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@Wnzmstr I appreciate the details, very helpful :)
Meanwhile, I believe I've fixed it so that 5-car garages work properly regardless of whether the online maps are loaded (for maximum compatibility, of course). Your log provided the clue I needed to 100% identify the problem -- thanks again!
So far I've tested the fix to work well on either GTA version, and with or without online maps loaded, and using any modern SHVDN. But I need to do some more regression testing before I upload this as 1.6.3.
I hope to upload it either later tonight or tomorrow. I really appreciate your detailed help, and your ongoing patience.
Update: I'm 95% certain I've figured it out! I'm putting a possible fix through the paces ...
AHA -- sanity check -- odds are you are running with online maps loaded, or another mod that loads online maps? I ask because I was just able to re-create the case on GTAV Enhanced with online maps enabled prior to entering the 5-car garage.
I'm still not sure ~why~ 148737 is popping up, but now I think I know ~how~ ... so I'm working on a fix!
@Wnzmstr Perfect, thank you! Hmm, I suspected it might be a weird case of the "interior mismatch" interruption.
So, now I'm laser-focused on tearing open that part of the code. Also, that detail about entered(148737) is totally unexpected, so that gives me another lead ...
Meanwhile, the found(95234) is totally expected - that's the ID of the garage interior itself (the shiny smaller interior online uses as a 6-car). But 148737 has me scouring reference material; I'm not sure why that would be the entered-ID, so that's a big clue.
Working on it ...
@Wnzmstr Hey - thanks again for the details and the offer to help.
About logging - Yeah, the .INI has a setting toward the top, which when set like this ...
WriteLogFile = True
... causes the mod (on next run) to write a log file having the same name -- and location in the scripts folder -- as the .DLL and .INI itself, but as a .LOG (text) file.
Pertinently, in the event of getting the message you indicated about the garage visit being interrupted, the log should have a few lines like this:
[...] GarageVisit: interrupted (not in an interior)
[...] HelpText(-1): "The StreetWise SA garage visit has been interrupted."
(Fair warning: there can be a lot written in the log, so it might take a search on "interrupted" to quickly find it)
So. The first such line is what I'm curious about on your end -- there are a few variations of that line, each indicating exactly what the code (thought it) detected as an interruption-worthy circumstance. Knowing what you get here would help me narrow down what's going on. I would guess it is either exactly like that line, or like another one that goes, "interrupted (interior mismatch) ..."
FWIW, I'm still running down a few theories. However, I've been unable to reproduce this across a broad spectrum of GTA and SHVDNE versions, framerates, and so on... so I'm keeping at it. Also, knowing what you're running speeds this up, so thanks!
Meanwhile,
a) Ive put in a safety net to at least teleport the player back out into the world in the event of an interruption to the garage visit, ha. At least, this way you're not stuck in a do-nothing interior, ha.
b) as a fallback, I've put in an optional. INI setting that tells the mod to skip the interior-checking logic during garage visits -- thus preventing any interrupt detection, as such. I added this is in case I can't properly fix it.
If I can't sort out a proper fix in the next day or so, I'll wrap up 1.6.3 with all the above tweaks and release that ASAP. Then I'll go back to figuring out what's causing the behavior you're seeing.
Thanks again for the detailed reports and the patience while I sort this out. It helps me improve this for everyone :)
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.
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.
@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.
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 - 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!