Mechanic On Call 1.3
2.665
43
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7 giorni fa
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.
1.3 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!
Base Features as of 1.2.2
. 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. 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 somewhere unusual, or when obstructed by a reverse-hinged hood.
. 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.
. 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.
. Estimates: get cost estimates from the main menu.
. Bill History: 1-10 (defalt:3) prior bills are remembered for later review. Each indicates the time, place, and vehicle involved.
. 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.
. 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 disable base features, enable extras, and more.
. 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 (See NOTE below)
. ScripthookVDotNet (See NOTE below)
. LemonUI
. iFruitAddon2
NOTE: Legacy vs. Enhanced:
. Legacy : use ScriptHookVDotNet3 nightly 93.
. Enhanced: SHVDN3 nightly 93 may or may not work for you -- BUT, using ScriptHookDotNet Enhanced v1.1.0.2 (by Chiheb-Bacha, available on 5mods elsewhere) should.
. Why this mixup, you ask. It has to do with SHVDN3 being less than compatible with Enhanced.
. Ongoing: In the future, I may move to SHVDNE entirely, for it supports both Legacy and Enhanced.
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.
Primo Caricamento: 01 gennaio 2026
Ultimo Aggiornamento: 7 giorni fa
Last Downloaded: 20 secondi fa
All Versions
129 Commenti
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.
1.3 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!
Base Features as of 1.2.2
. 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. 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 somewhere unusual, or when obstructed by a reverse-hinged hood.
. 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.
. 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.
. Estimates: get cost estimates from the main menu.
. Bill History: 1-10 (defalt:3) prior bills are remembered for later review. Each indicates the time, place, and vehicle involved.
. 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.
. 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 disable base features, enable extras, and more.
. 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 (See NOTE below)
. ScripthookVDotNet (See NOTE below)
. LemonUI
. iFruitAddon2
NOTE: Legacy vs. Enhanced:
. Legacy : use ScriptHookVDotNet3 nightly 93.
. Enhanced: SHVDN3 nightly 93 may or may not work for you -- BUT, using ScriptHookDotNet Enhanced v1.1.0.2 (by Chiheb-Bacha, available on 5mods elsewhere) should.
. Why this mixup, you ask. It has to do with SHVDN3 being less than compatible with Enhanced.
. Ongoing: In the future, I may move to SHVDNE entirely, for it supports both Legacy and Enhanced.
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.
Primo Caricamento: 01 gennaio 2026
Ultimo Aggiornamento: 7 giorni fa
Last Downloaded: 20 secondi fa
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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.
19 gennaio 2026 -
@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.19 gennaio 2026 -
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.
19 gennaio 2026 -
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.
19 gennaio 2026 -
@Paracosma I did it bro, I spawned Roxie into North Yankton. https://pasteboard.co/5NDHkuap3M80.png
19 gennaio 2026 -
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@Paracosma She can spawn into any map as long as the map has traffic path nodes.
19 gennaio 2026 -
@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.
20 gennaio 2026 -
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.
20 gennaio 2026 -
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.
20 gennaio 2026 -
Ah ... after a few weeks of trial-and-error ... I've got it working: the code to persist a vehicle's state, then repawn it exactly as-it-was later. (I know, lots of other mods do this, but I'm new at this). Anyhow., here's how I plan to use it:
V 1.4 (next weekend ETA) will have VEHICLE INSURANCE features something like this ... Insure a vehicle (car or motortype, initially) with the mechanic, and in the event that it gets totalled or lost, the mechanic can provide a shiny new copy of the vehicle as-it-was when insured. On low regard, they'll leave it somewhere for you to go pick up (with a blip, etc); it may be far away, but too bad. On high regard, they'll drive it directly to you (much like other insurance type mods / gtao does). And in that case I can make the vehicle invulnerable during the rendezvous so that it arrives undamaged.
Meanwhile ... Verson 1.3 is locked and loaded for release this weekend. It's got feature requests and other fun new features in there ...
8 giorni fa -
@Paracosma I thought of some more ideas just now. If you don't pay, she pulls out her phone and calls the cops with a 2 star warrant, or your car doors become locked and a tow truck impounds your car away HaHaHaHa.
7 giorni fa -
@Starfox1993 Ha. Certainly doable. And again, suggestion appreciated!
Meanwhile, for this 1.3 version, if you don't pay ...
1. You lose regard
2. If your regard is (or sinks to) low or worse, they call the cops shortly after leaving the visit area (or the visit ends otherwise), accompanied by the peeved text they send about not being payed. (Texts configurable in the INI, of course)
3. the wanted level for this is configurable in the INI, and defaults at 1 star. I set it consistent with what usually happens when you are reported stealing a vehicle or causing a disturbance: 1 star.For now, the only 2-star level the mod gives you is if you kill the mechanic . Again, this can be figured in the INI, and my default was set to be consistent with the two stars the game normally gives you for violent crimes / killing peds (or so I found).
During development, I considered having the mechanic pull out their phone right there to call the cops, but I also considered that this would be too easily interrupted by the player, ha. So I made it so they call the cops only once they are despawned and unattackable, ha.
Of course, I could change this to be just one option alongside the one you suggest, then put it up to an INI setting to pick, ha. Or a random chance, Or all three.
I can add these changes to the roadmap for a future version, but for now I am focusing on 1.4's Insurance feature - a big change to the mod that I think will add a lot of value?
7 giorni fa -
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why Roxies car colour wont change? i type different colour on vehicle colour and still pink??
2 giorni fa -
@AlterNova You want to change the color of the mechanic's car? You have to change the INI setting VehicleColor1 and/or VehicleColor2 to a valid enum value as documented in the download's README. Keep in mind that the mod only reads its INI when it starts,either when the game starts, of SHVDN is made to reload scripts. So if you've changed the setting, you won't see it 'til the mod starts again in either of those two ways.
FWWI, here's a copy-paste of the README's details on changing the mechanic's vehicle colors:
---
VehicleColor1 & VehicleColor2:
. The primary and secondary colors of the mechanic's vehicle.
. Uses the SHVDN3 VehicleColor enumeration.
. The range of accepted values can be found here:2 giorni fa -
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@AlterNova Did it wotk for you? I hope so. In any case, thanks for checking out my mod :)
1 giorno fa
Thanks for checking out the mod! I'm always open to any feedback or feature qeuests in the comments. I keep on top of bug reports, too.
With 1.3 out the door, I'm now hard at work on the big new feature of 1.4:
Vehicle Insurance!
Yes, I'm adding my take on an insurance feature. To replace totalled vehicles? Of course.But also to reduce repair costs, locate insured vehicles (if the get lost), and all with different perks and pitfalls driven by what level of regard the mechanic has for you. Mors Mutual Insurance, hold my beer.