Mechanic On Call [+Persistence +Garages + Insurance] 1.6.1
6.396
82
6.396
82
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:
1.6 Updates:
Base Features as of 1.5.1:
README:
Requirements:
Installation:
Upgrade Notes:
My promise:
Like Tron, I fight for the Users!
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!
Carregat per primera vegada: 01 de Gener de 2026
Actualització més recent: fa 4 dies
Últim descarregat: fa 22 minuts
All Versions
191 Comentaris
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:
1.6 Updates:
Base Features as of 1.5.1:
README:
Requirements:
Installation:
Upgrade Notes:
My promise:
Like Tron, I fight for the Users!
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!
Carregat per primera vegada: 01 de Gener de 2026
Actualització més recent: fa 4 dies
Últim descarregat: fa 22 minuts
@Tiet Nice! Glad to hear it works for you now.
If you have any other problems in the future, or any feedback or suggestions for the mod, please let me know :) It helps me make this mod better for everyone over time.
Happy gaming meanwhile :)
I am wrapping up testing of 1.6 whose headline feature is PERSISTENCE of vehicles (cars, motorcycles, and quadbikes). Various other small improvements to existing features are included, too. I aim to upload for release it this weekend (5/28) or next (7/5).
I am wrapping up testing of 1.6 whose headline feature is PERSISTENCE of vehicles (cars, motorcycles, and quadbikes). Various other small improvements to existing features are included, too. I aim to upload it for release this weekend (6/28) or next (7/5).
Just is wonderful mod !!!
Many thanks !!!
@BillyVong Thank you! Happy gaming
Why cant i save cars in interiors, it doesnt let me, i want to save a car in a garage, a mlo interiors garage.
@estsimo123 Thanks for the feedback! So, I disabled saving vehicles in an interior because ...
a) I wasn't able to determine whether or when any given interior is loaded by the time I have to stream a vehicle into it; that is, other than, say, Michael's garage at his house, trying to spawn a vehicle into an interior will often cause the vehicle to fall through space because the interior isn't loaded yet.
b) meanwhile, in cases like Michael's house garage, this can also cause a race-condition resulting in two of the same vehicle, one spawning atop the other -- resulting in a mess, or even an explosion.
That's the gist, anyhow. This is something I'm working hard to fix for the next release.
@estsimo123 version 1.6.1 - which is uploaded and awaiting approval as I type this, now allows persistence (locking of vehicles) inside interiors.
Please give it a try and let me know if it works for you? I tested it as well as I could on my end using both Legacy and Enhanced, and both story-mode and online maps, and both stock and modded interiors/mlos.
What is on average the time they take to approve mods?
@estsimo123 Fwiw, I see it is approved for download now.
An average? I have seen approval take a few hours, I've seen approval take a few days. I can't say an "average", ha.
After update works perfectly
@estsimo123 Glad to hear it! Thanks for the feedback and giving the mod another try. Happy gaming :)
@Paracosma does this work with add ons
@Djlaunch Add-on vehicles? Unsure. I personally don't use any add-on vehicles, so I've never tested.
In principle, is should. That is, the mod does all its work based at the vehicle's model information, such as its hash and other details. For persistence, it stores the vehicle's model hash + all the vehicle's modifications (in a .SAV file in the mod folder), then later it basically asks the game "hey, spawn that model hash here, then apply all these mods". It works for all vehicles in the base game, and from online DLC, I know that much.
The above also applies to garaged vehicles, w.r.t. spawning them in the garage -- the code just looks at vehicle's model details such as available through the game's generic natives for that.
For mechanic repairs, the code looks at the vehicle model's bone data when trying to determine the engine placement, hood hinge type, and so on. So that it can place the mechanic correctly and then perform the correct animation, etc.
Basically, there is nothing hard-coded to assume anything about specific vehicles. It just uses natives to inspect models, then uses the information it finds. So, presuming any given add-on provides that data, it ought to work?
@Djlaunch After some extensive testing, I can now 100% verify that this DOES work with add-on cars. At least the several that I tested (on both Legacy and Enhanced). Mechanic repairs work, garage/insurance works, and persistence works.
There can be some rough edges of how the mod handles the rough edges of any given add-on car. Little things like the make/model name, the bone data about engine and hood placement (if any), etc. But I figure that's to be expected.
Please let me know if you experience any problems with add-on cars, and if so, it would help if I knew exactly which add-on caused a problem so I can test it directly.
Thanks!
This is a nice mod, cant actually play without this. However, any reason why it needs specific nightly version? some of mods arent compatible with the 113 build. Or do you have any plan to update so it can be compatible with the newest version?
@rumelote I understand (and thanks for the kind remark). In super-short: YES, I do have a plan to support nightly 114+. But there's a problem in my way. But there's also hope for future.
See, SHVDN3 started making breaking changes to nightly 114+. A lot of them. If I only cared for this mod to support Legacy, I could update my code to keep in sync with those changes.
But I also want to support Enhanced. The common API subset between SHVDN3 and SHVDNE is stuck at 113 (before the breaking changes). Or ... it was until recently. I know that Chiheb has been making changes to bridge the divide in SHVDNE, but I wanted to wait until that was stable before I migrated my code to support nightly 114+. Why? To ensure maximum cross-compatibility meanwhile. I'm keeping a close eye on it, I assure you.
Essentially, this is something largely out of my control. That, and I'm not the only mod impacted by this API drift. Any modern mod trying to remain cross-compatible between Legacy and Enhanced (whilst supporting SHVDN3 nightly on Legacy) is in the same situation right now :/
I really want to fix this, but it isn't safe while the SHVDN API drift keeps widening ...
error after calling roxie
@Thomas_141 What kind of error? Otherwise, my first guess is that this is a SHVDN version issue. What version of SHVDN are you using? Sorry to hear you're having trouble in any case. I'll do what I can to help.