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LSPersistenceD 5 - Sleekly Smart Persistence! v0.5b

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About

Tired of peds just vanishing after they're dead? Or how about vehicles after your suspect has fled? Scene managing itself before the corner and tow truck arrives? Delete your can of R-P-Gone with LSPD5! Boasting internal memory management, SMART Persistence, and an API to boot, this is the only persistence mod you'll ever need, for all your policing needs!

 

FAQ

Q: Where'd all the traffic and people go?

A: You're probably found a mod collision. Use the in-game command 'LSPD5Bug' to generate a report, and upload it here.

 

Q: Why are there sometimes abandoned cars in the middle of the road?

 A: Usually this means a crime was committed and the Ped should be nearby, or scene management was recently abandoned.

 

Q: LSPD5 crashed!

A:  A report should be automatically generated to "./Grand Theft Auto 5/LSPD5 Bug Report Template.txt". Upload it here!

 

Q: I found a bug!

A:  Use the in-game command 'LSPD5Bug' to generate a report, and upload it here.

 

Features

- Peds don't walk off after being revived. They (hopefully) just chill for now. (BETA)

- SMART vehicle and ped persistence, with NO performance drop!

- API to prevent mod collisions

 

Known Bugs

- Possible issues with StopThePed (ANOTHER Fix attempt in v0.5b)

 

BOLO's

- API Errors/unresponsiveness

- Crashes while LSPD5 is loaded (It *SHOULD* now generate a report with crash details for you to upload here before reloading. *SHOULD*.)

- Reductions in natural foot and vehicle traffic

- Entities not persisting as long you'd expect

- Entities not persisting at all

 

 

Technical Speak
 

Spoiler

 

- The API is largely untested. This is through my own laziness, but on paper, it works!

- There are likely many mod incompatibilities due to all mods handling persistence differently. Check your code, and report back!

- LSPD5 does not delete any entities. Ever. It also can recover from unexpected entity deletions.

- There is no configuration to be had, however, if there is demand, I will supply.

- When using population density altering mods, LSPD5 can change your gameplay unpredictably. That's not to say you're out of luck... You aren't! Report back for support, and I will make an attempt to cater to such mods.

 

 


What's New in Version v0.5b

Released

Spoiler

Plans beyond v0.5b (FUTURE)
[BUGFIX]                 Refactoring code for easier readability
[FEATURE]              Automatic bug reporting

 

v0.5b (CRITICAL)
[FEATURE]              Added Command 'LSPD5Bug' to generate a bug report at "./Grand Theft Auto 5/LSPersistneceD5 Bug Report Template.txt"
[FEATURE]              Rewrote the entire plugin. It works a LOT better now, too!
[FEATURE]              Enhanced rules for persistence.
[FEATURE]              LSPD5 no longer handles vehicles marked as persistent before being processed by LSPD5
[FEATURE]              (I think I) Fixed StopThePed incompatibilites.
[INFO]                      Moved the API from namespace `Entrypoint.API` to `API.API`.

 

v0.3.1a (DEAD) 
[FEATURE]              Added automatic update checking. 
[BUGFIX]                 Made an attempt to fix incompatibility with StopThePed. 
[BUG]                       May be some instability regarding revived peds.   

v0.3a (DEAD)

[FEATURE]              Removed licensing
[BUGFIX]                 Fixed improper tick delays
[BUGFIX]                 Fixed potential crash
[BUGFIX]                 Fixed all the cars being persistent   v0.2a (DEAD) 
[BUGFIX]                 Added proper support URL 
[BUGFIX]                 Removed infinite persistence
[BUGFIX]                 API not properly ignoring vehicles
[BUGFIX]                 Disabled vehicle persistence from single-time paintscrapes
[FEATURE]              Increased ped persistence time from 3 minutes to 20 minutes 
[FEATURE]              Added more API indicators
[FEATURE]              Added better API documentation 
[FEATURE]              No EMS criminal walkaway (BETA! Still tampering with animations in development)
[FEATURE]              Altered licensing to be passive instead of aggressive
[PERFORMANCE] Eliminated network usage
[PERFORMANCE] Massively improved code quality
[STABILITY]            Increased mod reliability
[STABILITY]            Decreased memory usage
[NOTE]                    Minimum persistent vehicle time is 3 minutes to prevent 'chaos stacking' (chaining vehicles beyond internal cap) 

 

*(Reformatted for lcpdfr.com)

 

x otikoruk x, LSPDFR Team, RagePluginHook Team

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  • User Feedback

    Recommended Comments



    I too can confirm that LSPersistenceD5 conflicts with STOP THE PED. If an arrest is made using that plugin, the state of the PED foregoing is very buggy. The main example is what IrfanPlayz is referring to, where an arrested ped is put that's in the back of your police cruiser using STP NativeUI menu's will jump out as if they aren't cuffed as soon as you get into the driver's seat. The ped will then either sprint away or even more likely, attempt to steal your vehicle. Occurrences like this seem to happen most frequently when the Ped is a bit more hostile, usually after callouts rather than a random traffic stop. I've even gotten to the point where almost every single Ped was jumping out from my vehicle (like close to 80%). Oddly enough, the Ped seems to only be able to jump out once, after that they tend to remain in the vehicle.

     

     By disabling LSPersistenceD5, the problem goes away entirely and cuffed peds using STOP THE PED act as they should, not being able to jump back out and all. 

     

    If I had to guess, it's something to do with the state of the ped being written by LSPD5 and then altered by STP but not properly communicated back to LSPD5.

    Edited by Jakov
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    2 minutes ago, x otikoruk x said:

    Thanks! I'll add it to my to-do list.

     

    May I ask what all other mods you have installed? One may be incompatible. 

    I have stop the ped installed, i heard that this mod is not compatible with stop the ped

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    On 3/18/2019 at 8:23 PM, IrfanPlayz said:

    I have a problem with this mod, when i arrest the suspect, they ran away and steal my police cruiser. I unistalled this mod and the problem is now gone

    Thanks! I'll add it to my to-do list.

     

    May I ask what all other mods you have installed? One may be incompatible. 

    Edited by x otikoruk x
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    I have a problem with this mod, when i arrest the suspect, they ran away and steal my police cruiser. I unistalled this mod and the problem is now gone

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    2 hours ago, Unit 21 said:

    here you go, old version didn't crash, the new version did this, i was on a traffic stop when it happened, a callout popped and soon as the callout popped i didnt accept the callout but the plugin crashed.  here is the log of it.

     

      Reveal hidden contents

    [3/11/2019 6:19:19 AM.702] LSPersistenceD5: 
    [3/11/2019 6:19:19 AM.702] LSPersistenceD5: ==============================
    [3/11/2019 6:19:19 AM.702] LSPersistenceD5: UNHANDLED EXCEPTION DURING GAME FIBER TICK
    [3/11/2019 6:19:19 AM.702] LSPersistenceD5: ------------------------------
    [3/11/2019 6:19:19 AM.702] LSPersistenceD5: Origin: Game fiber "Plugin "LSPersistenceD5" main fiber".
    [3/11/2019 6:19:19 AM.702] LSPersistenceD5: ------------------------------
    [3/11/2019 6:19:19 AM.702] LSPersistenceD5: Exception type: Microsoft.CSharp.RuntimeBinder.RuntimeBinderException
    [3/11/2019 6:19:19 AM.702] LSPersistenceD5: Exception message: Cannot convert null to 'bool' because it is a non-nullable value type
    [3/11/2019 6:19:19 AM.702] LSPersistenceD5: ------------------------------
    [3/11/2019 6:19:19 AM.702] LSPersistenceD5: Inner exceptions:
    [3/11/2019 6:19:19 AM.702] LSPersistenceD5: ------------------------------
    [3/11/2019 6:19:19 AM.702] LSPersistenceD5: Stack trace:
    [3/11/2019 6:19:19 AM.702] LSPersistenceD5: at CallSite.Target(Closure , CallSite , Object )
    [3/11/2019 6:19:19 AM.702] at System.Dynamic.UpdateDelegates.UpdateAndExecute1[T0,TRet](CallSite site, T0 arg0)
    [3/11/2019 6:19:19 AM.702] at LSPersistenceD5.Entrypoint.Main()
    [3/11/2019 6:19:19 AM.702] at Rage.GameFiber.Main()
    [3/11/2019 6:19:19 AM.702] LSPersistenceD5: ==============================
    [3/11/2019 6:19:19 AM.703] LSPersistenceD5: 

     

     

     

    I am unable to replicate this error. Can you walk me through step by step what you did shortly before the crash?

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    definitely put the old one back up...it didnt delete shit but at least it would run the whole time...this one crashes very quickly and cannot be reloaded...

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    here you go, old version didn't crash, the new version did this, i was on a traffic stop when it happened, a callout popped and soon as the callout popped i didnt accept the callout but the plugin crashed.  here is the log of it.

     

    Spoiler

    [3/11/2019 6:19:19 AM.702] LSPersistenceD5: 
    [3/11/2019 6:19:19 AM.702] LSPersistenceD5: ==============================
    [3/11/2019 6:19:19 AM.702] LSPersistenceD5: UNHANDLED EXCEPTION DURING GAME FIBER TICK
    [3/11/2019 6:19:19 AM.702] LSPersistenceD5: ------------------------------
    [3/11/2019 6:19:19 AM.702] LSPersistenceD5: Origin: Game fiber "Plugin "LSPersistenceD5" main fiber".
    [3/11/2019 6:19:19 AM.702] LSPersistenceD5: ------------------------------
    [3/11/2019 6:19:19 AM.702] LSPersistenceD5: Exception type: Microsoft.CSharp.RuntimeBinder.RuntimeBinderException
    [3/11/2019 6:19:19 AM.702] LSPersistenceD5: Exception message: Cannot convert null to 'bool' because it is a non-nullable value type
    [3/11/2019 6:19:19 AM.702] LSPersistenceD5: ------------------------------
    [3/11/2019 6:19:19 AM.702] LSPersistenceD5: Inner exceptions:
    [3/11/2019 6:19:19 AM.702] LSPersistenceD5: ------------------------------
    [3/11/2019 6:19:19 AM.702] LSPersistenceD5: Stack trace:
    [3/11/2019 6:19:19 AM.702] LSPersistenceD5: at CallSite.Target(Closure , CallSite , Object )
    [3/11/2019 6:19:19 AM.702] at System.Dynamic.UpdateDelegates.UpdateAndExecute1[T0,TRet](CallSite site, T0 arg0)
    [3/11/2019 6:19:19 AM.702] at LSPersistenceD5.Entrypoint.Main()
    [3/11/2019 6:19:19 AM.702] at Rage.GameFiber.Main()
    [3/11/2019 6:19:19 AM.702] LSPersistenceD5: ==============================
    [3/11/2019 6:19:19 AM.703] LSPersistenceD5: 

     

     

     

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    16 minutes ago, GabLeGamer said:


    I've played since that happened, I've been testing stuff all day getting ready to stream, if It happens again i'll be sure to do so.

    Rage saves old logs in the folder "./Grand Theft Auto 5/Logs". If you can't reproduce it, I can sift through those should you be willing to upload them.

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    1 hour ago, x otikoruk x said:

    Hilarious! But, this is obviously unintentional. Would you be willing to upload your Rage logs from that game session and an installed mod list?


    I've played since that happened, I've been testing stuff all day getting ready to stream, if It happens again i'll be sure to do so.

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    2 hours ago, JKL409 said:

    Too many bugs at the moment with peds and vehicles just disappearing. Could be a different mod but i doubt it.

    What mods are installed, currently? LSPD5 doesn't delete entities, can you describe their state when they disappear (ex. Handcuffed ped, damaged vehicle, were callouts active, etc) , or provide your Rage logs from that game session?

     

     

    1 hour ago, GabLeGamer said:

    I'm not 100% sure it's caused by your mod, but I think I found a bug.

    I was in a WANTED SUSPECT PURSUIT with a Bison having 6 occupants (4 inside, 2 sitting in the back) and after a perfectly executed PIT manoeuvre, they gave up. I let the pursuing officers (AI) take them all out of the truck one by one and they kept arresting them over and over and for a good 5 minutes. Then when STOP THE PED finally took over the arrests, one of the dudes just jumped back behind the wheel, still handcuffed, and proceeded to mow down all the officers and get away...

    My theory is that since they were persistant, stop the ped or LSPDFR couldn't get a hold of them and register them as arrested.

    all that was missing, was the Benny Hill song. 😛

    https://gaming.youtube.com/watch?v=ys1qmbk4o_E

    Hilarious! But, this is obviously unintentional. Would you be willing to upload your Rage logs from that game session and an installed mod list?

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    I'm not 100% sure it's caused by your mod, but I think I found a bug.

    I was in a WANTED SUSPECT PURSUIT with a Bison having 6 occupants (4 inside, 2 sitting in the back) and after a perfectly executed PIT manoeuvre, they gave up. I let the pursuing officers (AI) take them all out of the truck one by one and they kept arresting them over and over and for a good 5 minutes. Then when STOP THE PED finally took over the arrests, one of the dudes just jumped back behind the wheel, still handcuffed, and proceeded to mow down all the officers and get away...

    My theory is that since they were persistant, stop the ped or LSPDFR couldn't get a hold of them and register them as arrested.

    all that was missing, was the Benny Hill song. 😛

    https://gaming.youtube.com/watch?v=ys1qmbk4o_E

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    Too many bugs at the moment with peds and vehicles just disappearing. Could be a different mod but i doubt it.

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    4 hours ago, x otikoruk x said:

    Thanks! When I can replicate this issue, I'll have a fix out shortly.

    I have this same issue and it makes me not want to call EMS because the suspect will basically get to walk away free.

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    29 minutes ago, Canelo said:

    Thanks, now I understand!

     

    Talking about the EMS issue, this is what happens:

    1. You call EMS via Ultimate Backup/Default LSPDFR backup/Police Radio for a suspect shot down

    2. They revive them.

    3. As soon as they are revived, they just walk away, like if nothing had happened before. Sometimes suspect even disappears and that's it.

     

    It's a silly situation but ruins up all the police work, because therefore you can't arrest them and all that stuff.

    Thanks! When I can replicate this issue, I'll have a fix out shortly.

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    19 minutes ago, x otikoruk x said:

    This mod causes vehicles and pedestrians that are injured or dead to not be automatically removed from the game world. For instance, your suspect crashes his car and flees a large distance. You shoot him dead. No matter where you go, his vehicle and corpse won't go anywhere. This means that you can call a corner on the corpse, go back to the car and call a tow truck , and they'll do their magic regardless of where you are on the map. 

     

    As for the EMS issue, This is the first I've heard of it. If you're willing to link me to the mod, and further describe how to reproduce the issue, I'm more than happy to make an attempt to 'fix' it! 

     

    E: By 'going away', do you mean walking off, or disappearing? 

    Thanks, now I understand!

     

    Talking about the EMS issue, this is what happens:

    1. You call EMS via Ultimate Backup/Default LSPDFR backup/Police Radio for a suspect shot down

    2. They revive them.

    3. As soon as they are revived, they just walk away, like if nothing had happened before. Sometimes suspect even disappears and that's it.

     

    It's a silly situation but ruins up all the police work, because therefore you can't arrest them and all that stuff.

    Edited by Canelo
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    18 minutes ago, Canelo said:

    @x otikoruk 

    I'm sorry but I didn't understand very well what this mod does. Does it solve the problem of shot suspects going away after being saved by EMS? 

    This mod causes vehicles and pedestrians that are injured or dead to not be automatically removed from the game world. For instance, your suspect crashes his car and flees a large distance. You shoot him dead. No matter where you go, his vehicle and corpse won't go anywhere. This means that you can call a corner on the corpse, go back to the car and call a tow truck , and they'll do their magic regardless of where you are on the map. 

     

    As for the EMS issue, This is the first I've heard of it. If you're willing to link me to the mod, and further describe how to reproduce the issue, I'm more than happy to make an attempt to 'fix' it! 

     

    E: By 'going away', do you mean walking off, or disappearing? 

    Edited by x otikoruk x
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    @x otikoruk 

    I'm sorry but I didn't understand very well what this mod does. Does it solve the problem of shot suspects going away after being saved by EMS?

    Edited by Canelo
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    9 minutes ago, Ezra said:

    For the "disabled" portion, does that mean the plugin is disabled if they haven't edited it?

    Yes. It's a simple change from "I do NOT Agree" to "I Agree".  I'm considering changing it from disabled to limited, though. 

     

    E: Updated OP to clarify. I should've asked sooner, but is there guidelines regarding such features in place? 

    Edited by x otikoruk x
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    2 minutes ago, x otikoruk x said:

    It's a personal test to see if the "terms and conditions" diminishes support requests, or just user installs. Chances are that it will be removed pre-version 1.0.

     

    For the "disabled" portion, does that mean the plugin is disabled if they haven't edited it?

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    1 hour ago, Ezra said:

    What is the purpose of this [licensing feature], exactly?

    It's a personal test to see if the "terms and conditions" diminishes support requests, or just user installs. Chances are that it will be removed pre-version 1.0.

    Edited by x otikoruk x
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    Q: Why does it say something about "Improperly licensed" and "disabled"?

    A: LSPD5 strongly encourages reading the attached Readme (LSPD5.info). This process involves you reading, and then altering the file to acknowledge that you've read the file. So... Read the file!

     

    What is the purpose of this, exactly?

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