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  • @FlareXll
    I forgot to add, in the older version the cop would almost insta stop.I know its creative choice and some of the times the cops do stop or make a Uturn/circle turn. But I'm noticing they brake too hard at times and overshoot which is fine and adds to the comedic lameness of the gta world.

    But I find about half the time the ai is just adjusting its path for minutes at a time to zero in on that acceptable area. It might be ok to include a version (whether selectable from the menu or not) on whether the cop vehicle insta stops or does how its doing now.

    not complaining but just some feedback. thanks again!

    5 hours ago
  • I've been using this mod - https://www.gta5-mods.com/scripts/personal-vehicle-mors-mutuals-insurance-mechanic-and-pegasus - it has a mechanic to deliver and the mors insurance blah blah. is there an simple way to import these saved vehicles? (I could leave the mechanic if need be)

    5 hours ago
  • Works fine on enhanced (older version). Appreciate your work on bringing these old staples back to life in the modern times.

    1 thing I noticed (my last save has me in paleto at the gas station with the pay n spray) when I load it thinks I'm on the sidewalk and almost always trigger a pull over (gawd I still need to register my license!!! lol). I had to uncheck the sidewalk one for now but would like to see this refined in the future if possible.

    What I also liked about better chases (and your mod continues this) it includes debug options to clear wanted status because with new mods I will do a test run for a couple hours to test stability and features and this mod seems to like to save and the only option to clear is manually deleting files.

    I saw you were talking about squashing bugs before introducing new features so thats my 2 cents on the new features and again appreciate your work on this.

    6 hours ago
  • Thanks for taking the time to remake this.

    Seems to be working for the most part, I just use vanilla cops and while I thought having this mod as full, I think I needed to place it as passive (using your other mod pull me over remade) and then the big circle thing seemed to not work in a way I understand it logically (it could be working as intended but the majority of the time I will lose them and then the circle generates on me instead of my actual last known spotted location).

    I also tried with finite cops enabled and removed and I think with the circle above disabled and finite cops enabled it works the best (nothing against you just feels more understandable).

    Otherwise so far feels like a clean modernization and again appreciate you doing this for all of us.

    6 hours ago
  • @taomuonanga I appreciate your effort on a mod like this but I honestly don't see myself paying $5 for it. I know how the mods on here can be odd at times but if you could host it somewhere for free, that would be awesome (nexus or mediafire etc - with options for donations vs being forced to pay). Good luck.

    15 hours ago
  • @taomuonanga

    Since the original author hasn't been active for a long time, you are completely good to upload your enhanced version! The author published the source code under the MIT License, which gives anyone permanent, legal permission to modify and re-upload the mod anywhere. Just make sure to include the original author's copyright notice/license file in your upload, and it would be awesome if you credited them on the mod page!

    4 days ago
  • @g79106316 I'm using v40 of this mod and 1.1.0.2 of the shvdn enhanced. What it looked like for me was the floors were missing but interior objects were still normal. Going into the mod menu and changing interiors fixed it for me.

    May 23, 2026
  • Unique approach, frees up another key, thanks!

    May 05, 2026
  • Has some great potential. I don't know if its just me but all the vehicles start at max fuel when commandeering another one or coming back to the same one after leaving. Plus my little fuel bar is offset from the rest of the gauge. Agreed some kind of ini file for menu key.

    May 03, 2026
  • versions are important. i thought i would roll out with a newer shvdnE and this mod and I think that was causing the missing textures. So I rolled back to 1.1.0.2 for shvdnE and 39.1 for EAI and the mansions load fine.

    May 01, 2026