Carregando...
0 arquivos curtidos
27 comentários
0 vídeos
1 envio
0 seguidores
1.101 downloads
  • C7fab9 ptah 01 sm
    Comentário fixado

    Thanks for checking out my mod. I'm open to all questions, suggestions, and bug reports.
    Meanwhile, 1.2 is already in progress for next week (Jan 16th-17th):

    . Engine placement: the mechanic will go to the correct side of the vehicle in cases where its engine isn't in the usual spot (ex: to the back of rear-engined vehicles, etc)
    . Text messages: the mechanic will send (customizable) text messages about certain things (on the way, stuck in traffic, you owe me bigtime, etc)
    . Exit scenario: more gracefully handle the case where the player follows the mechanic leaving a visit.

    há 1 dia atrás
  • C7fab9 ptah 01 sm

    @Syaff Thanks much, and have fun! LMK of any question, suggestion, or problem. I'm already at work on 1.2 for next weekend ...

    há 1 dia atrás
  • C7fab9 ptah 01 sm

    On that note, in 1.1 (that I'm testing for release this weekend), I just made it so the mod allows the player to meet the mechanic halfway on the road (regardless of how far they may have spawned in from the player). And so long as the player maintains a pattern of getting closer rather than farther over a few second's polling, the mod won't consider you having "abandoned" the visit.

    This should allow me to make the mechanics's driving flags less aggressive, since players who want faster service can drive htemselves to meet the mechanic on their way, rather than just sit there waiting for the mechanic to arrive to their call-location.

    ... testing, testing, testing ...

    há 4 dias atrás
  • C7fab9 ptah 01 sm

    @South East Customs Ha, yeah. And, wow, thanks for the great vote!

    (I see you re a modder from your profile? Well then....) This is my very first GTA mod, so I'm still learning the ropes of the driving flags, basically. See, I didn't want the player to sit there waiting forever (when avoidable), so the flags I'm using are aggressive (as I understand them) on purpose. But ,yeah, it has those side-effects of the mechanic just plowing into/through people sometimes. That's why I gave her that car by default, since its wedge shape helps her cut through traffic like that easier, heh.

    I am looking to tweak it, or at least make the driving flags configurable in the mod's INI or in-game menu ... but one thing at a time, ha.

    há 4 dias atrás
  • C7fab9 ptah 01 sm

    Thanks for checking out my mod! As always, LMK of any feedback or bug reports. I may be able to address burning issues in the upcoming 1.1 release. (Aiming at a January 9 release atm).

    Ver. 1.1 progress:

    1. the mechanic will extinguish your vehicle if it's on fire (if they can - if it explodes or burns out before they can get to it, it is game-over unless you use the hack setting "skip totalled check", in which case they put out the flaming wreck, and then "restore" your vehicle to working order ... as close to how it was as they can). And, yes, there is a new additional fee for extinguishing a flaming vehicle.

    2. numerous qualiity-of-life improvements to the mechanic's basic behaviors and tolerances for problem-cases before, during, and after a visit. Updates to the menu stats. And further nips and tucks throughout the mod.

    3. new INI settings and hacks corresponding to the new stuff.

    há 7 dias atrás
  • C7fab9 ptah 01 sm

    @AlterNova Yeah! The car and lots more about the mechanic can be modified by adjusting the mod's INI settings (see one of the attached screen captures, for instance). The README included with the mod's download goes into much greater detail on all the customization options.

    (And, yes, I have it as a goal to one day make all this adjustable through menus in-game; but Ithe INI is your friend for now)

    But--hey, thanks for checking out my mod, and for the vote! LMK of any suggestions, bugs, or other questions.

    há 7 dias atrás
  • C7fab9 ptah 01 sm

    Progress on 1.1:

    . Firefighting: the mechanic will use a fire extinguisher on a vehicle that is on fire prior to repairing it. (The vehicle being on fire is no longer a preclusion to them visiting). However, if it explodes before they can put it out, that interrupts (cancels) the visit. (Unless you have the "skip totalled check" hack turned on, in which case the mechanic will try to "restore" your totalled vehicle on-site).

    . Behaviors: fixed many cases where the mechanic may stall (or get stuck, or lost) if obstructions or other problems get in their way, etc. Many of these also add quality-of-life to the visit. For instance: if the player moves (in or out of their car) during the visit, the mechanic will track with them -- to an extent; go too far from the call site, and you risk abandoning the visit and losing regard with the mechanic.

    . NIps, tucks, and minor bugfixes.

    há 8 dias atrás
  • C7fab9 ptah 01 sm

    @crimecrime - thanks for checking out my mod, and for uploading a use video!

    Just so ya know, if the regard is high or highest when the mechanic visits, the car should also be alo be washed after they're done repairing it . It's a perk of the high regard, ha.

    há 8 dias atrás
  • C7fab9 ptah 01 sm

    Thanks for checking out my mod! I remain open to all feedback and bug reports as I work on the 1.1 update.

    Ver. 1.1 target scope:

    1. fix any more bugs that come up

    2. the mechanic will extinguish your vehicle if it's on fire (if they can - if it explodes or burns out before they can get to it, it is game-over unless you use the hack setting"skip totalled check").

    3. smooth out a few rough edges in mechanic's benaviors.

    há 8 dias atrás
  • C7fab9 ptah 01 sm

    @jazzysoggy12 ... and thanks. Let me know how it goes and if there's anything I might be able to help with!

    há 9 dias atrás