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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!
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 ...
@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?
@IInEoII Thanks for the kind remarks! I hope you enjoy playing with the mod.
Meanwhile, I'm always open to feedback, suggestions, and bug reports :)
@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!
@RemixPL1994 Thanks much!
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.
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.
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.
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.