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  • @thalilmythos One more quick thought about immersion with your current mod, something that doesn't even require any code updates and can be done right now in the .ini file!

    You mentioned in the description that the threat text messages are disabled by default because you personally don't use them, but players can enable them. Here's an insane setup I tried that completely turns the game into a tense survival thriller:

    Enable the threat texts, but DISABLE the map blips for the hit squads.

    When you get that ominous text knowing a gang is after your head, but there are zero red blips on the radar, the tension goes through the roof! You’re driving around, shopping at Ammu-Nation, or just walking down the street constantly looking over your shoulder. You only realize the retaliation squad has caught up to you when you hear tires screeching and bullets flying, rather than just staring at dots on the minimap. The adrenaline rush is incredible!

    Combined with that random delay idea for the text messages (so the text doesn't arrive instantly the second someone dies), it would turn gang retaliation into a truly unpredictable, cinematic experience. Just wanted to share that configuration idea with you, maybe other players would love that setup too!

    4 days ago
  • @thalilmythos I get your point, but let me share where I was coming from. When it comes to modding GTA V, my whole philosophy is realism and immersion, but most importantly, keeping it fully compatible with the vanilla storyline and progression without breaking the flow.

    My idea was strictly about making it an optional toggle in the .ini file so players have the freedom of choice. Even if someone changes Franklin’s model or roleplays differently, during the main storyline they still eventually have to visit Franklin's aunt's house in Strawberry, and having Families constantly attack him right outside his own house breaks the immersion and story progression. Also, not everyone wants or knows how to install an additional mod like "The Homies" just to balance that specific interaction, so having a simple toggle right inside your mod's config would make life much easier for story-oriented players like me.

    No pressure at all though, it's totally up to you if you ever want to consider it for a future update. I've tested several of your mods besides this one and genuinely enjoy your work. Just wanted to share constructive feedback and help out. Keep up the awesome work!

    4 days ago
  • @thalilmythos First of all, I apologize for any misunderstanding. I want to reassure you that I never intended to redistribute or publish your mod, nor did I do so.

    The repository contained only the raw modified source code without any compiled .dll or script files. It was completely unusable on its own and required your original mod to function. My sole intention was to share the code with you in case you wanted to review it or implement it in a future update, or for anyone who wanted to see the logic.

    As requested, the GitHub repository has been completely deleted, and I'll keep the changes strictly for my personal use. Thanks for the clarification and thank you for making the mod!

    4 days ago
  • > **Hey everyone! First of all, huge thanks to the author for creating and sharing this amazing Persistence mod.**
    >
    > After spending some time testing and tweaking, I managed to fix several annoying bugs that were breaking the experience. Since this fix only involves the compiled DLL and needs the original mod's assets (INI, sounds, etc.) to work, I've put the updated DLL on my GitHub so players can use it right away, and the author is more than welcome to officially merge/use this in the main mod update!
    >
    > Here is a list of everything I’ve fixed and improved:
    >
    > * **Underwater & Wrecked Vehicles:** Fixed an issue where you could lock/unlock cars while the player was underwater or when the vehicle was completely wrecked/unusable.
    > * **Hilarious Animation Glitches:** Fixed the key fob remote animation. Previously, if you pressed the button while swimming, crawling, or running, the character would snap into weird poses. (Ngl, seeing the character's back snap in half while swimming to press a remote had me laughing for a solid 30 minutes straight! 😂) Now, the animation *only* triggers when you are fully stopped and standing upright on foot.
    > * **Stripper / Passenger Menu Spam:** Fixed the annoying bug where picking up street NPCs (like strippers) would trigger the mod's loop state, infinitely spamming the help text popup and the annoying "ding-ding" sound every frame. The mod now properly detects when you're busy with scripted passenger events.
    > * **The Dreaded Red Enemy Blip Bug:** This was the toughest one! Fixed the bug where unlocking custom/personal character vehicles (Michael, Franklin, Trevor) would leave behind a permanent, unwanted red enemy blip on the map. The mod now cleanly manages blips without conflicting with Rockstar's native vehicle states.
    > * **Custom Key (L) for Better Compatibility:** To reduce conflicts with other mods that use the default Context key (E), I changed the default lock/unlock trigger to the **[L]** key (which conveniently stands for **L**ock!). If you prefer a different key, you can still configure it, but this helps a lot with mod compatibility.
    >
    > **Everything has been thoroughly tested and runs smoothly now on both personal character vehicles and standard cars.**
    >
    > If you want to grab the updated DLL before the official update drops, you can find it here:
    > 👉 https://github.com/Hasan101489/persistence-II-fix-file
    >
    > *Note: Drop this DLL into your scripts folder where the original mod is installed (requires the original mod's files to function properly).* Enjoy!
    >
    > ---
    > **Fun Fact & Full Disclosure:**
    > Just so you know, I actually don’t know how to code at all! 😅 Every single line of code, fix, and logic in this update was entirely generated by **Google Gemini** (AI). Even this description you're reading right now was written by Gemini! So if anything breaks... well, blame the AI, not me! Hope it makes your game even more fun and bug-free! 🤖✨

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    9 days ago
  • Hi thalilmythos,

    First of all, huge thanks for this amazing mod! It makes free-roam and gang encounters so much more dynamic and fun.

    I want to be completely honest: I don't know how to code myself. I modified and fixed this script with the help of an AI assistant, and after testing it thoroughly in my game, it worked perfectly without any bugs or crashes. I wanted to share the updated code with you in case you'd like to include it in a future update.

    Here are the two main immersion/gameplay issues we addressed in The beef reinforcements.dll:

    1. Franklin & Families Neighborhood Fix:
    When ENABLEHOSTILITY = true, Families members would immediately attack Franklin on foot in Strawberry/Chamberlain Hills. Since Franklin is part of the Families and his aunt's house is right there, this broke storyline flow and immersion. We added a check so Families peds ignore Franklin (Player_one), while Trevor, Michael, and online characters are still attacked normally. This is also fully configurable via a new setting in settings.ini:
    FRANKLIN_FAMILIES_PEACE = true

    2. Customizable Delay for Gang Threat Texts:
    Previously, threat messages popped up instantly the split-second a gang member went down. We implemented a non-blocking queue using the in-game timer so the texts arrive with a natural, realistic delay. You can now customize the minimum and maximum delay in milliseconds inside settings.ini:
    MINTIMEFORTEXT = 20000
    MAXTIMEFORTEXT = 45000

    (Fun fact: Even this message was drafted by the AI while I just managed the prompts, so if it sounds slightly robotic, that's why! 😄)

    You can check and grab the full modified source code here:
    https://gist.github.com/Hasan101489/6adb91a7bb12349bd4e95670e3d43e29

    Thanks again for your awesome work!

    October 21, 2026
  • Hi @Waynieoaks,

    First of all, thank you so much for this amazing mod! It's an essential part of my setup.

    I noticed an issue where holding or repeatedly pressing the surrender key caused the player to rapidly cycle between surrendering and canceling ("I suggest you run..."), which looped the cop AI and broke the animation.

    To fix this, I made a small tweak to the source code:
    1. Added a customizable Cooldown timer (configurable in seconds inside Surrender.ini under [Options] -> CooldownSeconds).
    2. Added a subtitle showing the exact remaining time (e.g., Wait 4m 30s to surrender again!).
    3. Ensured the timer resets immediately if the player gets wasted or arrested.

    All credits belong entirely to you. I respect your copyright and did not want to upload the compiled .dll file anywhere without your permission. Instead, I shared the full updated source code (Main.cs) and the .ini structure here:
    https://pastebin.com/aNXGn4W2

    I already have the compiled, fully tested .dll ready on my end. If you'd like to inspect or use the pre-compiled file directly, just leave a reply or let me know your preferred contact method (Discord/Email), and I'll gladly send it over so you can decide how you want to handle it.

    Thanks again for your great work!

    October 20, 2026