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Realistic K9 Intelligence Response 5.0.0

(0 reviews)

2 Screenshots

Copilot_20260515_214423.png

Realistic K9 Intelligence Response

Realistic K9 Intelligence Response (Voice Edition) introduces a fully voice‑controlled K9 companion system for LSPDFR. This plugin allows officers to call, command, and control their K9 using natural voice commands, creating the most immersive K9 experience ever brought to LSPDFR. Your K9 behaves like a real police dog — following orders, entering/exiting vehicles, and responding to your voice with natural intelligence. Whether you’re conducting traffic stops, felony takedowns, or building searches, your K9 finally behaves like a real working dog.

Overview

Most K9 plugins feel robotic, limited, or animation‑locked. Realistic K9 Intelligence Response fixes that by giving your K9:

  • True voice command recognition

  • Intelligent decision‑making

  • Smooth, realistic animations

  • Vehicle entry/exit logic

  • Search, track, and takedown capabilities

  • A Sit animation inside vehicles

  • A “Return to Handler” system that feels alive

Your K9 becomes a real partner

🎬 OFFICIAL TRAILER

NO VIDEO – COMING SOON!

Features

  • Voice command system — Speak naturally: “K9, follow,” “K9, stay,” “K9, get in,” “K9, out,” “K9, sit,” and more.

  • Vehicle entry/exit logic — K9 enters and exits patrol vehicles smoothly, using correct door logic.

  • Sit animation in vehicles — Uses: creatures@rottweiler@tricks@sit_enter for a clean, realistic seated posture.

  • Return to handler — K9 runs back to you intelligently, avoiding obstacles.

  • Optimized performance — Lightweight, efficient, and safe to use with all other plugins.

Voice Activation Keybind

  • Activate Voice Recognition — Hold N to enable Push‑To‑Talk voice commands. Release N to stop listening.

    How to Open the Menu

    Open K9 Menu — Press F7 (default) to open the RealisticK9IntelligenceResponseMenu.

How It Works

Realistic K9 Intelligence Response uses a combination of:

  • Voice recognition engine (Windows Speech)

  • Animation‑driven behavior

  • Vehicle seat/door detection

  • Continuous environment checks every 0.5 seconds

This ensures your K9 always behaves appropriately for the situation.

Requirements

  • RagePluginHook (latest version)

  • LSPDFR (recommended but not required)

  • GTA V (latest RPH‑compatible build)

  • Windows microphone (for voice commands, if enabled)

❤️ Support Development

Supporting helps maintain:

  • Future GTA V update compatibility

  • New K9 behaviors

  • New voice commands

  • New animations

Support is optional — the plugin will continue to be developed regardless.

(MAJOR UPDATE)

What’s New in Version 5.0.0

5.0.0 — 5/25/26

Reverted back to the version 2.0.0 but with a newer updated version 5.0.0

Let me know if this works for you. You can inbox me or PM me through LSPDFR's inbox.

Known Bugs

  • Rare cases where K9 may clip through rear vehicle doors

  • Occasional delay in voice recognition under heavy CPU load


Latest Game Version: 3751.0 Current Game Version: 3788.0

Edited by TimmyLuke017 Gaming

What's New in Version 5.0.0

Released

(MAJOR UPDATE)

What’s New in Version 5.0.0

5.0.0 — 5/25/26

Reverted back to the version 2.0.0 but with a newer updated version 5.0.0

Let me know if this works for you. You can inbox me or PM me through LSPDFR's inbox.


Short Description

Realistic K9 Intelligence Response adds a smart, responsive, voice‑command‑enabled K9 partner to your LSPDFR patrols.

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

TimmyLuke017 Gaming

Members Author

45 minutes ago, Firefighter 3620 said:

I did put it in my plugins folder and doesn't work. All I start off seeing is the dog

I'm on version 3725

Ok so you have both of them installed and loaded through RagePluginHook and when you press the N button and say a command like sit the k9 doesn't sit. And F7 menu it doesn't work. I'll have to look into this more to see what is causing the issue. Thanks for letting me know what the issue is that is happening.

CujoMatty

Members

Love the idea of the plug in but as of right now it's in pretty ruff(get it?) shape. The K9 has a mind of it's own. Gets in and out of the car with no commands, starts attacking or doing other actions on it's own. Description in the OP says commands like "K9 search" and other commands that start with K9 but none of those commands worked. A simple "sit" "lay down" those work. Also search doesn't work at all for me which makes this kind of pointless. Even in the .ini it doesn't list search as a function. Speaking of .ini, one is created in the plugin folder which I assumed would list the hotkeys that could be changed but if you open it, it's actually a blank .ini file.

Like I said I love the idea but def needs some work.

Urme

Members

I was gonna get ultimate backup again for the dog but the I see this. If this works i'm going to be so happy bro.

TheGaminWolf

Members

(edited)

This mod is great however there are some issues/bugs that I have encountered the 1st thing is the K9 spawns out of nowhere and enters your vehicle as soon as you say one of the get in commands it would be really nice if we had to first recruit the K9 as a partner through PR or STP first before we could start using voice commands to avoid it appearing out of nowhere. 2nd it appears that voice recognition is always running without the N key being pressed results in you just saying the command without pressing the N key and the K9 will do the action. 3rd when you have the K9 attack someone they fully die and need to be revived via the player or ems. 4th like some people have mentioned there is no command in the XML or ini that allows the K9 to perform searches really hoping this get added soon. Overall I love the idea behind this plugin having the ability to command our K9 to do things without pressing a key is game changing however I feel it would be slightly better if it was integrated into a mod like PR or STP where you had to first spawn the K9 through them and then have that K9 do the commands that way you could change things like it's appearance.

Edited by TheGaminWolf

Cyanotic

Members

34 minutes ago, TheGaminWolf said:

This mod is great however there are some issues/bugs that I have encountered the 1st thing is the K9 spawns out of nowhere and enters your vehicle as soon as you say one of the get in commands it would be really nice if we had to first recruit the K9 as a partner through PR or STP first before we could start using voice commands to avoid it appearing out of nowhere. 2nd it appears that voice recognition is always running without the N key being pressed results in you just saying the command without pressing the N key and the K9 will do the action. 3rd when you have the K9 attack someone they fully die and need to be revived via the player or ems. 4th like some people have mentioned there is no command in the XML or ini that allows the K9 to perform searches really hoping this get added soon. Overall I love the idea behind this plugin having the ability to command our K9 to do things without pressing a key is game changing however I feel it would be slightly better if it was integrated into a mod like PR or STP where you had to first spawn the K9 through them and then have that K9 do the commands that way you could change things like it's appearance.

Unfortunately if the K9 does things without using a keybind then any time you talk to dispatch or an NPC (if using NPCI) then the K9 plugin will be listening and attempt to figure out what you said resulting in constant erroneous commands. ..like what's happening now. The ptt key is a must have or it's going to always run in the background and conflict whenever you're talking.

javier0911

Members

(edited)

i like this mod is pretty cool 😉 only one thing when i run and chase the ped , and i say follow, the k-9 stay behind ..... and one more thing when i say attack it kills the ped.. can you add one more command like bite and hold. make the k9 bite leg and hold the ped ,but don't kill the ped

Edited by javier0911

stylez

Members

(edited)

cool mod, can you add some custom hotkeys w/ modifier key for the menu and voice button?

Edited by stylez

Lepoisson

Members

Hello, I just wanted to point out that the assembly version of your plugin is: 1.0.0.0 instead of: 2.0.0.0

boomer2840

Members

was him jumping out of the car at random times fixed? also you don't have to press a key to talk to the k9 just speak into the mic was that fixed? those where the two bugs i noticed while playing. great mod awesome job.

TimmyLuke017 Gaming

Members Author

10 hours ago, boomer2840 said:

was him jumping out of the car at random times fixed? also you don't have to press a key to talk to the k9 just speak into the mic was that fixed? those where the two bugs i noticed while playing. great mod awesome job.

@boomer2840 Yes, they should be fixed if not let me know.

Bug

Status

How it was fixed

K9 randomly jumping out of the car

Fixed

Seat‑lock, driver‑block, shuffle‑block, attach‑to‑seat

K9 responding without pressing PTT

Fixed

PTT Mode A with Start/StopRecognizer logic

21 hours ago, Lepoisson said:

Hello, I just wanted to point out that the assembly version of your plugin is: 1.0.0.0 instead of: 2.0.0.0

@Lepoisson This will be fixed in a new update. Thank you for noticing and also, I need to fix the name of the file for the .dll and the .pdb file for the name Response its spelled Responce not Response.

boomer2840

Members

for some reason pressing N to talk doesn't always work i have to press it a few times to have a command heard.

TimmyLuke017 Gaming

Members Author

11 hours ago, boomer2840 said:

for some reason pressing N to talk doesn't always work i have to press it a few times to have a command heard.

@boomer2840 You can always change the keybinding for N in the ini file for your preference. But I have now just updated it if it doent work still then i will change it to something else for it to work the correct way that it needs to be.

// PTT MODE A
private static bool IsRecognizerRunning = true;
private static Keys PTTKey = Keys.N;
private static bool WasPTTDownLastTick = true; // Edge-trigger state

 100% reliable Hold‑to‑Talk

No more needing to press N multiple times.

 Instant mic activation once you press N or A different key binding

Warm‑up delay ensures the first word is always heard.

boomer2840

Members

24 minutes ago, TimmyLuke017 Gaming said:

@boomer2840 You can always change the keybinding for N in the ini file for your preference. But I have now just updated it if it doent work still then i will change it to something else for it to work the correct way that it needs to be.

// PTT MODE A
private static bool IsRecognizerRunning = true;
private static Keys PTTKey = Keys.N;
private static bool WasPTTDownLastTick = true; // Edge-trigger state

 100% reliable Hold‑to‑Talk

No more needing to press N multiple times.

 Instant mic activation once you press N or A different key binding

Warm‑up delay ensures the first word is always heard.

Thanks much appreciated

TimmyLuke017 Gaming

Members Author

23 minutes ago, TheTechSupportDude said:

Would be cool for the trigger word to be configurable. Example.. instead of saying K9, you can configure your actual dogs name. "Duke, Sit." etc.

Since you asked this feature, I will definitely add this to the mod. In a New Update for you and everyone else who plays with this mod.

Gelse16

Members

is there any controller support?

1 minute ago, TimmyLuke017 Gaming said:

Since you asked this feature, I will definitely add this to the mod. In a New Update for you and everyone else who plays with this mod.

Hey love your idea for this mod! Wanted to gently flag a couple things from looking in the files, in case they're useful for the next version.

The "custom commands" line in the README isn't quite accurate as shipped. The DLL dispatches on a fixed set of hardcoded action names (sit, down, follow, stay, heel, get in/out, pet, good boy/girl, attack) — the <Target> field in the XML looks like a hook but the DLL doesn't actually read it. So users can add unlimited phrase variants (which is great — "Duke, sit" / "kennel up" / etc.), but not new behaviors. Might be worth softening the README so folks have the right expectation.

Two things hiding in the code that don't ship enabled:

- The attack / bite and hold handlers are fully implemented but not in the default XML or INI Commands list just a heads up

- SpawnDistance is read by the DLL as an INI key but it's missing from the default INI

Tip for anyone who wants to call the dog by name: since multiple phrases in one <Action> all dispatch to the same name, you can just add "Duke sit" / "Duke heel" / "Duke kennel up" etc. as extra <string> entries under each existing action. Works perfectly, just hand-edit the XML.

Some additional commands that would be cool for LSPDFR K9 work: release/out (disengage from a bite), guard (watch a cuffed suspect), search the vehicle with random alert outcomes (could tie into PR/STP), search the area, track (follow scent toward a fleeing ped, drop a blip), bark for traffic stops, send forward (advance ahead of the handler). Also a DogName= INI key with auto-injected name phrases would save users from hand-editing XML.

Again thanks so much for making this and looking forward to seeing how you continue to develop this! Attached is my response xml I made to enhance your default one you released (you and anyone else is more than welcome to use it) and a txt version of an updated ini I made (cannot attach actual ini's here)

RealisticK9IntelligenceResponse.xml RealisticK9IntelligenceResponse - iniCopy.txt

TimmyLuke017 Gaming

Members Author

9 minutes ago, TheTechSupportDude said:

Hey love your idea for this mod! Wanted to gently flag a couple things from looking in the files, in case they're useful for the next version.

The "custom commands" line in the README isn't quite accurate as shipped. The DLL dispatches on a fixed set of hardcoded action names (sit, down, follow, stay, heel, get in/out, pet, good boy/girl, attack) — the <Target> field in the XML looks like a hook but the DLL doesn't actually read it. So users can add unlimited phrase variants (which is great — "Duke, sit" / "kennel up" / etc.), but not new behaviors. Might be worth softening the README so folks have the right expectation.

Two things hiding in the code that don't ship enabled:

- The attack / bite and hold handlers are fully implemented but not in the default XML or INI Commands list just a heads up

- SpawnDistance is read by the DLL as an INI key but it's missing from the default INI

Tip for anyone who wants to call the dog by name: since multiple phrases in one <Action> all dispatch to the same name, you can just add "Duke sit" / "Duke heel" / "Duke kennel up" etc. as extra <string> entries under each existing action. Works perfectly, just hand-edit the XML.

Some additional commands that would be cool for LSPDFR K9 work: release/out (disengage from a bite), guard (watch a cuffed suspect), search the vehicle with random alert outcomes (could tie into PR/STP), search the area, track (follow scent toward a fleeing ped, drop a blip), bark for traffic stops, send forward (advance ahead of the handler). Also a DogName= INI key with auto-injected name phrases would save users from hand-editing XML.

Again thanks so much for making this and looking forward to seeing how you continue to develop this! Attached is my response xml I made to enhance your default one you released (you and anyone else is more than welcome to use it) and a txt version of an updated ini I made (cannot attach actual ini's here)

RealisticK9IntelligenceResponse.xml RealisticK9IntelligenceResponse - iniCopy.txt

Thank you for letting me know all of this for the errors and fixes that needs to be made. At the moment I have removed this right here - The attack / bite and hold handlers. Due to that I can't get it to work the correct way because when you say attack the k9 instantly deceased the ped which means when the k9 bites them it will not let them go and it holds on to them once the ped is deceased. And I forgot to take it out of the ini file. The follow distance is in the ini file but it is under the [FOLLOW] section in the ini file. These fixes will be made in the next update.

TimmyLuke017 Gaming

Members Author

26 minutes ago, kelvin8585 said:

dont work, can you do a video

Yes, it does work you must have installed it incorrectly. It goes into the Plugins Folder Not LSPDFR Folder then you load it through RagePluginHook's F4 console the type in Realistic K9 then it should pop up then press tab on your keyboard. Then hit enter and it should load up in the console.

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