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Realistic Weapon Behavior 1.9

(2 reviews)

7 Screenshots

This replaces the default Pistol, Combat Pistol, Taser, Carbine Rifle, Pump Shotgun, and SMG animations with tactical ones and includes new idle and running animations. The magazine sizes for Pistol and Combat Pistol increased to 17. The pump shotgun shell slot was decreased from 8 to 5. This edited meta also changes specific rifle firing modes, including the Carbine full auto to semi-auto. You can use both the ADS and tactical grip within this modification. This modification also changes the flashlight distance, including the attachments, allowing the light to bounce and illuminate more accurately. You can now fire rifles, submachine guns, and pump-action shotguns while inside vehicles. The modification corrects the behavior of the NPCs, preventing them from attacking or fleeing when the fire extinguisher is used.

 

I suggest using the first-person flashlight texture if you prefer having the flashlight centered, as the game has an issue lining up the flashlight with the reticle.

 

Known Bugs


Flashlights Do Not Line Up With Reticle (If Running Third Person Flashlight Overhaul Texture)

 

The modified weapon metadata was configured and tested for use with custom weapons in GTA 5. Using unmodified "vanilla" weapons may result in compatibility problems.

 

Backup your files!

1)

Drag and drop weaponanimations.meta, weaponcomponents.meta, and weapons.meta from this download in Grand Theft Auto V\mods\update\update.rpf\common\data\ai

2)

Additionally, you may install Flashlight Overhaul's flashlight texture in update/update.rpf/x64/textures/graphics.ytd

3)

Lastly, you will need to disable Flashlight Override in the lspdfr.ini - to do this set Ambient.DisablePlayerFlashlightOverride = true to false

 

If you run into technical issues, please use the comment section. Thank you.

 

Modifications I recommend while running this modification:

Spoiler

Flashlight Overhaul is only required if you want the first-person or third-person texture from the flashlight overhaul.

 

Flashlight Overhaul

Modification credits:

Spoiler

ChrisPy - weapon fov and semi-auto settings used in weapons.meta
Dwardo225 - weapon rate of fire settings used in weapons.meta and weaponanimations.meta
FKDZ - flashlight and attachment settings used in weaponcomponents.meta
Razer - original weaponcomponents.meta created with Natural Vision later converted to FKDZ's edited version
trash8 - idle, running, and weapon animations used in weapons.meta and weaponanimations.meta
andy22296 - fire extinguisher settings used in weapons.meta

I take no credit for making these meta files but rather for compiling them together so we can use the flashlight overhaul, rate of fire, tactical grip, and fire extinguisher fix modifications together. My edited version of the weapon meta contains animations for weapons such as the Pump Shotgun, SMG, and taser that are not included in the tactical grip modification. Most of these modifications require you to edit the meta files yourself, so I decided to do it for you. Enjoy! ~ Joe C Wilson.

 

Realistic Weapon Behavior In Action:

 

Edited by Joe C Wilson
Description

What's New in Version 1.9

Released

1.9

 

Removed Semi-Auto Settings (I recommend using WeaponControl by Venoxity)


Short Description

Improved Flashlights, Increased Weapon Rate Of Fire, Realistic Shoot-Outs, Shoot Rifles From Vehicles & Tactical Grip All In One

User Feedback

Recommended Comments

Lewis2150

Members

Whats the mod for the idle/running animation with the pistols? Can I have a link?

Maple Leaf

Members

Hey! My brother, this data is very good for me. I finally don’t use it, but the scope hit my face when I opened the scope. But the pistol data is biased for me. I am using a Glock 17. Please tell me how I can continue to adjust.

Could contain: car, outdoor, vehicle, text, auto part

To be honest, this mod looks cool and interesting. Definitely downloading this, can't wait for more updates hopefully!

bondi9mm

Members

will this work for replacement weapons say for glocks as pistol and combat.p

Joe C Wilson

Members Author

(edited)

On 12/2/2023 at 9:47 AM, Maple Leaf said:

Hey! My brother, this data is very good for me. I finally don’t use it, but the scope hit my face when I opened the scope. But the pistol data is biased for me. I am using a Glock 17. Please tell me how I can continue to adjust.

Could contain: car, outdoor, vehicle, text, auto part

That has to do with the Realistic Weapon Play mod. I'll see if I can change it in the next update.

On 12/2/2023 at 9:04 AM, NannyTheNoobio said:

Whats the mod for the idle/running animation with the pistols? Can I have a link?

It's from Tactical Grip. Install that first, then all the files from this mod.

https://www.gta5-mods.com/weapons/tactical-grip

Also, this is a preview of what the idle and running animations for the firearms look like.

On 12/2/2023 at 10:11 AM, Officer Jared said:

To be honest, this mod looks cool and interesting. Definitely downloading this, can't wait for more updates hopefully!

Thanks for downloading! If you have any suggestions, let me know!

On 12/2/2023 at 10:28 AM, bondi9mm said:

will this work for replacement weapons say for glocks as pistol and combat.p

Yes. This only changes the default weapons I think.

Edited by Joe C Wilson

Nemesisx101

Members

(edited)

Nice work. Did an edit to have npc cover animations too and reverted weapon aiming back to vanilla (could do version with 'stealth' animationset) that might interest you—to be included as an alternate config perhaps. Let me know and I’ll send you it. 

Edited by Wolfx101

Joe C Wilson

Members Author

21 minutes ago, Wolfx101 said:

Nice work. Did an edit to have npc cover animations too and reverted weapon aiming back to vanilla (could do version with 'stealth' animationset) that might interest you—to be included as an alternate config perhaps. Let me know and I’ll send you it. 

Does it change it for all character models? NPC Cover Animations only affects default police and or MP ped models.

Nemesisx101

Members

(edited)

47 minutes ago, Joe C Wilson said:

Does it change it for all character models? NPC Cover Animations only affects default police and or MP ped models.

Yes, every character model the Player uses. I believe there is a way to specify by model/group as RDE does this with the ‘stealth’ animationset for cops (works for Player too) so perhaps you can add cover animations override—use coveralternate line for ‘CoverMovementClipSetHash’—without needing to edit actual base weapon lines. That said, I’m not entirely sure if the meta needs to hook with others files looking at how meticulous RDE’s setup is

Edited by Wolfx101

Joe C Wilson

Members Author

2 minutes ago, Wolfx101 said:

Yes, every character model the Player uses. I believe there is a way to specify by model/group as RDE does this with the ‘stealth’ animationset for cops (works for Player too) so perhaps you can add cover animations override—use coveralternate line for ‘CoverMovementClipSetHash’—without needing to edit actual weapon lines. That said, I’m not entirely sure if the meta needs to hook with others files looking at how meticulous RDE’s setup is. 

Okay, I could try adding the stealth pistol and rifle cover animations into the mod. If you don't mind sending me a line from the pistol and rifle settings, I could try experimenting with it. I also am planning on adding the ability to shoot rifles from vehicles, and some other bug fixes I found using Realistic Weapon Play in the next update.

Nemesisx101

Members

(edited)

@Joe C Wilson Could you do animations (idling/running) for taser please. Thanks. I’ve already done the taser for myself. Sure, the line is ‘cover@move@ai@base@1h’ (pistol) for CoverMovementClipSetHash

Edited by Wolfx101

Joe C Wilson

Members Author

2 hours ago, Wolfx101 said:

@Joe C Wilson Could you do animations (idling/running) for taser please. Thanks. I’ve already done the taser for myself. Sure, the line is ‘cover@move@ai@base@1h’ (pistol) for CoverMovementClipSetHash

I was able to get the taser animations working, but the cover animations (holding pistol in both hands) won't work without the full modification. I'll do some testing in the future, and see if I could get it working. I also plan to remove the settings from Realistic Weapon Play due to bugs such as no ammo in certain weapons, but I plan to keep the fov, and the semi-auto settings, etc. Now is just a matter of doing them manually.

Joe C Wilson

Members Author

Coming in 1.2 will be a revamped version of the modification. Realistic Weapon Play-related settings will be removed due to issues found within the modification. This includes ammo bugs for the Precision Rifle and Unholy Hellbringer. However, FOV, Semi-Auto, and other useful settings from Realistic Weapon Play will be re-added manually to avoid bugs in the future.

 

What's to come in the 1.2 update?

 

Added Ability To Shoot The Assault Rifle, Carbine Rifle, and Advanced Rifle From Vehicles
Added Idle/Running Animations To Pump Shotgun/Taser
Added Tactical Grip Animations To Pump Shotgun/Taser
Added FOV To Pistol, Combat Pistol, Taser, Assault Rifle, Carbine Rifle, Advanced Rifle, Pump Shotgun, and SMG
Added Semi-Auto To Assault Rifle, Carbine Rifle, and Advanced Rifle
Added Flashlight, Grip, and Scope To Rifles, and SMGs When Spawning
Added Flashlight To Pistol, Combat Pistol, and Pump Shotgun When Spawning

Joe C Wilson

Members Author

I accidentally enabled the suppressor for the AR in 1.2. This will now be removed in the hot-fix version, but flashlights, grips, and scopes will remain. Sorry for the inconvenience.

Joe C Wilson

Members Author

I am making a cinematic video soon, showcasing what this mod does. I know the gifs are small, but the website can't attach gifs more than 4 MB in size. As always, if you come across any bugs, or want to give me feedback, please let me know! Thank you!

Joe C Wilson

Members Author

If your ADS in first person is broken when running LSPDFR you must set Ambient.DisablePlayerFlashlightOverride = true to false.

Joe C Wilson

Members Author

I re-added the ability to shoot the assault rifle, carbine rifle, and advanced rifle in vehicles. Sorry for the inconvenience. This should be the last update for a while. Also, do not forget to set Ambient.DisablePlayerFlashlightOverride = true to false in the lspdfr ini.

Nemesisx101

Members

(edited)

Yo, I’m not getting any extra animations (idling, running, etc.) with latest build? I was hoping to downgrade but lost previous files and don’t know how you do the running/idling stuff. Would you be so kind as to send me the lines for these animations please. Many thanks. 

Edited by Wolfx101

Joe C Wilson

Members Author

7 minutes ago, Wolfx101 said:

Yo, I’m not getting any extra animations (idling, running, etc.) with latest build? I was hoping to downgrade but lost previous files and don’t know how you do the running/idling stuff. 

Drag and drop all the files into the mods\update\update.rpf\common\data\ai folder. I was playing LSPDFR the other day for the first time since installing my metas, and halfway through the patrol, the animations broke. I don't know if it's a plugin or what, but something is overriding my settings. I have to figure out what it is.

Nemesisx101

Members

@Joe C Wilson Do you have a copy of build 1.1 I could have please? Thanks. 

Joe C Wilson

Members Author

(edited)

8 minutes ago, Wolfx101 said:

@Joe C Wilson Do you have a copy of build 1.1 I could have please? Thanks. 

I don't have 1.1 anymore. That version used some settings from Realistic Weapon Play which breaks ammo and has issues like shooting two bullets with semi-auto weapons. Why do you need 1.1 when the latest one works fine?

Edited by Joe C Wilson

Nemesisx101

Members

(edited)

50 minutes ago, Joe C Wilson said:

I don't have 1.1 anymore. That version used some settings from Realistic Weapon Play which breaks ammo and has issues like shooting two bullets with semi-auto weapons. Why do you need 1.1 when the latest one works fine?

The animations aren’t working and looking at the meta, I’m not seeing the stealth animationset being used for the ‘tactical grip’ as if you reset the entries back to default or something. Looks like vanilla file as far as pistol goes? 

Edited by Wolfx101

Joe C Wilson

Members Author

2 minutes ago, Wolfx101 said:

The animations aren’t working and looking at the meta, I’m not seeing the stealth animationset being used for the ‘tactical grip’ as if you reset the entries back to default or something.

Tactical Grip doesn't use animation sets. They use RNG and LT offsets in weapons.meta.

Nemesisx101

Members

(edited)

19 minutes ago, Joe C Wilson said:

Tactical Grip doesn't use animation sets. They use RNG and LT offsets in weapons.meta.

I mean general weapon holding in 3rd person. You’ve modified other weapons but left out pistol (and taser) . Ahh I figured it out,  you’re using the microsmg motionclipset to get those animations— I’ve got them working again for pistol.

Edited by Wolfx101

Joe C Wilson

Members Author

10 minutes ago, Wolfx101 said:

I mean general weapon holding in 3rd person. You’ve modified other weapons but left out pistol (and taser) . Ahh I figured it out,  you’re using the microsmg motionclipset to get those animations— I’ve got them working again for pistol.

Pistol and Taser both have them unless the new update broke them. I haven't updated GTA 5 yet so I can't confirm if the update caused it.

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