Mechanic On Call [+ Persistence + Garages + Insurance] 1.6.7
10.798
115
10.798
115
Mechanic On Call 1.6.7 - 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. Also, if you are using Enhanced with DirectStorage, see the corresponding note under Installation 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.
---
Q: How to get support
A: Message me here in the comments, or on Discord at ptahparacosma. I'll reply ASAP.
---
1.6.7 Updates:
Base Features as of 1.6.6:
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. Also, if you are using Enhanced with DirectStorage, see the corresponding note under Installation 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.
---
Q: How to get support
A: Message me here in the comments, or on Discord at ptahparacosma. I'll reply ASAP.
---
1.6.7 Updates:
- Lock/Unlock Button: a controller button for the lock/unlock action can now be configured.
- Custom Save Location: a custom folder for .SAV files can now be configured.
- Custom Log Location: a custom location for the (optional) .LOG file can now be configured.
- File I/O Overhaul: file I/O now has better logging, as well as new on-screen error notifications.
Base Features as of 1.6.6:
- Use Any Character: not just story mode mains.
- Custom Character "Money": an.INI setting (that's on by default) causes custom characters to effectively have endless money as far as this mod is concerned.
- 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.
- Send to Garage: insured vehicles can be sent directly to the insurance garage. This includes those that are locked, as well as replacements for those that are totalled.
- 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.
- Persistence:
- Previously used automobiles, motorcycles, quadbikes, and (optionally) bicycles 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.
- Lock Animation: it is possible to enable or disable the key fob animation during lock/unlock using an .INI setting.
- 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.
- .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.
- 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).
- Globalization: the .INI file auto-formats its numbers to match the user's local culture. Also, .SAV files are always written in an "invariant culture" for maximum compatibility world-wide.
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:
- GTAV: an up-to-date, legitimate copy of either Legacy or Enhanced (older or pirated builds are NOT supported)
- ScriptHookV: corresponding to latest version of the above
- 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 2.2 or later: https://github.com/LemonUIbyLemon/LemonUI
- iFruitAddon2 3.1.1 or later: https://github.com/Bob74/iFruitAddon2
Installation:
- Install all requirements. Consult the documentation of each for specific installation steps, as necessary.
- Copy the .DLL, .INI, and "MechanicOnCall" folder within the download's "install" folder to your /scripts directory.
- Enhanced with DirectStorage: it is strongly recommended you use the SaveFolder and LogFolder .INI settings (documented in the README) to relocate where the mod saves and logs so that they target folders entirely outside the GTAV folder structure. Why: In short, DirectStorage can interfere with the mod's file I/O anywhere under the GTAV folder (yes, even under /scripts).
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!
Πρωτοανέβηκε: 1 Ιανουάριος 2026
Πιο πρόσφατη ενημέρωση: 13 Σεπτέμβριος 2026
Last Downloaded: πριν 23 λεπτά
All Versions
341 σχόλια
Mechanic On Call 1.6.7 - 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. Also, if you are using Enhanced with DirectStorage, see the corresponding note under Installation 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.
---
Q: How to get support
A: Message me here in the comments, or on Discord at ptahparacosma. I'll reply ASAP.
---
1.6.7 Updates:
Base Features as of 1.6.6:
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. Also, if you are using Enhanced with DirectStorage, see the corresponding note under Installation 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.
---
Q: How to get support
A: Message me here in the comments, or on Discord at ptahparacosma. I'll reply ASAP.
---
1.6.7 Updates:
- Lock/Unlock Button: a controller button for the lock/unlock action can now be configured.
- Custom Save Location: a custom folder for .SAV files can now be configured.
- Custom Log Location: a custom location for the (optional) .LOG file can now be configured.
- File I/O Overhaul: file I/O now has better logging, as well as new on-screen error notifications.
Base Features as of 1.6.6:
- Use Any Character: not just story mode mains.
- Custom Character "Money": an.INI setting (that's on by default) causes custom characters to effectively have endless money as far as this mod is concerned.
- 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.
- Send to Garage: insured vehicles can be sent directly to the insurance garage. This includes those that are locked, as well as replacements for those that are totalled.
- 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.
- Persistence:
- Previously used automobiles, motorcycles, quadbikes, and (optionally) bicycles 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.
- Lock Animation: it is possible to enable or disable the key fob animation during lock/unlock using an .INI setting.
- 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.
- .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.
- 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).
- Globalization: the .INI file auto-formats its numbers to match the user's local culture. Also, .SAV files are always written in an "invariant culture" for maximum compatibility world-wide.
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:
- GTAV: an up-to-date, legitimate copy of either Legacy or Enhanced (older or pirated builds are NOT supported)
- ScriptHookV: corresponding to latest version of the above
- 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 2.2 or later: https://github.com/LemonUIbyLemon/LemonUI
- iFruitAddon2 3.1.1 or later: https://github.com/Bob74/iFruitAddon2
Installation:
- Install all requirements. Consult the documentation of each for specific installation steps, as necessary.
- Copy the .DLL, .INI, and "MechanicOnCall" folder within the download's "install" folder to your /scripts directory.
- Enhanced with DirectStorage: it is strongly recommended you use the SaveFolder and LogFolder .INI settings (documented in the README) to relocate where the mod saves and logs so that they target folders entirely outside the GTAV folder structure. Why: In short, DirectStorage can interfere with the mod's file I/O anywhere under the GTAV folder (yes, even under /scripts).
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!
Πρωτοανέβηκε: 1 Ιανουάριος 2026
Πιο πρόσφατη ενημέρωση: 13 Σεπτέμβριος 2026
Last Downloaded: πριν 23 λεπτά
@TruckerKingDee Thanks for the kind words!
Falling through the floor? Hmm. That sounds like a problem loading the garage's interior for some reason ...
To begin troubleshooting that, I'd need to know
a) Legacy or Enhanced
b) which garage
c) falling through when entering on foot, when entering with a car, or both?
d) if you see any interior load when you enter the garage, or is it just a void basically?
e) if possible, whatever lines are generated in the .LOG (when WriteLogFile=True in the .INI) whileentering the garage in a way that results in a fall-through (the mod logs details about expected and unexpected interiors, etc, that can help me identify what might be happening)
f) lastly, if you are running any other mods that deal with loading interiors, custom maps, etc? I'd have to rule them out, too.
Sorry you're having trouble; I'll do what I can to troubleshoot!
@Paracosma I'm on Legacy, Strawberry garage by Benny's, when I enter on foot I fall ;when I enter in an insured car it parks the car in the garage and the player automatically exits the garage, no interior load, I do have mp maps enabled. [2026-09-16 23:39:04:4851875] Garage Enter Menu: activation(Enter garage)
[2026-09-16 23:39:04:4861880] GarageVisit: status(Entering)
[2026-09-16 23:39:04:4861880] GarageVisit: policy housekeeping; all are up-to-date
[2026-09-16 23:39:07:7281256] GarageVisit: control laptop spawned
[2026-09-16 23:39:09:2832051] GarageVisit: interior specified(95234), entered(0)
[2026-09-16 23:39:09:2842043] GarageVisit: status(Inside)
[2026-09-16 23:39:09:3171610] GarageVisit: interrupted (not in an interior)
[2026-09-16 23:39:09:3171610] HelpText(-1): "The StreetWise SA garage visit has been interrupted."
[2026-09-16 23:39:09:3181589] GarageVisit: control laptop despawned
@TruckerKingDee Hmm, ok. Thanks.
FWIW: MP maps enabled is not a problem; I've tested that case before (and just now, again) in a variety of situations (Enhanced, Legacy, with trainers, without, etc), no problem. So I think we can rule that out.
And thanks for the log details - very helpful! I see the mod is trying to load the garage interior -- specified (95234) -- but it is failing to for some reason -- entered(0). Which is unexpected, since the base game is always able to load that interior without trouble. Something must be interferring with it.
I'm looking into how or why that could happen (never seen it before).
Meanwhile, from that interior Id, it seems you are trying to enter/use the 5-car garage. So i wonder: do you also see the fall-through problem when you use one of the garages with the 10-car interior? (The menu that allows you to select a different insurance garage indicates whether they are 5-car or 10-car, fwiw).
Again, sorry for the trouble, and thank you for your help - and your patience - while I troubleshoot this.
@Paracosma I'm going to give it a try.
@Paracosma I get the same results with the 10 car garage.
@TruckerKingDee Hmm. Thanks for testing it and letting me know. Very odd.
FWIW, I'm still trying to reproduce and research the error; this one's new to me.
If it matters as a work-around at least, for the next version I'm improving the "enter garage" menu to allow the player to just select a car to retrieve without any need to enter the garage itself. If they arrive in an insured car to begin with, it is swapped for the other, etc. All with a little fade-out transition.
If it helps for the time being, you can get your garaged vehicles out by having the mechanic deliver them through the insurance claim menu. And if you want to keep them all in once place, perhaps find a parking lot in the game the lock them in, ha.
Again, sorry for the trouble; I'm doing what I can to figure this out ASAP.
@Paracosma thanks for your assistance. That's exactly how I've been using the mod.
@TruckerKingDee I'm curious: are you also running anything like EnableAlllInteriors or another such mod that manipulates interiors or the map in some way? That would help me narrow down the possibilities; I haven't ruled out mod conflicts.
Meanwhile, I've only somewhat re-created the issue you report if I force my system to a very low framerate (about 20fps), so for now I added some code to fix that particular scenario in the next version.
@Paracosma I was running open all interiors and when I removed it. I would still fall.
Regarding the "Stolen" functionality, do I use another mod to buy vehicles or ?
@drifter109 Hi. I'm not sure I understand your question, sorry. But if you want, you can turn off the vehicle theft thing with the INI setting, DisableTheftDetection. Set it to False, and the mod will no longer flag jacked or broken-into vehicles as stolen.
Derp, I meant set DisableTheftDetection = True to shut it off, ha.
@Paracosma its working well so far, no issues, i was just wondering how to obtain vehicles without stealing them XD, it is a silly question but I always played grand theft auto by committing grand theft so I only found out about 30 minutes ago that you can actually buy cars...
@drifter109 Ha, I get it.
Buy cars through the game's internet sites, spawn them through trainers, etc. Whatever suits your fancy.
As for theft: heck, there is even a way to steal cars that the mod won't necessarily detect. See, it only detects jacking a car from its driver or hotwiring a car, such as after breaking into it. But if you scare the driver out first, or enter through the side door, etc, it may not always be caught (due to the limitations of the game natives I'm using to detect theft, which themselves don't catch those cases).
Anyhow, thanks for the feedback! Feel free to lmk if anything else comes up. Happy gaming meanwhile :)
Hi, first of all great mod! thank you! I also had the "GarageVisit: interior specified(95234), entered(0)" and the garage not loading error, and it was "enable all interior" the problem for me, removing it resolved the issue. Thanks again for the mod thought it was maybe helpfull to let you know how i solved this problem.
@Argon18 Thanks for the kind words :) And for the report re: EAI in your case. Very helpful indeed!
FWIW, I have it as a "to-do" to reverse-engineer that mod to see why it and mine don't play nice over garage interiors.
Hmm ... in my early testing (based on the prior report above), I've seen at least one "all interiors" type mod actually leave changes that stick in the game's save file, even after you've uninstalled or aren't running the mod anymore. Changes that then complicate doors and/or interiors working properly. But I need to do further homework to be sure of what's going on, and to isolate why my mod's interior code is confused by such things. I have theories, but I need to keep digging.
Glad it helped! Good luck for the throubleshooting, locking forward for the updates ;)
Please update the installation guide bc it gives nothing on what you're supposed to do
@ghail Hi. I'd be happy to do what I can. In that spirit: what do you suggest I do improve the installation guide? (Here and/or in the README) Thanks.
If it helps, I've added further details to the requirements and installation parts of the mod's description text, and I'm making similiar changes to the README that will go out with the next release.