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@imershon Gotcha -- that helps, thanks!
Meanwhile, I found a ~slight~ race condition potential in the code executing between the two lines of the mod's .log mentioned earlier (after script init begun, which is where your log above stopped) .. just for good measure, I'm adding n some extra-safe code around it to be part of 1.2 that is on target for this weekend release.
@imershon And when you say, "it does ctd if just shvdn3 is installed", do you mean w/o anything else at all? I'm just trying to be sure I understand your test case to help my diagonosis, thanks.
@imershon Again, much appreciated - that gives me a few things to test and look into ... more as I have itt ... and thx again for your patience as I try to troubleshoot this with your helpful information :)
Okay, I have a couple of theories to check on my side meanwhile... more as I have it.
Hmmm.. that is curious. ATM, I'm not sure what in the code executing between writing the last line of your log and the first line of my example (which is, again, typical of what ought to follow on any proper startup of the mod) would possibly cause a CTD, but of course I'm digging it it! I'm also looking into the possibility of something crashing under or around my mod's code at that time, like it is being taken down with it. Both are avenues I'm looking into ... thanks for your help.
The other logs you may want to look into meanwhile are the scripthookv.log and the scripthookvdotnet.log ? Perhaps an exception is being thrown and reported there, for instance? Hard to say beyond that for now ... I appreciate your patience as I try to sort this out.
@imershon Again, thanks for your feedback -- Hmm. From that header of the mod's log file you posted, it seems all is as it should be (long story short) I'm curious, are you seeing anything after that last "Script Init: begun" line, any lines that look like the below example? Or is that the end of your log, like it CTD'd before being able to write any of these? (The lines you posted, and the lines below represent a successful run of the mod's core initialization sequence) ...
[2026-01-12 21:20:59:2551688] Script Init: Bebop Worker for update-text displays.
[2026-01-12 21:20:59:2571676] Script Init: Bebop Worker for hack-info displays.
[2026-01-12 21:20:59:2631659] Script Init: Bebop Worker for phone contact icon.
[2026-01-12 21:20:59:2651639] Script Int: MessageSchedule. <<-- IGNORE: 1.2 dev-build specific
[2026-01-12 21:20:59:2661623] Script Init: done.
[2026-01-12 21:20:59:4700598] Notification: "Paracosma.MechanicOnCall 1.2.0.0 has started with logging."
[2026-01-12 21:20:59:4710453] Script First Tick: done.
[2026-01-12 21:20:59:4930467] HeadshotWorker: begun.
[2026-01-12 21:20:59:8762352] HeadshotWorker: succesfully assigned headshot of temp mechanic ped to phone contact icon.
[2026-01-12 21:20:59:8762352] HeadshotWorker: done; shutting down.
I appreciate your feeback - it greatly helps me troubleshoot!
And if anyone is curious, my dev box and hence main test-loop environment is GTAV Legacy from Steam. I have close friends and in-house family with Enhanced from Steam that help me test on that version, as well. I do everything I can do to test these builds prior to release, and I'm learning as I go (again, first time mod writer, longtime software engineer, ha), so I appreciate the feedback and the patience as I try to work out issues reported!
@imershon Thank you for the detailed report of the problem -- I am looking into it.
FWIW at the moment, I am not aware of any significant difference between Steam and Epic's versions, but again, I'm digging into such as I can.
Also FWIW for now, the LemonUI you list for SHVDN3 is the same version I've built and tested this mod against, as is the iFruintAddon2 version. Regarding SHVDN3, this is built against ScriptHookVDotNet-v3.7.0 nightly. (Not sure what 3.9.0.0 refers to from your list ).
What I would suggest for now is perhaps turning on the mod's own logging -- either through the INI or manually per session via the in-game hacks menu branch of the main menu. It writes a .log file alongside itself in the /scripts folder that may help shed light on something. For instance, the very first block it writes dumps out its currently detected and runtime-verified dependencies and their versons, for instance: (ignore the mod 1.2 ver in the header ... this is from my current in-dev build, but the log format and content is the same as 1.1 ha) This log was also captured while I happened to be testing on the -nightly 72 of SHVDN3, but I've tested it up through to 91 w/o issue.
[2026-01-11 00:17:37:9829485] Paracosma.MechanicOnCall 1.2.0.0: log started by manual hacks menu command.
[2026-01-11 00:17:37:9839463] DLL: D:\SteamLibrary\steamapps\common\Grand Theft Auto V\scripts\Paracosma.MechanicOnCall.dll
[2026-01-11 00:17:37:9839463] Dependency: ScriptHookVDotNet3 3.7.0.72.
[2026-01-11 00:17:37:9849467] Dependency: iFruitAddon2 3.1.1.0.
[2026-01-11 00:17:37:9849467] Dependency: LemonUI.SHVDN3 2.2.0.0.
Again, thanks for the detailed report, and I'll post back here if/as I find anything that might help. Meanwhile, very sorry you're having troubles :/
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.