- just not boats.
- Rendezvous: it's possible to meet the mechanic en route. They'll stop near your approach, then get to work.
- Firefighter: the mechanic will extingish a flaming vehicle, then get to work. This adds an extra fee to the bill.
- Engine Location: the mechanic goes to where the engine is, even if it's somewhere unusual, or when it's covered by a reverse-hinged hood.
- Oil and Fuel: are part of the repair bill in cases where refills are necessary.
- Mechanical-Only Option: configurable in the .INI, the mechanic will only repair mechanical damage to a vehicle, leaving any (cosmetic) body damage as-is.
- Pay Later: based on regard, the mechanic extends a line of credit to repeat customers.
- Don't Pay: the mechanic responds differently to the "don't pay" option depending on regard. In any case, regard is lost.
- Mechanic Behaviors:
- Per-Character Regard: the mechanic treats each character differently based on how they've been treated by the character in the past.
- Regard Impacts: wait times between allowed repair visits, willingness to visit, service fees, voice lines, animations, and much more.
- Stolen Vehicles: the mechanic can report the player to the cops when called to repair stolen vehicles -- unless you bribe them not to.
- Wanted levels: the mechanic can call the police (raise the wanted level) in response to certain mistreatments.
- Text Messages: the mechanic texts in response to various events. Multiple possible texts per occasion. Fully customizable in the INI.
- Weather: visits during inclement weather cost extra. Also, when regard is low, the mechanic may simply refuse to visit.
- Business Hours: visits outside of the mechanic's business hours cost extra. Also, when regard is low, the mechanic may simply refuse to visit.
- Recovery Time: if wasted by the player, the mechanic becomes unavailable to all characters during their recovery period.
- Stalker Response: following the mechanic as they leave will eventually result in increasingly negative reactions from the mechanic.
- Mechanic Customization:
- .INI settings allow changing elements of the mechanic's ped model.
- Insurance:
- Start, stop, update, and make claims on insurance policies for up to 50 vehicles per character.
- Vehicles: most automobiles and motorcycles are insurable, whereas industrial, commercial, emergency, and other such vehicles are not. Nor are boats, aircraft, or heliocopters.
- Claims: repair a damaged vehicle, recover a lost vehicle, or get a replacement for a totalled vehicle.
- Coverage: 50 percent off all repair costs, 100 percent coverage on replacements of totalled vehicles.
- Policy Details: each indicates the vehicle covered, its last known location, its last known health rating, a few key build features, its overall status under the policy, and more.
- Build Tracking: each policy keeps track of its vehicle's build: its make, model, colors, mods, extras, and so on. Changes made through auto shops (or mods, or whatever) are tracked automatically.
- Recovery: lost or despawned vehicles that are insured can be recovered just as they were (thanks to the policy's build-tracking).
- Replacements: totalled vehicles are replaced by essentially a clone of the original (again, thanks to the policy's build-tracking).
- Delivery: depending on the mechanic's regard for a character, they'll either deliver a recovered/replacement vehicle directly to the player, or they'll leave it parked somewhere for pickup.
- Pickup: also based on regard, when a recovered/replacement vehicle is left parked for pickup, it will either be close the character's current position or somewhere near the vehicle's last known position.
- Pickup of Recovered Vehicles: will be at one of nearly 300 different parking spots across the map -- which one depends on the player's position, the vehicle's last position, and the mechanic's regard.
- Pickup of Replacement Vehicles: will be at one of over 40 different auto shops across the map -- which one depends on the player's position, the vehicle's last position, and the mechanic's regard.
- Pickup Persistence: a delivered vehicle (be it to the player, or to a parking spot) is persisted in its place of delivery until the player either enters the vehicle, or changes characters, enters a mission, reloads the game, etc.
- Pickup Redelivery: if a vehicle left for pickup is depersisted/despawned for any reason, it can be made availalbe for pickup again through another claim on its policy.
- Garages:
- Insured vehicles not in use will be stored in a garage run by the insurance company.
- Locations: over 70 across the map.
- Per Character: each character can have their own garage location.
- Multiple Floors: each garage will have multiple floors if the number of possible policies exceeds the number of parking spots per floor.
- Policy Info: approaching the front of a garaged vehicle will show its policy info. Additionally, a laptop in the garage can be used to review all insurance policies.
- Big Vehicles: vehicles too big to fit on the garage floor can still be selected for use from an in-garage menu.
- Radio: each character can select what radio station (if any) ambiently plays inside their garage.
- Technical Features:
- Legacy & Enhanced: fully compatible with both (see differing Requirements below).
- Customizable: almost everything about the mod is customizable through its .INI file. You can change the mechanic's name, model, color scheme, vehicle, billing factors, and much more!
- Save File: a .SAV file remembers each character's regard, debt & credit, wait times, insured and/or parked vehicles, and so on. A save file is in INI format for easy hacking.
- Built-in Hacks: over 40 hacks are available through the in-game menu! The hacks menu is like a built-in trainer for the mod.
- Logging: can be configured to write a detailed log file.
- Live Diagnostics: can be shown on the right of the screen (via an available hack).
README:
- The download's README goes into much more detail on everything.
- Give it a look if you want to customize any settings or learn more about how the mod works (or doesn't).
- Every INI setting is documented, complete with links to references for possible values where applicable.
- It also has troubleshooting steps, information about known issues, a look at the roadmap, a full revision history, my contact details, and more.
Requirements:
- ScriptHookV
- Enhanced: SHVDNE 1.1.0.5 or later: https://github.com/Chiheb-Bacha/ScriptHookVDotNetEnhanced/releases
- Legacy: SHVDNE (as above) -- OR -- SHVDN3 nightly 106 or better: https://github.com/scripthookvdotnet/scripthookvdotnet-nightly/releases
- LemonUI
- iFruitAddon2
Installation:
- Install all requirements.
- Copy the .DLL, .INI, and "MechanicOnCall" folder within the download's "install" folder to your /scripts directory.
Upgrade Notes:
- Generally, you can skip copying the install's INI because the mod has defaults for any new settings.
- See the README for more possibilities.
- Note: .SAV files work differently as of version 1.4. To ease the upgrade, the mod will automatically migrate any .SAV file from 1.3 or earlier to use the new format.
My promise:
- I'll never charge a fee or ask for a donation. No paywalls here.
- I'll do my best to respond to all questions, comments, requests, or problems sent my way.
- I'll keep updating this with new features (and bug fixes) for as long as folks keep using it.
Like Tron, I fight for the Users!
Poprvé nahráno: 01. Leden 2026
Poslední aktulizace: před 5 dny
Last Downloaded: před 29 minutami
All Versions
224 Komentářů
Mechanic On Call 1.6.2 - PLUS PERSISTENCE, INSURANCE & GARAGES
With all due respect to the other mechanic mods out there, I wanted to make one with my own twist.
So here's a mechanic mod with as much functionality, customization, and in-game-"hackability" as I can muster version-by-version.
---
Q: Does this work with both Legacy and Enhanced
A: Yes! With differing SHVDN requirements, detailed below.
---
Q: Does this work with add-on vehicles
A: Yes! It works with every add-on vehicle I've tested so far. YMMV. Please lmk of any issues with specific add-on vehicles.
---
1.6.2 Updates:
1.6.1 Update:
1.6 Updates:
Base Features as of 1.5.1:
README:
Requirements:
Installation:
Upgrade Notes:
My promise:
Like Tron, I fight for the Users!
With all due respect to the other mechanic mods out there, I wanted to make one with my own twist.
So here's a mechanic mod with as much functionality, customization, and in-game-"hackability" as I can muster version-by-version.
---
Q: Does this work with both Legacy and Enhanced
A: Yes! With differing SHVDN requirements, detailed below.
---
Q: Does this work with add-on vehicles
A: Yes! It works with every add-on vehicle I've tested so far. YMMV. Please lmk of any issues with specific add-on vehicles.
---
1.6.2 Updates:
- The mod now works with the latest SHVDN nightly builds. It continues to work with the latest SHVDNE builds.
- Blips for vehicles that are locked within interiors which are disjoint from the main map will not be shown, since such interiors are often located in hidden places far below the main map, hence blips to them can be confusing.
1.6.1 Update:
- Peristence now works in interiors. This includes "static" interiors like tunnels and underpasses of the main map, as well as "dynamic" interiors that the game only loads (or loads the high-detailed version of) when it needs them -- traditional "inside a building" type interiors. In the latter case, the mod will spawn and de-spawn a vehicle persisted in a "dynamic" interior in sync with that interior loading or unloading for use.
1.6 Updates:
- Persistence:
- Previously used automobiles, motorcycles, and quadbikes can be persisted in place by locking them.
- Locking: to lock a previously driven vehicle, follow the on-screen prompt that occurs once exiting it. A brief "key fob" animation will play, and the vehicle will react with a single blink-honk.
- Locked = Persisted: a locked vehicle cannot be entered by anyone, and it will remain right where it is -- durable across missions, character switches, save files, game sessions, and so on.
- Unlocking: approach a previously locked vehicle for a prompt to unlock it. The brief animation will play, and the vehicle will react with a double blink-honk. This de-persists the vehicle for use.
- Per-Character: a persisted vehicle can only be unlocked by the same character that locked it. Moreover, one character cannot lock a vehicle insured by another.
- Blips: what blips are shown, if any, for locked vehicles can be configured via the in-game menu.
- Streaming: for optimal performance and resource use, persisted vehicles are streamed in and out (spawned and de-spawned) based on the changing position of the player character relative to the vehicles' persisted positions.
- Lock/Unlock Cooldown: there is a brief cooldown between one lock/unlock action and the next allowed. This provides headroom for the underlying management of save files.
- New .INI Settings: various aspects of persistence can be configured through new .INI settings. For instance, you can set a custom keybind for the lock/unlock action.
- More Garages: over 40 new garage location were added. Altogether, 75 are now available.
Base Features as of 1.5.1:
- Use Any Character: not just story mode mains.
- Phone Contact: a contact for the mechanic is added to the in-game phone. Calling it opens the main menu.
- Menu Options: call for repair service, pay back any debt, get an estimate, review a prior bill, manage insurance policies, or adjust hack options.
- On-Site Repairs:
- The mechanic arrives, fixes your vehicle, bills you, then departs. A blip on the map indicates their position throughout the visit.
- Most Vehicles: automobiles, motorcycles, quadbikes, helicopters, aircraft -- just not boats.
- Rendezvous: it's possible to meet the mechanic en route. They'll stop near your approach, then get to work.
- Firefighter: the mechanic will extingish a flaming vehicle, then get to work. This adds an extra fee to the bill.
- Engine Location: the mechanic goes to where the engine is, even if it's somewhere unusual, or when it's covered by a reverse-hinged hood.
- Oil and Fuel: are part of the repair bill in cases where refills are necessary.
- Mechanical-Only Option: configurable in the .INI, the mechanic will only repair mechanical damage to a vehicle, leaving any (cosmetic) body damage as-is.
- Pay Later: based on regard, the mechanic extends a line of credit to repeat customers.
- Don't Pay: the mechanic responds differently to the "don't pay" option depending on regard. In any case, regard is lost.
- Mechanic Behaviors:
- Per-Character Regard: the mechanic treats each character differently based on how they've been treated by the character in the past.
- Regard Impacts: wait times between allowed repair visits, willingness to visit, service fees, voice lines, animations, and much more.
- Stolen Vehicles: the mechanic can report the player to the cops when called to repair stolen vehicles -- unless you bribe them not to.
- Wanted levels: the mechanic can call the police (raise the wanted level) in response to certain mistreatments.
- Text Messages: the mechanic texts in response to various events. Multiple possible texts per occasion. Fully customizable in the INI.
- Weather: visits during inclement weather cost extra. Also, when regard is low, the mechanic may simply refuse to visit.
- Business Hours: visits outside of the mechanic's business hours cost extra. Also, when regard is low, the mechanic may simply refuse to visit.
- Recovery Time: if wasted by the player, the mechanic becomes unavailable to all characters during their recovery period.
- Stalker Response: following the mechanic as they leave will eventually result in increasingly negative reactions from the mechanic.
- Mechanic Customization:
- .INI settings allow changing elements of the mechanic's ped model.
- Insurance:
- Start, stop, update, and make claims on insurance policies for up to 50 vehicles per character.
- Vehicles: most automobiles and motorcycles are insurable, whereas industrial, commercial, emergency, and other such vehicles are not. Nor are boats, aircraft, or heliocopters.
- Claims: repair a damaged vehicle, recover a lost vehicle, or get a replacement for a totalled vehicle.
- Coverage: 50 percent off all repair costs, 100 percent coverage on replacements of totalled vehicles.
- Policy Details: each indicates the vehicle covered, its last known location, its last known health rating, a few key build features, its overall status under the policy, and more.
- Build Tracking: each policy keeps track of its vehicle's build: its make, model, colors, mods, extras, and so on. Changes made through auto shops (or mods, or whatever) are tracked automatically.
- Recovery: lost or despawned vehicles that are insured can be recovered just as they were (thanks to the policy's build-tracking).
- Replacements: totalled vehicles are replaced by essentially a clone of the original (again, thanks to the policy's build-tracking).
- Delivery: depending on the mechanic's regard for a character, they'll either deliver a recovered/replacement vehicle directly to the player, or they'll leave it parked somewhere for pickup.
- Pickup: also based on regard, when a recovered/replacement vehicle is left parked for pickup, it will either be close the character's current position or somewhere near the vehicle's last known position.
- Pickup of Recovered Vehicles: will be at one of nearly 300 different parking spots across the map -- which one depends on the player's position, the vehicle's last position, and the mechanic's regard.
- Pickup of Replacement Vehicles: will be at one of over 40 different auto shops across the map -- which one depends on the player's position, the vehicle's last position, and the mechanic's regard.
- Pickup Persistence: a delivered vehicle (be it to the player, or to a parking spot) is persisted in its place of delivery until the player either enters the vehicle, or changes characters, enters a mission, reloads the game, etc.
- Pickup Redelivery: if a vehicle left for pickup is depersisted/despawned for any reason, it can be made availalbe for pickup again through another claim on its policy.
- Garages:
- Insured vehicles not in use will be stored in a garage run by the insurance company.
- Locations: over 70 across the map.
- Per Character: each character can have their own garage location.
- Multiple Floors: each garage will have multiple floors if the number of possible policies exceeds the number of parking spots per floor.
- Policy Info: approaching the front of a garaged vehicle will show its policy info. Additionally, a laptop in the garage can be used to review all insurance policies.
- Big Vehicles: vehicles too big to fit on the garage floor can still be selected for use from an in-garage menu.
- Radio: each character can select what radio station (if any) ambiently plays inside their garage.
- Technical Features:
- Legacy & Enhanced: fully compatible with both (see differing Requirements below).
- Customizable: almost everything about the mod is customizable through its .INI file. You can change the mechanic's name, model, color scheme, vehicle, billing factors, and much more!
- Save File: a .SAV file remembers each character's regard, debt & credit, wait times, insured and/or parked vehicles, and so on. A save file is in INI format for easy hacking.
- Built-in Hacks: over 40 hacks are available through the in-game menu! The hacks menu is like a built-in trainer for the mod.
- Logging: can be configured to write a detailed log file.
- Live Diagnostics: can be shown on the right of the screen (via an available hack).
README:
- The download's README goes into much more detail on everything.
- Give it a look if you want to customize any settings or learn more about how the mod works (or doesn't).
- Every INI setting is documented, complete with links to references for possible values where applicable.
- It also has troubleshooting steps, information about known issues, a look at the roadmap, a full revision history, my contact details, and more.
Requirements:
- ScriptHookV
- Enhanced: SHVDNE 1.1.0.5 or later: https://github.com/Chiheb-Bacha/ScriptHookVDotNetEnhanced/releases
- Legacy: SHVDNE (as above) -- OR -- SHVDN3 nightly 106 or better: https://github.com/scripthookvdotnet/scripthookvdotnet-nightly/releases
- LemonUI
- iFruitAddon2
Installation:
- Install all requirements.
- Copy the .DLL, .INI, and "MechanicOnCall" folder within the download's "install" folder to your /scripts directory.
Upgrade Notes:
- Generally, you can skip copying the install's INI because the mod has defaults for any new settings.
- See the README for more possibilities.
- Note: .SAV files work differently as of version 1.4. To ease the upgrade, the mod will automatically migrate any .SAV file from 1.3 or earlier to use the new format.
My promise:
- I'll never charge a fee or ask for a donation. No paywalls here.
- I'll do my best to respond to all questions, comments, requests, or problems sent my way.
- I'll keep updating this with new features (and bug fixes) for as long as folks keep using it.
Like Tron, I fight for the Users!
Poprvé nahráno: 01. Leden 2026
Poslední aktulizace: před 5 dny
Last Downloaded: před 29 minutami
I just meant it as a more "bare bones" system. But I do think all the extra stuff is cool now that I understand the mod a little better...
In the description you say I'm able to edit most stuff in the INI file... Am I for example able to set all billing to factor 0 and pay the mechanic nothing?
When I use an insured vehicle to drive to a mission, what will happen to it?
Will it be returned to the garage? or will it be there where I left it after completing the mission?
Nice. And I forgot to mention: thanks for the feedback :)
And, well, yes. You could change the billing settings in the .INI, or in one move, you could set the "SkipBilling" -- either in the [Hacks] .INI section, or through the in-game "Hacks" menu (which can then be used to save changed settings to the .INI when you're done).
Meanwhile, FWIW, I will do some research into the online mechanic (via Youtube, etc) to use as a "bare bones" reference. Maybe I could add a "online equiv. mode" that basically just automates a bunch of .INI settings to effectively make the mod act as much like the online mechanic as possible (same mechanic ped, no extra frills, pare down text messages, etc). Like that?
Basically, the mod has specific support for the "SkipBilling" hack. If set, any time the mod would try to change the player's money, it simply skips doing so, then carries on. It goes through all the motions (for presentation of the bill, or in repair estimates) to calculate, but then simply skips taking money from the player when it comes time to do so.
Oh, ok, that's cool then. I'll be using that setting instead.
An "online-equivalent" version of the mod might be a nice idea yeah. There's probably other players who would want a more bare bones version of the mod.
Idk if it went through on your end, but I have one further question:
When I use an insured vehicle to drive to a mission, what will happen to it once I start the mission?
Will it be returned to the garage? or will it be there where I left it after completing the mission?
@FatMax1492 Hm. I just saw your question now - dang comments lag sometimes, ha.
"When I use an insured vehicle to drive to a mission, what will happen to it?"
Depends on the mission. Some missions either keep the vehicle where it was, or near it, or moves the vehicle to somewhere near the finish point of the mission. Or they despawn it. In any case, when an insured vehicle is despawned, it winds up in the garage. When an insured vehicle is simply lost (the game moved it somewhere, and it exists, but you don't know where), you can make a claim on it. Either its location will be indicated with a blip, or (if the game despawned it somehow meanwhile), the mechanic will (depending on regard) either drive it to you or park it somewhere for you to pick up (with a blip).
"Will it be returned to the garage? or will it be there where I left it after completing the mission?"
Again, depends - see above.
I hope this helps :)
Let me know of any other questions, comments, or problems you may encounter. I greatly appreciate it!
yes this definitely helps! I love that the vehicle is sometimes moved to the area where you finish it! This also happens in Online most of the time.
I'm going to use this mod during my next playthrough of the game. If I encounter any issues or if I have any further questions, I will let you know :)
FWIW, I forget which missions, but in my testing of a complete playthrough, I found there are some that do really weird things with any vehicle taken into it. For instance, once in the late game, I finished a mission as Franklin. But the game wound up moving his last vehicle to his aunt's driveway, but at a weird angle. (Which I only found to be the case because I used my mod's claim feature -- which first scans the world for an matching vehicle in existence -- and it found it parked there by the game. Ha.
@FatMax1492 Greatly appreciated! Happy gaming, and thanks for checkin' out the mod :)
And, fwiw, and also like I describe some in the README, there are known issues and caveats when using this mod's insurance or persistence features with players' personal vehicles, or vehicles of family members (ex: Amanda's or Tracey's), or vehicles that the game likes to spawn or despawn on its own. About these there's only so much I can do -- the game does what the game wants to do -- I've not found a way to stop it without breaking other things, in short. Usually, at worst this results in a duplicate vehicle (one the game spawns and controls, one the mod is trying to re-spawn in a garage or due to persistence used on it). Although in recent versions, I've put a few safegards in there to first look for a vehicle the game already spawned before spawning a new one, etc. But even that has its limitations ...
So, yeah, again, there are known issues when interacting with personal vehicles or mission-spawned vehicles that the game likes to manage on its own.
@Paracosma Geez man TYSM for updating me, already updated it first and now it works. 5 stars
@rumelote Glad to hear it! Thanks much and happy gaming :)
about to do some vigorous testing , & before i do just wanted to say i appreciate you that lil message at the end you were you said you fight for the users! I really fw you heavy after reading that!
@Brozay_Sayz_Ayoo Ha, thanks for the kind words. I'm open to any/all feedback - it helps me make things better for everyone. Happy gaming meanwhile :)
@Paracosma Hey man, big fan of your script and thanks for all your work you've been put into. Maybe you could look into two things i noticed (probably bugs? but i don't know, maybe it's on my end)
1) I like having garages next to safehouses. i use 10 car per level garages for both michael and franklin and changing garage levels is no problem at all. The problem for Trevor is there's mostly 5 car per level garages in sandy shore and when i try to change garage level the cars just disappear with this popup "The StreetWise SA garage visit has been interrupted" . After that you cant leave the garage and have to reload your save. I tried different 5 car per level garages in sandy but i get this error everywhere. I couldn't check yet if there's a problem with 10 car garages on trevors and but like i said michael and franklin works fine.
2) i think after you leave with your chosen car from the garage neither your window tints nor your xenon lights are saved. they are always stock again, at least the lights, im not 100% sure on window tints.
It's not really that bad at least the lights and windows, but maybe there's really something wrong with those 5 car garages.
Would be great if you could look into those things if you feel like it.
Kudos to you!
@Wnzmstr - Hey - thanks so much for the kind words AND the detailed description of the problems you've noticed.
And great, those details give me what I need to test and troubleshoot things on my end. So I'm giving it all a look right now, and again all later tonight. I'll report back ASAP and, when possible, upload a version with fixes or whatever.
Up front, it would help a lot of I could know your GTA version (and whether Enhanced or Legacy), as well as the SHVDN version you're using. Having those details will help to narrow down my test cases significantly. Because at the moment, I'm unable to reproduce those issues on my default testing setups. Yet, anyhow. I've got more tests to run.
In any case, thanks again. I'll do what I can can report back ASAP!
Oh, and as for there being mostly 5 car garages in and around Sandy Shores... this is mainly because I only put the 10-car interior on places where I thought it looked like it made sense, ha. That said, the one place I thought a 10-car might make sense -- the YouTool store lot nearby -- the game likes to spawn trucks and other vehicles around the garage entrence area, meaning it is no-go for my mod, in short ... I assure you, I continually scrub the map for new and better garage locations in areas like that -- and I'm all ears if someone finds one and reports it back to me, ha. (And I've even considered adding garage locations as a fully configurable thing in the INI to allow self-serve .... )
But first, back to testing, ha.
@Wnzmstr
Progress ... So I just completed every test I can think to run on your second observation:
"2) i think after you leave with your chosen car from the garage neither your window tints nor your xenon lights are saved. they are always stock again, at least the lights, im not 100% sure on window tints."
In short, I'm unable to reproduce this. (Yet?)
I tested with:
. standard vehicles -- that are not respawned when you leave a garage, they are simply teleported to the garage exit and re-use the exact same vehicle that spawned onto the garage floor to begin with.
. big vehicles - that you have to use the exit menu to select to leave with, and so ARE re-spawned at the garage exit when leaving with them because , well, they were never spawned on the garage floor to begin with (of course, because they are too big).
On both, I tested:
. window tints
. xenon lights + optional xenon light color
And for all of the above, I tested on:
. GTA Legacy using SHVDN3 nightly latest (177 - 179)
. GTA Legacy using SHVDNE latest 1.1.0.6
. GTA Enhanced using SHVDNE latest 1.1.0.6
I double-chekced the persistence data and logic -- and both window tints and xenon lights work as expected -- as well as used a trainer to inspect the actual vehicle mods the vehicle has before/after, and the mods are there as expected.
I will continue to test if I can brainstorm any further scenarios ...
Regarding your first observation: I have some theories as to how or why this might occur (errors that cause the mod to crash during changing floors within a 5-car), but I'm unable to reproduce anything yet ... but I'm still working on it.
Thanks for your patience while I figure this out.
Correction: After further edge-case testing, I found one case (so far) when running on GTA Enhanced that xenon lights may not correctly update when re-spawning an insured vehicle. It isn't consistent across different vehicles, and it only happens on Enhanced as far as I can tell -- so I'm still looking into it.
Update: I've identified and fixed a minor bug with xenon light persistence (persistence in general - not the garage code specifically).
Basically, the code was persisting (capturing and applying) the xenon mod install itself, but it wasn't correctly handling the stock xenon light color. This resulted in the xenon lights being technically be installed, but they could look different than they should.
The issue was much more pronounced on Enhanced than Legacy, but even then it seems much more obviously wrong on some vehicles than others -- which is how I must have missed it in my earlier testing runs, ha.
Thanks for your patience while I test the rest. I will upload 1.6.3 with this and other fixes (if any) once I figure out the rest.