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Advanced Vehicle Persistance (UPDATED) 1.1

(0 reviews)

1 Screenshot

ADVANCED VEHICLE PERSISTANCE

A single-player script for Grand Theft Auto V that let you permanently keep and manage your vehicles across game sessions.

Instead of losing cars when you switch characters, die, or restart the game, this mod automatically saves your vehicles after every session and prevents them from despawning. It also includes an auto-locking system to keep your vehicles secure, along with customizable keybinds so you can control its features your way.

the script is optimized using ScriptHookVDotNet with Newtonsoft.Json for reliable data saving.


INSTALLATION

Drop the files in scripts folder as well as newtonsoft.json

Edited by xDuvii

What's New in Version 1.1

Released

Added: Skip emergency vehicles auto locking system code to avoid game crash "Rage.Vehicle is invalid" (Make sure you have this line in your modded police vehicles <VehicleClass>VC_EMERGENCY</VehicleClass>

CLEAN: A code cleaning was made to avoid future errors and improve performance.


Short Description

ADVANCED VEHICLE PERSISTANCE KEEP AND MANAGE YOUR VEHICLE.

AI disclosure

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

  • Images
  • Mod and Mod Content (Moderate)

AI was used as a tool for the understanding of the code system.

User Feedback

Recommended Comments

BenZayb

Members

(edited)

Hi, I tried the mod and unfortunately ran into several issues almost immediately.

  1. There are no clear instructions on how to use it. I noticed that AVPConfig.ini is generated after launching the game, and AdvancedVehiclePersistance.json appears after saving a vehicle. The config itself is a bit confusing, but I figured out that LCtrl + L is used to lock/unlock (and possibly save) a vehicle. It would really help to have proper documentation or clearer keybind explanations.

  2. I accidentally saved Franklin’s default car. It seems like the mod saves vehicles just by being near them, although I’m not sure about the exact range. I drove that car somewhere else, left it there, then returned to the safehouse using a different vehicle. When I got back, there were two Buffalos spawning in the driveway, one with a green blip and one with a white blip. It looks like the mod is also tracking story vehicles, which causes duplication. It would be helpful if there was a way to exclude main or character vehicles from being saved.

  3. After reloading the game, the saved vehicle stayed where I left it, which is good, but I couldn’t use it anymore. Pressing F just plays the locked door animation. Using LCtrl + L shows a message that the vehicle is unlocked, but it still remains locked and unusable. Because of this, the vehicle basically becomes stuck after reloading. The duplicate vehicle at the safehouse also remains.

  4. Vehicle modifications don’t seem to save. Any upgrades or customizations I made were gone after reloading, and the vehicle reverted back to stock.

  5. I also noticed that saved vehicles show a white blip, but it disappears once you move far away. If you have multiple saved cars, it becomes hard to keep track of them. It would be really helpful if the white blips remained visible on the map at all times, so players can easily locate all their saved vehicles.

Overall, the idea of the mod is really good, but these issues make it difficult to use properly. Hope this feedback helps.

Edited by BenZayb

lepoissongamer

Members

Hello, I just wanted to point out that the assembly version of your plugin is: 1.0.0.0instead of: 1.1

xDuvii

Members Author

7 hours ago, BenZayb said:

Hi, I tried the mod and unfortunately ran into several issues almost immediately.

  1. There are no clear instructions on how to use it. I noticed that AVPConfig.ini is generated after launching the game, and AdvancedVehiclePersistance.json appears after saving a vehicle. The config itself is a bit confusing, but I figured out that LCtrl + L is used to lock/unlock (and possibly save) a vehicle. It would really help to have proper documentation or clearer keybind explanations.

  2. I accidentally saved Franklin’s default car. It seems like the mod saves vehicles just by being near them, although I’m not sure about the exact range. I drove that car somewhere else, left it there, then returned to the safehouse using a different vehicle. When I got back, there were two Buffalos spawning in the driveway, one with a green blip and one with a white blip. It looks like the mod is also tracking story vehicles, which causes duplication. It would be helpful if there was a way to exclude main or character vehicles from being saved.

  3. After reloading the game, the saved vehicle stayed where I left it, which is good, but I couldn’t use it anymore. Pressing F just plays the locked door animation. Using LCtrl + L shows a message that the vehicle is unlocked, but it still remains locked and unusable. Because of this, the vehicle basically becomes stuck after reloading. The duplicate vehicle at the safehouse also remains.

  4. Vehicle modifications don’t seem to save. Any upgrades or customizations I made were gone after reloading, and the vehicle reverted back to stock.

  5. I also noticed that saved vehicles show a white blip, but it disappears once you move far away. If you have multiple saved cars, it becomes hard to keep track of them. It would be really helpful if the white blips remained visible on the map at all times, so players can easily locate all their saved vehicles.

Overall, the idea of the mod is really good, but these issues make it difficult to use properly. Hope this feedback helps.

I really appreciate this info, this gives me good work to address since it's my first script. Thanks for the feedback!!

38 minutes ago, lepoissongamer said:

Hello, I just wanted to point out that the assembly version of your plugin is: 1.0.0.0instead of: 1.1

Thanks for looking at that i'll make sure to address that by the next update.

xDuvii

Members Author

1 hour ago, lepoissongamer said:

Hello, I just wanted to point out that the assembly version of your plugin is: 1.0.0.0instead of: 1.1

actually now reading this again i don't remember adding any assembly version in the script. are you sure you did install the mod correctly?

lepoissongamer

Members

(edited)

2 hours ago, xDuvii said:

actually now reading this again i don't remember adding any assembly version in the script. are you sure you did install the mod correctly?

I can confirm that the assembly version logged is: 1.0.0.0

image.png

If I'm not wrong, you can fix that by doing this (I'm not a developer, so I might be wrong):

[assembly: AssemblyVersion("1.1.0.0")]
[assembly: AssemblyFileVersion("1.1.0.0")]

Edited by lepoissongamer

xDuvii

Members Author

16 hours ago, lepoissongamer said:

I can confirm that the assembly version logged is: 1.0.0.0

image.png

If I'm not wrong, you can fix that by doing this (I'm not a developer, so I might be wrong):

[assembly: AssemblyVersion("1.1.0.0")]
[assembly: AssemblyFileVersion("1.1.0.0")]

got it now, i just changed it thanks for clarifying me that. A new update should be ready soon!.

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