Mechanic On Call 1.1
1.261
25
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12 jam yang lalu
This was inspired by the other mechanic mods out there, but I wanted to make one with my own twist. And as practice for a much more ambitious missions-oriented mod I'm working on ...
Like Tron, I fight for the users. So I vie to make this highly customizable, in-game-"hackable", and (in the README) fully documented.
I also try to be responsive to all questions, comments, or problems sent my way.
1.1 Updates:
. Firefighter: if your vehicle is on fire when the mechanic arrives, they will extingish it, then get to work. (This adds an extra fee to the bill, as well).
. Last Bill Review: the main menu allows you to review the bill last issued by the mechanic, including information about the time, place, and vehicle involved in the visit.
. Rendezvous: once calling the mechanic, it is now possible to meet them en route (assuming you drive more toward them than away from them), at which point the mechanic will stop near your approach, then get to work as usual.
. Overhauled! Intending to improve the player's "quality of life", many, many improvements (large and small) were made across the mod. See the README for full details!
. New Settings & Hacks: a number of new INI settings and in-game hacks were added to increase player agency over the mod's new features and more.
. Live Diagnostic Info: optionally (through the hacks menu), live diagnostic info can be displayed on the right of the screen.
Base Features as of 1.0:
. Any Character: works with all characters (not just story mode mains).
. Phone Contact: a mechanic contact will be added to the in-game phone.
. Menu: calling the contact opens the mod's menu. It can also be configured to open by hotkey.
. Menu Options: call for repair service, pay back any debt to the mechanic, or (optionally) adjust many options to hack the mod.
. Repair Service: once called, the mechanic basically arrives, fixes your vehicle, bills you, then departs. A blip on the map indicates their position throughout the visit.
. Vehicles: the mechanic can repair automobiles, motorcycles, quadbikes, helicopters, aircraft -- just not boats.
. Regard: treat the mechanic well, their regard for you goes up - treat them badly, it goes down.
. Regard's Impact: wait times between allowed repair visits, willingness to visit when called, service fees, voice lines, animations, and much more.
. Credit: based on regard, the mechanic will extend a line of credit to repeat customers. This allows them to "pay later" if they like.
. Weather Conditions: the mechanic charges more for visits during inclement weather. Also, when their regard for you is low, they can simply refuse to visit during bad weather.
. Business Hours: the mechanic charges more for visits outside of their business hours (09:00 - 22:00, by default). Also, the mechanic may refuse to visit off-hours when their regard for you is low.
. Save File: a .SAV file remembers things about every character that's ever called the mechanic (each their own 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!
. Logging (Optional): it can be configured to write a detailed log file, such as for troubleshooting or the sake of curiosity.
README:
. The download includes a README that goes into much more detail on everything.
. I highly recommend you give it a look if you're curious about customizing any settings or learning more about how the mod works (or doesn't).
Requirements
. ScriptHookV (...)
. ScripthookVDotNet3 nightly (...)
. LemonUI
. iFruitAddon2
Installation
. Install all requirements.
. Copy the .DLL and .INI in the "install" folder of this mod into 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.
(...) = Tested mostly on Legacy but it also works on Enhanced with its corresponding SHV and SHVDN3 builds.
Pertama diunggah: Kamis, 01 Januari 2026
Terakhir diperbarui: 4 hari yang lalu
Terakhir Diunduh: 12 menit yang lalu
60 Komentar
This was inspired by the other mechanic mods out there, but I wanted to make one with my own twist. And as practice for a much more ambitious missions-oriented mod I'm working on ...
Like Tron, I fight for the users. So I vie to make this highly customizable, in-game-"hackable", and (in the README) fully documented.
I also try to be responsive to all questions, comments, or problems sent my way.
1.1 Updates:
. Firefighter: if your vehicle is on fire when the mechanic arrives, they will extingish it, then get to work. (This adds an extra fee to the bill, as well).
. Last Bill Review: the main menu allows you to review the bill last issued by the mechanic, including information about the time, place, and vehicle involved in the visit.
. Rendezvous: once calling the mechanic, it is now possible to meet them en route (assuming you drive more toward them than away from them), at which point the mechanic will stop near your approach, then get to work as usual.
. Overhauled! Intending to improve the player's "quality of life", many, many improvements (large and small) were made across the mod. See the README for full details!
. New Settings & Hacks: a number of new INI settings and in-game hacks were added to increase player agency over the mod's new features and more.
. Live Diagnostic Info: optionally (through the hacks menu), live diagnostic info can be displayed on the right of the screen.
Base Features as of 1.0:
. Any Character: works with all characters (not just story mode mains).
. Phone Contact: a mechanic contact will be added to the in-game phone.
. Menu: calling the contact opens the mod's menu. It can also be configured to open by hotkey.
. Menu Options: call for repair service, pay back any debt to the mechanic, or (optionally) adjust many options to hack the mod.
. Repair Service: once called, the mechanic basically arrives, fixes your vehicle, bills you, then departs. A blip on the map indicates their position throughout the visit.
. Vehicles: the mechanic can repair automobiles, motorcycles, quadbikes, helicopters, aircraft -- just not boats.
. Regard: treat the mechanic well, their regard for you goes up - treat them badly, it goes down.
. Regard's Impact: wait times between allowed repair visits, willingness to visit when called, service fees, voice lines, animations, and much more.
. Credit: based on regard, the mechanic will extend a line of credit to repeat customers. This allows them to "pay later" if they like.
. Weather Conditions: the mechanic charges more for visits during inclement weather. Also, when their regard for you is low, they can simply refuse to visit during bad weather.
. Business Hours: the mechanic charges more for visits outside of their business hours (09:00 - 22:00, by default). Also, the mechanic may refuse to visit off-hours when their regard for you is low.
. Save File: a .SAV file remembers things about every character that's ever called the mechanic (each their own 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!
. Logging (Optional): it can be configured to write a detailed log file, such as for troubleshooting or the sake of curiosity.
README:
. The download includes a README that goes into much more detail on everything.
. I highly recommend you give it a look if you're curious about customizing any settings or learning more about how the mod works (or doesn't).
Requirements
. ScriptHookV (...)
. ScripthookVDotNet3 nightly (...)
. LemonUI
. iFruitAddon2
Installation
. Install all requirements.
. Copy the .DLL and .INI in the "install" folder of this mod into 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.
(...) = Tested mostly on Legacy but it also works on Enhanced with its corresponding SHV and SHVDN3 builds.
Pertama diunggah: Kamis, 01 Januari 2026
Terakhir diperbarui: 4 hari yang lalu
Terakhir Diunduh: 12 menit yang lalu
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Thanks for checking out my mod. I'm open to all questions, suggestions, and bug reports.
Meanwhile, 1.2 is already in progress for next week (Jan 16th-17th):. Engine placement: the mechanic will go to the correct side of the vehicle in cases where its engine isn't in the usual spot (ex: to the back of rear-engined vehicles, etc)
. Text messages: the mechanic will send (customizable) text messages about certain things (on the way, stuck in traffic, you owe me bigtime, etc)
. Exit scenario: more gracefully handle the case where the player follows the mechanic leaving a visit.3 hari yang lalu -
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@Paracosma - looks like I'm the only one having CTD's so I'm doing something wrong - should this work with current Epic Games enhanced version or do I need Steam version?
I've tried numerous versions of shv & shvdn along with various combinations of lemonui including just shvdn3 but everytime I load up story mode it just crashes after < 1 min with no other mods - the nativetrainer from shv opens fine.
GTA5_Enhanced.exe 1.0.1013.20
ScriptHookV.dll 3725.0.1013.20
ScriptHookVDotNet2 2.11.6.0
ScriptHookVDotNet3 3.9.0.0
LemonUI.FiveM 2.2.0.0
LemonUI.SHVDN3 2.2.0.0
LemonUI.SHVDNC 2.2.0.0
iFruitAddon2.dll 3.1.1.01 hari yang lalu -
@imershon Thank you for the detailed report of the problem -- I am looking into it.
FWIW at the moment, I am not aware of any significant difference between Steam and Epic's versions, but again, I'm digging into such as I can.
Also FWIW for now, the LemonUI you list for SHVDN3 is the same version I've built and tested this mod against, as is the iFruintAddon2 version. Regarding SHVDN3, this is built against ScriptHookVDotNet-v3.7.0 nightly. (Not sure what 3.9.0.0 refers to from your list ).
What I would suggest for now is perhaps turning on the mod's own logging -- either through the INI or manually per session via the in-game hacks menu branch of the main menu. It writes a .log file alongside itself in the /scripts folder that may help shed light on something. For instance, the very first block it writes dumps out its currently detected and runtime-verified dependencies and their versons, for instance: (ignore the mod 1.2 ver in the header ... this is from my current in-dev build, but the log format and content is the same as 1.1 ha) This log was also captured while I happened to be testing on the -nightly 72 of SHVDN3, but I've tested it up through to 91 w/o issue.
[2026-01-11 00:17:37:9829485] Paracosma.MechanicOnCall 1.2.0.0: log started by manual hacks menu command.
[2026-01-11 00:17:37:9839463] DLL: D:\SteamLibrary\steamapps\common\Grand Theft Auto V\scripts\Paracosma.MechanicOnCall.dll
[2026-01-11 00:17:37:9839463] Dependency: ScriptHookVDotNet3 3.7.0.72.
[2026-01-11 00:17:37:9849467] Dependency: iFruitAddon2 3.1.1.0.
[2026-01-11 00:17:37:9849467] Dependency: LemonUI.SHVDN3 2.2.0.0.Again, thanks for the detailed report, and I'll post back here if/as I find anything that might help. Meanwhile, very sorry you're having troubles :/
1 hari yang lalu -
And if anyone is curious, my dev box and hence main test-loop environment is GTAV Legacy from Steam. I have close friends and in-house family with Enhanced from Steam that help me test on that version, as well. I do everything I can do to test these builds prior to release, and I'm learning as I go (again, first time mod writer, longtime software engineer, ha), so I appreciate the feedback and the patience as I try to work out issues reported!
1 hari yang lalu -
@Paracosma - thanks for getting back - I'd tried the v.3.7.0 nightly 91 orginally and it ctd so I thought maybe I needed a shvdn that specifically stated for expanded which was v1.1.0.2 here on gta5-mods.com (https://www.gta5-mods.com/tools/script-hook-v-net-enhanced) but it ctd as well - that's where the 3.9.0.0 comes from off the dll.
moc log is below (I've gone back to the v3.7.0 nightly 91 for this log)
[2026-01-13 13:05:25:0728528] Paracosma.MechanicOnCall 1.1.0.0: log started by script constructor per settings.
[2026-01-13 13:05:25:0734081] DLL: G:\EPICGAMES\GTAVEnhanced\scripts\Paracosma.MechanicOnCall.dll
[2026-01-13 13:05:25:0739241] Dependency: ScriptHookVDotNet3 3.7.0.91.
[2026-01-13 13:05:25:0739241] Dependency: iFruitAddon2 3.1.1.0.
[2026-01-13 13:05:25:0739241] Dependency: LemonUI.SHVDN3 2.2.0.0.
[2026-01-13 13:05:25:0744476] Main Menu: hotkey(None)
[2026-01-13 13:05:25:0744476] Mechanic: name(Roxie), model(G_F_Y_Vagos_01), voice(A_F_Y_BEACH_01_WHITE_FULL_01), vehicle(torero)
[2026-01-13 13:05:25:0760075] Memory loaded; 0 player character(s) remembered; modelHashes().
[2026-01-13 13:05:25:0797367] Phone Contact: setup.
[2026-01-13 13:05:25:1471112] Menus: setup.
[2026-01-13 13:05:25:1481404] Script Constructor: completed.
[2026-01-13 13:05:25:1777186] Script First Tick: begun.
[2026-01-13 13:05:25:1782312] Script Init: begun.1 hari yang lalu -
@imershon Again, thanks for your feedback -- Hmm. From that header of the mod's log file you posted, it seems all is as it should be (long story short) I'm curious, are you seeing anything after that last "Script Init: begun" line, any lines that look like the below example? Or is that the end of your log, like it CTD'd before being able to write any of these? (The lines you posted, and the lines below represent a successful run of the mod's core initialization sequence) ...
[2026-01-12 21:20:59:2551688] Script Init: Bebop Worker for update-text displays.
[2026-01-12 21:20:59:2571676] Script Init: Bebop Worker for hack-info displays.
[2026-01-12 21:20:59:2631659] Script Init: Bebop Worker for phone contact icon.
[2026-01-12 21:20:59:2651639] Script Int: MessageSchedule. <<-- IGNORE: 1.2 dev-build specific
[2026-01-12 21:20:59:2661623] Script Init: done.
[2026-01-12 21:20:59:4700598] Notification: "Paracosma.MechanicOnCall 1.2.0.0 has started with logging."
[2026-01-12 21:20:59:4710453] Script First Tick: done.
[2026-01-12 21:20:59:4930467] HeadshotWorker: begun.
[2026-01-12 21:20:59:8762352] HeadshotWorker: succesfully assigned headshot of temp mechanic ped to phone contact icon.
[2026-01-12 21:20:59:8762352] HeadshotWorker: done; shutting down.I appreciate your feeback - it greatly helps me troubleshoot!
1 hari yang lalu -
@Paracosma - that was the entirety of the log - I gather no other logs will help?
1 hari yang lalu -
@Paracosma - I just tested another random mod that required the same shvdn,lemonui & ifruitaddon2 dependencies (Illegal Car Dealership) and it run fine
1 hari yang lalu -
Hmmm.. that is curious. ATM, I'm not sure what in the code executing between writing the last line of your log and the first line of my example (which is, again, typical of what ought to follow on any proper startup of the mod) would possibly cause a CTD, but of course I'm digging it it! I'm also looking into the possibility of something crashing under or around my mod's code at that time, like it is being taken down with it. Both are avenues I'm looking into ... thanks for your help.
The other logs you may want to look into meanwhile are the scripthookv.log and the scripthookvdotnet.log ? Perhaps an exception is being thrown and reported there, for instance? Hard to say beyond that for now ... I appreciate your patience as I try to sort this out.
1 hari yang lalu -
Okay, I have a couple of theories to check on my side meanwhile... more as I have it.
1 hari yang lalu -
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@Paracosma - here's both below - I left all 3 lemonui libraries active at present but it does ctd if just shvdn3 is installed
ScriptHookV.log:-
// GTA V SCRIPT HOOK (build Dec 27 2025, v3725.0/1013.20)
// (C) Alexander Blade 2015-2025
[13:03:58] INIT: Started
[13:03:58] INIT: Pool 2 extended
[13:03:58] INIT: Pool 4 extended
[13:03:58] INIT: Success, game version is VER_EN_1_0_1013_17
[13:03:58] INIT: Registering script 'NativeTrainer.asi' (0x00007FFB7F80A3C0)
[13:03:58] INIT: Registering script 'ScriptHookVDotNet.asi' (0x00007FFB7F2D1B50)
[13:04:13] INIT: Pool 1 extended
[13:04:13] INIT: Pool 3 extended
[13:04:19] INIT: GtaThread collection size 189
[13:04:19] INIT: wnd proc 0x00007FFB827CBEF0
[13:05:09] CORE: Creating threads
[13:05:09] CORE: Created 3 threads (including control)
[13:05:09] CORE: Waiting to launch 'NativeTrainer.asi' (0x00007FFB7F80A3C0), id 4
[13:05:09] CORE: Waiting to launch 'ScriptHookVDotNet.asi' (0x00007FFB7F2D1B50), id 5
[13:05:16] CORE: Launching main() for 'NativeTrainer.asi' (0x00007FFB7F80A3C0), id 4
[13:05:16] CORE: Launching main() for 'ScriptHookVDotNet.asi' (0x00007FFB7F2D1B50), id 5ScriptHookVDotNet.log:-
[13:05:16] [DEBUG] Loading API from .\ScriptHookVDotNet2.dll ...
[13:05:16] [DEBUG] Loading API from .\ScriptHookVDotNet3.dll ...
[13:05:17] [DEBUG] Initializing NativeMemory members...
[13:05:24] [DEBUG] Loading scripts from G:\EPICGAMES\GTAVEnhanced\scripts ...
[13:05:24] [DEBUG] Loading assembly iFruitAddon2.dll ...
[13:05:24] [INFO] Found 1 script(s) in iFruitAddon2.dll resolved to API version 3.7.0 (script assembly version: 3.1.1.0, target API version: 3.6.0).
[13:05:24] [DEBUG] Loading assembly LemonUI.FiveM.dll ...
[13:05:24] [INFO] Found no compatible scripts in LemonUI.FiveM.dll but loaded for scripts.
[13:05:24] [DEBUG] Loading assembly LemonUI.SHVDN3.dll ...
[13:05:24] [INFO] Found 0 script(s) in LemonUI.SHVDN3.dll (script assembly version: 2.2.0.0, target API version: 3.6.0).
[13:05:24] [DEBUG] Loading assembly LemonUI.SHVDNC.dll ...
[13:05:24] [INFO] Found no compatible scripts in LemonUI.SHVDNC.dll but loaded for scripts.
[13:05:24] [DEBUG] Loading assembly Paracosma.MechanicOnCall.dll ...
[13:05:24] [INFO] Found 1 script(s) in Paracosma.MechanicOnCall.dll resolved to API version 3.7.0 (script assembly version: 1.1.0.0, target API version: 3.7.0).
[13:05:24] [DEBUG] Instantiating script iFruitAddon2.iFruitAddon2 ...
[13:05:25] [INFO] Started script iFruitAddon2.iFruitAddon2.
[13:05:25] [DEBUG] Instantiating script Paracosma.MechanicOnCall.MechanicOnCallScript ...
[13:05:25] [INFO] Started script Paracosma.MechanicOnCall.MechanicOnCallScript.1 hari yang lalu -
Meanwhile, I found a ~slight~ race condition potential in the code executing between the two lines of the mod's .log mentioned earlier (after script init begun, which is where your log above stopped) .. just for good measure, I'm adding n some extra-safe code around it to be part of 1.2 that is on target for this weekend release.
1 hari yang lalu -
@Paracosma - sorry I meant if I've only got that one lemonui library active instead of all 3 it still ctd just so you knew the ctd wasn't because all 3 were active - still had all the non-lemonui dependencies present :)
1 hari yang lalu
Thanks for checking out my mod! I'm always open to all questions, suggestions, and bug reports.
Meanwhile, 1.2 is feature-complete and in testing for release Jan 16th-17th.
. Bugfix? A few Enhanced users reported issues with CTDs; I've identified a possible culprit and made some changes that should resolve the issue ... or, at worst, the improved logging should help identify what's going wrong.
. Engine placement: the mechanic will go to the correct side of the vehicle in cases where its engine isn't in the usual spot. For instance, rear engines. Also, for vehicles with a reverse-engined hood (or trunk), the mechanic will stand and work aside from the engine, rather than facing it (to avoid clipping into the hood).
. Text messages: the mechanic will send (customizable) text messages in response to various things. (This can be shut off through the mod's hack menu, of couse)
. Exit scenario: more gracefully handle the case where the player follows the mechanic leaving a visit. Also, if the player follows them for too long, they send annoyed texts, their regard for themdrops, and, eventually, a fight may break out.
. Various new settings, hacks, and quality-of-life improvements.