Mechanic On Call 1.2.2
2.132
37
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fa 3 dies
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 immersion, customization, and in-game-"hackability" as I can muster version-by-version.
Like Tron, I fight for the Users. This means:
. 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.
1.2.2 Hotfix & Troubleshooting Updates:
. Bugfix: with one Enhanced-related bug fixed in 1.2.1, this update contains an apparent fix for the other known Enhanced issue. See the download's README for details.
. Safe Mode: for improved troubleshooting, the mod can start in a mode that disables certain things, but enables a host of diagnostic features (incl. some new ones). See the download's README for more.
1.2.1 Hotfix Updates:
. Bugfix: The mod's internal startup was reworked to fix a certain CTDs case reported by some Enhanced users.
. Resolution & Aspect Ratio Updates: the mod will detect changing either w.r.t. to placing its on-screen elements.
1.2 Updates:
. Text Messages: the mechanic texts in response to various events. Multiple possible texts per occasion. Fully customizable in the INI.
. Engine Location: the mechanic goes to where the engine is, even if it somewhere unusual, or when obstructed by a reverse-hinged hood.
. Bill History: 1-10 (defalt:3) prior bills are remembered for later review.
. Estimates: get estimates of the repair bill from the main menu.
. Recovery Time: if wasted by the player, the mechanic becomes unavailable to all characters until a recovery period is over.
. Stalker Response: following the mechanic for too long as they leave will eventually result in annoyed texts, regard loss, and even (when regard is too low) the mechanic starting a fight with the player.
. Quality-of-Life: many more rough edges smoothed, little niceties added, etc.
. New Settings & Hacks: added around what's new, and to keep the power in the player's hands.
Base Features as of 1.1:
. Any Character: not just story mode mains.
. Phone Contact: added to the in-game phone.
. Menu: opened by calling the contact. It can also be configured to open by hotkey.
. Menu Options: call for repair service, pay back any debt, review a prior bill, or adjust hack options.
. On-Site Service: 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, at which point they will 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.
. Regard: goes up and down based on how you treat the mechanic.
. Regard Impacts: wait times between allowed repair visits, willingness to visit, service fees, voice lines, animations, and much more.
. Pay Later: based on regard, the mechanic extends a line of credit to repeat customers.
. Weather: visits during inclement weather come with an extra charge. Also, when regard is low, the mechanic may refuse to visit during suhc weather.
. Business Hours: visits outside of the mechanic's business hours (09:00 - 22:00, by default) come with an extra charge. Also, the mechanic may refuse to visit off-hours when regard is low.
. Prior Bill(s) Review: each includes information about the time, place, and vehicle involved in the visit.
. Save File: a .SAV file remembers each character's regard, debt & credit, wait times, and so on. This file is in INI format for easy hacking.
. 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!
. Built-in Hacks: over 40 hacks are available through the in-game menu! Hacks can turn off base features, turn on extra features, and more.
. Logging: can be configured to write a detailed log file.
. Live Diagnostics: can be shown on the right of the screen (using 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, and more.
Requirements
. ScriptHookV (...)
. LEGACY: ScripthookVDotNet3 nightly 92
- ENHANCED: ScripthookVDotNet Enhanced v1.1.0.2 (SEE NOTE BELOW)
. LemonUI
. iFruitAddon2
NOTE for Enhanced Users -- SHVDN3 nightly 92 may or may not work for you (I'm still not sure why, long story short) -- BUT, using ScriptHookDotNet Enhanced v1.1.0.2 (by Chiheb-Bacha, available here on 5mods) should work if SHVDN3 doesn't. (I've tested this case thoroughly). What's going on, you may ask. It has to do with SHVDN3 being less than compatible with Enhanced. Don't blame me, ha.I can only go by what I test myself and what others tell me, and those two don't always align. But I'm doing my best to consider all cases.
Installation
. Install all requirements.
. Copy the .DLL and .INI files in the "install" folder to your /scripts directory.
Upgrade Notes:
. Generally, you can skip copying the install's INI, since the mod has defaults for any new settings.
. Otherwise, see the README for more possibilities.
Carregat per primera vegada: 01 de Gener de 2026
Actualització més recent: fa 6 dies
Últim descarregat: fa 10 minuts
120 Comentaris
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 immersion, customization, and in-game-"hackability" as I can muster version-by-version.
Like Tron, I fight for the Users. This means:
. 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.
1.2.2 Hotfix & Troubleshooting Updates:
. Bugfix: with one Enhanced-related bug fixed in 1.2.1, this update contains an apparent fix for the other known Enhanced issue. See the download's README for details.
. Safe Mode: for improved troubleshooting, the mod can start in a mode that disables certain things, but enables a host of diagnostic features (incl. some new ones). See the download's README for more.
1.2.1 Hotfix Updates:
. Bugfix: The mod's internal startup was reworked to fix a certain CTDs case reported by some Enhanced users.
. Resolution & Aspect Ratio Updates: the mod will detect changing either w.r.t. to placing its on-screen elements.
1.2 Updates:
. Text Messages: the mechanic texts in response to various events. Multiple possible texts per occasion. Fully customizable in the INI.
. Engine Location: the mechanic goes to where the engine is, even if it somewhere unusual, or when obstructed by a reverse-hinged hood.
. Bill History: 1-10 (defalt:3) prior bills are remembered for later review.
. Estimates: get estimates of the repair bill from the main menu.
. Recovery Time: if wasted by the player, the mechanic becomes unavailable to all characters until a recovery period is over.
. Stalker Response: following the mechanic for too long as they leave will eventually result in annoyed texts, regard loss, and even (when regard is too low) the mechanic starting a fight with the player.
. Quality-of-Life: many more rough edges smoothed, little niceties added, etc.
. New Settings & Hacks: added around what's new, and to keep the power in the player's hands.
Base Features as of 1.1:
. Any Character: not just story mode mains.
. Phone Contact: added to the in-game phone.
. Menu: opened by calling the contact. It can also be configured to open by hotkey.
. Menu Options: call for repair service, pay back any debt, review a prior bill, or adjust hack options.
. On-Site Service: 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, at which point they will 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.
. Regard: goes up and down based on how you treat the mechanic.
. Regard Impacts: wait times between allowed repair visits, willingness to visit, service fees, voice lines, animations, and much more.
. Pay Later: based on regard, the mechanic extends a line of credit to repeat customers.
. Weather: visits during inclement weather come with an extra charge. Also, when regard is low, the mechanic may refuse to visit during suhc weather.
. Business Hours: visits outside of the mechanic's business hours (09:00 - 22:00, by default) come with an extra charge. Also, the mechanic may refuse to visit off-hours when regard is low.
. Prior Bill(s) Review: each includes information about the time, place, and vehicle involved in the visit.
. Save File: a .SAV file remembers each character's regard, debt & credit, wait times, and so on. This file is in INI format for easy hacking.
. 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!
. Built-in Hacks: over 40 hacks are available through the in-game menu! Hacks can turn off base features, turn on extra features, and more.
. Logging: can be configured to write a detailed log file.
. Live Diagnostics: can be shown on the right of the screen (using 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, and more.
Requirements
. ScriptHookV (...)
. LEGACY: ScripthookVDotNet3 nightly 92
- ENHANCED: ScripthookVDotNet Enhanced v1.1.0.2 (SEE NOTE BELOW)
. LemonUI
. iFruitAddon2
NOTE for Enhanced Users -- SHVDN3 nightly 92 may or may not work for you (I'm still not sure why, long story short) -- BUT, using ScriptHookDotNet Enhanced v1.1.0.2 (by Chiheb-Bacha, available here on 5mods) should work if SHVDN3 doesn't. (I've tested this case thoroughly). What's going on, you may ask. It has to do with SHVDN3 being less than compatible with Enhanced. Don't blame me, ha.I can only go by what I test myself and what others tell me, and those two don't always align. But I'm doing my best to consider all cases.
Installation
. Install all requirements.
. Copy the .DLL and .INI files in the "install" folder to your /scripts directory.
Upgrade Notes:
. Generally, you can skip copying the install's INI, since the mod has defaults for any new settings.
. Otherwise, see the README for more possibilities.
Carregat per primera vegada: 01 de Gener de 2026
Actualització més recent: fa 6 dies
Últim descarregat: fa 10 minuts
-
Expandir per llegir el comentari complet
@kimdusics Thanks for the great feedback and vote! All very helpful as I continue to work to refine and expand this thing. And I'm happy the mod is working better for you now, too.
So then ... If I understand you correctly, you've experienced a case where the mechanic's arrival gets jammed up by their driving into things, then get stuck? If so, this isn't anything you're doing ... this has to do with how I'm applying the game's NPC driving AI, in short. I'm workong on it as I go.
Three things in detail:
1 - yeah, this is a known issue documented in the README (see there, if you like); Basically, I'm aware of it and working on it. I'm trying to balance the mechanic's speedy arrival with their driving style not being as sluggish (and stalled by traffic) as, say, a cab ride can be, ha. That is, I don't want to waste the player's time unnecessarily. For that reason, I have mechanic's driving style set to be pretty aggressive. This is due for a tweak, and I'm looking at it. Thanks for your report - lets me know this is a priority. At the very least, I plan to open up the driving style to an INI setting, so folks can tweak and experiment on their own to find what suits their fancy.
2 - it is possible to drive toward the mechanic while they're on arrival -- including if their arrival got stuck -- (so long as you remain more headed toward them than away from them during cycles of 10-second intervals, etc, etc). They will sense your proximity, stop (if moving), then get out and get to work. (It sounds like your workaround triggers this case; the mechanic goes into repair mode when both you and your car are in close proximity, and what you describe seems to trigger that -- so my mod is behaving as expected there).
3 - once the mechanic gets out of their car, the mod ensures you remain within a certain radius of the work site (documented in the README, and open to INI adjustment). If you leave the worksite, the mod should warm you to return (with a subtitle and a brief blip on the map) before ultimately (if you continue to be too far over a few seconds), considering you to have abandoned the mechanic's visit.
If any of that is not working as expected, or you have any problems or suggestions, I'm always all ears ... I continue to work on this thing as I go.
Thanks again and happy gaming!
fa 5 dies -
@Paracosma Hey bro, any chance you can get Roxie to spawn and fix in North Yankton if it's possible? I tried calling her but she got lazy, lol.
fa 4 dies -
@Paracosma At long last the trouble-shooting slog has ended and the mechanic's delightful face is showing up on the in-game phone. Thank you for going the extra mile to make sure that this mod works for the so-called enhanced version.
fa 4 dies -
...also thank you for pointing me in the direction of the Straight To Story Mode mod (https://www.gta5-mods.com/scripts/straight-to-story-mode)... Works perfectly with no issues. Now I'm going to do my best to see if I can break your mod for you, since I am that in-house player you had mentioned earlier that is using Enhanced.
fa 4 dies -
@Starfox1993 In my testing of an earlier version, I tried North Yankton and a few other out-there places to "see if I can break it" ... at the time, it was hit-or-miss... which I was fine with, ha.
Immersion-breaking, I know, but there is a Hack option toward the top of the hacks menu that makes the mechanic warp to your location instead of driving to arrive, which (in 1.2.2) just finds the nearest street location and then pops the mechanic into existence there. That case I know worked in North Yankton when I last tried it. But not all areas. The API I'm using to detect navpaths and street locations relies on map-bound data that isn't all there in every part of NY. Or so it seems in my testing.
... I'll circle back to testing that again ... but right now I'm neck-deep in trying to sort out WTF is going on with ScriptHookDotNot on Enhanced ... I've spent the last 48 hours getting to the bottom of it all, and it isn't pretty. I need to hedge my mod against this mess for future versions before I add any new features, I think :(
But thanks for the feedback - I've put NY testing on my roadmap for later!
fa 4 dies -
@Nocturnal85 Glad to hear it. Thanks for the feedback and vote! And, ha, "so-called enhanced version". That made me laugh more than I want to admit right now ...
fa 4 dies -
Thanks for checking out the mod! I'm always open to any feedback in the comments.
UPDATE: I've decided to pause any new feature development for 1.3 , which is still on-targe for this weekend Jan 24-25.
It will contain a few smaller adjustments in response to requests in the comments (thanks, guys!). And a bunch more hedging against SHVDN on Enhanced.
The situation with ScriptHookDotNet on GTAV Enhanced is not pretty. I've updated the mod's description below, accordingly.
TL;DR? Using Legacy? No problem. Using Enhanced? ... See below in the mod's description. SHVDNE may be necessary.
fa 4 dies -
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@Starfox1993 I just gave it a quick test in North Yankon again. In general, the mechanic will say they can't find a way there, there is no road nearby, etc -- preventing the repair visit. (Again, this is because I rely on -- and check for -- the game's map-bound nav data, much of which seeems missing in NY?).
But, if you use either the "Warp To Arrive" or "Skip Near Road Check" -- the latter of which will default to warping when it can't find any "nearest street location" according to the nav data) -- the mechanic will get there via warp (in the worst fallbackway: a default distance dead-ahead of your location) and perform a repir, but then unless "Warp to Depart" is also selected, you'll see the mechanic has a hard time navigating their way away.
I'd have to see what I can do about this; I've added it to the back-burner, but for now I need to focus on hedging my mod against Enhanced b.s., ha.
fa 4 dies -
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@Paracosma I'm starting to wonder if she will spawn in when there's traffic. I will try travel to north yankton. Yeah she told me once her gps doesn't go that far.
fa 4 dies -
@Starfox1993 Ha, yeah. That message is one of the possibilities the mechanic may send when the mod can't find a good location, as in any "nearest street location" to put them ( again, according to the normal map data you find on the main map).
FWIW, such messages are all stored in the INI. The options for this case (by default) are:
TxtMsg_NoVisitForLocale0 = How am I supposed to get there?
TxtMsg_NoVisitForLocale1 = My GPS is good, but not that good.
TxtMsg_NoVisitForLocale2 = Sorry, that's not somewhere I can get to.
TxtMsg_NoVisitForLocale3 = Call back from somewhere I can find.
TxtMsg_NoVisitForLocale4 = I can't find a good route there, sorry.fa 4 dies -
And, yeah, while on the main map, the mechanic will arrive if you call from a place of dense traffic. But be ready to either wait for them to get through it, or the show of them wedging through (and sometimes under) other vehicles to get to your location, haha.
If you the work site is in the middle of a multi-lane highway, yes, the mechanic will pull up, stop in the middle of it, and walk to your vehicle through traffic. I purposely left it like this for the amusement / emergent factor of it, ha.
fa 4 dies -
The only caveat to calling the mechanic whilst in traffic is if the engine-side of your vehicle is blocked -- if the place where they need to "open the hood" and work from is obstructed, the mod will say so (in a subtitle message) and prevent the visit to begin with.
And if the engine area becomes obstructed while they're on the way, the mod will again warn so, and give the player a handful of seconds to rectify the problem (if they can). If it is unblocked, the repair proceeeds. If it remains blocked, the visit is interupted, and the mecanic leaves (then charges for for the hassle afterward).
Which side of the vehicle has to remain clear depends on where the engine is, and what sort of hood (if any) it has. For front-engine, normal-hinge vehicles (most cases), it is in front of the vehicle. For rear-engine, normal hinge, it is directly to the rear of the vehicle. If the hood is on a reverse-hinge in either case (see a tow truck, for example), then the mechanic has to reach the front-left or rear-left side, instead. The obstruction logic follows all these rules, as well.
fa 4 dies -
@Paracosma I did it bro, I spawned Roxie into North Yankton. https://pasteboard.co/5NDHkuap3M80.png
fa 4 dies -
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@Paracosma She can spawn into any map as long as the map has traffic path nodes.
fa 4 dies -
@Starfox1993 Right. Or, if using those hacks options (in tbe hacks menu, btw), you can force the mechanic to warp directly ahead of your current location .Likewise for warping directly away.
Obviously I use the API that relies on traffic nodes for the sake of verisimiitude and reliability in their driving w.r.t the path they take -- of course, within the limits of what the game's underlying NPC driving logic can provide, ha.
fa 4 dies -
I have it as a backburner thing to look into the viability of making their driving style & underlying api use (if possible) a matter of INI settings. But that's kinda at the boundary of what I consider in-scope for this kind of mod, ya know? Ha. Time wil tell.
For now, I am wrapping up dev of 1.3 - mostly quality of life and immersion adds, fwiw -- for release this weekend. Then I'm gonna really focus on what can be done about this SHVDN vs. Enhanced situation, so I can perhaps. improve my mod to either straddle both SHVDN3 and SHVDNE, pick one, or remove Enhanced compatibility -- that last move is one I don't want to make, of course.
fa 4 dies
Thanks for checking out the mod! I'm open to all feedback in the comments.
UPDATE: Version 1.3 is on target for Jan 24-25:
. (feature request!) stolen vehicle detection: on low regard, the mechanic may report you to the police (raising a wanted level) for having a stolen vehicle. It lowers their regard in any case.
. (feature request!) oil & fuel: oil & fuel are part of the repair/billing process; refills to either will be called out on the bill.
. (feature request!) repair times: settings to change how long the mechanic spends repairing different vehicle types.
. not paying on low regard can lead to the mechanic reporting you to the police. The "dont pay" case has been revamped overall. too.
. killing the mechanic will result in the mechanic reporting you to the police from their hospital stay.
. Improved adaptation to and logging for Enhanced.
Meanwhile ... PROBLEMS with 1.2.2 on Enhanced? ... See below in the description. SHVDNE should help.