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Advanced Vehicle Persistence (1.2 UPDATE) 1.2

(0 reviews)

1 Screenshot

ADVANCED VEHICLE PERSISTENCE

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 1.2

Released

Changelog

  • Main character vehicles: are now excluded from being saved into the .json file due game limitations. ( You still can lock/unlock them to prevent from getting stolen )

  • Fixed: random vehicles keep getting save activating blips around the minimap.

  • Fixed: vehicle are able to get unlock when they stays lock after reloading game sessions.

  • Fixed: vehicle modifications not saving as expected.

  • Added ShowBlipAlways: new option where you can change the value in AVPConfig.ini once it's created (ShowBlipAlways true = always visible, false = only within 200m).

  • Added WindowsSmashPrevention: character will no longer force smash the car window when owned vehicles are locked.

-----------------------------------------------------------------------------------------------------------------------------------

Old Changelog

  • 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

Lepoisson

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?

Lepoisson

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!.

BenZayb

Members

Hi, I tried the latest update and I really like the progress so far. The mod is getting there, and I wanted to share some feedback and observations. 🙂

This part is when it's my first time opening the game after installing the mod:
1. I'm using Franklin at this time. Once you press LCtrl + L (By Default), it activates the mod. It would notify me that I don't have a car to save, which is nice. I entered a random/spawned car and it automatically saves it. I knew it saved because a white blip appeared on the minimap. Brought it somewhere just to check if mod works as stated, upgraded the car before leaving it there. Went back to my safehouse via a stolen car, I noticed that it automatically saved the car as a white blip also appeared. This is the first issue/concern I have. How can I unsave it? because it automatically saves the car I didn't intend to save at all since I just wanted to go back to my safehouse quicker so I stole it. If it's automatically saving cars, maybe it's nice to have an option to unsave a car or maybe instead of auto-saving, player should press default key or another keybind to save the car manually?

2. As I went back to the safehouse, I double checked the auto-save function, so I randomly stole a car from an npc and drove it somewhere near the safehouse and confirmed that it's auto saving. So I have 3 saved cars now in total. Ran back to the safehouse and saved the game. Instead of reloading the game, I thought of switching characters first, so I did went as Michael. As Michael, I saw the car blips, which is good. Went to Franklin's house via Teleport so I won't save any cars again since it's auto saave. I headed to the saved cars which is shown as blips in the map. I've check all 3 saved cars, cars are not there. This is my second issue/concern. I think it's because the game generates it's .json file once you save a car, so at that current session, all the cars you saved are actually not saved.

3. Due to the issue on #2, I decided to reload the save I did on #2. So I'm Franklin again, checked the first 2 near saved cars on the safehouse, they're there. I rode F's bike, and went to the first car I saved and modded. I got off the bike and it's auto-saved. So I tried unlocking the first saved and modded car. Third issue/concern comes in. It's unlocking/locking the Bike, since it's near me even though im near the first saved modded car. On this issue, I'm not sure what to suggest on.

4. Due to the issue on 3, I rode the bike and brought it somewhere far from the first saved modded car. Ran back to the car and I was able to unlock/lock it. I was able to enter and drive it. Which solved the issue from the previous version. Since it's modded,I've checked if it saved the modifications. This is my fourth issue/concern. It saved some modifications, but not all. It didn't save the ff: Interior and Dashboard Color, HSW Headlight Color (Can be done with trainer as well), Open Wheel, Street, Track Wheels and Color, and exhaust. For the Wheels and Exhaust, it's modded but not the correct modification i did.

5. After doing that, I went back to F's Safehouse by riding his bike back to it. Saved the game again and switched to michael. I teleported again to F's Safehouse just to check if the saved cars + F's bike is saved. Fifth issue/concern, F's bike was saved and I was able to drive it as michael. I'm not sure if it's because it's actually like a "secondary" ride of Franklin and not his Main Ride. Checking the other Saved cars, it's completely there even the first saved modded car (I even double checked modifications again by changing it before switching to michael).

Suggestions:

  1. Add a save/unsave vehicle option

  2. Option to disable auto-save and use manual saving instead

  3. Improve lock/unlock targeting or reduce interaction range

  4. Optional per-character vehicle persistence (vehicles saved by Franklin only appear for Franklin, etc.). It might help stability and performance as well.

Sorry for the long feedback, and I hope this helps ☹️ I really like the direction of the mod and I’m looking forward to future updates.

xDuvii

Members Author

17 hours ago, BenZayb said:

Hi, I tried the latest update and I really like the progress so far. The mod is getting there, and I wanted to share some feedback and observations. 🙂

This part is when it's my first time opening the game after installing the mod:
1. I'm using Franklin at this time. Once you press LCtrl + L (By Default), it activates the mod. It would notify me that I don't have a car to save, which is nice. I entered a random/spawned car and it automatically saves it. I knew it saved because a white blip appeared on the minimap. Brought it somewhere just to check if mod works as stated, upgraded the car before leaving it there. Went back to my safehouse via a stolen car, I noticed that it automatically saved the car as a white blip also appeared. This is the first issue/concern I have. How can I unsave it? because it automatically saves the car I didn't intend to save at all since I just wanted to go back to my safehouse quicker so I stole it. If it's automatically saving cars, maybe it's nice to have an option to unsave a car or maybe instead of auto-saving, player should press default key or another keybind to save the car manually?

2. As I went back to the safehouse, I double checked the auto-save function, so I randomly stole a car from an npc and drove it somewhere near the safehouse and confirmed that it's auto saving. So I have 3 saved cars now in total. Ran back to the safehouse and saved the game. Instead of reloading the game, I thought of switching characters first, so I did went as Michael. As Michael, I saw the car blips, which is good. Went to Franklin's house via Teleport so I won't save any cars again since it's auto saave. I headed to the saved cars which is shown as blips in the map. I've check all 3 saved cars, cars are not there. This is my second issue/concern. I think it's because the game generates it's .json file once you save a car, so at that current session, all the cars you saved are actually not saved.

3. Due to the issue on #2, I decided to reload the save I did on #2. So I'm Franklin again, checked the first 2 near saved cars on the safehouse, they're there. I rode F's bike, and went to the first car I saved and modded. I got off the bike and it's auto-saved. So I tried unlocking the first saved and modded car. Third issue/concern comes in. It's unlocking/locking the Bike, since it's near me even though im near the first saved modded car. On this issue, I'm not sure what to suggest on.

4. Due to the issue on 3, I rode the bike and brought it somewhere far from the first saved modded car. Ran back to the car and I was able to unlock/lock it. I was able to enter and drive it. Which solved the issue from the previous version. Since it's modded,I've checked if it saved the modifications. This is my fourth issue/concern. It saved some modifications, but not all. It didn't save the ff: Interior and Dashboard Color, HSW Headlight Color (Can be done with trainer as well), Open Wheel, Street, Track Wheels and Color, and exhaust. For the Wheels and Exhaust, it's modded but not the correct modification i did.

5. After doing that, I went back to F's Safehouse by riding his bike back to it. Saved the game again and switched to michael. I teleported again to F's Safehouse just to check if the saved cars + F's bike is saved. Fifth issue/concern, F's bike was saved and I was able to drive it as michael. I'm not sure if it's because it's actually like a "secondary" ride of Franklin and not his Main Ride. Checking the other Saved cars, it's completely there even the first saved modded car (I even double checked modifications again by changing it before switching to michael).

Suggestions:

  1. Add a save/unsave vehicle option

  2. Option to disable auto-save and use manual saving instead

  3. Improve lock/unlock targeting or reduce interaction range

  4. Optional per-character vehicle persistence (vehicles saved by Franklin only appear for Franklin, etc.). It might help stability and performance as well.

Sorry for the long feedback, and I hope this helps ☹️ I really like the direction of the mod and I’m looking forward to future updates.

don't worry you're alright. This feedback gives me more ideas to keep working and learn more about c# coding so thanks for that. And about the F's bike i think is because i forgot to add the model hash for that bike since all vehicles are being excluded by the model in case the user decides to change the car's plate, is it just the bike or are you able to use F's car as well?

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