
Mechanic On Call – yet another mobile mechanic service mod
Yes, this is inspired by the other mechanic mods out there, but it was made with my own twist. And as practice for a much more ambitious missions-oriented mod I’m working on for the near future.
Like Tron, I fight for the users. So I tried to make this highly customizable and in-game-“hackable”.
Features:
. Adds a mechanic contact to the phone.
. Works with all characters (not just story mode mains).
. Calling the contact open the mod’s menu (it can also be configured to open by hotkey).
. Use the menu to: call for repair service, pay back any debt to the mechanic, or (optionally) adjust many options to hack the mod.
. Once called, mechanic basically arrives, fixes your car, then departs.
. The “regard” system – treat the mechanic well, it goes up – treat them bad, it goes down.
. Regard impacts wait times, service fees, voice lines, animations, and more.
. The credit system – based on regard, the mechanic will offer credit to repeat customers (so they can “pay later”, if they like).
. It uses a .SAV file to remember details about every character that’s called the mechanic (their regard, their debt & credit, their wait times, and so on) – this file is in INI format for easy hacking.
. The whole mod is highly customizable through its .INI file. You can change the mechanic’s name, model, color scheme, vehicle, and much more.
. There is a detailed README that goes into much more detail on everything.
Requirements
. ScriptHookV
. ScripthookVDotNet3 nightly
. LemonUI
. iFruitAddon2
Installation
. Install all requirements.
. Copy everything in the “install” folder of this mod into your /scripts directory.
Written in C sharp. Tested mostly on Legacy but it also works on Enhanced (with its corresponding SHV and SHVDN3 builds).
Changelog:
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.
1.5.1 Updates:
More Policies: the default number of insurable vehicles has been raised to 50.
1.5 Updates:
Garages! Insured vehicles not in use will be stored in a garage run by the insurance company.
Locations: over 30 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 policies exceeds the number of parking spots per floor.
More Policies: the default number of insured vehicles has been raised to 20.
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 main 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.
Mechanic Customization: new .INI settings allow changing elements of the mechanic’s ped model.
1.4.1 Hotfix: for Legacy, only requres 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.
1.3 Updates:
. GTAV Enhanced: the mod should work just fine on Enhanced now (See NOTE below for Enhanced and the SHVDN requirement)
. Wanted levels: the mechanic can call the police (raise the wanted level) in response to certain mistreatments.
. “Don’t Pay” Revamped: the mechanic responds differently to the “don’t pay” option depending on regard.
. (Requested) Stolen Vehicles: the mechanic can report the player to the cops when called to repair stolen vehicles — unless you bribe them not to.
. (Requested) Repair Times: the time it takes to repair cars and motorcydes can configured in the INI.
. (Requested) Oil and Fuel: are now part of the repair bill in cases where a refill is necessary.
. Quality-of-Life: many more rough edges were smoothed, little niceties were added, etc. See the download’s READMME for more.
. New Settings & Hacks: added around what’s new, and to keep the power in the player’s hands!
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:
. Bugfix … The mod’s internal startup was reworked to address CTDs reported by a few Enhanced users. New troubleshooting settings were added, too. I’m keeping an eye on this one …
. 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.
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.
1.0 Updates:
. Motorcycles & Quadbikes: the mechanic can now repair them, complete with a suitable animation.
. Helicopters & Planes: bluntly functional, presuming the aircraft is parked somewhere the mechanic can reach; uses fade-out and fade-in for the repair process (for now, until I can find a suitable animation …)
. Weather Conditions: the mechanic charges more for inclement weather conditions, proportional to their severity; also, the mechanic may refuse to visit during such weather when their regard for you is low.
. Business Hours Conditions: 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.
. Settings & Hacks Updated: there are new INI settings and hack options corresponding to the above.
. Logging (Optional): the mod can be configured to write a detailed log file, such as for troubleshooting or curiosity.
. Bugfixes: several changes were made in an attempt to address the bugs reported so far — many thanks to those who reported the bugs!
Credits:
Paracosma





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