I'm Not MentaL's Persistance Mod [.NET] 1.6.1

Thanks for downloading I'm Not MentaL's Persistance Mod v1.6.1.
If you like this mod, please like, rate, comment and subscribe, also Donate :)

This mod is an alternative mod like Szabo's Persistance Mod, Allows you to save
as many vehicles as you want wherever you want, and keep the last vehicles you
entered from disappearing into thin air. Also respawn when you restart the game.
Work with any vehicles, including add-on vehicles.

Leave your vehicle and press E (D-Pad Right) to save. If successfully saved,
you will hear your vehicle sound horn twice.
Enter your vehicle again to remove the save.

- Latest ScriptHookV
- Latest Community Script Hook V .NET
- Visual C++ Redistributable Packages x64 2013
- Microsoft .NET Framework 4.5.2

1. Make sure you have all 4 Requirements Installed.
2. Extract, Drag and Drop 'Scripts' folder into GTAV Root Folder.
3. Enjoy.

- Add an option to choose unlock vehicle by 'Look at' or 'Nearby'.

- Saved vehicles spawn automatically without press the Activate key.
- Auto detects the game.exe version so it won't crash on some computer.
- Improved unlock vehicle method.

– Fixed Dashboard color & Trim color not save for lowriders.
– Fixed vehicle roof.
– Vehicle extra components can now save.
- Prevent Vehicle save in 10 car garage and 6 car garage.

- Fixed sometime after unlocked the vehicle still need to smash window.
- Add Config file to Enable/Disable options.
- Add Customize Key to Enable Mod and Save Vehicle.
- Add Ability to Show/Hide Blips

- Fixed On Screen Displaying to unlock Personal Vehicle and Single Player Apartment vehicle.
- Change Blip Scale smaller.

- Fixed Vehicles spawn on top of each other (again)
- Vehicle will be lock when you save it, to unlock it, press E (D-Pad Right) again. Otherwise Player will smash the window.
- Fixed Hazard Lights not working in v1.1.

- Fixed Vehicles spawn on top of each other
- Added Lights and Hazard Lights when saving vehicle
- Fixed sometimes saved vehicle despawn.

- Initial Release

Known Bug(s):
- All bugs have been fixed.

Rockstar Games - Great Game
Alexander Blade - Script Hook V
Crosire - Script Hook V Dot Net
View topic on GTAForums »
First Uploaded: January 13, 2016
Last Updated: March 01, 2016
Last Downloaded: 30 minutes ago

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  • Default

    @ImNotMentaL Jep, I just found out. But I also found out if I press Insert the game is normal untill all (24) cars are loaded back. So if you could make a option to toggle the mod off and on in game it would help me and maybe others very much.

    March 11, 2017
  • Franklin

    Hey, great mod. Its awesome. How do you delete cars though?

    March 12, 2017
  • Default

    @imnotmental I have a idea; if you could make a menu which you could save and load cars in groups. So lets say you play with franklin you can select to only load franklins cars but if you play with Michael you could only load Michaels cars. Or if you have groups of cars around the map with a single character you could only load the group which you need/which you're driving to.

    March 13, 2017
  • Default
    March 18, 2017
  • Gtao48

    @ImNotMentaL Does this mod require an update after GTA's newest update? The mod no longer works for me after the specialraces update

    March 19, 2017
  • Bd1d04 untitled 1

    @Azoneid good idea

    March 19, 2017
  • 35a45a gtav profile

    @ImNotMentaL It lasts long fortunately, but now it doesn't work anymore...

    March 24, 2017
  • 35a45a gtav profile

    @ImNotMentaL Sorry works great, I was just too stupid. No probs at all thx!!!

    March 24, 2017
  • Default

    @ImNotMentaL -- I love this mod. Absolutely a personal Must-Have. That said, I've noticed that the key customization seems a little funky. I changed the key from E/"NoName" to "Scroll" for scroll lock. Nice and out of the way =P However it seems that 1) The HUD notification doesn't update, remains "E" regardless of what key you customize. 2) The keys I tried (RControlKey, RShiftKey, Scroll) seemed to cause the script to malfunction. Any time I tried to lock/save a car, it would beep three times, as if it were Locking and then Unlocking immediately (thus not saving). So, bummer. Not a huge issue, but E's been conflicting with another mod, which sometimes triggers the function of both mods at the same time if both contexts are in immediate vicinity of each other.

    Keep up the great work and ideas! Thanks for your time on this one!

    April 01, 2017
  • Default

    @ImNotMentaL Great mod !
    I found a problem : Please fix the icon on the map..So big :)

    April 03, 2017
  • Default

    @ImNotMentaL Also can you add car health for save ?

    April 03, 2017
  • Tubeguy

    Hey everything works fine but when i save a car the icon is very big is there a solution for this?

    April 04, 2017
  • Bd1d04 untitled 1

    @Saka @peterdepanda change the config file replace "." with ","

    April 09, 2017
  • Default

    @ImNotMentaL Thank you bro !
    Also can you add car health and dirt level for save ?

    April 09, 2017
  • Gtao53

    i have no idea why, but this mod doesn't work for me at all. It worked before (but only if i pressed INSERT to reload scripts), now it doesn't start at any way

    April 13, 2017
  • Default

    Great mod, but I found one small issue. If you save a vehicle and then use the shooting range in Ammu-Nation, you won't be able to unlock it afterwards and will have to break a window. Can this be fixed?

    April 13, 2017
  • Gtao53

    @Swoop how did you manage to make it work ?

    April 14, 2017
  • 35a45a gtav profile

    @CesarDSH Just messed around with scripthook files, had nothing to do with his mod...

    7 days ago
  • Default

    @ImNotMentaL I'm in the process of rewriting PlasticTangerine's mod 'Online Events in Single Player', and one of my functions gathers possible spawn points for parked cars (not moving, no driver, etc) for later use. Problem is, it's getting false positives on cars that your script loads.

    Right now, my workaround is to wait an arbitrary time for your script to load, then grab all the spawns in existence and reserve them, but this grabs a couple dozen legitimate spawn points as well... One possible solution I've considered is testing whether a blip exists at the same coordinates as a vehicle being examined, but I haven't tested that out yet either...

    Can you think of any better method for excluding vehicles added by persistence scripts? Is there any way I could query your script? I'm relatively new to both C++ and GTA5 modding, so there may be some simple methods I'm just not aware of.

    Here's my repo if you want to see what I'm doing: https://github.com/superelitist/OnlineEvents

    4 days ago
  • 07cc70 586de2b77ab08 41sd5f6ftil. ac ul160 sr160160 .thumb.jpg.bc2641aeb93d9e7aab95372c31cf290e

    I was going so save some planes in the hanger but i was only able to save 1 their also add on

    7 hours ago
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