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Lore Callouts 1.1.7

For Your Minimalistic Callout Needs
   (15 reviews)

26 Screenshots

  • Could contain: text, screenshot, clock
  • Could contain: text, tree, grass, outdoor, screenshot, golf, sky
  • Could contain: sky, outdoor, text, building, clothing, footwear, house, street, person
  • Could contain: text, outdoor, building, land vehicle, vehicle, wheel, sky, billboard, tire, waste container, car, sign, street, ground, city, construction
  • Could contain: text, sky, screenshot, poster, outdoor, city
  • Could contain: text, land vehicle, vehicle, wheel, outdoor, tire, screenshot, billboard, road, car
  • Could contain: text, outdoor, land vehicle, wheel, vehicle, car, sky, screenshot, road, street, ground
  • Could contain: text, screenshot, book, slot machine, vending machine
  • Could contain: text, outdoor, cloud, sky, screenshot, billboard, ground, sign
  • Could contain: outdoor, sky, text, wheel, land vehicle, billboard, cloud, vehicle, truck, tire, tower, ground, sign, construction
  • Could contain: text, building, screenshot, metropolitan area, city
  • Could contain: text, cloud, sky, outdoor, screenshot, nature, mountain, hill, landscape
  • Could contain: text, outdoor, land vehicle, vehicle, sky, way, building, road, road surface, street, bus, wheel, sign, city
  • Could contain: text, sky, tree, outdoor, screenshot, mountain
  • Could contain: text, outdoor, land vehicle, vehicle, building, tree, billboard, city, street
  • Could contain: text, outdoor, vehicle, land vehicle, road, sky, wheel, billboard, car, truck, bus, street, sign, driving
  • Could contain: text, outdoor, building, car, land vehicle, vehicle, billboard, metropolitan area, downtown, metropolis, commercial building, mixed-use, urban area, tower block, street, city
  • Could contain: text, outdoor, building, sky, land vehicle, vehicle, wheel, billboard, road, person, street, sign, construction, city
  • Could contain: text, outdoor, sky, billboard, clothing, land vehicle, building, advertising, footwear, vehicle, road, car, person, city, street
  • Could contain: outdoor, text, building, sky, street light, street, night, sign, city
  • Could contain: text, land vehicle, vehicle, wheel, tire, building, automotive design, road, mid-size car, auto part, family car, outdoor, street, sign, car
  • Could contain: text, outdoor, sky, billboard, vehicle, road, car, land vehicle, sign, street, city
  • Could contain: text, sky, outdoor, building, commercial building, sign, city
  • Could contain: text, land vehicle, outdoor, sky, car, wheel, vehicle, building, screenshot, tire
  • Could contain: text, outdoor, sky, billboard, building, road, city, street, sign
  • Could contain: building, text, tower block, city, skyline, metropolis, skyscraper, street

 

Could contain: text, sky, outdoor, building, commercial building, sign

LC-infopage.gif.82cf03d6fe0cc3eedc79f813d971c632.gif

 

LC-warning.gif.40ed5545d46c8a8a6cc61ca93efa8eaa.gif

 

 

Official GitHub with plugin documentation and guides for Lore Callouts

https://github.com/ZPhDevs/Lore-Callouts

Edited by ZPhDevs


What's New in Version 1.1.7

Released

Quote

Developers note for 1.1.7 and why you should upgrade

 

The latest version of Lore Callouts saw updates to the Partner script, which is enabled by default from this release forward and it integrates fluently with LSPDFR. To get started, simply walk up to any cop standing about in the game world. Some intensive work went into optimizing the BodyInteraction script which lets the user drag and frisk bodies. It should now be less janky and more fluent. Some callouts received updates to increase the variety and should now feel more dynamic. But perhaps the biggest feature of this update was the CruiserInventory script. This script lets users access an inventory with two stingers and three traffic cones from their vehicle trunks. The GUI is a weapon wheel type of interface heavily influenced on the base game selection wheel. If you have any suggestions what else should be inside of this ivnentory, let me know!  And as always, a few hotfixes and  general minor adjustments was made as well. Much joy! /ZPhDevs

1.1.7 PUBLIC
- Updated and optimized the Partner script, which is now enabled by default in the initialization file. Walk up to a cop to get started.
- Updated and further optimized the BodyInteraction script, it should now work more fluently and cost less performance.
- Updated the TrafficStop callout with more variety. Suspects may now accidently drop suspicious items when they get out of their vehicle to further incentivise an investigation.
- Updated witness pointing animations to more natural looking ones.
- Fixed a bug to prevent a plugin crash when the player was taking down a suspect inside an interior on the exit marker.
- Added a new feature, CruiserInventory, which is a weapon-wheel GUI where users can select stingers and traffic cones from the back of their cruisers. Press and hold the weapon select key (TAB by default) near the back of your cruiser to interact with it. 
- Witnesses labeled as victims will now stay on the scene until users dismiss them.
- If the scanned ped (while using the helicopter camera) is a callout suspect, they will now be marked on the camera HUD and can be reported by pressing the crime report button (B by default).
- AI Cops may now issue a tickets on the TrafficStop callout, and more traffic infractions were added as reason for the stop.
- The first witness encountered on a crime scene will now reveal the victim's body (if they are dead) unless you've already located it.
- Suspects should now stay after they have been arrested even when they have been stopped/arrested using other plugins.
- Additional minor fixes and adjustments.

 

 

1.1.6 PUBLIC
- Cleaned up callout Motor vehicle accident, removed outdated code and made the call more straightforward.
- Added player ambient speech when responding to calls. This may be toggled on and off in the initialization file by changing PlayerAmbientSpeech.
- Fixed an issue with callout Shoplifting where if the player tried to engage the suspect before arriving at the store, subtitles and HUD elements would not update accordingly.
- Added a new scenario to callout Shoplifting, the shopkeeper may now attempt to apprehend the thief on their own.
- Added log entries to when a callout is denied because the spawnpoint is too far away from the player.
- Added a few more spawnpoints for callouts.
- Added dispatch radio for which traffic offence the suspect in callout TrafficStop was pulled over for, to provide some context for the scenario.
- Experimental feature implemented for wanted suspects to carry over between sessions, as it has been requested heavily. Suspects are now stored in suspects.dat found under /.../Plugins/LSPDFR/Lore Callouts. This file can be removed if users wants to start over. It will be rebuilt next time the plugin starts.
- Added a new scenario to callout Warrant to increase immersion, which tasks the player to transport suspects to court houses throughout the State. This scenario is on a 6 minute timer (8 minutes on the countryside) and fails if it runs out ( to simulate court house open hours and add some challenge).
- Added new world event to the pool, which lets the user find dumped narcotics andd weapons in the area. This world event is investigative and adds an entry to suspects.dat which allows users to also serve an arrest warrant/court order later on.
- Added a notification when the user goes on duty for the first time each session which details how many active cases (outstanding suspects) there are active. These will then trigger the Warrant callout later.
- Fixed an issue where the script accidently could register the player as a witness on Trespassing crime scenes.
- Added a couple of new apartments and properties for Burglary/Warrant callouts

 

1.1.5 PUBLIC
- Added a dynamic callout trigger range which can vary depending on which world zone the call is triggered from, allowing for longer distances in e.g Grand Senora Desert.
- Added player radio action, speech and dispatch radio sound to callout termination.
- If a callout is denied at creation because the requirements haven't been completed (E.g Helicopter support and the player is in a ground vehicle), it will now immediately trigger another callout to prevent unnecessary long down time between calls.
- Text messages can now be twice the lenght. Sometimes, if the person had a long name and the location was e.g Los Santos International Airport, the text was cut short.
- Merged a few tutorial text messages into one.
- Activated the Mechanic contact. Users may now call this contact to have their last police vehicle delivered.
- Opening the phone while the text notification is still active above the radar now immediately opens the text message on the phone.
- Completely overhauled the spawnpoints. All callouts now share a common spawnpoint logic with all areas having a display name for subtitles, two locations for vehicles, and a primary, secondary, tertiary and quantenary location for pedestrians. This should make the callouts feel a lot more dynamic. The plugin no longer needs to rely on randomly generated positions, which should result in less janky situations (as per GTA standards).
- Added interiors to apartment locations (e.g the ones used in Warrant). If the suspect can't be found outside, they are most likely inside their apartment and the user may enter these to look for them.
- Burglary suspects can now spawn inside interiors as well (at selected spawnpoints where interiors are available).
- Added a new variant to Disturbance. The new scenario involves a firearms possession threat. In addition, the property damage variant was changed to now involve an aggressor smashing the victim's vehicle.
- Added a balaclava and a shoulder bag to the main bank robbery suspect.
- Added an experimental partner feature (disabled by default, you may enable it inside the initialization file). Users can recruit/dismiss a partner by holding down the context key (E by default) and make them stay/follow by pressing the secondary context key (Q by default).
- Added realistic response for EmergencyServices. All ambulances spawned by the plugin are now dispatched from the closest ambulance station.
- Added a new callout, Vicious animal, which takes the user out in the wilderness to find dangerous animals on hiker trails.
- Removed callout Helicopter support and merged it into Suspect resisting arrest.
- Added a new callout, Shoplifting, which takes the user to various stores in San Andreas.
- Added a few new settings to the initialization file, namely TimerBars.TimerMultiplier which scales the timer based on distance (1.0f is default 1:1 ratio, 0.5f is half the time, 2.0f is double the time etc) and Scenario.Timeout (default 120 seconds).
- Due to a name change of the plugin DLL itself (From LoreCallouts.dll to Lore Callouts.dll), a check has been implemented to make sure the user isn't accidently running an older version simultaneously.
- Added the option to set the officer, deputy, paramedic and coroner ped models to the initialization file. These are found under "Pedestrians".
- Removed script VehicleControl (indicators and brake lights) and merged into another (as of writing) unreleased plugin.
- Added a new callout, Traffic stop.
- Added more clear instructions how to progress the drug deal callout.

 

1.1.4 PUBLIC
- The plugin now requires the latest initialization file to be used, or else it won't start.
- Default value for WorldEvents.MinTimeBetween has been increased to 45 (was 35).
- Re-enabled VehicleSpawns.
- Attempted to fix an issue with DynamicVehicleSearch and BodyInteration where in combination with other plugins or heavy script-related workload could crash LSPDFR.
- Cleaned up and deleted old and unnecessary code.
- Optimized relevant code and merged some callout features into common libraries for standardization.
- Added random gang member waves to CriminalActivity to slightly increase the difficulty for the player to run away with criminal goods.
- Callouts are now terminated by holding down the DEL key/X button for a few seconds (a progresss bar will show the status on screen). This was done to prevent accidental callout terminations for keyboard users and also as a quality of life improvement for controller users (who might have X keybinded to something else)
- Added idle animations for witnesses and also made them turn to face the player in a natural manner (previously they snapped to face the player before waving.)
- Improvements was made to EmergencyServices code. A few new animations was added as well.
- Some adjustments made to HeliCam, right-clicking on a target for police action should now be more fluent and the HUD text updated accordingly.


1.1.3.5 PUBLIC
- Disabled VehicleSpawns because of consistent plugin crashes for users.

 

1.1.3 PUBLIC
- Updated callout CriminalActivity so the suspect will attempt to take back the confiscated item from the player.
- Replaced WorldEvent spawnpoints with a set of new ones and fixed an issue which sometimes caused events to spawn at the center of the map X:0, Y:0, Z:0. This could also cause a LSPDFR crash for some users.
- Tuned WorldEvents loop to not send a new one immediately after the player interated with and completed the last one. The loop will now properly start over and trigger a new one after a cooldown.
- Added Amphibious variant to CriminalActivity.
- A helicopter now spawns at Downtown Police Station, two settings for this feature has also been added to the initialization file. VehicleSpawns to toggle the feature and PoliceHelicopter to set the model.
- Fixed callout CriminalActivity where, in combination with other plugins, some users got stuck on the prep stage with taking the Police Transport/Police Predator.
- Updated for Controller support, most (if not all) keys should now properly work on a controller as well.
- Added BodyInteraction, a new feature which allows players to interact with bodies in the game world. Hold E to drag the body, or hold Q to frisk them. In addition to this, a setting to toggle the feature has been added to the initialization file (BodyInteraction).
- Fixed animations for callout DrugDeal. The dealer and the buyer will now properly shake hands when the player arrives.
- Added a few more items for the investigative callouts.
- Update DynamicVehicleSearch, users must now press and hold the context key (E by default) to search a vehicle. A progress bar has been added as well.

Albo1125 for his open-source Albo1125.Common as a resource to learning how to code for RPH and LSPDFR.
alexguirre for his open-source WildernessCallouts as a resource for math formulas to camera rotation using mouse input

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  • User Feedback

    Recommended Comments



    3 hours ago, Wikd said:

    Reading some of these descriptions this sounds like possibly the best callout pack yet, can't wait to get in and play with it! 

    Thank you, a lot of effort went into the presentation as well. I hope you will get tons of enjoyment out of this first public version. 

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    Whats hardcore mode in the ini file? Nowhere in the readme or the ini does it say anything about that lol

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    First off - this is awesome. Exactly the kind of stuff the community needs and wants, great work!

     

    Is there a discord server where bugs can be reported? I've noticed a few and would love to help get them resolved asap. Thanks and keep it up!

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    Hey man, I have to say i'm glad to see that there is a more unique call out pack! I use a lot of call out pack, but mostly are pretty the same, but the biggest change are the locations. But I have to see that this call out pack is maybe the first in a long time that's unique!

    I'm going to try it out, I'll let you know what I thought of it!

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    OMG this one of the best callouts pack EVER, the arrest warrant feature is so slick thank you so much for this awesome work man

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    so i responded to the burglary callout, and one of the pieces of evidence was glitched. inside the house i believe (as u can see in the radar in the attached image). very good plugin btw

    image.png

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    On the burglary call if you don't find the suspect do i need to leave the callout running for the warrant callout to work later. Thanks and these are the best callouts I've seen great job

     

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    i cant interact with the caller on the disturbance call...this one was one the bridge from grove ltd to maze bank if that helps...i arrived on scene and the caller was on the phone talking to someone and i cant interact with them...when i ended the call only the caller disaperred...sorry for bad grammar i have to notify other modders about bugs in mods before i forget

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    On 7/5/2022 at 12:11 AM, jacalapar said:

    Whats hardcore mode in the ini file? Nowhere in the readme or the ini does it say anything about that lol

    Basically what hardcore mode does is that it disables blips and overhead arrows on intresting objects. It could be used either to keep UI to its minimum for the realism striving community out there, or if you end up with graphical errors because the game was heavily modified. I will make sure to make it more obvious in the upcoming patch release!

    On 7/5/2022 at 6:19 AM, AikoCutie said:

    Bank robbery callouts never starts for me, always ends. Also for the police convey have you considered making the driver wearing police uniform? Making it more realistic. 

    RagePluginHook.log 176.88 kB · 12 downloads

    I thought that was almost certainly the case already, I will definitely take a closer look as to why it doesn't spawn a police ped. Thank you for your contribution!

    10 hours ago, Elite Wolf said:

    i cant interact with the caller on the disturbance call...this one was one the bridge from grove ltd to maze bank if that helps...i arrived on scene and the caller was on the phone talking to someone and i cant interact with them...when i ended the call only the caller disaperred...sorry for bad grammar i have to notify other modders about bugs in mods before i forget

    The caller was designed to walk away when police arrive, but should update you with a new location. I will take a closer look as to why you're left with nothing when you arrive at the caller in this specific situation.

    17 hours ago, Nathan 1984 said:

    On the burglary call if you don't find the suspect do i need to leave the callout running for the warrant callout to work later. Thanks and these are the best callouts I've seen great job

     

    If you come out empty handed you can end the callout safely. The warrant call will have recieved all the details from any items you picked up already. It triggers on a low chance for realism purposes so it might take a little while.

    On 7/6/2022 at 2:05 PM, BluDaCop said:

    so i responded to the burglary callout, and one of the pieces of evidence was glitched. inside the house i believe (as u can see in the radar in the attached image). very good plugin btw

    image.png

    This I will look into and see if I can patch in the upcoming hotfix release. Apparently there seems to be a chance for this to happen when there isn't enough room for the item to spawn safely.

    On 7/5/2022 at 4:10 AM, YobB1n said:

    First off - this is awesome. Exactly the kind of stuff the community needs and wants, great work!

     

    Is there a discord server where bugs can be reported? I've noticed a few and would love to help get them resolved asap. Thanks and keep it up!

    That's actually a good idea, I will get one up running as soon as possible and come back to you when it's done. I highly appreciate you wanting to help resolve any issues you've found.

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    2 hours ago, charlie.miranda said:

    Am I the only one that crashes the game when installing it?🤔

    There should be no such thing happening. The script is never activated until you are on duty and out in the world. If the game crashes before then, during loading screens and such, it is most likely caused by another plugin or corrupted game files. In that case you should definitely try removing plugins and add them back one by one to see which one causes the issue or repair your game files through either Rockstar Games Launcher or Steam, depending on what you are using. 

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    6 hours ago, TheSalonGuy said:

    The MVA callout causes the lspdfr plugin to crash, not the game. Any input would be helpful. 

    I'm sorry to hear that. Please provide a snippet from your rage plugin hook-log so I can look into why this happens to you. You can send it in a message on this website or on the development discord (link up above in the description).

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    5 hours ago, cdeeks said:

    Crashes ;SPDFR plugin on gamestart

    Please provide a snippet from your log file. Also

    Make sure you have:

    - The latest version of LSPDFR (as of writing, 0.4.9)

    - The latest, and legal, version of GTA V.

    - ZPhDevsCommon.dll in your main GTA V folder

    - LoreCalloutsAudio in lspdfr/audio/scanner

    - LoreCallouts.dll and LoreCallouts.ini inside of your plugins/lspdfr folder.

     

    If you are running a heavily modified game, disable all modifications and enable them one by one to see which one causes the issue.

    Lore Callouts is not activated during startup. It only activates when you go on duty. Any crashes before that stage is most likely caused by another modification or corrupted game files.

     

    I hope your issue gets resolved.

     

    Edited by ZPhDevs
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    16 hours ago, ZPhDevs said:

    Please provide a snippet from your log file. Also

    Make sure you have:

    - The latest version of LSPDFR (as of writing, 0.4.9)

    - The latest, and legal, version of GTA V.

    - ZPhDevsCommon.dll in your main GTA V folder

    - LoreCalloutsAudio in lspdfr/audio/scanner

    - LoreCallouts.dll and LoreCallouts.ini inside of your plugins/lspdfr folder.

     

    If you are running a heavily modified game, disable all modifications and enable them one by one to see which one causes the issue.

    Lore Callouts is not activated during startup. It only activates when you go on duty. Any crashes before that stage is most likely caused by another modification or corrupted game files.

     

    I hope your issue gets resolved.

     

    i was missing one of the dll files it works great now ty great mod

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