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12 Screenshots

🚔 Equipment Enforcement: Road Worthy v6.9

The Equipment & Standards Overhaul

Safety violations for proactive traffic enforcement. In the standard Los Santos environment, every NPC vehicle is showroom-perfect. This lack of realistic mechanical wear makes traffic enforcement feel repetitive and purely RNG-based. Road Worthy is a background simulation engine that injects realistic mechanical failures and safety violations into the world, giving you legitimate, visual probable cause for every stop.

With the violation count rising to 13, your patrol just got more detailed. I’ve added new equipment failures and adjusted the spawn frequency to favor observant players. These changes ensure that every equipment-based stop is a meaningful addition to your shift.

🛠️ The Core Engine: Probable Cause Generator

Road Worthy doesn't just spawn blips; it physically alters the state of nearby vehicles to create observable equipment violations.

  • Equipment Violations: The engine cycles through 13 distinct equipment configurations, ranging from minor electrical flickers to critical structural and aesthetic failures. All of these values are fully customizable via the .ini file to suit your specific patrol style.

  • Encounter Frequency: With the default configuration, the system balances spawn logic against active driving loops to deliver steady enforcement leads based on your selected calibration profile.

  • Smart Selection Logic: The system scans a 350m radius and intelligently selects candidates for violations. It maintains a buffer—ignoring any vehicle within 45m—to ensure violations don't "pop-in" right in front of you.

  • Automatic Exclusions: To maintain immersion, the engine automatically ignores Emergency (Police/EMS), Service (Buses/Taxis), Motorcycles, and even specific models like the "Stretch" or "Tourbus" defined in your .ini.

  • Disable Blips: For officers who prefer a purely visual challenge, violation blips can be disabled entirely in the configuration settings.

MAX INI SETTINGS FOR DEMO VIDEO - YOUTUBE DEMO - MAX INI SETTINGS - DEMO ONLY


🚦 Equipment Profiles & Modernized Scanning

  • Blackout Tint (Jelly Bean Blue - 63): The vehicle windows are set to a "Pure Black" tint. This creates a high-visibility enforcement opportunity for observing vehicles with zero interior transparency.

  • Suspension Misalignment (Brown - 56): The vehicle will physically veer and pull across the roadway. The NPC driver will actively steer against this force to maintain their lane, providing a visual cue of mechanical failure.

  • Unsecured Panel (Brilliant Rose - 48): A random door, the hood, or the trunk is left unlatched and open while the vehicle is in motion.

  • Headlight Out (Bright Purple - 27): A single headlight is non-functional. Unlike a shattered lamp, the housing is intact but the bulb is out, creating a high-visibility equipment violation at night.

  • Ghost Car (Purple - 83): Nighttime only (20:00 - 05:00). Operating with both headlights and taillights dark. Highest priority safety hazard.

  • Shredded Tire (Pink Red - 41): Vehicle operating on a shredded tire or bare rim. Results in erratic handling, grinding, and a strictly limited top speed.

  • Missing Plate (Yellow Orange - 60): Vehicles operating with missing physical plates. This violation is tied to a Stolen status, turning a simple equipment observation into a potential felony hit.

  • Dealer Plate (Orange - 47): Flagged as not returned from test drives or stolen directly from a dealership lot.

    • Note on Modernized Plate Readers: Your reader recognizes these blank as stolen and pulls owner details—even without a physical plate—via NOOSE-derived chassis-signature telemetry. This breakthrough, repurposed from Humane Labs forensic imaging research, identifies the vehicle through unique thermal and geometric markers. The physical plate is absent, but the system still gathers vehicle and owner details via localized beat intelligence.

  • Smoking Engine (Dark Gray - 40): Heavy engine smoke pouring from the compartment. Severe mechanical failure and neglect.

  • Mechanical Damage (Lemon Green - 24): Significant body deformation or collision history. Though the engine functions, the vehicle shows severe rear damage, suggesting it may have been involved in an accident or theft.

  • Broken Glass (Cyan - 15): Side or rear safety glass is shattered, potentially indicating a vehicle burglary or a prior collision.

  • Faulty Alternator (Light Blue - 12): Intermittent nighttime flickering of the entire light array, indicating failing power delivery preceding a total electrical blackout.

  • Light Flicker (Light Green - 11): The entire lighting system (front and rear) flashes rapidly. This indicates a severe short circuit or an aggressive driver attempting to clear traffic.


📊 Calibration & Encounter Rates

The Global Spawn Chance has been upgraded from a whole number to a decimal-capable value (float). This allows for much finer control over how many violations you encounter during your shift. You can now set the chance as low as you like (e.g., 0.25 or 0.05) in the INI to achieve your perfect balance.

  • Spawn Chance: 0.05% Estimated Encounters (Per Real Life Hour): ~1–2 Violations
    Extremely Rare: Violations are true random events.

  • Spawn Chance: 0.5% Estimated Encounters (Per Real Life Hour): ~6–7 Violations
    Deep Immersion: Violations are rewarding discoveries.

  • Spawn Chance: 1% (New Default) Estimated Encounters (Per Real Life Hour): 12–14 Violations
    Standard: A realistic patrol with common equipment issues.

  • Spawn Chance: 2% Estimated Encounters (Per Real Life Hour): ~25+ Violations
    High Activity: A violation roughly every two minutes.

  • Spawn Chance: 3% Estimated Encounters (Per Real Life Hour): ~40+ Violations
    Target Rich: Frequent equipment stops.


📦 Installation Guide

  • Prerequisites: SHVDN (ScriptHookV.NET) is required.

    The ScriptHookVDotNet v3 included is optional. The current version of RoadWorthy is designed to work with any version of ScriptHookVDotNet v3.

  • Deployment: Drop RoadWorthy.dll into your /scripts/ folder.

  • Configuration: The mod will generate RoadWorthy.ini on the first launch.

    • GlobalSpawnChance: Controls how frequently violations occur (Default: 1.0%).

    • MaxActiveViolations: Sets a hard limit on world violations (Default: 1).

    • ShowBlips: Toggle to true or false to enable/disable GPS markers.

Edited by BJ USA

What's New in Version 6.9

Released

Pasted content

RoadWorthy v6.9 Update Notes (6/10/26)

With the violation count rising to 13, your patrol just got more detailed. I’ve added new equipment failures and adjusted the spawn frequency to favor observant players. These changes ensure that every equipment-based stop is a meaningful addition to your shift.

New Violation Details


· Blackout Tint: The vehicle windows are set to a "Pure Black" tint. This creates a high-visibility enforcement opportunity for observing vehicles with zero interior transparency.


· Suspension Misalignment: The vehicle will physically veer and pull across the roadway. The NPC driver will actively steer against this force to maintain their lane, providing a visual cue of mechanical failure.


· Unsecured Panel: A random door, the hood, or the trunk is left unlatched and open while the vehicle is in motion.

Calibration & Encounter Rates

The Global Spawn Chance has been upgraded from a whole number to a decimal-capable value. This allows for much finer control over how many violations you encounter during your shift. The new default is 1%, and other internal values have been adjusted to match this realistic target. All of these values are fully customizable via the .ini file to suit your specific patrol style.

Spawn Chance: 0.05% Estimated Encounters (Per Real Life Hour): ~1–2 Violations Experience Profile: Extreme Rare: Violations are true random events.

Spawn Chance: 0.5% Estimated Encounters (Per Real Life Hour): ~6–7 Violations Experience Profile: Deep Immersion: Violations are rewarding discoveries.

Spawn Chance: 1% (New Default) Estimated Encounters (Per Real Life Hour): 12–14 Violations Experience Profile: Standard: A realistic patrol with common equipment issues.

Spawn Chance: 2% Estimated Encounters (Per Real Life Hour): 25+ Violations Experience Profile: High Activity: A violation roughly every two minutes.

Spawn Chance: 3% Estimated Encounters (Per Real Life Hour): 40+ Violations Experience Profile: Target Rich: Frequent equipment stops.

FYI: By moving to a decimal system (float), you can now set the chance as low as you like (e.g., 0.25) in the INI to achieve your perfect balance.

Updated Blip Color Legend

I’ve updated the diagnostic blip colors to make identification more intuitive.

· Jelly Bean Blue (63): Blackout Tint
· Brown (56): Suspension Misalignment
· Brilliant Rose (48): Unsecured Panel
· Bright Purple (27): Headlight Out
· Purple (83): Ghost Car (Nighttime)
· Pink Red (41): Shredded Tire
· Yellow Orange (60): Missing Plate
· Orange (47): Dealer Plate
· Dark Gray (40): Smoking Engine
· Lemon Green (24): Mechanical Damage
· Cyan (15): Broken Glass
· Light Blue (12): Faulty Alternator
· Light Green (11): Light Flicker

Pasted content

RoadWorthy: Description & Update Notes (5/22/26)

[STABILITY UPDATE] SHVDN Compatibility Fix

  • Notification Logic Refactor: Changed the notification system to use Notification.Show. This resolves the System.MissingMethodException (PostTicker) crash caused by version mismatches in various ScriptHookVDN builds. The mod is now more stable across older and newer SHVDN installations.

  • Reference Assembly: ScriptHookVDotNet v3 is included as the reference for this build.

Integration & Compatibility This mod should work with Policing Redefined and Stop The Ped, ensuring your interaction and arrest flow remain intact.

Violation Updates

  • Expanded Violation Pool: The available violation types have been doubled from 5 to 10 possible offenses, significantly increasing the variety of vehicles you will encounter on patrol.

  • Missing Plates & Dealer Tags: You can now encounter vehicles operating with Missing Plates or Dealer Tags. These violations are tied to a Stolen status, turning a simple equipment observation into a potential felony hit.

    • Note on Modernized Plate Readers: Congrats! Your reader now recognizes these blank plates as stolen and pulls owner details—even without a physical plate—via NOOSE-derived chassis-signature telemetry. This breakthrough, repurposed from Humane Labs forensic imaging research, identifies the vehicle through unique thermal and geometric markers. The physical plate is absent, but the system still has a chance to gather vehicle and/or owner details via localized beat intelligence, so you know exactly which vehicle is in your sights.

  • Mechanical Failures: Added Flat Tires to the pool of violations. Vehicles with flat tires are physically speed-limited to simulate the mechanical struggle of driving on a rim.

  • Electrical Issues: Vehicles may now have Flickering Headlights, representing either a failing alternator or an aggressive driver flashing their high beams.

Logic & Patrol Flow

  • Reduced Violation Frequency: Default spawn rates have been significantly lowered. Violations are now rarer, making them feel like a genuine discovery during a shift rather than a constant stream of alerts.

  • Two-Stage Spawn System: The script now calculates a global "roll" before determining the specific violation, resulting in a more natural distribution of traffic offenses.

  • Comprehensive Filtering: The exclusion list has been tightened to automatically ignore bicycles, boats, planes, and specific model hashes that are ineligible for enforcement.

System & Interface

  • Total .INI Rework: The configuration file has been completely reorganized, giving you full control over the weights and settings for all new violation types.

  • Blip Color Overhaul: Blip colors have been reassigned to help you quickly distinguish between mechanical, electrical, and paperwork violations on your HUD.

  • Enhanced Telemetry: The logging system is now more robust, recording vehicle handles, hashes, and specific violation data to help track performance and potential conflicts.


Short Description

Realistic probable cause through visual mechanical faults and safety violations.

AI disclosure

The author has disclosed that AI tools were used in creating the following aspects of this file:

  • Description
  • Mod and Mod Content (Substantial)

Visual Studio 2026, GitHub Copilot is built directly into the IDE

User Feedback

Recommended Comments

nova2727

Members

(edited)

Amazing mod. Great to see something like this for role play immersion. One suggestion add option for no rear license plate missing plate could be for any reason like crimes or new car not yet given license plates a accident where the plate came off or someone stole there plate

Edited by nova2727

Bear82

Members

(edited)

A great addition for the police service. I wholeheartedly agree with the suggestion that license plates are missing. Thank you so much for the great work and for sharing.

It would also be good if the colors of the markers could be changed in the ini file, if this is easy to implement.

Edited by Bear82

Mason1993

Members

FINALLY!!! I was waiting for this mod. I was wondering when someone was going to make it. I do like nova2727's idea about adding the missing license plate.

javier0911

Members

nice mod . can you make this ped angry when yo do them a traffic stop , maybe fight you , shot you , take off

Bear82

Members

I have two questions regarding the settings in the "RoadWorthy.ini" file:

How high and in what format can "ProcessIntervalMs=2500" be set – for example, to 99999 or must it be written as 99.999?

Does the format for "EXCLUDEDMODELS=POLICE,POLICE2,POLICE3," have to be maintained, or can it be broken down into sub-mods

– for example: POLICE,

POLICE2,

POLICE3, ?

Thank you

riflekit

Members

amazing mod for equipment violations this adds a new element of policing to lspdfr bravo so far my game works perfectly

nova2727

Members

17 hours ago, riflekit said:

amazing mod for equipment violations this adds a new element of policing to lspdfr bravo so far my game works perfectly

Agreed. What an amazing mod, all we need now is some fine system. Each defect is fined like $150 or if it’s un roadworthy it’s towed. You can even check the seatbelt to see if it’s working if not it’s un roadworthy

BJ USA

Members Author

37 minutes ago, nova2727 said:

Agreed. What an amazing mod, all we need now is some fine system. Each defect is fined like $150 or if it’s un roadworthy it’s towed. You can even check the seatbelt to see if it’s working if not it’s un roadworthy

I am open to ideas.

Can you describe what you're thinking? A fine system to outputs to a text file or something like Compulite, that tracks. Or I might can get creative.

Thanks for your thoughts.

riflekit

Members

22 hours ago, BJ USA said:

I am open to ideas.

Can you describe what you're thinking? A fine system to outputs to a text file or something like Compulite, that tracks. Or I might can get creative.

Thanks for your thoughts.

i mean, if you made a compulite ticketing mod that'd be alright, however, i think that a parking enforcement / ticket policing type mod interconnected to this one would be top tier. cops walking the beat no longer have to keep their eyes peeled for placement of vehicle and direction of vehicle, but can also ticket the car for whatever reason. compulite and stp are ped tickets only. i know other mods exist with traffic enforcement but, i feel like one connected to yours is better.

because ive noticed that ill walk upon cars without drivers that arent necessarily unroadworthy but most definitely ticketable

nova2727

Members

23 hours ago, BJ USA said:

I am open to ideas.

Can you describe what you're thinking? A fine system to outputs to a text file or something like Compulite, that tracks. Or I might can get creative.

Thanks for your thoughts.

Exactly what I was thinking something that you can issue fines and if the defect is severe then notice that appear in court like real life

Just now, nova2727 said:

Exactly what I was thinking something that you can issue fines and if the defect is severe then notice that appear in court like real life

Notice to appear in court or just a roadside fine using XML with choices on the defect like. Cracked windscreen, seatbelt not working,no license plate,missing side mirrors,brake lights not working or broken, headlights out or broken you could have a category for each item and depending on how severe u have fines that u could issue the driver

26 minutes ago, riflekit said:

i mean, if you made a compulite ticketing mod that'd be alright, however, i think that a parking enforcement / ticket policing type mod interconnected to this one would be top tier. cops walking the beat no longer have to keep their eyes peeled for placement of vehicle and direction of vehicle, but can also ticket the car for whatever reason. compulite and stp are ped tickets only. i know other mods exist with traffic enforcement but, i feel like one connected to yours is better.

because ive noticed that ill walk upon cars without drivers that arent necessarily unroadworthy but most definitely ticketable

Yes like parked in red zones and tow away zone

isho

Members

(edited)

i got a door ajar blip for someone on a motorcycle, thought id tell u so u can fix this in the future, i also get the door ajar blip but their doors are not open at all, happened on a 2 door

Edited by isho

BJ USA

Members Author

1 minute ago, beastcopper said:

not working after latest update

Thanks for letting me know!

BJ USA

Members Author

10 hours ago, BJ USA said:

Thanks for letting me know!

10 hours ago, beastcopper said:

not working after latest update

Should be all fixed now. Update your Script Hook V 👍🏽

beastcopper

Members

3 hours ago, BJ USA said:

Should be all fixed now. Update your Script Hook V 👍🏽

already updated shv and everything, i think the scripts need to be updated. it's happening with other scripts too for other people

officermcd

Members

There is a problem:

[18:40:17] [DEBUG] Instantiating script RoadWorthy.RoadWorthy ...

[18:40:17] [ERROR] Failed to instantiate script RoadWorthy.RoadWorthy because constructor threw an exception: System.MissingMethodException: Méthode introuvable : 'GTA.FeedPost GTA.UI.Notification.PostTicker(System.String, Boolean, Boolean)'.

at RoadWorthy.RoadWorthy.InitializeDetailedConfig()

at RoadWorthy.RoadWorthy..ctor() in C:\Users\himov\source\repos\RoadWorthy\RoadWorthy\Class1.cs:line 40

BJ USA

Members Author

18 minutes ago, officermcd said:

There is a problem:

[18:40:17] [DEBUG] Instantiating script RoadWorthy.RoadWorthy ...

[18:40:17] [ERROR] Failed to instantiate script RoadWorthy.RoadWorthy because constructor threw an exception: System.MissingMethodException: Méthode introuvable : 'GTA.FeedPost GTA.UI.Notification.PostTicker(System.String, Boolean, Boolean)'.

at RoadWorthy.RoadWorthy.InitializeDetailedConfig()

at RoadWorthy.RoadWorthy..ctor() in C:\Users\himov\source\repos\RoadWorthy\RoadWorthy\Class1.cs:line 40

https://github.com/scripthookvdotnet/scripthookvdotnet-nightly/releases

Update your scripthookvdotnet. I am working on an update that will bypass this error for those using older versions.

New version will have missing plate and some other new stuff.

Let me know if there are further issues. Thanks for taking the time to post!

officermcd

Members

Sorry but the error persists even with latest nightbuild version of scripthook

[11:23:23] [DEBUG] Instantiating script RoadWorthy.RoadWorthy ...

[11:23:23] [ERROR] Failed to instantiate script RoadWorthy.RoadWorthy because constructor threw an exception: System.MissingMethodException: Méthode introuvable : 'GTA.FeedPost GTA.UI.Notification.PostTicker(System.String, Boolean, Boolean)'.

at RoadWorthy.RoadWorthy.InitializeDetailedConfig()

at RoadWorthy.RoadWorthy..ctor() in C:\Users\himov\source\repos\RoadWorthy\RoadWorthy\Class1.cs:line 40

[11:31:30] [ERROR] Caught unhandled exception:

System.MissingMethodException: Méthode introuvable : 'GTA.FeedPost GTA.UI.Notification.PostTicker(System.String, Boolean, Boolean)'.

at AdvancedVehiclePersistence.Notify(String msg)

at AdvancedVehiclePersistence.HandleProximityLock() in C:\Users\Manny\Desktop\GTA V Scripts\VehicleLock.cs\VehicleLock.cs\Class1.cs:line 451

at AdvancedVehiclePersistence.OnTick(Object sender, EventArgs e) in C:\Users\Manny\Desktop\GTA V Scripts\VehicleLock.cs\VehicleLock.cs\Class1.cs:line 190

at SHVDN.Script.DoTick()

RWieber79

Members

I'm having the same issue and I have the latest SHVDN. Other scripts still working but Roadworthy throws the error and doesnt work.

BJ USA

Members Author

(edited)

4 hours ago, RWieber79 said:

I'm having the same issue and I have the latest SHVDN. Other scripts still working but Roadworthy throws the error and doesnt work.

Can you post or message me your log? I only have two reported cases right now. In the update, I'll include the version of SHVDN I am compiling against. It is the 9/14/25 version if I remember correctly. Sorry for the trouble and glad you liked the mod before the error!

Update: I am quite sure I found the error... new version coming that should make it work with any version of SHVDN.

Edited by BJ USA

RWieber79

Members

8 hours ago, BJ USA said:

Can you post or message me your log? I only have two reported cases right now. In the update, I'll include the version of SHVDN I am compiling against. It is the 9/14/25 version if I remember correctly. Sorry for the trouble and glad you liked the mod before the error!

Update: I am quite sure I found the error... new version coming that should make it work with any version of SHVDN.

Great news, so I assume you don't need the log then? If you do which log are you talking about because I looked and I don't have a log for SHVDN. Thanks

BJ USA

Members Author

(edited)

I'd love to see it for further confirmation.

And actually, you DO have a SHVDN log! They sneak it in your MAIN directory: ScriptHookVDotNet.log, Ragepluginhook.log

and then RoadWorthy.log, I think I put it in the scripts folder with the first build. But definitely do NOT stress yourself out. Thanks for helping the coomunity~

PS: A new version of this file is waiting for approval from our Dear moderators. They're pretty quick thankfully=)

Edited by BJ USA

RWieber79

Members

(edited)

On 5/2/2026 at 8:36 AM, BJ USA said:

I'd love to see it for further confirmation.

And actually, you DO have a SHVDN log! They sneak it in your MAIN directory: ScriptHookVDotNet.log, Ragepluginhook.log

and then RoadWorthy.log, I think I put it in the scripts folder with the first build. But definitely do NOT stress yourself out. Thanks for helping the coomunity~

PS: A new version of this file is waiting for approval from our Dear moderators. They're pretty quick thankfully=)

Here ya go, I just overlooked the log mixed in with the other files.

Pasted content

[22:17:18] [DEBUG] Loading API from .\ScriptHookVDotNet2.dll ...

[22:17:18] [DEBUG] Loading API from .\ScriptHookVDotNet3.dll ...

[22:17:18] [DEBUG] Initializing NativeMemory members...

[22:17:18] [DEBUG] Loading scripts from C:\Program Files\Rockstar Games\Grand Theft Auto V\scripts ...

[22:17:18] [DEBUG] Loading assembly LemonUI.SHVDN3.dll ...

[22:17:18] [INFO] Found 0 script(s) in LemonUI.SHVDN3.dll (script assembly version: 2.2.0.0, target API version: 3.6.0).

[22:17:18] [DEBUG] Loading assembly LicensePlateChanger.dll ...

[22:17:18] [INFO] Found 2 script(s) in LicensePlateChanger.dll resolved to API version 3.7.0 (script assembly version: 1.1.0.0, target API version: 3.6.0).

[22:17:18] [DEBUG] Loading assembly Tomlyn.dll ...

[22:17:18] [INFO] Found no compatible scripts in Tomlyn.dll but loaded as a library.

[22:17:18] [DEBUG] Loading assembly Venoxity.Common.dll ...

[22:17:19] [INFO] Found 0 script(s) in Venoxity.Common.dll (script assembly version: 1.0.0.0, target API version: 3.6.0).

[22:17:19] [DEBUG] Loading assembly IngameScreenshot.dll ...

[22:17:21] [INFO] Found 3 script(s) in IngameScreenshot.dll resolved to API version 2.11.6 (script assembly version: 1.0.0.0, target API version: 2.9.3).

[22:17:21] [DEBUG] Loading assembly RoadWorthy.dll ...

[22:17:24] [INFO] Found 1 script(s) in RoadWorthy.dll resolved to API version 3.7.0 (script assembly version: 1.0.0.0, target API version: 3.7.0).

[22:17:24] [INFO] Found 1 script(s) resolved to the deprecated API version 2.x (ScriptHookVDotNet2.dll), though the script(s) are currently running. The v2 API is deprecated and no longer actively supported. It may stop being supported in the future. You could report to the authors who developed some of the scripts that are using the deprecated API, or find alternative scripts to avoid the issue. The list of script names:

[22:17:24] [INFO] IngameScreenshot.dll

[22:17:24] [DEBUG] Instantiating script AmazingScreenshot.Freecam ...

[22:17:24] [INFO] Started script AmazingScreenshot.Freecam.

[22:17:24] [DEBUG] Instantiating script AmazingScreenshot.Main ...

[22:17:24] [INFO] Started script AmazingScreenshot.Main.

[22:17:24] [DEBUG] Instantiating script AmazingScreenshot.Settings ...

[22:17:24] [INFO] Started script AmazingScreenshot.Settings.

[22:17:24] [DEBUG] Instantiating script LicensePlateChanger.LicensePlateChanger ...

[22:17:24] [DEBUG] Instantiating script LicensePlateChanger.Modules.VehicleManager ...

[22:17:24] [INFO] Started script LicensePlateChanger.Modules.VehicleManager.

[22:17:24] [INFO] Started script LicensePlateChanger.LicensePlateChanger.

[22:17:24] [DEBUG] Instantiating script RoadWorthy.RoadWorthy ...

[22:17:24] [ERROR] Failed to instantiate script RoadWorthy.RoadWorthy because constructor threw an exception: System.MissingMethodException: Method not found: 'GTA.FeedPost GTA.UI.Notification.PostTicker(System.String, Boolean, Boolean)'.

at RoadWorthy.RoadWorthy.InitializeDetailedConfig()

at RoadWorthy.RoadWorthy..ctor() in C:\Users\himov\source\repos\RoadWorthy\RoadWorthy\Class1.cs:line 40

ScriptHookVDotNet.log

Edited by RWieber79

BJ USA

Members Author

6 minutes ago, RWieber79 said:

Here ya go, I just overlooked the log mixed in with the other files.

Pasted content

[22:17:18] [DEBUG] Loading API from .\ScriptHookVDotNet2.dll ...

[22:17:18] [DEBUG] Loading API from .\ScriptHookVDotNet3.dll ...

[22:17:18] [DEBUG] Initializing NativeMemory members...

[22:17:18] [DEBUG] Loading scripts from C:\Program Files\Rockstar Games\Grand Theft Auto V\scripts ...

[22:17:18] [DEBUG] Loading assembly LemonUI.SHVDN3.dll ...

[22:17:18] [INFO] Found 0 script(s) in LemonUI.SHVDN3.dll (script assembly version: 2.2.0.0, target API version: 3.6.0).

[22:17:18] [DEBUG] Loading assembly LicensePlateChanger.dll ...

[22:17:18] [INFO] Found 2 script(s) in LicensePlateChanger.dll resolved to API version 3.7.0 (script assembly version: 1.1.0.0, target API version: 3.6.0).

[22:17:18] [DEBUG] Loading assembly Tomlyn.dll ...

[22:17:18] [INFO] Found no compatible scripts in Tomlyn.dll but loaded as a library.

[22:17:18] [DEBUG] Loading assembly Venoxity.Common.dll ...

[22:17:19] [INFO] Found 0 script(s) in Venoxity.Common.dll (script assembly version: 1.0.0.0, target API version: 3.6.0).

[22:17:19] [DEBUG] Loading assembly IngameScreenshot.dll ...

[22:17:21] [INFO] Found 3 script(s) in IngameScreenshot.dll resolved to API version 2.11.6 (script assembly version: 1.0.0.0, target API version: 2.9.3).

[22:17:21] [DEBUG] Loading assembly RoadWorthy.dll ...

[22:17:24] [INFO] Found 1 script(s) in RoadWorthy.dll resolved to API version 3.7.0 (script assembly version: 1.0.0.0, target API version: 3.7.0).

[22:17:24] [INFO] Found 1 script(s) resolved to the deprecated API version 2.x (ScriptHookVDotNet2.dll), though the script(s) are currently running. The v2 API is deprecated and no longer actively supported. It may stop being supported in the future. You could report to the authors who developed some of the scripts that are using the deprecated API, or find alternative scripts to avoid the issue. The list of script names:

[22:17:24] [INFO] IngameScreenshot.dll

[22:17:24] [DEBUG] Instantiating script AmazingScreenshot.Freecam ...

[22:17:24] [INFO] Started script AmazingScreenshot.Freecam.

[22:17:24] [DEBUG] Instantiating script AmazingScreenshot.Main ...

[22:17:24] [INFO] Started script AmazingScreenshot.Main.

[22:17:24] [DEBUG] Instantiating script AmazingScreenshot.Settings ...

[22:17:24] [INFO] Started script AmazingScreenshot.Settings.

[22:17:24] [DEBUG] Instantiating script LicensePlateChanger.LicensePlateChanger ...

[22:17:24] [DEBUG] Instantiating script LicensePlateChanger.Modules.VehicleManager ...

[22:17:24] [INFO] Started script LicensePlateChanger.Modules.VehicleManager.

[22:17:24] [INFO] Started script LicensePlateChanger.LicensePlateChanger.

[22:17:24] [DEBUG] Instantiating script RoadWorthy.RoadWorthy ...

[22:17:24] [ERROR] Failed to instantiate script RoadWorthy.RoadWorthy because constructor threw an exception: System.MissingMethodException: Method not found: 'GTA.FeedPost GTA.UI.Notification.PostTicker(System.String, Boolean, Boolean)'.

at RoadWorthy.RoadWorthy.InitializeDetailedConfig()

at RoadWorthy.RoadWorthy..ctor() in C:\Users\himov\source\repos\RoadWorthy\RoadWorthy\Class1.cs:line 40

ScriptHookVDotNet.log

Excellent. This is the same error. So this should not be corrected. Thank you!

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