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Say, thanks a lot for the vote -- and I appreciate the feedback, too. Like I put in the descrip -- and corny as it sounds -- like Tron, I fight for the Users, which means customization as far as I can push it, ha.
If you have any further ideas on how I could improve the customization, or add furthre customization options, I'm always all ears :)
fwiw, in, say, a 1.5 version, I plan to make the model & voice customizable w/ previews from within the mod's in-game menus. Of course, I could move that up if there's a lot of interest in having that sooner :)
@jazzysoggy12 Hi -- I do. As I put in the README for the settings of the mechanic's possible voice & voice lines per possible voice, one such a reference I'd recommend would be: https://gist.github.com/alexguirre/0af600eb3d4c91ad4f900120a63b8992
It it code, but you can scan it for the differently named voices and voice-lines available to each.
If I can help otherwise, please let me know. I'll do what I can.
Here's an in-progress example of the optional logging that can be turned on in the upcoming 1.0 release on, such as for troubleshooting or informational purposes. The capture below is of the mod first starting up w/ default settings):
[2026-01-02 13:10:39:6307339] Paracosma.MechanicOnCall 1.0.0.0 - log started in script constructor; settings loaded.
[2026-01-02 13:10:39:6307339] DLL: D:\SteamLibrary\steamapps\common\Grand Theft Auto V\scripts\Paracosma.MechanicOnCall.dll
[2026-01-02 13:10:39:6307339] Dependency: ScriptHookVDotNet3 3.7.0.72.
[2026-01-02 13:10:39:6317329] Dependency: iFruitAddon2 3.1.1.0.
[2026-01-02 13:10:39:6317329] Dependency: LemonUI.SHVDN3 2.2.0.0.
[2026-01-02 13:10:39:6317329] Menu Hotkey = None
[2026-01-02 13:10:39:6317329] Mechanic: name(Roxie), model(G_F_Y_Vagos_01), voice(A_F_Y_BEACH_01_WHITE_FULL_01), vehicle(torero)
[2026-01-02 13:10:39:6387289] Memory loaded; 3 player character(s) remembered; modelHashes(225514697,2602752943,2608926626).
[2026-01-02 13:10:39:6437262] Phone contact setup.
[2026-01-02 13:10:39:7366729] Menus setup.
[2026-01-02 13:10:39:7386716] Script constructor completed.
[2026-01-02 13:10:39:8376163] Script first tick begun.
[2026-01-02 13:10:39:8386143] Script initialization started.
[2026-01-02 13:10:39:8416129] Player Memory: current player character; modelHash(2608926626), identity(Trevor)
[2026-01-02 13:10:39:8416129] Initializing update text worker.
[2026-01-02 13:10:39:8446124] Bebop workers now active: 2
[2026-01-02 13:10:39:8446124] Initializing phone contact icon.
[2026-01-02 13:10:39:8486098] Script initialization completed.
[2026-01-02 13:10:39:8506084] Script first tick completed.
[2026-01-02 13:10:40:2519657] HeadshotWorker - Succesfully assigned headshot of temp mechanic ped to phone contact icon.
[2026-01-02 13:11:11:9688198] Main Menu: open.
[2026-01-02 13:11:11:9698188] Player Memmory: new player character; modelHash(1767892582)
[2026-01-02 13:11:11:9698188] Player Memory: current player character; modelHash(1767892582), identity(Custom)
[2026-01-02 13:11:11:9718178] Main Menu: ready.
[2026-01-02 13:11:13:1027550] Main Menu: close.
1.0 Progress update -
First, in response to reported bugs - vastly improved the startup code to address known bugs and hopefuly trap others + added optional log file generation w/ start/stop + state-transtion logging to help troubleshooting, etc.
Next - the mechanic can now repair motorcycles and quadbikes (incl. particular repair animation for them) -- AND -- can now repair helicopters and planes that are landed somewhere reachable by the mechanic (using a "fade in - fade out" transition because I can't find a good animation for this case, ha) -- and, if you use hacks to skip vehicle class check, the mechanic can also repair boats reachable by land (this case is beta and unsupported for now, but fwiw ...)
Also: now weather and biz hours (def: 09 to 22 hrs) influences on the mechanic's service (and switched by regard; for instance: if low, the mechanic won't visit in bad weather or while off-hours). All with new settings + hacks for them, of course.
I hope to put this though the paces and zip it up for release this weekend. Thx for your patience.
@gtavjamal Haha, if only we could - and thx for checking out my humble little mod!
@kimdusics So sorry for the trouble, but thanks for letting me know about your thorough testing and results!. Fwiw right now, I've looked into it and found a few theories about the situation. Meanwhile, I've done a lot of re-working (that is, improving) of the startup code in the fothcoming 1.0 release that ought to mitigate the situation .. basically, there was a nasty race condition related to the above-reported bug that, if triggered, could cause all sorts of havoc, for instance. (I wish I could have caught it in my own pilot testing, alas... in 1.0 - coming in a few days -- I should have it fixed)
@supe4dupe Glad you are enjoying it so far. Again, feel free to LMK of any issues or feature requests
Meanwhile ... 1.0 is shaping up: that bugfix above, some new weather and biz hours behaviors, and adding the ability (with proper animations, etc) to fix motorcycles :)
Okay, I believe I've found the culprit -- in any case, I put in what ought to be a fix; I'll give it further testing on my end, then it'll go out with the 1.0 release coming later this week. Sorry for the trouble, @Matthew Liddell , and I appreciate your feedback - it helps me improve this thing, ha.
@Matthew Liddell - Thanks for letting me know. I'm looking into it now ... I have a few theories, I'll report back once I have something solid