Mechanic On Call [+ Persistence + Garages + Insurance] 1.6.8
11.588
124
11.588
124
Mechanic On Call 1.6.8 - 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: Does this work with GTAO, FiveM, RageMP, LSPDFR, or the like
A: This was developed and tested to work in GTAV's basic story mode only.
---
Q: How to get support
A: Message me here in the comments, or on Discord at ptahparacosma. I'll reply ASAP.
---
AI Disclaimer: Absolutely NO AI was (or will ever be) used in the development of this. For better or worse, all the mod's code was (and will continue to be) written and tested through my own purely human effort.
---
1.6.8 Updates:
Base Features as of 1.6.7:
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: Does this work with GTAO, FiveM, RageMP, LSPDFR, or the like
A: This was developed and tested to work in GTAV's basic story mode only.
---
Q: How to get support
A: Message me here in the comments, or on Discord at ptahparacosma. I'll reply ASAP.
---
AI Disclaimer: Absolutely NO AI was (or will ever be) used in the development of this. For better or worse, all the mod's code was (and will continue to be) written and tested through my own purely human effort.
---
1.6.8 Updates:
- Up to 100 Policies: per character are now possible. The default limit remains 50, but it can be changed in the .INI.
- Up to 100 Locked Vehicles: at once are now possible. The default limit remains 50, but it can be changed in the .INI.
- Garage Use: the "use garage" menu now allows for quick retrieval and storage of vehicles (without actuallly going in), as well as selecting a specific floor to arrive in when entering.
- More Garage Locations: are now avaible.
- Quality-of-Life Improvements: were made to various features, a few of which entailed new .INI settings. (See the README for more details)
- .SAV File Improvement: "empty" .SAV files are no longer saved. This fixes cases where, previously, an "empty" .SAV file was created whenever the player character switched to a new ped model (such as through Director Mode, trainers, etc).
Base Features as of 1.6.7:
- 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 -- but not boats or bicycles.
- 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 boats, aircraft, and heliocopters are not.
- 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 and Replacements: lost (despawned) or totalled (destroyed) vehicles can be recovered or replaced.
- 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 were totalled.
- Garages:
- Insured vehicles not in use will be stored in a garage run by the insurance company.
- Locations: over 80 across the map.
- Per Character: each character can have their own garage location.
- Multiple Floors: each garage has multiple floors to accomodate any number of insured vehicles.
- 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 the 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.
- 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 character who locked it.
- 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.
- Settings: various aspects of persistence can be configured through .INI settings. For instance, you can set a custom keybind or controller button for the lock/unlock action.
- Technical Features:
- Legacy & Enhanced: fully compatible with both (see differing Requirements and Installation 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.
- 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.
- Custom Save Location: a custom folder for .SAV files can be configured.
- Custom Log Location: a custom location for the (optional) .LOG file can be configured.
- Live Diagnostics: can be shown on the right of the screen (via an available hack).
README:
- The download's README has much more detail about 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:
- .NET Framework 4.8
- 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: https://dev-c.com/gtav/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 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 either ...
- A: Install DirectStorageFix (https://www.gta5-mods.com/scripts/directstoragefix)
- B: Use this mod's SaveFolder and LogFolder INI settings (documented in the README) to target folders entirely outside the GTAV folder structure.
- Why: In short, DirectStorage can interfere with file I/O anywhere under the GTAV folder. Note: this is applies to any mod, not just this one.
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!
Eerste Upload: 1 januari 2026
Laatst bijgewerkt: 6 dagen geleden
Laatst Gedownload: 2 uur geleden
All Versions
353 Reacties
Mechanic On Call 1.6.8 - 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: Does this work with GTAO, FiveM, RageMP, LSPDFR, or the like
A: This was developed and tested to work in GTAV's basic story mode only.
---
Q: How to get support
A: Message me here in the comments, or on Discord at ptahparacosma. I'll reply ASAP.
---
AI Disclaimer: Absolutely NO AI was (or will ever be) used in the development of this. For better or worse, all the mod's code was (and will continue to be) written and tested through my own purely human effort.
---
1.6.8 Updates:
Base Features as of 1.6.7:
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: Does this work with GTAO, FiveM, RageMP, LSPDFR, or the like
A: This was developed and tested to work in GTAV's basic story mode only.
---
Q: How to get support
A: Message me here in the comments, or on Discord at ptahparacosma. I'll reply ASAP.
---
AI Disclaimer: Absolutely NO AI was (or will ever be) used in the development of this. For better or worse, all the mod's code was (and will continue to be) written and tested through my own purely human effort.
---
1.6.8 Updates:
- Up to 100 Policies: per character are now possible. The default limit remains 50, but it can be changed in the .INI.
- Up to 100 Locked Vehicles: at once are now possible. The default limit remains 50, but it can be changed in the .INI.
- Garage Use: the "use garage" menu now allows for quick retrieval and storage of vehicles (without actuallly going in), as well as selecting a specific floor to arrive in when entering.
- More Garage Locations: are now avaible.
- Quality-of-Life Improvements: were made to various features, a few of which entailed new .INI settings. (See the README for more details)
- .SAV File Improvement: "empty" .SAV files are no longer saved. This fixes cases where, previously, an "empty" .SAV file was created whenever the player character switched to a new ped model (such as through Director Mode, trainers, etc).
Base Features as of 1.6.7:
- 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 -- but not boats or bicycles.
- 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 boats, aircraft, and heliocopters are not.
- 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 and Replacements: lost (despawned) or totalled (destroyed) vehicles can be recovered or replaced.
- 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 were totalled.
- Garages:
- Insured vehicles not in use will be stored in a garage run by the insurance company.
- Locations: over 80 across the map.
- Per Character: each character can have their own garage location.
- Multiple Floors: each garage has multiple floors to accomodate any number of insured vehicles.
- 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 the 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.
- 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 character who locked it.
- 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.
- Settings: various aspects of persistence can be configured through .INI settings. For instance, you can set a custom keybind or controller button for the lock/unlock action.
- Technical Features:
- Legacy & Enhanced: fully compatible with both (see differing Requirements and Installation 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.
- 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.
- Custom Save Location: a custom folder for .SAV files can be configured.
- Custom Log Location: a custom location for the (optional) .LOG file can be configured.
- Live Diagnostics: can be shown on the right of the screen (via an available hack).
README:
- The download's README has much more detail about 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:
- .NET Framework 4.8
- 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: https://dev-c.com/gtav/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 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 either ...
- A: Install DirectStorageFix (https://www.gta5-mods.com/scripts/directstoragefix)
- B: Use this mod's SaveFolder and LogFolder INI settings (documented in the README) to target folders entirely outside the GTAV folder structure.
- Why: In short, DirectStorage can interfere with file I/O anywhere under the GTAV folder. Note: this is applies to any mod, not just this one.
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!
Eerste Upload: 1 januari 2026
Laatst bijgewerkt: 6 dagen geleden
Laatst Gedownload: 2 uur geleden
@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.
Bro, your mod is amazing, but I think you could add more garage spaces or the possibility of having 2-3 garages with different cars, instead of choosing just one. I use the Benny's Motorworks Revamped mod, and I haven't encountered any problems. Even with the 50 parking spaces, the base garages for each character, and those at their houses, I can't collect some cars.Even so, this mod is very good.
@JotaPeSimioni Hey, thanks for the kind words :)
To help me understand, do you mean each character being allowed to have more than one insurance garage at the same time? If so, that is in my mid- to long-term roadmap. Why that far out? Because it has a number of performance implications to properly account for, in short.
If you mean instead, simply add more garage parking spaces to the same one garage, I'd have to increase the maximum number of policies per character, since those two are tied (if you can have X insured vehicles, the garage has to has X available spots). That much is in my near-term roadmap, but again I have to avoid adding performence problems in doing so.
Hi! I'm using GTA V Enhanced on Steam, but Roxie doesn't appear in my phone contacts. I've installed all the required dependencies and followed the installation instructions, but the mod still doesn't seem to work. I also enabled logging, but no log file is being generated. Any idea what could be causing this or how can I test it? Thanks!
@nicstask Hi, thanks for the details, and sorry for the trouble ... Two things comes to mind.
1) If you are using Enhanced and DirectStorage is active in your case, then I've documented what to do to mitigate that here and in the README. (Basically, either install DirectStorageFix or use this mod's INI to re-route the .SAV and .LOG folders), In short, DirectStorage can pevent the mod from writing its own log, or even starting in some cases. (This isn't just my mod, it is any mod that deals with writing files under the GTA folderm such as log files or .sav files, etc)
2) Check the SHVDN log file for any errors or other details about MechanicOnCall having trouble -- it usually reports something going wrong when the mod itself can't start or if it errors out before it can write its own log. HOWEVER, if DirectStorage is in the picture without DirectStorageFix, then even the SHVDN log may not write at all.
I hope one of those help. In particular, if you can let me know what the SHVDN log contains (or if it doesn't update at all when starting your game), it would help me troubleshoot
@Paracosma Oh, thanks! The error was actually in LemonUI, everything works perfectly now.
@nicstask Ah, happy to hear it! And thanks for checking out my mod. LMK if anything else comes up. Happy gaming meanwhile :)
@JotaPeSimioni Hi again. Fwiw, 1.6.8 now allows up to 100 insurance policies (by setting MaxPolicies = 100 in the INI) and up to 100 persisted cars (by setting MaxLockedVehicles = 100). I hope that helps :)
can you please add persistence for helicopters too?
@chimken I'm looking into it now. Thanks for the feedback :)
@Paracosma thank you for the reply. great mod btw :)
@chimken Thanks for the kind words! Meanwhile, I've got helicopter (and plane) persistence working. Once I've regression tested things, I'll upload ASAP (likely this weekend).