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@M8T look man, whatever, i'm not here to judge what I know nothing about. I simply enjoy GTA V and the mods you guys create for it. If it doesn't work for me, then there's something wrong on my end, of course. So peace brother, and I'll refrain from ever making comments on this site....after all it's for geniuses only right, not game players.
@M8T its true that I use AI to help me find out why a mod is not working, and you'll be very surprised to know how many of you mod author's mods have been fixed and repaired by Claude.AI, some even made better, it's not looking down on you at all, it's merely a GTA V fan and player wishing he could do what you guys can do.
@M8T it is what it is, AI or not.
Bug 1 — Dead code cancels the computer interaction (line 2293-2295) — CRITICAL
The condition gate == 0 && gate > 0 is a logical impossibility. The "cancel mission" prompt block is permanently dead. This means when you approach the computer terminal at the back of the garage, the cancel option never works — it always falls through to the else branch.
Bug 2 — Forfeit block is empty (line 7598-7601) — CRITICAL
When you're on a sell mission and return to the salvage yard entrance marker, the prompt "Press INPUT_CONTEXT to forfeit the mission and the car" displays correctly — but pressing it does absolutely nothing. The handler body is empty { }. This means you can never abandon an active mission cleanly.
Bug 3 — Markers rebuilt every tick in case 1 (line 2121-2129)
Every game tick while m == 1 and gate2 != 11 and gate < 4, all 5 salvage yard entry markers are destroyed and recreated via forge3. No existence check, no cooldown. This causes constant flickering of the entry markers and unnecessary CPU load every frame.
Bug 4 — Source mission vehicle interaction not triggering
Based on the description — approaching a stolen vehicle and choosing an option — the interaction depends on gate reaching the right state. Given Bug 1 breaking the computer flow, the gate value likely never advances correctly, meaning the plate removal and repair interactions never become available.
yeah....this mod does not function properly for me, and before you ask I have all the requirements, after a wrecked car mission you cannot enter the chop shop again, and nothing shows up for the high end car mission, also the wrecked car falls of the flatbed when driving off, HKH191's works better I'm afraid, you need to check your code????
not working.......nothing there......
no file in replacee water???????
I uploaded this as another option for this car model, it is not my creation but that of AzteCrap as stated above. If he is still around I'm sure he'll have a look at the above.
is this on its own or do you need the original benny's mod, because nothing is showing or happening in the game for me???
Hi, first of all great mod, really clever concept and well thought out. I did run into a few issues getting it working that I wanted to report so others don't have the same experience.
Bug 1 – Windows Line Endings in Business List
The PropertiesExpandedBusinessList.txt file is saved with Windows-style line endings (\r\n). When .NET reads each line and tries to parse the last value, the hidden \r character gets included in the string, causing a System.FormatException on float.Parse. The file should either be saved with Unix line endings (\n only), or the code should call .Trim() aggressively enough to strip carriage returns before parsing.
Bug 2 – Float Parsing Breaks on Non-English Windows Locales
The float.Parse() calls in setupProperties() use the system's default culture. On Windows installations where the decimal separator is a comma rather than a dot (common in many non-English regions including South Africa, most of Europe, and others), parsing coordinate values like "29.946" throws a System.FormatException and the script fails to load entirely. The fix is to specify invariant culture on all three coordinate parses:
csharp
float.Parse(array2[0].Trim(), System.Globalization.CultureInfo.InvariantCulture);
float.Parse(array2[1].Trim(), System.Globalization.CultureInfo.InvariantCulture);
float.Parse(array2[2].Trim(), System.Globalization.CultureInfo.InvariantCulture);
Bug 3 – Blip.Create() Does Not Exist in SHVDN3
The code calls Blip.Create() in two places but this method does not exist in SHVDN3. This causes a compilation error. The correct method is World.CreateBlip().
Suggestion – Document the Money Threshold for Blips
New users may think the mod is not working because no blips appear on the map. This is actually by design — blips only show for businesses you can afford, specifically when your cash exceeds 50% of the purchase price. This is a great performance-conscious design decision, but it isn't documented anywhere. A single line in the readme explaining this would save a lot of confusion for new users.