Engine State Manager v2.0.1
759
21
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March 17, 2026
[ FEATURES ]
- Manual engine start and shutdown control
- Persistent engine state handling for improved consistency
- Prevents engine shutoff when exiting vehicles
- Passenger seat exit no longer turns the engine off when it should remain running
- Improved engine persistence during seat shuffling
- Better handling of engine state when entering, exiting, and switching seats
- More reliable behavior across standard vehicles
- Improved support for planes and helicopters
- Reduced engine flicker and unwanted restart behavior
- Tracks vehicle engine state per entity
- Disable aircraft stalling when the aircraft is flying too slow (if enabled)
- Disable aircraft stalling if the aircraft is damaged. (if enabled)
- Keybind & Controller Support
- In-game notification when the mod loads
- Optional logging
- Includes Fail-safe handling to prevent crashes
[ Configuration Options ]
All features are modular and configurable via: EngineStateManager.ini.
[ REQUIREMENTS ]
- Latest ScriptHookV
Enhanced:
- Latest ScriptHookVDotNet v3 Enhanced
Legacy:
- Latest ScriptHookVDotNet v3 Nightly
[ INSTALLATION ]
- Install ScriptHookV and ScriptHookVDotNet v3
- Place EngineStateManager.dll & EngineStateManager.ini into your GTA V/scripts/ folder
- (Optional) Edit EngineStateManager.ini to customize behavior
- Enjoy
[ Known Issues ]
If you encounter any issues, please let me know so that they can get investigated.
[ INCOMPATIBILITIES ]
- Scripts that manage engine state may conflict with this script. To avoid issues, disable the engine-state options in this script or in the other conflicting script.
[ CHANGELOG ]
Patch v2.0.1
- Hardened the engine-toggle input path against long session desync
- Prevented a stale UI-block state from permanently blocking the toggle.
- Swapped some raw engine natives
- Hopefully fully fixes the engine toggle input desync
Release v2.0.0
- Rewritten most scripts and functions
- Added a guard so aircraft still persist during a stall until the engine is actually dead
- Removed ALL animation functions due to extended research & testing with no progress.
- Completely fixed an issue where exiting through the passenger seat with the engine running would shut the vehicle off.
- Completely fixed engine toggles mishaps
- Fixed buggy steering animations when shutting the engine off
- Fixed helicopter rotor dips when persistence is armed
- Reworked plane persistence
- Several additional fixes were implemented in the script.
- Overall stability has been greatly improved.
- Scripts still built for SHVDN
Update v1.2.0
- Added controller support that uses GTA 's control mapping.
- Expanded the keybinding system to include full Virtual-Key (VK) mapping, enabling support for all keyboard and mouse inputs.
- Added per-vehicle animation detection to keep things immersive and avoid direction mistakes.
- Added animation flip prevention to prevent wonky animations.
- Added a safeguard routine that blocks automatic motorcycle helmet equip until the engine startup animation sequence has fully completed.
- Reworked the engine override bus into a multi-owner arbitration bus instead of a single global 'last writer wins' slot providing better compatibility with other scripts.
- Attempted a fix to prevent vehicles from shutting down when exiting via shuffling through passenger seat.
(Exiting while shuffling with the engine running is inconsistent. I don't think it will fully possible to completely patch this issue with SHVDN.)
Update v1.1.0
- Added options to PROPERLY enable/disable aircraft stalling
- Added proper vehicle tracking based on engine state
- Updated aircraft tracking and distance tracking behavior (Also added the ability to disable these options)
- Attempted patch on the rpm and engine dips when entering/exiting an aircraft with engine persistence initiated
- 'MaxDistanceToTrack' ini option now applies to all vehicles instead of just aircrafts
- Fixed conflicting toggle states with the EngineToggleKeys
- Fixed legacy assembly error "Unable to resolve API version 3.9.0" by switching ScriptHookVDotNet api versions
- Updated in game notification
- Other quality of life improvements.
Patch v1.0.1
- Added proper instant engine toggle response
- Engine on/off now triggers on key press (KeyDown) instead of key release.
- Removes the noticeable delay when starting or shutting down vehicles.
- Fixed a very small safety guard that disarms entry enforcement if the target vehicles engine is actually ON at enforcement time.
- Added input debounce protection that prevents double-toggles when both event and polling paths fire.
- Fixed rare 'script loaded but not working' issue by implementing a fallback polling system
Release v1.0
-Initial Release
[ Credits & Acknowledgements ]
- Alexander Blade - for ScriptHookV
- crosire - for ScriptHookVDotNet
- Chiheb-Bacha - for ScriptHookVDotNet Enhanced
Without their foundational tools, this mod would not be possible.
Additional thanks to:
- The GTA V modding community for documentation, shared research, and reverse-engineering efforts
- Everyone who reports bugs or provides feedback - your input directly improves future updates
Github
First Uploaded: February 23, 2026
Last Updated: 8 days ago
Last Downloaded: 3 hours ago
42 Comments
More mods by Nochala:
- .Net
[ FEATURES ]
- Manual engine start and shutdown control
- Persistent engine state handling for improved consistency
- Prevents engine shutoff when exiting vehicles
- Passenger seat exit no longer turns the engine off when it should remain running
- Improved engine persistence during seat shuffling
- Better handling of engine state when entering, exiting, and switching seats
- More reliable behavior across standard vehicles
- Improved support for planes and helicopters
- Reduced engine flicker and unwanted restart behavior
- Tracks vehicle engine state per entity
- Disable aircraft stalling when the aircraft is flying too slow (if enabled)
- Disable aircraft stalling if the aircraft is damaged. (if enabled)
- Keybind & Controller Support
- In-game notification when the mod loads
- Optional logging
- Includes Fail-safe handling to prevent crashes
[ Configuration Options ]
All features are modular and configurable via: EngineStateManager.ini.
[ REQUIREMENTS ]
- Latest ScriptHookV
Enhanced:
- Latest ScriptHookVDotNet v3 Enhanced
Legacy:
- Latest ScriptHookVDotNet v3 Nightly
[ INSTALLATION ]
- Install ScriptHookV and ScriptHookVDotNet v3
- Place EngineStateManager.dll & EngineStateManager.ini into your GTA V/scripts/ folder
- (Optional) Edit EngineStateManager.ini to customize behavior
- Enjoy
[ Known Issues ]
If you encounter any issues, please let me know so that they can get investigated.
[ INCOMPATIBILITIES ]
- Scripts that manage engine state may conflict with this script. To avoid issues, disable the engine-state options in this script or in the other conflicting script.
[ CHANGELOG ]
Patch v2.0.1
- Hardened the engine-toggle input path against long session desync
- Prevented a stale UI-block state from permanently blocking the toggle.
- Swapped some raw engine natives
- Hopefully fully fixes the engine toggle input desync
Release v2.0.0
- Rewritten most scripts and functions
- Added a guard so aircraft still persist during a stall until the engine is actually dead
- Removed ALL animation functions due to extended research & testing with no progress.
- Completely fixed an issue where exiting through the passenger seat with the engine running would shut the vehicle off.
- Completely fixed engine toggles mishaps
- Fixed buggy steering animations when shutting the engine off
- Fixed helicopter rotor dips when persistence is armed
- Reworked plane persistence
- Several additional fixes were implemented in the script.
- Overall stability has been greatly improved.
- Scripts still built for SHVDN
Update v1.2.0
- Added controller support that uses GTA 's control mapping.
- Expanded the keybinding system to include full Virtual-Key (VK) mapping, enabling support for all keyboard and mouse inputs.
- Added per-vehicle animation detection to keep things immersive and avoid direction mistakes.
- Added animation flip prevention to prevent wonky animations.
- Added a safeguard routine that blocks automatic motorcycle helmet equip until the engine startup animation sequence has fully completed.
- Reworked the engine override bus into a multi-owner arbitration bus instead of a single global 'last writer wins' slot providing better compatibility with other scripts.
- Attempted a fix to prevent vehicles from shutting down when exiting via shuffling through passenger seat.
(Exiting while shuffling with the engine running is inconsistent. I don't think it will fully possible to completely patch this issue with SHVDN.)
Update v1.1.0
- Added options to PROPERLY enable/disable aircraft stalling
- Added proper vehicle tracking based on engine state
- Updated aircraft tracking and distance tracking behavior (Also added the ability to disable these options)
- Attempted patch on the rpm and engine dips when entering/exiting an aircraft with engine persistence initiated
- 'MaxDistanceToTrack' ini option now applies to all vehicles instead of just aircrafts
- Fixed conflicting toggle states with the EngineToggleKeys
- Fixed legacy assembly error "Unable to resolve API version 3.9.0" by switching ScriptHookVDotNet api versions
- Updated in game notification
- Other quality of life improvements.
Patch v1.0.1
- Added proper instant engine toggle response
- Engine on/off now triggers on key press (KeyDown) instead of key release.
- Removes the noticeable delay when starting or shutting down vehicles.
- Fixed a very small safety guard that disarms entry enforcement if the target vehicles engine is actually ON at enforcement time.
- Added input debounce protection that prevents double-toggles when both event and polling paths fire.
- Fixed rare 'script loaded but not working' issue by implementing a fallback polling system
Release v1.0
-Initial Release
[ Credits & Acknowledgements ]
- Alexander Blade - for ScriptHookV
- crosire - for ScriptHookVDotNet
- Chiheb-Bacha - for ScriptHookVDotNet Enhanced
Without their foundational tools, this mod would not be possible.
Additional thanks to:
- The GTA V modding community for documentation, shared research, and reverse-engineering efforts
- Everyone who reports bugs or provides feedback - your input directly improves future updates
Github
First Uploaded: February 23, 2026
Last Updated: 8 days ago
Last Downloaded: 3 hours ago
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The VK hoptkeys work now. However, the issue wit hthe helicopters still persists. Engine toggle for land vehicles works, then I step in a heli, disable autostart works, engine toggle no longer works, I press accelerate, heli engine turns on, I land heli and try to toggle engine off, does not work, and then, for some reason, the engine toggle stops working for land vehicles aswell... Also when toggling the land veh engine off (while it still works), the character animations are bugged. Almost as if the character flickers between idle sitting animation and wheel turning anims (using the auto center wheels patch fix).
March 03, 2026 -
@DirtSpray I'm putting this in my notes and will look into it. I’ll go ahead and install the Advanced Persistence mod to isolate what’s actually happening. My suspicion is that the engine toggle key issue is something minor—likely a small oversight that’s easy to miss. Thanks for your telling me all of your issues! \\ :)
March 03, 2026 -
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please dont abandon this mod bro! havent installed yet becuz of the issues yall are talking abt, but if you fix those me and alot of other people will be very grateful! much love
March 04, 2026 -
planes strange behavior, pressing Z turn engine on, but when i free key Z and engine back to off state.
March 05, 2026 -
@dawanklord I'm not abandoning this mod. The current script works well, but it's limited by what SHVDN allows. Lately I've been diving deeper into debugging and native-level work, and I'm in the process of rewriting the mod as an .ASI plugin. This should remove those limitations and allow for a much more robust implementation.
Expect version 2.0 in the next couple of weeks.
@gtk87 I'll look into it.
March 05, 2026 -
@3_Washing_Machines Hey bro, I wanted to tell you that you have a really nice profile picture, bro. Actually, I first met you on GTA 5 Mods, and I also met you on Nexus Mods. Thanks for being so active and creative. You have a beautiful dog, and I was wondering if I could help you with the Player Location Display (PLD) compatibility. When I press the Z key, the engine turns off, and if I press it again, it turns back on. It's a minor change we should make, bro. We have to wait for the script hook v to be updated because GTA 5 doesn't support the current version of script hook v. Thanks for being so active in this community, bro. Cheers!
March 17, 2026 -
@3_Washing_Machines Hey, no, not exactly. I guess I didn't explain it well. When I'm in a vehicle and I want to press the Z key to zoom in on the map (which is also done with PLD), the two functions combine. Does that make sense? When I'm in a car and I press the Z key, the map expands, but the car's engine turns off. That's because the engine is controlled by the Z key, which turns the car on and off. I imagine that even without PLD, if I want to zoom, the engine will still turn off when I press the Z key. It's not a conflict or anything, but if you want, we can use a different key to turn the engine on and off. The game uses the Z key for the expanded map function. Just wanted to let you know, bro. Hope I'm not bothering you. Thanks a lot, bro.❤️
March 17, 2026 -
@Trevor789FD Just change the engine toggle key to something other than Z in the ini. PLD works great with this mod.
March 17, 2026 -
@3_Washing_Machines Okay bro, thanks a lot for the help, I honestly hadn't thought about the ini file. Thanks again bro, sending you a big hug, greetings 😘
March 17, 2026 -
Tried the new update. I simply do not understand, at first everything works fine, then after casually playing for 20-30 minutes the engine toggle function simply stops working. I don't know what it is. This is the last thing the log file showed: [20:54:56] [20260319-200232-e976e44d] INFO: Entry armed. veh=648713 engine was OFF -> enforcing OFF for 900ms.
[20:54:56] [20260319-200232-e976e44d] INFO: Heartbeat. Tracked=0
[20:54:57] [20260319-200232-e976e44d] INFO: Entry armed. veh=648713 engine was OFF -> enforcing OFF for 900ms.
[20:55:01] [20260319-200232-e976e44d] INFO: Heartbeat. Tracked=0
[20:55:06] [20260319-200232-e976e44d] INFO: Heartbeat. Tracked=0March 19, 2026 -
@DirtSpray Thanks for the log, I'll let you know what I come up with.
March 20, 2026 -
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@DirtSpray Sorry for the late response. The issue should be fixed now. I haven’t been able to reproduce it on v2.0.1, so I think it’s safe to say it’s resolved on my end.
8 days ago -
@3_Washing_Machines Hey I recently saw all the mods you made and man they're very good. Fixing and improving stuff no one else did is a genius move, no joke/sarcasm. If you can, can you implement a PS3/Xbox 360 style wasted delay, similar to mods like "Watch your Death" or "Old-Gen Wasted Screen Logic"? It would be nice to see a mod that's better than those while working in Enhanced.
8 days ago -
Tested it a few days ago! Man! I love you, the best engine management mod ever! I did a longplay session and everything worked the whole time, there was, however one engine toggle desync while flying a Cargobob helicopter, but after endtering a car, the toggle began working again. 6/5 stars!!!
3 days ago -
Pretty cool script, better than most other that do the same. Will continue to use it. By the way, I noticed that when you're inside a vehicle the dashboard and stuff is lit up, but upon exiting the car they stop being lit up - even with the engine on. Since you were able to figure out how to keep helicopters on could you do the same with this if possible?
2 days ago -
@DirtSpray I'm really glad you like it! Also thanks much for contributing to this mod, without you some issues likely would've still persisted. I’ll see what I can figure out about the toggle desync; I worry about touching functions because I keep bringing the issue back somehow.
@User20192910291 Oh it's possible... I'll let you know when I release the next update!
1 day ago -
@3_Washing_Machines Always happy to help. Also good luck on the future updates. And if touching functions brings back desync, is it not possible to just reveert back to a previous version?
5 hours ago




I've decided to keep this script native to SHVDN. Version 2.0 has been released.