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  • @Opostomias Got it, thanks for the details and the log. That helps me narrow things down a lot!

    So, I can see that there are no outright errors being logged, and yet as matches your experience, the mod is logging as though it isn't finding any persisted or insured vehicles, which is very strange ...I'm not sure what's going on. These are the key lines:

    026-08-26 10:26:23:7018252] Memory: loading; main-file(MechanicOnCall.SAV)
    [2026-08-26 10:26:23:7018252] Memory: stable cultural format detected(iv)
    [2026-08-26 10:26:23:7082041] Persistence: loaded 0/0 vehicle(s)
    [2026-08-26 10:26:23:7102017] Insurance: 0 policy(ies)

    One thing I'd be curious about: once you've got a session running, and after you've insured and/or locked a vehicle or two, what does your MechanicOnCall.SAV file contain? That is, it ~should~ reflect a bunch of records corresponding to the insured and locked vehicles.

    (And, yes, as you noticed the mod also writes a bunch of individual .SAV files for such vehicles, but the index written to MechanicOnCall.SAV is crucial: if it doesn't work, it won't find the individual vehicles' .SAV files, for instance).

    Meanwhile, I'm trying to narrow down if this is a problem with ~writing~ or ~reading~ the .SAV file, basically. Because I've never heard of this sort of problem before, sorry. But I'm determined to help fix it for you !

    Again, I'm availble on Discord as ptahparacosma if that would be easier for you as we go along. Thanks for your patience while I figure this out :)

    10 hours ago
  • @Opostomias Hmm. I appreciate the feedback, but I'm also sorry to hear you're having trouble. So I'll do what I can to help troubleshoot.

    Some questions that will help me narrow down the problem:

    1. when you say locked cars aren't loading, you mean they aren't respawning as expected when you leave the area and come back, right? Is that - at all, even in the same game session - or is the problem only when you start a new session of the game? Or is it that it acts like they were never locked (such as: they don't show in the menus that should list them).

    2. when you say insured vehicles aren't loading - help me understand what you mean? They don't appear in your menus at all (as if you never insured them), they don't appear in the garage (they fail to spawn even though you can see them in the menus), or ... what exactly?

    Meanwhile, I recommend this, if you can.
    a. In the mod's .INI, change "WriteLogFile = True" before starting your next game session. Next time the mod runs, it will write a detailed log file to Paracosma.MechanicOnCall.log in the same folder as the .DLL and .INI.
    b. start the game, do a few things that cause you to experience the "not loading" problems you mention.
    c. send the resulting .LOG to me here, or in Discord DMs if you prefer (username: ptahparacosma) - I can examine it to look for problems or other clues, then get back to you ASAP.

    17 hours ago
  • @Starfox1993 Sure thing. And, hey, if you run this mod on extra maps (that have the needed traffic data and collision, etc) but you have trouble, let me know. See, I'm running out of new features to add to this mod, so I could switch to "refinement" for special cases like this, ha.

    3 days ago
  • @JokerSpartan666 Hey, thanks for the feeback, and I'd be happy to help troubleshoot.

    To start, can you explain more about "it doesn't let me access them" (garages)?

    For instance,
    1. Does the map icon for the selected garage appear? (it should, at least whilst using the character who selected it)
    2. When you get near the door of your selected garage, does a blue marker appear? (it should, at least whilst using the character who selected the garage)
    3. When you walk or drive onto the marker, does it show a menu that allows you to enter? (it should, ... )

    Also, you can set WriteLogFile=True in the .INI. The mod will then write a detailed log, including log entries about garage selection and use. Clues could be in there if you're having trouble. Let me know if you see anything, I can help explain, or possibly see a problem I need to fix.

    Thanks :)

    3 days ago
  • @Starfox1993 About working with extra maps ...

    In short: mostly maybe.

    In detail, it depends on which feature, and what traffic and colission data exists for the extra map.

    Mechanic visits: in principle, if whatever map has all the same data for traffic nodes and such as the base map, then mechanic visits should work. That is, the code just calls natives to locate a traffic node within a certain radius of the player when spawning the mechanic. Although I've never tested with such a map, so I can't say for sure.(I myself don't use such map extensions,sorry).

    Vehicle deliveries and garage locations: they will ~only~ work on the main game map, because such locations are specifically hand-placed using coordinates of the main map. (I have considered making these a matter of customization/configuration, but for now ... )

    Persistence: presuming whatever extra map has collision data, and that the map doesn't overlap with or over-write the main map in some inconsistent way, locking/unlocking vehicles should work as expected. But agian, I've never tested it myself with extra maps.

    I hope that helps.

    3 days ago
  • @dexterMQX Version 1.6.6 should now allow locking bicycles. LMK of any problem. Happy gaming meanwhile :)

    4 days ago
  • @MrAlaz10 Hey, man, thanks again :) I'm always open to suggestions and other feedback, so feel free in the future. Meanwhile, happing gaming!

    August 10, 2026
  • @dexterMQX Hey, thanks for suggestion :) Yeah, it would be easy to add the ability to persist bicycles. Although I'm not sure how "locking" them would quite work, ha. But I'll add it minutes the "lock" animation, I think, and release that with the next version ASAP.

    August 09, 2026
  • @Jadeyness

    If you mean mechanic bills, there are a number of settings in the .INI like "Bill_..." that allow for changing the various billing factors used for the mechanis repair service.

    If you mean costs to start a policy, there settings in the .INI like "Premium_..." that allow for changing the cost to start a policy per vehicle type.

    Also, all of this documented in more detail in the README included in the download, too.

    August 09, 2026
  • @Jadeyness Ha. Hey, thanks for the kind words :) Happy gaming!

    August 08, 2026