Mechanic On Call 1.4.1
3 778
58
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10 dni temu
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.
1.4.1 Hotfix: for Legacy, only requires SHVDN3 nightly 93 instead of 98 ... also, another minor bug fix.
1.4 Updates:
. Insurance! Start, stop, update, and make claims on insurance policies for up to 10 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 Peplacement 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 Dedelivery: 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.
. ... Configurable: the name of the insurance company, the premiums it charges to insure different vehicle types, and more can be configured in the .INI file.
. (Requested) Mechanical-Only Repairs: configurable in the .INI, the mechanic can only repair mechanical damage to a vehicle, leaving any (cosmetic) body damage as-is.
. Save File(s) Overhaul: how the mod saves its per-character data has been entirely re-worked to accomodate the changes in this release. NOTE: 1.4 will automatically migrate .SAV files from 1.3 or earlier to the new format.
Base Features as of 1.3:
. Use Any Character: not just story mode mains.
. Phone Contact: a contact for the mechanic is added to the in-game phone.
. Menu: opened by calling the contact. It can also be configured to open by hotkey.
. ... Options: call for repair service, pay back any debt, get an estimate, review a prior bill, 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.
. ... 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.
. 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, 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, in a sense.
. ... 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).
. ... Safe Mode: the mod can start in a mode that disables certain things, but enables a host of diagnostic features. See the download's README for more.
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, contact details, and more.
Requirements:
. ScriptHookV
. ScriptHookVDotNet
. ... Legacy: ScripthookVDotNet3 nightly (93 or higher)
. ... Enhanced: ScriptHookDotNet Enhanced
. 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, since 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!
Dodano: styczeń 01, 2026
Ostatnia aktualizacja: 10 dni temu
Last Downloaded: 22 minuty temu
All Versions
156 Komentarzy
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.
1.4.1 Hotfix: for Legacy, only requires SHVDN3 nightly 93 instead of 98 ... also, another minor bug fix.
1.4 Updates:
. Insurance! Start, stop, update, and make claims on insurance policies for up to 10 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 Peplacement 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 Dedelivery: 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.
. ... Configurable: the name of the insurance company, the premiums it charges to insure different vehicle types, and more can be configured in the .INI file.
. (Requested) Mechanical-Only Repairs: configurable in the .INI, the mechanic can only repair mechanical damage to a vehicle, leaving any (cosmetic) body damage as-is.
. Save File(s) Overhaul: how the mod saves its per-character data has been entirely re-worked to accomodate the changes in this release. NOTE: 1.4 will automatically migrate .SAV files from 1.3 or earlier to the new format.
Base Features as of 1.3:
. Use Any Character: not just story mode mains.
. Phone Contact: a contact for the mechanic is added to the in-game phone.
. Menu: opened by calling the contact. It can also be configured to open by hotkey.
. ... Options: call for repair service, pay back any debt, get an estimate, review a prior bill, 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.
. ... 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.
. 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, 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, in a sense.
. ... 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).
. ... Safe Mode: the mod can start in a mode that disables certain things, but enables a host of diagnostic features. See the download's README for more.
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, contact details, and more.
Requirements:
. ScriptHookV
. ScriptHookVDotNet
. ... Legacy: ScripthookVDotNet3 nightly (93 or higher)
. ... Enhanced: ScriptHookDotNet Enhanced
. 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, since 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!
Dodano: styczeń 01, 2026
Ostatnia aktualizacja: 10 dni temu
Last Downloaded: 22 minuty temu
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Hello again,
I wanted to give an update. I tried version 1.3 and it works perfectly for me.
However, version 1.4 still does not work on my end. I installed it the same way as 1.3, but it does not appear in-game.
Could you please check if there might be an issue with version 1.4?
Thank you.
luty 22, 2026 -
@Malanix Hm. Can you check the logs of SHVDN? I have a troubleshooting section of the README that goes into more of how to do that and some things to try/check ... meanwhile, sorry it is not working for you. I'll do what I can to help if I can get some more details based on the stuff I tlak about in th README.
luty 22, 2026 -
@Paracosma I've solved the issue. It turns out the mod was specifically looking for SHVDN version 3.7.0.98. Even though I had updated to the 'latest' version two days ago and my other mods were working fine, I realized those other mods were more flexible with the API version.
The mod is working perfectly now! Version 1.4 is impressive, especially the new insurance feature. Thanks for the support!"luty 22, 2026 -
@Malanix Hm. That's unexpeted, but thank you very much for the feedback and follow-up!
FWIW, I'm currently looking into the SHVDN specific version thing -- I don't know off-hand why my mod would prefer a specific version of SHVDN like that (I developed and tested 1.4 on various builds of SHVDNE and SHVDN3 94-98 along the way), so I'll get to the bottom of it for a future hotfix, if possible. Sorry for the trouble, but happy it is working for you now.
As always, I remain open to any/all feedback or feature requests otherwise, too.
luty 22, 2026 -
Okay, you're right - I just put it through the test loops through prior versions down to 93 on Legacy ... and oddly it is requiring SHVDN3 98 ... baffling. I have a few theories, I should be able to change this for a hotfix, since the mod itself doesn't truly require anything special from 98; it was originally developed on 93 and still otherwise ran on it during development ... again, sorry for the issue, but I'm working to fix this.
luty 22, 2026 -
Alright, I got to the bottom of it. Yes, the 1.4 build won't work on SHVDN3 less than 98 (although it still works on SHVDNE just fine). This was due to a bone-headed oversight in my build setup that caused a baked-in dependency on 98.
I've fixed it so it will be happy with no more than 93, so I'll make that change in a future 1.4.1 hotfix.
Again, sorry for the trouble but thanks for the feedback - it helped me get to the root of things.
luty 22, 2026 -
Thanks for checking out the mod! I do my best to respond to any fedback, feature requests, and bug reports, so feel free to send 'em my way.
NOTE: for Legacy users, SHVDN3 nightly 98 is required with version 1.4, but I will relax this in a future 1.4.1 hotfix coming soon.
Lastly ... If you're having problems, or want to know how to customize things, or are just curious about the known issues or roadmap so far, I encourage you to check out the download's README.
luty 22, 2026 -
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This mod is great! Easily my favorite mod I've downloaded.
A feature I'd love to see is the ability to have personal/insured vehicles delivered any time, not just when they're being recovered, much like the online mechanic. Maybe make it a feature that's omly available when you have high regard, as i doubt a mechanic who doesn't like you would be wanting to do any personal favors.
7 dni temu -
@lone-faerie Thanks for the compliment and feedback!
Please help me understand your idea?
To set the stage, as it is now the mechanic (if regard is high enough) will personaly deliver a recovered vehicle if it has been despawned, or a replacement vehicle for one that was destroyed. But only ~once~. For instance, if the player abandons or never enters the delivered vehicle, but later files claim on it again after it has somehow despawned, the insurance company/mechanic will leave it parked at either a parking spot (if it was a recovered vehicle) or an auto shop (if it was a replacement vehicle). Depending on regard, that parking place will either be near the player, or near the vehicle's last known position (ie, where it was last delivered, most likely).
Then there's the as-is case of, say, a player's last-used vehicle when it happens to be insured. The game itself tends to persist last-used vehicles (until you get into another) wherever they were left. So if that happens to be an insured vehicle, the mod will simply mark it on the map and indicated where you can go pick it up again.
So ... basically, I figure you asking if it would be possible for the mechanic (on high regard) will ALWAYS deliver a vehicle, regardless if they once tried before, or if the game hasn't despawned it (but it is far away)? Something like that?
Thanks for bearing with me. I just need to understand your request in the context of the current logic so I can accommodate it correctly in the next build!
7 dni temu -
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Basically a new category. A pure delivery service. You can store up to 20 vehicles, for example, and have them delivered anytime, anywhere. For a fee, of course. Like in a garage mod, for example. But as often as you want, as long as you have the money and popularity. Something like a Persistence mod with delivery service. Your mod works very well with new and older mods. At least for me. I don't know how it is for others. An insurance and storage mod + a friendly mechanic who repairs your car. I love it.
Translated with DeepL.com (free version)
6 dni temu -
@IInEoII Gotcha! Thanks for explaining your idea -- I like it. And for your feedback, it's great.
Here are just a few thoughts I had while considering your idea for a future build (which I'm working on noiw) ...
1. The mod has a current liimit of 10 vehicles that can be insured -- meaning up to 10 vehicles can be tracked and made available for deliverty, etc. However, since then I've leaned how to efficiently increase the limit to 20, or even more. See, I was being careful of performance when I released 1.4 originally. Since then I've found I ways to safely go up to 20 or even 30 vehicles.
2. Version 1.5, which is currently in development, will (if I can get it working) add garages that store insured vehicles. Each character will have their own garage space for their insured vehicles to be stored in. And the mechanic can deliver them from the garage, and any "lost" vehicles automatically get delivered back to the garage. So when I was writing 1.4 with this in mind, 10 was a nice limit at first because that's the most vehicles that fit in the standard multiplayer garage interior (which I will re-use). But then, I I can make 20+ insured cars spread across different "floors" of the garage, each with 10 vehicles max. So I am looknig into it :)
3. Like the suggestion of lone-faerie above, I will add it so that at the highest regard, the mechanic will ~always~ deliver a vehicle to your location, never to a parking spot or to a garage, no matter what.
So, that's what I'm thinking as I build 1.5 with garage support, and how it might work with your idea?
6 dni temu -
Oh, and while I develop 1.5, I am experimenting with allowing the player to have full persistence of insured vehicles. But I may not add it, because I know there are lots of persistenc mods people already use out there ...
6 dni temu -
@Paracosma Yes, that sounds great. I can't wait to try out the new version. And thank you very much for your hard work. :D
6 dni temu -
@Paracosma I was thinking more along the lines of just getting a vehicle delivered any time, not just after making an insurance claim. Which it sounds like you're already working on with the garage feature.
One thing to note for the garage, using parts from the multiplayer map can sometimes cause issues. I know personally, I haven't been able to get mods that use it to work. Maybe you could use the interior of the 4 car garage each protaganist has instead.
4 dni temu -
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@lone-faerie Thanks again for the feedback! Always appreciated.
FYI ... in the mod now, you can use the Hack menu to change the option, "Mechanic Delivers", to "AlwaysOnSite". This will, as it sounds, make the mechanic always deliver vehicles to your character (when they otherwise might deliver it to a parking spot). Be it a claim to recover a lost vehicle (that is, for one despawned by the game), or one to deliver a replacement vehicle (for one destroyed). That should already work.
I think the only case in which even that hack setting won't cause a delivery (in 1.4) is if you make claim on a vehicle that is simply far away, but not yet despawned by the game. Such a thing usually applies to a player's last vehicle, at least until they enter a new vehicle or switch character, which is when the game usually despawns it so long as it's at a certain distance and out-of-view).
As for 1.5's upcoming garages (in dev now!), I am re-using the standard glossy white 10-car interior often used as the default in online. Although it is used in online, that garage interior can be used without issue in single player, and doesn't require the multiplayer map or any multiplayer assets otherwise. It's also handy since it accommodates 10 cars, and that's the default max of insurable vehicles per character, ha. (Although I'm testing support for more than 10, meaning multiple "floors" of 10 cars each ...)
But just in case, I am working to make the garage interior used a matter of simple .ini configuration (at worst) or in-game menu options (at best) -- thus allowing the re-use of the single-player garage interiors, such as those already used for the purchasable garages by the main characters. If such an interior is selected, the mod will detect how many cars the interior can handle (say, X), then split the insured cars up into "floors" of X-many cars if necessary. This way the player can possibly have all their insured vehicles available all in the same virtual place.
.. and, of course, if you select a different garage, it will be located on the map in a suitable place, etc.
I hope that provides some insight in what I'm doing for 1.5 now. But if you have further feedback or questions or problems, please keep 'em coming. They help me make this better for everyone!
4 dni temu
Thanks for checking out the mod! I do my best to respond to any fedback, feature requests, and bug reports, so feel free to send 'em my way.
Note: 1.4.1 relaxes the SHVDN3 nightly requirement to nightly 93, instead of 98.
Lastly ... If you're having problems, or want to know how to customize things, or are just curious about the known issues or roadmap so far, I encourage you to check out the download's README.