Carregant...

Mechanic On Call [+Persistence +Garages + Insurance] 1.6.1

Descarregar

6.396

Mechanic On Call 1.6.1 - PLUS PERSISTENCE, INSURANCE & GARAGES

With all due respect to the other mechanic mods out there, I wanted to make one with my own twist.

So here's a mechanic mod with as much functionality, customization, and in-game-"hackability" as I can muster version-by-version.

---
Q: Does this work with add-on vehicles?
A: Yes! It works with every add-on car I've tested so far. YMMV. Please lmk of any issues with specific add-on cars.

Q: Why is this stuck with SHVDN3 nightly 113?
A: Starting with nightly 114, SHVDN3 has been making API changes that break cross-compatibility with SHVDNE. Nightly 113 is the minimal version with assured cross-compatibility between them. That's why it's the baseline API I target with this mod. This will change as soon as (and/or if) the cross-compat situation improves and stabilizes. I want to fix this ASAP, but it is out of my control.
---

1.6.1 Update:
  • Peristence now works in interiors. This includes "static" interiors like tunnels and underpasses of the main map, as well as "dynamic" interiors that the game only loads (or loads the high-detailed version of) when it needs them -- traditional "inside a building" type interiors. In the latter case, the mod will spawn and de-spawn a vehicle persisted in a "dynamic" interior in sync with that interior loading or unloading for use.


1.6 Updates:
  • Persistence!: previously used automobiles, motorcycles, and quadbikes can be persisted in place by locking them.
  • Locking: to lock a previously driven vehicle, follow the on-screen prompt that occurs once exiting it. A brief "key fob" animation will play, and the vehicle will react with a single blink-honk.
  • Locked = Persisted: a locked vehicle cannot be entered by anyone, and it will remain right where it is -- durable across missions, character switches, save files, game sessions, and so on.
  • Unlocking: approach a previously locked vehicle for a prompt to unlock it. The brief animation will play, and the vehicle will react with a double blink-honk. This de-persists the vehicle for use.
  • Per-Character: a persisted vehicle can only be unlocked by the same character that locked it. Moreover, one character cannot lock a vehicle insured by another.
  • Blips: what blips are shown, if any, for locked vehicles can be configured via the in-game menu.
  • Streaming: for optimal performance and resource use, persisted vehicles are streamed in and out (spawned and de-spawned) based on the changing position of the player character relative to the vehicles' persisted positions.
  • Lock/Unlock Cooldown: there is a brief cooldown between one lock/unlock action and the next allowed. This provides headroom for the underlying management of save files.
  • New .INI Settings: various aspects of persistence can be configured through new .INI settings. For instance, you can set a custom keybind for the lock/unlock action.


  • More Garages: over 40 new garage location were added. Altogether, 75 are now available.


Base Features as of 1.5.1:
  • Use Any Character: not just story mode mains.
  • Phone Contact: a contact for the mechanic is added to the in-game phone. Calling it opens the main menu.
  • Menu Options: call for repair service, pay back any debt, get an estimate, review a prior bill, manage insurance policies, or adjust hack options.
  • On-Site Repairs: the mechanic arrives, fixes your vehicle, bills you, then departs. A blip on the map indicates their position throughout the visit.
  • Most Vehicles: automobiles, motorcycles, quadbikes, helicopters, aircraft -- just not boats.
  • Rendezvous: it's possible to meet the mechanic en route. They'll stop near your approach, then get to work.
  • Firefighter: the mechanic will extingish a flaming vehicle, then get to work. This adds an extra fee to the bill.
  • Engine Location: the mechanic goes to where the engine is, even if it's somewhere unusual, or when it's covered by a reverse-hinged hood.
  • Oil and Fuel: are part of the repair bill in cases where refills are necessary.
  • Mechanical-Only Option: configurable in the .INI, the mechanic will only repair mechanical damage to a vehicle, leaving any (cosmetic) body damage as-is.
  • Pay Later: based on regard, the mechanic extends a line of credit to repeat customers.
  • Don't Pay: the mechanic responds differently to the "don't pay" option depending on regard. In any case, regard is lost.
  • Mechanic Behaviors: the mechanic treats each character differently based on how they've been treated in the past.
  • Regard: goes up and down based on how you treat the mechanic.
  • Impacts: wait times between allowed repair visits, willingness to visit, service fees, voice lines, animations, and much more.
  • Stolen Vehicles: the mechanic can report the player to the cops when called to repair stolen vehicles -- unless you bribe them not to.
  • Wanted levels: the mechanic can call the police (raise the wanted level) in response to certain mistreatments.
  • Text Messages: the mechanic texts in response to various events. Multiple possible texts per occasion. Fully customizable in the INI.
  • Weather: visits during inclement weather cost extra. Also, when regard is low, the mechanic may simply refuse to visit.
  • Business Hours: visits outside of the mechanic's business hours cost extra. Also, when regard is low, the mechanic may simply refuse to visit.
  • Recovery Time: if wasted by the player, the mechanic becomes unavailable to all characters during their recovery period.
  • Stalker Response: following the mechanic as they leave will eventually result in increasingly negative reactions from the mechanic.
  • Mechanic Customization: .INI settings allow changing elements of the mechanic's ped model.
  • Insurance: start, stop, update, and make claims on insurance policies for up to 50 vehicles per character.
  • Vehicles: most automobiles and motorcycles are insurable, whereas industrial, commercial, emergency, and other such vehicles are not. Nor are boats, aircraft, or heliocopters.
  • Claims: repair a damaged vehicle, recover a lost vehicle, or get a replacement for a totalled vehicle.
  • Coverage: 50 percent off all repair costs, 100 percent coverage on replacements of totalled vehicles.
  • Policy Details: each indicates the vehicle covered, its last known location, its last known health rating, a few key build features, its overall status under the policy, and more.
  • Build Tracking: each policy keeps track of its vehicle's build: its make, model, colors, mods, extras, and so on. Changes made through auto shops (or mods, or whatever) are tracked automatically.
  • Recovery: lost or despawned vehicles that are insured can be recovered just as they were (thanks to the policy's build-tracking).
  • Replacements: totalled vehicles are replaced by essentially a clone of the original (again, thanks to the policy's build-tracking).
  • Delivery: depending on the mechanic's regard for a character, they'll either deliver a recovered/replacement vehicle directly to the player, or they'll leave it parked somewhere for pickup.
  • Pickup: also based on regard, when a recovered/replacement vehicle is left parked for pickup, it will either be close the character's current position or somewhere near the vehicle's last known position.
  • Pickup of Recovered Vehicles: will be at one of nearly 300 different parking spots across the map -- which one depends on the player's position, the vehicle's last position, and the mechanic's regard.
  • Pickup of Replacement Vehicles: will be at one of over 40 different auto shops across the map -- which one depends on the player's position, the vehicle's last position, and the mechanic's regard.
  • Pickup Persistence: a delivered vehicle (be it to the player, or to a parking spot) is persisted in its place of delivery until the player either enters the vehicle, or changes characters, enters a mission, reloads the game, etc.
  • Pickup Redelivery: if a vehicle left for pickup is depersisted/despawned for any reason, it can be made availalbe for pickup again through another claim on its policy.
  • Garages: Insured vehicles not in use will be stored in a garage run by the insurance company.
  • Locations: over 70 across the map.
  • Per Character: each character can have their own garage location.
  • Multiple Floors: each garage will have multiple floors if the number of possible policies exceeds the number of parking spots per floor.
  • Policy Info: approaching the front of a garaged vehicle will show its policy info. Additionally, a laptop in the garage can be used to review all insurance policies.
  • Big Vehicles: vehicles too big to fit on the garage floor can still be selected for use from an in-garage menu.
  • Radio: each character can select what radio station (if any) ambiently plays inside their garage.
  • Technical Features:
  • Legacy & Enhanced: fully compatible with both (see differing Requirements below).
  • Customizable: almost everything about the mod is customizable through its .INI file. You can change the mechanic's name, model, color scheme, vehicle, billing factors, and much more!
  • Save File: a .SAV file remembers each character's regard, debt & credit, wait times, insured and/or parked vehicles, and so on. A save file is in INI format for easy hacking.
  • Built-in Hacks: over 40 hacks are available through the in-game menu! The hacks menu is like a built-in trainer for the mod.
  • Logging: can be configured to write a detailed log file.
  • Live Diagnostics: can be shown on the right of the screen (via an available hack).


README:
  • The download's README goes into much more detail on everything.
  • Give it a look if you want to customize any settings or learn more about how the mod works (or doesn't).
  • Every INI setting is documented, complete with links to references for possible values where applicable.
  • It also has troubleshooting steps, information about known issues, a look at the roadmap, a full revision history, my contact details, and more.


Requirements:
  • ScriptHookV
  • Enhanced: SHVDNE 1.1.0.5 or later: https://github.com/Chiheb-Bacha/ScriptHookVDotNetEnhanced/releases
  • Legacy: SHVDNE (as above) -- OR -- SHVDN3 nightly 106 to 113 (but NO LATER THAN 113!): https://github.com/scripthookvdotnet/scripthookvdotnet-nightly/releases
  • LemonUI
  • iFruitAddon2


Installation:
  • Install all requirements.
  • Copy the .DLL, .INI, and "MechanicOnCall" folder within the download's "install" folder to your /scripts directory.


Upgrade Notes:
  • Generally, you can skip copying the install's INI because the mod has defaults for any new settings.
  • See the README for more possibilities.
  • Note: .SAV files work differently as of version 1.4. To ease the upgrade, the mod will automatically migrate any .SAV file from 1.3 or earlier to use the new format.


My promise:
  • I'll never charge a fee or ask for a donation. No paywalls here.
  • I'll do my best to respond to all questions, comments, requests, or problems sent my way.
  • I'll keep updating this with new features (and bug fixes) for as long as folks keep using it.

Like Tron, I fight for the Users!
Show Full Description

Carregat per primera vegada: 01 de Gener de 2026
Actualització més recent: fa 4 dies
Últim descarregat: fa 22 minuts

All Versions

 1.6.1 (current)

270 descàrregues , 200 KB
fa 4 dies

 1.6

290 descàrregues , 200 KB
fa 10 dies

 1.5.1

686 descàrregues , 200 KB
24 de Maig de 2026

 1.5

605 descàrregues , 200 KB
09 de Maig de 2026

 1.4.1

796 descàrregues , 100 KB
24 de Febrer de 2026

 1.4

307 descàrregues , 100 KB
22 de Febrer de 2026

 1.3

968 descàrregues , 100 KB
24 de Gener de 2026

 1.2.2

632 descàrregues , 90 KB
17 de Gener de 2026

 1.2.1

119 descàrregues , 90 KB
16 de Gener de 2026

 1.2

187 descàrregues , 90 KB
16 de Gener de 2026

 1.1

470 descàrregues , 70 KB
10 de Gener de 2026

 1.0

688 descàrregues , 60 KB
03 de Gener de 2026

191 Comentaris