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Real Traffic AI 2.0.1

(9 reviews)

3 Screenshots

🚦💜 𝙍𝙀𝘼𝙇 𝙏𝙍𝘼𝙁𝙁𝙄𝘾 𝘼𝙄 𝙑2.0 💜🚦

⚠️ 𝙇𝙀𝙂𝘼𝘾𝙔 𝙍𝙀𝙇𝙀𝘼𝙎𝙀 — 𝘿𝙀𝙑𝙀𝙇𝙊𝙋𝙈𝙀𝙉𝙏 𝙃𝘼𝙎 𝙀𝙉𝘿𝙀𝘿 ⚠️

━━━━━━━━━━━━━━━ ✦ 🚦 ✦ ━━━━━━━━━━━━━━━

Real Traffic AI V2.0 is no longer in active development.

After a lot of development, testing and experimentation, the decision has been made to officially bring standalone development of Real Traffic AI to an end.

But this isn't the end of the idea behind the project.

It's the beginning of something much bigger.

💜 𝙍𝙀𝘼𝙇𝙑 𝙍𝙀𝙃𝘼𝙐𝙇 𝙑1.0 𝘽𝙀𝙏𝘼 1 𝙃𝘼𝙎 𝙍𝙀𝙇𝙀𝘼𝙎𝙀𝘿 💜

RealV Rehaul V1.0 Beta 1 — Civilian Foundation Build is now released.

RealV Rehaul is the next chapter: a much larger single-player realism project being built around connected vehicle, civilian and world systems instead of maintaining multiple isolated scripts.

If you've previously followed or supported Real Traffic AI, RealV Rehaul is the project to follow going forward.

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🌌🔥 𝘼 𝙉𝙀𝙒 𝘾𝙃𝘼𝙋𝙏𝙀𝙍 🔥🌌

━━━━━━━━━━━━━━━ ✦ 💎 ✦ ━━━━━━━━━━━━━━━

Real Traffic AI began with one simple objective:

Make GTA V's civilian traffic feel less robotic, less chaotic and more believable.

Over time, that idea grew.

Traffic behaviour led into vehicle behaviour.

Vehicle behaviour led into pursuits, civilian reactions, consequences, persistence and wider world realism.

Eventually, maintaining those ideas as completely separate projects stopped making sense.

That is where RealV Rehaul comes in.

Rather than continuing to develop Real Traffic AI V2.0 as a standalone product, future development is moving toward one larger overhaul where systems can interact with each other properly.

Real Traffic AI helped build the foundation.
RealV Rehaul is where that foundation goes next.

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🚫🛠️ 𝙍𝙀𝘼𝙇 𝙏𝙍𝘼𝙁𝙁𝙄𝘾 𝘼𝙄 𝘿𝙀𝙑𝙀𝙇𝙊𝙋𝙈𝙀𝙉𝙏 𝙃𝘼𝙎 𝙀𝙉𝘿𝙀𝘿 🛠️🚫

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This is now a legacy project.

There are currently no further feature updates, rewrites, balancing passes or new versions planned for Real Traffic AI V2.0.

The project should therefore not be considered an actively maintained mod.

Any future ideas that would previously have gone into Real Traffic AI will instead be considered as part of the wider RealV Rehaul project where appropriate.

This also means that old references on this page to upcoming Real Traffic AI development should now be considered outdated.

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💜 𝙉𝙊 𝙁𝙐𝙏𝙐𝙍𝙀 𝙎𝙐𝙋𝙋𝙊𝙍𝙏 💜

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Because Real Traffic AI has reached the end of development, dedicated support for the project has also ended.

This includes individual assistance with installation, ScriptHookVDotNet errors, crashes, GTA V build incompatibilities, mod conflicts and heavily customised setups.

Real Traffic AI V2.0 was built for the GTA V environment and ScriptHookVDotNet versions available during its active development period.

As GTA V, ScriptHookV, ScriptHookVDotNet and other mods continue to change, compatibility with this legacy release cannot be guaranteed indefinitely.

For active development and future releases, please move over to RealV Rehaul.

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💎 𝙍𝙀𝘼𝙇𝙑 𝙍𝙀𝙃𝘼𝙐𝙇 𝙄𝙎 𝙃𝙀𝙍𝙀 💎

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🌌 𝙑1.0 𝘽𝙀𝙏𝘼 1 — 𝘾𝙄𝙑𝙄𝙇𝙄𝘼𝙉 𝙁𝙊𝙐𝙉𝘿𝘼𝙏𝙄𝙊𝙉 𝘽𝙐𝙄𝙇𝘿 🌌

The first Beta of RealV Rehaul has officially released.

Instead of focusing exclusively on traffic behaviour, RealV Rehaul is being developed as a broader single-player realism overhaul for GTA V.

The goal is to make Los Santos feel more reactive by allowing separate gameplay systems to connect with each other.

Beta 1 establishes that foundation with:

  • 🚘 Vehicle state tracking and manual engine control

  • Dynamic vehicle fuel and functional fuel stations

  • 🔧 Progressive engine damage and performance degradation

  • 🛠️ Repair shops with condition-based repair pricing

  • 🚨 The first civilian crime-reaction and hidden-heat foundation

  • 💾 Persistent vehicle fuel, engine state and damage between sessions

  • ⚙️ Modular configuration and hot reloading

  • 🛡️ Safe Mode and diagnostic systems

  • 🚔 LSPDFR-friendly compatibility behaviour

  • 📊 A live debug overlay for Beta testing

And V1.0 Beta 1 is only the foundation.

Future Beta releases are intended to continue expanding the world and connecting more realism systems together.

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🚦🧠 𝙒𝙃𝘼𝙏 𝙍𝙀𝘼𝙇 𝙏𝙍𝘼𝙁𝙁𝙄𝘾 𝘼𝙄 𝙑2.0 𝙒𝘼𝙎 🧠🚦

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For anyone discovering this page for the first time, Real Traffic AI V2.0 was a civilian traffic behaviour enhancement designed to make GTA V's roads feel smoother and more believable.

V2.0 itself represented a substantial rewrite of the original Real Traffic AI project.

Its focus was not to make civilian drivers faster or more aggressive.

The philosophy was:

Less panic.
Less brake-happy behaviour.
Better spacing.
Smoother flow.
More believable traffic.

It attempted to improve GTA V's existing traffic behaviour without replacing the entire underlying traffic engine.

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🚗 𝙎𝙈𝙊𝙊𝙏𝙃𝙀𝙍 𝘾𝙄𝙑𝙄𝙇𝙄𝘼𝙉 𝘿𝙍𝙄𝙑𝙄𝙉𝙂 🚗

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Real Traffic AI V2.0 was built around improving normal civilian driving rather than creating exaggerated AI.

It targeted everyday situations such as following another vehicle, moving through queues, approaching stopped traffic, driving through dense city areas and travelling on faster roads.

The intention was for civilian drivers to feel more composed instead of constantly accelerating, braking and reacting aggressively to minor changes around them.

This made the script particularly useful during normal free roam and realism-focused gameplay.

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🛣️💜 𝙏𝙍𝘼𝙁𝙁𝙄𝘾 𝙁𝙇𝙊𝙒 💜🛣️

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One of the main focuses of Real Traffic AI was reducing GTA V's unusual stop-start traffic behaviour.

V2.0 experimented with better spacing, smoother acceleration, defensive following, lower-speed rollout behaviour and more controlled responses to traffic ahead.

The objective was never perfect traffic simulation.

It was simply to make the vanilla system feel more natural during everyday gameplay.

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🚨💙 𝙀𝙈𝙀𝙍𝙂𝙀𝙉𝘾𝙔 𝙑𝙀𝙃𝙄𝘾𝙇𝙀 𝘼𝙒𝘼𝙍𝙀𝙉𝙀𝙎𝙎 💙🚨

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Real Traffic AI V2.0 also introduced improved reactions around nearby emergency vehicles.

Civilian drivers could respond to active emergency vehicles with more deliberate yielding and pull-over behaviour where appropriate.

This part of the mod was created with LSPDFR-style gameplay in mind, attempting to create more room for police, fire and EMS vehicles without sending every civilian into complete panic.

This became an important part of the wider realism direction that eventually contributed to the decision to move beyond a traffic-only project.

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🚧🔥 𝙍𝙊𝘼𝘿 𝙊𝘽𝙎𝙏𝙍𝙐𝘾𝙏𝙄𝙊𝙉 𝘽𝙀𝙃𝘼𝙑𝙄𝙊𝙐𝙍 🔥🚧

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Another area explored by V2.0 was behaviour around slow, stopped or obstructing vehicles.

Rather than allowing every obstruction to immediately become an endless stationary queue, Real Traffic AI attempted to give civilian traffic more awareness of what was happening ahead.

This was particularly aimed at improving traffic around emergency scenes, stopped vehicles, dense roads and unusual situations caused by other gameplay mods.

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🛣️ 𝙍𝙊𝘼𝘿 𝙎𝙋𝙀𝙀𝘿 𝘼𝙒𝘼𝙍𝙀𝙉𝙀𝙎𝙎 🛣️

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V2.0 also experimented with treating different types of roads differently.

City streets, residential roads and larger highways shouldn't all feel identical.

The road-awareness system was intended to create more restrained behaviour in slower areas while allowing traffic to behave more confidently on higher-speed routes.

Again, the goal was not to completely replace GTA V's traffic simulation.

It was to make the existing world feel a little more believable.

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⚙️💎 𝙎𝙏𝘼𝘽𝙄𝙇𝙄𝙏𝙔 & 𝙋𝙀𝙍𝙁𝙊𝙍𝙈𝘼𝙉𝘾𝙀 💎⚙️

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Performance was an important part of Real Traffic AI V2.0.

Traffic scripts can potentially interact with large numbers of entities, particularly in busy city areas.

For that reason, V2.0 was rebuilt around more controlled update behaviour, safer processing and a startup grace period intended to reduce unnecessary pressure while GTA V was still loading the world.

That same stability-first philosophy continues into the newer RealV Rehaul project.

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🧩🌌 𝙇𝙀𝙂𝘼𝘾𝙔 𝙏𝙀𝘾𝙃𝙉𝙄𝘾𝘼𝙇 𝘿𝙀𝙎𝙄𝙂𝙉 🌌🧩

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Real Traffic AI V2.0 was developed as a ScriptHookVDotNet-based script.

It did not require replacing GTA V traffic files or permanently modifying the game's traffic data.

Its development philosophy prioritised configurability, compatibility and controlled processing over forcing dramatic behaviour onto every civilian vehicle.

That philosophy is one of the things being carried forward into RealV Rehaul.

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🚔💜 𝙇𝙎𝙋𝘿𝙁𝙍 𝙇𝙀𝙂𝘼𝘾𝙔 💜🚔

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Real Traffic AI was frequently used alongside LSPDFR, and its behaviour was designed with that kind of gameplay in mind.

RealV Rehaul continues the same general compatibility philosophy.

RealV Rehaul is not an LSPDFR replacement.

It is not intended to become a police career system, callout framework, agency system or duty framework.

Instead, RealV Rehaul focuses on the civilian world and general single-player realism while attempting to remain friendly toward players who also run LSPDFR.

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⚠️🌃 𝙇𝙀𝙂𝘼𝘾𝙔 𝙈𝙊𝘿 𝙉𝙊𝙏𝙄𝘾𝙀 🌃⚠️

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Real Traffic AI V2.0 should now be treated as a finished legacy release, not as an actively supported product.

GTA V traffic itself is still controlled by many different vanilla systems, and Real Traffic AI never replaced the entire traffic engine.

Behaviour can therefore vary depending on GTA V build, traffic density, ScriptHookVDotNet version, other scripts, LSPDFR plugins and other mods attempting to control the same NPCs.

No further compatibility guarantees or standalone Real Traffic AI updates are planned.

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💜🚀 𝙒𝙃𝙀𝙍𝙀 𝙏𝙊 𝙂𝙊 𝙉𝙀𝙓𝙏 🚀💜

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Move over to RealV Rehaul.

RealV Rehaul V1.0 Beta 1 — Civilian Foundation Build is now released.

This is now the active project and the place where future development will happen.

RealV Rehaul is being designed to grow through several Beta releases, with new systems being added and connected before the project eventually enters its stability-focused stage.

V1.0 Beta 1 — RELEASED

The Civilian Foundation Build establishes the core framework.

🔜 V1.0 Beta 2

Further expansion of RealV Rehaul's connected realism systems.

🔜 V1.0 Beta 3

Continued feature growth and deeper world interaction.

🔜 V1.0 Beta 4

Final major feature expansion before feature lock.

🛠️ V1.0 Beta 5

Stability, optimisation, balancing, compatibility and final polish.

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❤️🌟 𝙏𝙃𝘼𝙉𝙆 𝙔𝙊𝙐 🌟❤️

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To everyone who downloaded Real Traffic AI, tested it, reported problems, provided feedback, used it during LSPDFR patrols or simply drove around Los Santos with it installed:

Thank you.

Real Traffic AI went through multiple versions, experiments and rewrites because people actually played it and cared enough to provide feedback.

The project may no longer be in development, but the ideas and lessons behind it haven't disappeared.

They are helping shape what comes next.

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🌌 𝙏𝙃𝙀 𝙁𝙐𝙏𝙐𝙍𝙀 𝙄𝙎 𝙍𝙀𝘼𝙇𝙑 𝙍𝙀𝙃𝘼𝙐𝙇 🌌

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Real Traffic AI V2.0

🚦 Development complete
🚫 No further standalone development
🛠️ Legacy project
❤️ Thank you for supporting it

RealV Rehaul V1.0 Beta 1

🔥 RELEASED NOW
🌌 Civilian Foundation Build
🚘 A new generation of connected GTA V realism systems
Active development continues here

💜 If you enjoyed Real Traffic AI, come join the next chapter.

👉 Patreon: Christian Lineham

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💜 𝙍𝙀𝘼𝙇𝙑 𝙍𝙀𝙃𝘼𝙐𝙇 💜

🌃 𝙍𝙀𝘼𝙇 𝙏𝙍𝘼𝙁𝙁𝙄𝘾 𝘼𝙄 𝙒𝘼𝙎 𝙏𝙃𝙀 𝘽𝙀𝙂𝙄𝙉𝙉𝙄𝙉𝙂.

🌌 𝙍𝙀𝘼𝙇𝙑 𝙍𝙀𝙃𝘼𝙐𝙇 𝙄𝙎 𝙒𝙃𝘼𝙏 𝘾𝙊𝙈𝙀𝙎 𝙉𝙀𝙓𝙏.

━━━━━━━━━━━━━━━ ✦ ✦ ━━━━━━━━━━━━━━━

Edited by 29Lux Projects

What's New in Version 2.0.1

Released

🚦 𝑹𝑬𝑨𝑳 𝑻𝑹𝑨𝑭𝑭𝑰𝑪 𝑨𝑰 𝑽𝟐.𝟎.𝟏

𝑷𝑼𝑩𝑳𝑰𝑪 𝑯𝑶𝑻𝑭𝑰𝑿 𝑹𝑬𝑳𝑬𝑨𝑺𝑬

Real Traffic AI V2.0.1 is now available.

This is a stability-focused hotfix for the public V2.0 release, aimed at improving compatibility and preventing crash reports linked to ScriptHookVDotNet siren detection on affected GTA V setups.

The main Real Traffic AI systems remain active.


🧯 𝑺𝑯𝑽𝑫𝑵 𝑺𝑰𝑹𝑬𝑵 𝑪𝑹𝑨𝑺𝑯 𝑭𝑰𝑿

𝑺𝑻𝑨𝑩𝑰𝑳𝑰𝑻𝒀 𝑪𝑶𝑴𝑬𝑺 𝑭𝑰𝑹𝑺𝑻

Some users running newer GTA V Legacy / ScriptHookVDotNet setups reported world-load crashes pointing to SHVDN’s siren detection path.

The repeated crash path was linked to:

SHVDN.NativeMemory+Vehicle.GetByteSirenIdOfVehicleModel

SHVDN.NativeMemory+Vehicle.HasSiren

RealTrafficAI.V2.Beta1.Entities.Vehicles.TrafficVehicleAgent.Update

RealTrafficAI.V2.Beta1.Systems.VehicleManager.UpdateAgents

Real Traffic AI V2.0.1 now bypasses this siren-checking path completely.

The mod no longer polls:

Vehicle.HasSiren

Vehicle.IsSirenActive

This prevents Real Traffic AI from triggering the reported SHVDN native-memory crash path on affected setups.


🚨 𝑬𝑴𝑬𝑹𝑮𝑬𝑵𝑪𝒀 𝒀𝑰𝑬𝑳𝑫 𝑵𝑶𝑻𝑬

𝑻𝑬𝑴𝑷𝑶𝑹𝑨𝑹𝒀 𝑺𝑨𝑭𝑬𝑻𝒀 𝑪𝑯𝑨𝑵𝑮𝑬

Because the previous emergency siren detection system relied on SHVDN siren checks, emergency vehicle yielding may be temporarily reduced in V2.0.1.

This does not disable the full mod.

The following systems remain active:

  • Civilian traffic management

  • Ambient vehicle discovery

  • Car-following behaviour

  • Low-speed traffic smoothing

  • Freeway spacing and pacing

  • Intersection and queue awareness

  • Road obstruction response

  • Courtesy merge logic

  • Startup grace period

  • First-tick vehicle safety guard

  • World vehicle caching

  • Performance and city stability improvements

Emergency siren behaviour can be rebuilt later using a safer method.


🛠️ 𝑾𝑯𝑨𝑻 𝑪𝑯𝑨𝑵𝑮𝑬𝑫

𝑽𝟐.𝟎.𝟏 𝑯𝑶𝑻𝑭𝑰𝑿 𝑪𝑯𝑨𝑵𝑮𝑬𝑺

  • Disabled SHVDN Vehicle.HasSiren polling

  • Disabled SHVDN Vehicle.IsSirenActive polling

  • Removed the siren native-memory crash path from traffic vehicle updates

  • Prevented managed traffic agents from touching SHVDN siren memory during world load

  • Added safer internal siren bypass handling

  • Added logging to confirm emergency siren detection is disabled for stability

  • Updated version text to V2.0.1

  • Updated assembly version to 2.0.1.0

  • Updated README, changelog, and INI wording for the public hotfix

  • Improved notes around ScriptHookVDotNet setup and dependency issues


⚙️ 𝑺𝑨𝑭𝑬𝑹 𝑫𝑬𝑭𝑨𝑼𝑳𝑻𝑺

𝑷𝑼𝑩𝑳𝑰𝑪 𝑺𝑻𝑨𝑩𝑰𝑳𝑰𝑻𝒀 𝑺𝑬𝑻𝑻𝑰𝑵𝑮𝑺

V2.0.1 keeps the safer public-release stability defaults.

Recommended values remain:

UpdateIntervalMs=250

MaxManagedVehicles=24

These values help reduce pressure during world load, dense city traffic, and heavily modded gameplay sessions.


🧩 𝑺𝑪𝑹𝑰𝑷𝑻𝑯𝑶𝑶𝑲𝑽𝑫𝑶𝑻𝑵𝑬𝑻 𝑵𝑶𝑻𝑬

𝑪𝑶𝑹𝑹𝑬𝑪𝑻 𝑺𝑯𝑽𝑫𝑵 𝑺𝑬𝑻𝑼𝑷 𝑰𝑺 𝑺𝑻𝑰𝑳𝑳 𝑹𝑬𝑸𝑼𝑰𝑹𝑬𝑫

Real Traffic AI still requires ScriptHookVDotNet to be installed correctly.

If users receive a missing ScriptHookVDotNet3 dependency error, that means the mod is not loading because SHVDN cannot be found or loaded properly.

This is separate from the siren crash path fixed in V2.0.1.


📦 𝑼𝑷𝑫𝑨𝑻𝑰𝑵𝑮 𝑭𝑹𝑶𝑴 𝑽𝟐.𝟎

𝑪𝑳𝑬𝑨𝑵 𝑹𝑬𝑷𝑳𝑨𝑪𝑬𝑴𝑬𝑵𝑻 𝑹𝑬𝑪𝑶𝑴𝑴𝑬𝑵𝑫𝑬𝑫

For best results, replace the old V2.0 files with the new V2.0.1 files.

Recommended update steps:

  1. Delete the old Real Traffic AI.dll

  2. Install the new Real Traffic AI.dll

  3. Delete the old Real Traffic AI.log

  4. Optional but recommended: delete the old Real Traffic AI.ini

  5. Install the new Real Traffic AI.ini

  6. Launch the game and test with default settings first


🏁 𝑭𝑰𝑵𝑨𝑳 𝑵𝑶𝑻𝑬𝑺

𝑺𝑻𝑨𝑩𝑰𝑳𝑰𝑻𝒀 𝑾𝑰𝑵𝑺

Real Traffic AI V2.0.1 is focused on protecting the public V2.0 release from the repeated SHVDN siren-check crash path while keeping the main traffic systems active.

This hotfix keeps the V2.0 traffic improvements in place while removing the risky siren memory checks that caused crashes for affected users.

Thank you for testing, reporting issues, and helping improve Real Traffic AI.


Short Description

Improves traffic flow and NPC driving behaviour for smoother, more realistic streets and highways in GTA V.

AI disclosure

The author has disclosed that AI tools were used in creating the following aspects of this file:

  • Description
  • Images

User Feedback

Recommended Comments

Kadzt

Members

New fix = New download

Before I started noticing the issues, as said prior (Vehicles shifting forward, and ai acting kinda haywire) It was perfect, will deff 5/5 review if it gets fixed. Keeping work hard on this project!

29Lux Projects

Members Author

On 4/13/2026 at 7:38 AM, Mathox said:

@Chris's Modding On the incoming update could you add an option to make that vehicles in pursuits are not affected by the mod in the settings ? And i have question, does the mod increase traffic density ? Btw thanks the work that you do, this is truly one of the greatest mod in lspdfr.

I can definetly add this option. Ill put it into my new features list and start working on it when I get back from work :). Also yes there is an option in the ini file for traffic density. In the next update it won't be configurable for the time being as it still has many issues. and thank you so much for the kind words :)

On 4/16/2026 at 5:18 AM, Kadzt said:

New fix = New download

Before I started noticing the issues, as said prior (Vehicles shifting forward, and ai acting kinda haywire) It was perfect, will deff 5/5 review if it gets fixed. Keeping work hard on this project!

Brand new update is on its way! its a whole rewrite that stops all of the pesky bugs that I keep trying to fix and somehow making it worse lol. Won't be long now!

mustangpride34

Members

On 4/7/2026 at 9:08 AM, Chris's Modding said:

I am working on a brand new update that fixes this :)

I thought I was the only one having that issue lol

0pheIia

Members

Hi chris on the latest version of 1.8 I noticed that whenver I use stage 1 or 2 lighting with ELS vehicles during traffic stops it makes the vehicle move forward. In the next update is there anyway you can code a work around or a fix completely?

fsdabender

Members

(edited)

RagePluginHook.log

can anyone tell me? sometimes it crashes to the desktop without an error, and sometimes it crashes the rage plugin

please help, sometimes the game crashes without an error to the desktop, and sometimes the rage plugin crashes, maybe a mod conflict? help me understand, I don't get it, thank you in advance!<ya-tr-span data-index="166-0" data-translated="true" data-source-lang="en" data-target-lang="ru" data-value="RagePluginHook.log" data-translation="RagePluginHook.log" data-ch="0" data-type="trSpan" style="visibility: inherit !important;">RagePluginHook.log</ya-tr-span>

Edited by fsdabender

29Lux Projects

Members Author

On 4/20/2026 at 7:02 PM, 0pheIia said:

Hi chris on the latest version of 1.8 I noticed that whenver I use stage 1 or 2 lighting with ELS vehicles during traffic stops it makes the vehicle move forward. In the next update is there anyway you can code a work around or a fix completely?

Hi, I am aware of this issue and a new update is being worked on. It's going slowly at the moment coz work is a nightmare and I have no energy. I will spend a full day saturday doing it and try to get out the week after :)

On 4/20/2026 at 7:08 PM, fsdabender said:

RagePluginHook.log

can anyone tell me? sometimes it crashes to the desktop without an error, and sometimes it crashes the rage plugin

please help, sometimes the game crashes without an error to the desktop, and sometimes the rage plugin crashes, maybe a mod conflict? help me understand, I don't get it, thank you in advance!&lt;ya-tr-span data-index="166-0" data-translated="true" data-source-lang="en" data-target-lang="ru" data-value="RagePluginHook.log" data-translation="RagePluginHook.log" data-ch="0" data-type="trSpan" style="visibility: inherit !important;"&gt;RagePluginHook.log&lt;/ya-tr-span&gt;

This is a known issue and an update is being worked on :)

VanillaGiant08

Members

So when I have this mod installed, every vehicle just taps their brakes constantly like they cant go over a certain speed. Could this be conflicting with another mod or is this a bug with this mod??

29Lux Projects

Members Author

On 4/22/2026 at 6:36 PM, VanillaGiant08 said:

So when I have this mod installed, every vehicle just taps their brakes constantly like they cant go over a certain speed. Could this be conflicting with another mod or is this a bug with this mod??

Hi, this is currently a bug. A major rework of the mod is underway and should be released soon :)

mrlovejc

Insiders

This is a great. But since the update when I perform a traffic stop the other side of the road with traffic just stops and starts a pile up and doesnt move im not sure if this is a bug or due to any other mods.

Kadzt

Members

On 4/26/2026 at 8:21 AM, mrlovejc said:

This is a great. But since the update when I perform a traffic stop the other side of the road with traffic just stops and starts a pile up and doesnt move im not sure if this is a bug or due to any other mods.

I figure it is a bug. Chris is currently working a on a fixes for all issues

YRG.Sun492

Members

is anyone having the issue where traffic stops and goes consistantly?

29Lux Projects

Members Author

8 hours ago, YRG.Sun492 said:

is anyone having the issue where traffic stops and goes consistantly?

an major update is in progress and will be released soon. Still have a few bugs to kill before releasing it :)

bravo six seven

Members

certainly looking forward to that 1.

like this release a lot. seems more immersive, traffic flow is fine, drivers and cross lights are cool. pretty decent impressive work - thanks!!

29Lux Projects

Members Author

18 minutes ago, bravo six seven said:

certainly looking forward to that 1.

like this release a lot. seems more immersive, traffic flow is fine, drivers and cross lights are cool. pretty decent impressive work - thanks!!

thank you! V2.0 will be released tomorrow :)

Okay so I dowload this mod it was on my scripts after the loading screen it crashes my game afterwards i think it might have cause thisRagePluginHook.log

29Lux Projects

Members Author

1 hour ago, Iplaylspdfroranygames said:

Okay so I dowload this mod it was on my scripts after the loading screen it crashes my game afterwards i think it might have cause thisRagePluginHook.log

Hi, please sent the RealTrafficAI.log. Real Traffic AI doesn't use Rage Plugin Hook and will not be in that file if it did crash the game

bravo six seven

Members

(edited)

so I'm on it and will let you know - however, thanks for the effort and the description is already HUGE many. Download and play :)

I don't get an ini file and I am asking if the filename should be without spaces. This might be wrong interpretation by LSPDFR

Edited by bravo six seven

ForgedByGrace7

Members

Hey! Wanted to flag something I ran into and what I think might be going on, in case it helps you or others hitting the same wall.

Setup: GTA V Legacy, build 1.0.3788.0 (the Apr 9 2026 update), RTAI V2.0, latest SHVDN nightly. Game crashes on world load with EXCEPTION_ACCESS_VIOLATION. RTAI's own log bootstraps cleanly all the way to "Mod bootstrap complete" — your end of things looks healthy. The managed stack trace from the crash report lands here:

SHVDN.NativeMemory+Vehicle.GetByteSirenIdOfVehicleModel

SHVDN.NativeMemory+Vehicle.HasSiren

RealTrafficAI.V2.Beta1.Entities.Vehicles.TrafficVehicleAgent.Update

RealTrafficAI.V2.Beta1.Systems.VehicleManager.UpdateAgents


My best guess (could be wrong) is that SHVDN's memory pattern for GetByteSirenIdOfVehicleModel hasn't been re-found for the new vehicle struct layout in build 3788, so when RTAI calls HasSiren() on freshly-spawned traffic, it reads bad memory and the game dies. RTAI seems to be the script that exposes it because it polls that path frequently — at default settings, ~96 siren checks/sec across 24 managed vehicles. Other SHVDN scripts in my load order that don't touch siren memory tick fine.

Tested with RTAI pulled out of \scripts\ — game boots and runs without issue, so it does seem to be specifically this call path.

Not pointing fingers at RTAI at all — the broken piece sounds like it's upstream in SHVDN, and you'd be at the mercy of their next release to fix it properly. But thought I'd mention it in case you're seeing other 3788 reports, and on the off chance a try/catch around the HasSiren call (or a config flag to skip siren checks) might let folks limp through until SHVDN catches up.

BenZayb

Members

Hi, apologies on this. Maybe i'm stretching it out.
I'm using Dispatch V Fear Edition Mod. The dispatch cars are just hitting the walls and bouncing. Just want to confirm if this is compatible with Enhaanced and/or can be used with other Dispatch Mods?

29Lux Projects

Members Author

6 hours ago, bravo six seven said:

so I'm on it and will let you know - however, thanks for the effort and the description is already HUGE many. Download and play :)

I don't get an ini file and I am asking if the filename should be without spaces. This might be wrong interpretation by LSPDFR

an ini file is included in the zip and it is with spaces in this version :)

5 hours ago, TheTechSupportDude said:

Hey! Wanted to flag something I ran into and what I think might be going on, in case it helps you or others hitting the same wall.

Setup: GTA V Legacy, build 1.0.3788.0 (the Apr 9 2026 update), RTAI V2.0, latest SHVDN nightly. Game crashes on world load with EXCEPTION_ACCESS_VIOLATION. RTAI's own log bootstraps cleanly all the way to "Mod bootstrap complete" — your end of things looks healthy. The managed stack trace from the crash report lands here:

SHVDN.NativeMemory+Vehicle.GetByteSirenIdOfVehicleModel

SHVDN.NativeMemory+Vehicle.HasSiren

RealTrafficAI.V2.Beta1.Entities.Vehicles.TrafficVehicleAgent.Update

RealTrafficAI.V2.Beta1.Systems.VehicleManager.UpdateAgents


My best guess (could be wrong) is that SHVDN's memory pattern for GetByteSirenIdOfVehicleModel hasn't been re-found for the new vehicle struct layout in build 3788, so when RTAI calls HasSiren() on freshly-spawned traffic, it reads bad memory and the game dies. RTAI seems to be the script that exposes it because it polls that path frequently — at default settings, ~96 siren checks/sec across 24 managed vehicles. Other SHVDN scripts in my load order that don't touch siren memory tick fine.

Tested with RTAI pulled out of \scripts\ — game boots and runs without issue, so it does seem to be specifically this call path.

Not pointing fingers at RTAI at all — the broken piece sounds like it's upstream in SHVDN, and you'd be at the mercy of their next release to fix it properly. But thought I'd mention it in case you're seeing other 3788 reports, and on the off chance a try/catch around the HasSiren call (or a config flag to skip siren checks) might let folks limp through until SHVDN catches up.

Hi, script hook v dot net keeps updating its parameters and it's hard to keep up with it. this feature is getting disabled in the next version to stop this from happening rather than updating the files every 2 seconds :)

4 hours ago, BenZayb said:

Hi, apologies on this. Maybe i'm stretching it out.
I'm using Dispatch V Fear Edition Mod. The dispatch cars are just hitting the walls and bouncing. Just want to confirm if this is compatible with Enhaanced and/or can be used with other Dispatch Mods?

It should work with dispatch mods and I haven't tested with enhanced :)

mitchell66

Members

needs another update theyer just crashing and they dont stop drivign when i call for back up

17 hours ago, Chris's Modding said:

Hi, please sent the RealTrafficAI.log. Real Traffic AI doesn't use Rage Plugin Hook and will not be in that file if it did crash the game

Real Traffic AI.logHi here u go idk if this script is causing or my plugins but here the log

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