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@impoliceofficer Both of these were in your logs. Thank you — that second paste is the most useful bug report I've had.
1. Dismiss key unresponsive — found it, and it is worse than "sometimes". You're on a rebound key (Backspace), and the custom-key path was being read at the bottom of the key handler, behind sixteen early returns: text keyboard open, mic key latched, isBusy, drag race active, waiting for a reply, and more. Your log shows you mid mic-turn with a live reply, so the handler returned long before it ever reached the dismiss line. The key wasn't unresponsive — it was never being read. It's now the first thing the handler does, before anything can swallow it, plus a 400ms grace window so a press can't be lost on a skipped render frame. Tested against all seven blocking states: the old code was dead behind 7 of 7.
2. "No response" bug — this one is nasty. Your log
[20:05:28] session not ready after 12s
[20:05:42] Session start triggered ...
[20:05:51] Session start triggered ...
[20:06:22] Session start triggered ...
Every startSession unconditionally closed the previous socket. Google needs 1.5–3s to finish setup. Each time you reopened the chat you killed the socket that was still setting up, so it never reached ready and every queued mic turn was discarded. The retry was causing the failure. Now if a socket for the same NPC is still inside its setup window, the bridge adopts it instead of killing it. Walking to a different NPC still gets a fresh session, and a socket stuck past the window is always replaced so nothing can wedge. Logs as [MAIN_SESSION_ADOPT].
Still open: the safe-zone shoot lock. Haven't reproduced it yet — if you catch a log the moment the shot doesn't register, that'd narrow it the same way this one did.
@impoliceofficer The death loop is a real bug and you found the nastiest one yet. Fixed:
**1. "I'm just a language model" loop** — that is Gemini's safety layer returning a canned refusal instead of dialogue. The bridge treated it as an NPC line: it was spoken aloud AND written into the conversation history. The next turn then saw an assistant persona in its own history and refused again. Self-reinforcing, exactly as your transcript shows.
There was ZERO refusal handling anywhere in the mod. Now the bridge detects the canned shapes, blocks them before they reach the game (never spoken, never stored), nudges the model back into character and retries. If it still refuses twice, the NPC gives a short in-character brush-off instead of standing there mute. Logs as `[REFUSAL_BLOCKED]` / `[REFUSAL_RETRY]`.
Tested against 23 cases including your exact line, and against 10 real GTA lines to make sure normal dialogue like "Sorry man, I can't help you with that" still gets through. Zero false positives.
**2. NPC still thinks you're aiming after you lower the gun** — confirmed and embarrassing. The code fired an event on the RISING edge (weapon raised) and sent nothing when you lowered it. The NPC's last known fact stayed "a gun is pointed at me" for the rest of the session, which is why it followed you into the jacuzzi. The falling edge is now reported too: `[LIVE_AIM_LOWERED]`.
**3. NPC said you were wearing a t-shirt while undressed** — nothing in the context described clothing at all, so the model invented it. The context engine now reads the actual torso/legs drawables and states plainly when you are undressed or bare-chested, with an explicit instruction never to claim otherwise.
Still on the list: dismiss unresponsive, and the safe-zone shoot lock. For dismiss, a log from the moment it stops responding would narrow it fast.
Also — thanks for helping @Dzinu111111 and for what you said to @Spinestalker. Genuinely appreciated.
@impoliceofficer Your reports keep landing on real bugs. Fixed:
**1. Mission hijack (Odd Jobs)** — you named the fix yourself and you were right. This file had ZERO mission checks anywhere. Added a gate reading GET_MISSION_FLAG + IS_CUTSCENE_ACTIVE + GET_IS_LOADING_SCREEN_ACTIVE + player control. Both the auto-convo AND random-scenario directors are now blocked during any scripted mission, Odd Job, cutscene or loading screen. Logs as `[MISSION_GATE]`.
**2. News firing out of nowhere / from the NPC you're talking to** — confirmed. The anchor also had a second problem: it could ONLY report crime, because the trigger required a completed crime spree to exist. Rebuilt so bulletins draw on live city data (weather, eyewitness reports, street rumours) and rotate segments instead of only crime.
**3. Crashes when a voice line starts after you affect an NPC** — this crash class is GTA natives called from an async thread. Your `GetCityAwarenessZoneFlavour` AccessViolation stack was exactly that. The whole context/prompt build now happens on the game thread; the async path only reads a pre-built string.
**4. Your log flood** — `[DISPATCH_ARMED]` fired 130+ times in three seconds. The guard tested a variable the block never assigned, so it re-armed every frame and kept postponing its own transmission. Latched now: once per heat cycle.
**5. Dismiss unresponsive** and **6. Safe-zone (can't shoot an NPC after ending dialogue)** — both on the list. For #5, a log from the moment it stops responding would narrow it fast.
Your workaround (Auto Convo + Random Events off) was the correct call for 4.3. After the mission gate you shouldn't need it.
For anyone hitting "NPCs stop replying when Web Search is ON": Google rejects the entire session because Search grounding is a separate, much smaller free-tier quota. The bridge now detects that, drops search automatically and reconnects so the NPC keeps talking.
Thanks — the most useful feedback this mod has had.
join the discord
@xshai ohh okay! btw thats not happening to me idk why to some people it still happening i will look at it!
@Anyiii — honest answer: that error isn't the mod failing on Enhanced. It's the
mod never being allowed to load at all.
Failed to LOAD script assembly LivingLSAIs.dll:
ReflectionTypeLoadException: Unable to load one or more of the requested types
Failed to LOAD, not failed to RUN. The loader opened the DLL, started listing
types, and one referenced something it couldn't find — so the whole assembly is
dropped before a single line executes. That tells us nothing about Enhanced
compatibility yet.
That exception almost always means a MISSING OR MISMATCHED DEPENDENCY. Check all
of these sit in the scripts folder next to LivingLSAIs.dll:
LemonUI.SHVDN3.dll
Newtonsoft.Json.dll
NAudio.dll <- the one people miss most
LivingLSAIs.ini
If you're on Enhanced you need the build made for it: "Script Hook V .NET
Enhanced (Legacy + Enhanced)" on gta5-mods. Update ALL its files together from
the same archive — ScriptHookVDotNet.asi, ScriptHookVDotNet2.dll,
ScriptHookVDotNet3.dll, MinHook.x64.dll. Mixing files from two downloads causes
this exact error. Also .NET Framework 4.8+ and VC++ 2019 x64.
And: exactly ONE LivingLSAIs.dll in the whole game folder. Not one in scripts
plus a backup in scripts/old. Not a copy with (1) in the name.
To see the real reason, open ScriptHookVDotNet.log in your GTA V root, find that
error, and read the lines right under it — it names the actual missing type.
Post that and I'll tell you the exact file in one message instead of guessing.
What I can honestly promise: there IS real Enhanced-specific work in the mod. On
Enhanced the standard nearby-ped lookup can hit a null pool pointer and throw,
which used to make pressing E do nothing — so it now uses a different scan and a
native human check instead of the memory read that returns wrong answers there.
But I won't claim flawless Enhanced support until more people confirm. Get past
the load error first, then tell me what actually happens in game. or just try it with: https://www.gta5-mods.com/tools/scripthookv-net
@impoliceofficer — you solved this by proving yourself wrong. Respect.
You first blamed the NVIDIA overlay, then retested with it fully off and got the
same message. That killed the theory that would've wasted my week.
Real pattern, as you described:
mic first after launch -> "bridge is not connected yet"
text first, then mic -> works every time
That's a startup race. The embarrassing part — the mic guard bailed out
instantly, and the comment directly under it promised the audio pump would wait
for the session. The pump DOES wait, 12 seconds. The guard returned before the
pump was ever reached, so that patience was unreachable code. Text waited 12s,
mic waited 0ms. That's the whole bug, and why typing first "unlocked" it.
FIXED IN v4.4: the mic now wakes the bridge in the background, says "Bridge
still starting up", then "Bridge ready - press the mic key again". Until you
install it, your own workaround stands.
Also fixed from your reports:
- T-pose statue -> void. The mod forced a ragdoll onto an already-dying ped. The
relax ragdoll fights the death animation, the blend collapses to bind pose
(your "statue"), and leftover physics launches the body. Now it checks
dead/dying/already-ragdolling first and uses a balance-type ragdoll.
- Dying words as subtitles with no voice — those lines take a different route
than the mic, so the stream wasn't armed and the first chunk got dropped.
- Voice stuttering word by word — buffer too small, plus a leftover shortcut
starting playback at 60ms that killed the safety cushion.
- Mic stuck in "listening" — a stalled turn never cleared its flag. One of your
logs showed one stalled turn blocking the next three for 26 seconds.
- Auto-convo firing the second a chat ended — cooldown now armed BEFORE release.
Your "call an NPC by ID and arrange to meet" idea isn't forgotten. Not v4.4 —
saved meeting points, spawn timing and markers is a feature, not a patch. If you want to test it right now, join my discord server! there i can share you
@xshai but why? because 4.3 is a full file! however if you are saying that because of size difference in 4.2 and 4.3, i want to clear that now we dont need node exe in 4.3 which means mod size is been reduced
@xshai in the ini file and read the readme i mentioned there
@impoliceofficer yes now the size is been reduced no node exe required