Skip to content
View in the app

A better way to browse. Learn more.

LCPDFR.com

A full-screen app on your home screen with push notifications, badges and more.

To install this app on iOS and iPadOS
  1. Tap the Share icon in Safari
  2. Scroll the menu and tap Add to Home Screen.
  3. Tap Add in the top-right corner.
To install this app on Android
  1. Tap the 3-dot menu (⋮) in the top-right corner of the browser.
  2. Tap Add to Home screen or Install app.
  3. Confirm by tapping Install.
Due to overzealous filtering on Microsoft’s side, some emails to Outlook and Hotmail addresses may not be delivered. If you’re affected, please use a different email address or try again later.

FrostLine Crime Generator 2.0.0

(2 reviews)

1 Screenshot

FrostLine Crime Generator is an immersive callout pack designed for players who want greater freedom during their LSPDFR patrols.

Every included callout is built around NPCAi rather than traditional subtitle-based dialogue. This allows you to communicate naturally with suspects, victims, witnesses, and other individuals involved in an incident. Instead of following a predetermined conversation or resolution, you can investigate the scene and handle each situation according to your preferred policing style.

Question involved parties, gather information, de-escalate conflicts, conduct searches, make arrests, or take any other action you consider appropriate. Your decisions determine how each encounter develops.

Key Features

  • Complete integration with NPCAi

  • Natural AI-driven character interactions

  • No scripted subtitle conversations

  • No predetermined approach or resolution

  • Freedom to investigate and resolve incidents your way

  • Interactions with suspects, victims, witnesses, and reporting parties

  • Varied scenarios designed for immersive and replayable patrols

Included Callouts

  • Store Robbery

  • Noise Complaint

  • Domestic Violence

  • Kidnapping

  • Trespassing

  • Noise Complaint at Home Depot

  • Intoxicated Person

  • Prank 911 Call

  • Person with a Firearm

  • Criminal Mischief

  • Missing Person

  • Drug Hand-Off

  • Wanted Person Located

  • Burglary

  • Welfare Check

  • Homeless Camp Complaint

  • Wanted Person at the Airport

  • Suspicious Noise Behind a Business

  • Street Fight

  • Bar Fight

Requirements

  • LSPDFR

  • NPCAi

Both requirements must be installed and functioning correctly before using this callout pack.

Installation

Drag and drop the included files into the following directory:

Grand Theft Auto V\plugins\LSPDFR

Allow the folders to merge if prompted.

FrostLine Crime Generator removes the restrictions of traditional scripted dialogue and gives you control over every investigation. Respond to the call, evaluate the circumstances, and determine the appropriate course of action.

What's New in Version 2.0.0

Released

📋 What's New in v2.0:

12 New Callouts: Added a fresh batch of callouts to dive into! 🚨

Custom NPC Animations: Most peds in these callouts now feature tailored animations that fit the updated npcai API. 🚶‍♂️💥

Built-In Audio: Integrated audio for players without Nexus Dispatch, ensuring every callout now has audio support. 🔊

Smart Distance Balancing: Fixed long-distance callout issues—some will start far away, but if you let them play out, they'll bring you in close. This is designed to bypass the distance limit nicely! 🗺️🚗

I also created a discord so if you have any problems you can report them there in the chat or repot them to me in my discord and I will have them fixed in the next update I will leave the discord link in the comments pinned


Short Description

An NPCAi-powered LSPDFR callout pack where you control how every incident unfolds.

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

JCae2798

Members

Is it me or is the location bugged when accepting callout? I can't seem to get it to show me where to go.... Also calls get canceled once accepted which is probably why i don't see a location marked.

Pasted content

[8/2/2026 10:14:34 PM.758] LSPD First Response: PerformCloseDriverDoorAction triggered.

[8/2/2026 10:14:34 PM.785] LSPD First Response: CalloutInterface: [DEBUG] user selected callout (FCG) Bar Fight from menu

[8/2/2026 10:14:34 PM.802] LSPD First Response: CalloutInterface: [INFO] starting callout (FCG) Bar Fight

[8/2/2026 10:14:34 PM.802] LSPD First Response: CalloutInterface: [DEBUG] waiting for callout delay: 1 s

[8/2/2026 10:14:35 PM.814] LSPD First Response: CalloutInterface: [DEBUG] starting callout: (FCG) Bar Fight

[8/2/2026 10:14:35 PM.814] LSPD First Response: Creating BarFight from FrostLineCrimeGenerator.Callouts.BarFight, Frostline Crime Generator, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null

[8/2/2026 10:14:35 PM.814] LSPD First Response: [TRACE] Callout created: #6

[8/2/2026 10:14:35 PM.814] LSPD First Response: ===== (FCG) Bar Fight =====

[8/2/2026 10:14:35 PM.815] LSPD First Response: CalloutInterface: [DEBUG] Detected CalloutEvent.Before, creating new incident

[8/2/2026 10:14:35 PM.815] LSPD First Response: CalloutInterface: [DEBUG] Adding new incident to the model, FriendlyName = (FCG) Bar Fight Status = New

[8/2/2026 10:14:35 PM.815] LSPD First Response: CalloutInterface: [DEBUG] simulating incident response for (FCG) Bar Fight

[8/2/2026 10:14:35 PM.816] LSPD First Response: CalloutInterface: [DEBUG] IncidentWidget detected a new callout

[8/2/2026 10:14:35 PM.816] LSPD First Response: CalloutInterface: [DEBUG] IncidentWidget resetting

[8/2/2026 10:14:35 PM.816] LSPD First Response: CalloutInterface: [DEBUG] IncidentWidget received an UpdateItem event for (FCG) Bar Fight

[8/2/2026 10:14:35 PM.816] LSPD First Response: CalloutInterface: [DEBUG] IncidentWidget updated item matches our current item

[8/2/2026 10:14:35 PM.816] LSPD First Response: CalloutInterface: [DEBUG] IncidentWidget updating the details for (FCG) Bar Fight

[8/2/2026 10:14:35 PM.816] LSPD First Response: [BLR] Callout displayed (pending accept): (FCG) Bar Fight

[8/2/2026 10:14:35 PM.816] LSPD First Response: [BlueLine] Callout displayed. duck=True vizTimer=1.5 lspdfrReady=True

[8/2/2026 10:14:35 PM.829] LSPD First Response: [BlueLine] Callout started — ducking scanner.

[8/2/2026 10:14:35 PM.832] LSPD First Response: CalloutInterface: [DEBUG] start time: 8/3/2026 1:01:05 AM for (FCG) Bar Fight

[8/2/2026 10:14:35 PM.832] LSPD First Response: CalloutInterface: [DEBUG] waiting 37 in-game minutes for (FCG) Bar Fight

[8/2/2026 10:14:36 PM.013] LSPD First Response: [Nexus MDT] CalloutTracker: '(FCG) Bar Fight' pending dispatch.

[8/2/2026 10:14:36 PM.031] LSPD First Response: Policing Redefined: [DEBUG] Generating tint Vst, Tint: default, Value: 96.08

[8/2/2026 10:14:36 PM.031] LSPD First Response: Policing Redefined: [DEBUG] VehicleRuntimeData: Generated.

[8/2/2026 10:14:36 PM.515] LSPD First Response: [Nexus MDT] CalloutTracker: CI enrichment — desc=(empty), priority='', addr='', messages=0.

[8/2/2026 10:14:36 PM.532] LSPD First Response: Policing Redefined: [DEBUG] Generating tint Vst, Tint: default, Value: 96.79

[8/2/2026 10:14:36 PM.532] LSPD First Response: Policing Redefined: [DEBUG] VehicleRuntimeData: Generated.

[8/2/2026 10:14:37 PM.033] LSPD First Response: Policing Redefined: [DEBUG] Generating tint Vst, Tint: default, Value: 95.66

[8/2/2026 10:14:37 PM.033] LSPD First Response: Policing Redefined: [DEBUG] VehicleRuntimeData: Generated.

[8/2/2026 10:14:37 PM.034] LSPD First Response: Policing Redefined: [DEBUG] Generating tint Vst, Tint: default, Value: 97.33

[8/2/2026 10:14:37 PM.034] LSPD First Response: Policing Redefined: [DEBUG] VehicleRuntimeData: Generated.

[8/2/2026 10:14:37 PM.535] LSPD First Response: Policing Redefined: [DEBUG] Generating tint Vst, Tint: default, Value: 95.42

[8/2/2026 10:14:37 PM.535] LSPD First Response: Policing Redefined: [DEBUG] VehicleRuntimeData: Generated.

[8/2/2026 10:14:37 PM.844] LSPD First Response: [TRACE] Cleaning UI

[8/2/2026 10:14:37 PM.844] LSPD First Response: EndCurrentCallout: Finishing...

[8/2/2026 10:14:37 PM.844] LSPD First Response: [TRACE] Cleaning UI

[8/2/2026 10:14:37 PM.844] LSPD First Response: [TRACE] Released 0 entities from #6 Content Manager

[8/2/2026 10:14:37 PM.844] LSPD First Response: [TRACE] Instance cleaned ( #6)

[8/2/2026 10:14:37 PM.844] LSPD First Response: CalloutInterface: [DEBUG] Detected CalloutEvent.Finished, marking incident as closed

ufwfrosty

Members Author

3 hours ago, JCae2798 said:

Is it me or is the location bugged when accepting callout? I can't seem to get it to show me where to go.... Also calls get canceled once accepted which is probably why i don't see a location marked.

Pasted content

[8/2/2026 10:14:34 PM.758] LSPD First Response: PerformCloseDriverDoorAction triggered.

[8/2/2026 10:14:34 PM.785] LSPD First Response: CalloutInterface: [DEBUG] user selected callout (FCG) Bar Fight from menu

[8/2/2026 10:14:34 PM.802] LSPD First Response: CalloutInterface: [INFO] starting callout (FCG) Bar Fight

[8/2/2026 10:14:34 PM.802] LSPD First Response: CalloutInterface: [DEBUG] waiting for callout delay: 1 s

[8/2/2026 10:14:35 PM.814] LSPD First Response: CalloutInterface: [DEBUG] starting callout: (FCG) Bar Fight

[8/2/2026 10:14:35 PM.814] LSPD First Response: Creating BarFight from FrostLineCrimeGenerator.Callouts.BarFight, Frostline Crime Generator, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null

[8/2/2026 10:14:35 PM.814] LSPD First Response: [TRACE] Callout created: #6

[8/2/2026 10:14:35 PM.814] LSPD First Response: ===== (FCG) Bar Fight =====

[8/2/2026 10:14:35 PM.815] LSPD First Response: CalloutInterface: [DEBUG] Detected CalloutEvent.Before, creating new incident

[8/2/2026 10:14:35 PM.815] LSPD First Response: CalloutInterface: [DEBUG] Adding new incident to the model, FriendlyName = (FCG) Bar Fight Status = New

[8/2/2026 10:14:35 PM.815] LSPD First Response: CalloutInterface: [DEBUG] simulating incident response for (FCG) Bar Fight

[8/2/2026 10:14:35 PM.816] LSPD First Response: CalloutInterface: [DEBUG] IncidentWidget detected a new callout

[8/2/2026 10:14:35 PM.816] LSPD First Response: CalloutInterface: [DEBUG] IncidentWidget resetting

[8/2/2026 10:14:35 PM.816] LSPD First Response: CalloutInterface: [DEBUG] IncidentWidget received an UpdateItem event for (FCG) Bar Fight

[8/2/2026 10:14:35 PM.816] LSPD First Response: CalloutInterface: [DEBUG] IncidentWidget updated item matches our current item

[8/2/2026 10:14:35 PM.816] LSPD First Response: CalloutInterface: [DEBUG] IncidentWidget updating the details for (FCG) Bar Fight

[8/2/2026 10:14:35 PM.816] LSPD First Response: [BLR] Callout displayed (pending accept): (FCG) Bar Fight

[8/2/2026 10:14:35 PM.816] LSPD First Response: [BlueLine] Callout displayed. duck=True vizTimer=1.5 lspdfrReady=True

[8/2/2026 10:14:35 PM.829] LSPD First Response: [BlueLine] Callout started — ducking scanner.

[8/2/2026 10:14:35 PM.832] LSPD First Response: CalloutInterface: [DEBUG] start time: 8/3/2026 1:01:05 AM for (FCG) Bar Fight

[8/2/2026 10:14:35 PM.832] LSPD First Response: CalloutInterface: [DEBUG] waiting 37 in-game minutes for (FCG) Bar Fight

[8/2/2026 10:14:36 PM.013] LSPD First Response: [Nexus MDT] CalloutTracker: '(FCG) Bar Fight' pending dispatch.

[8/2/2026 10:14:36 PM.031] LSPD First Response: Policing Redefined: [DEBUG] Generating tint Vst, Tint: default, Value: 96.08

[8/2/2026 10:14:36 PM.031] LSPD First Response: Policing Redefined: [DEBUG] VehicleRuntimeData: Generated.

[8/2/2026 10:14:36 PM.515] LSPD First Response: [Nexus MDT] CalloutTracker: CI enrichment — desc=(empty), priority='', addr='', messages=0.

[8/2/2026 10:14:36 PM.532] LSPD First Response: Policing Redefined: [DEBUG] Generating tint Vst, Tint: default, Value: 96.79

[8/2/2026 10:14:36 PM.532] LSPD First Response: Policing Redefined: [DEBUG] VehicleRuntimeData: Generated.

[8/2/2026 10:14:37 PM.033] LSPD First Response: Policing Redefined: [DEBUG] Generating tint Vst, Tint: default, Value: 95.66

[8/2/2026 10:14:37 PM.033] LSPD First Response: Policing Redefined: [DEBUG] VehicleRuntimeData: Generated.

[8/2/2026 10:14:37 PM.034] LSPD First Response: Policing Redefined: [DEBUG] Generating tint Vst, Tint: default, Value: 97.33

[8/2/2026 10:14:37 PM.034] LSPD First Response: Policing Redefined: [DEBUG] VehicleRuntimeData: Generated.

[8/2/2026 10:14:37 PM.535] LSPD First Response: Policing Redefined: [DEBUG] Generating tint Vst, Tint: default, Value: 95.42

[8/2/2026 10:14:37 PM.535] LSPD First Response: Policing Redefined: [DEBUG] VehicleRuntimeData: Generated.

[8/2/2026 10:14:37 PM.844] LSPD First Response: [TRACE] Cleaning UI

[8/2/2026 10:14:37 PM.844] LSPD First Response: EndCurrentCallout: Finishing...

[8/2/2026 10:14:37 PM.844] LSPD First Response: [TRACE] Cleaning UI

[8/2/2026 10:14:37 PM.844] LSPD First Response: [TRACE] Released 0 entities from #6 Content Manager

[8/2/2026 10:14:37 PM.844] LSPD First Response: [TRACE] Instance cleaned ( #6)

[8/2/2026 10:14:37 PM.844] LSPD First Response: CalloutInterface: [DEBUG] Detected CalloutEvent.Finished, marking incident as closed

Hmm, I think I have seen this issue before. I just want to make sure I fix this for the update. Can you please add me on Discord so I can maybe understand and release a fix for it? My Discord is ufwfrosty

1 hour ago, Dippa said:

What is your issue? So I can get a fix going and see in your log what I am looking for.

GoD5p33d666

Members

(edited)

3 hours ago, JCae2798 said:

Is it me or is the location bugged when accepting callout? I can't seem to get it to show me where to go.... Also calls get canceled once accepted which is probably why i don't see a location marked.

Pasted content

[8/2/2026 10:14:34 PM.758] LSPD First Response: PerformCloseDriverDoorAction triggered.

[8/2/2026 10:14:34 PM.785] LSPD First Response: CalloutInterface: [DEBUG] user selected callout (FCG) Bar Fight from menu

[8/2/2026 10:14:34 PM.802] LSPD First Response: CalloutInterface: [INFO] starting callout (FCG) Bar Fight

[8/2/2026 10:14:34 PM.802] LSPD First Response: CalloutInterface: [DEBUG] waiting for callout delay: 1 s

[8/2/2026 10:14:35 PM.814] LSPD First Response: CalloutInterface: [DEBUG] starting callout: (FCG) Bar Fight

[8/2/2026 10:14:35 PM.814] LSPD First Response: Creating BarFight from FrostLineCrimeGenerator.Callouts.BarFight, Frostline Crime Generator, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null

[8/2/2026 10:14:35 PM.814] LSPD First Response: [TRACE] Callout created: #6

[8/2/2026 10:14:35 PM.814] LSPD First Response: ===== (FCG) Bar Fight =====

[8/2/2026 10:14:35 PM.815] LSPD First Response: CalloutInterface: [DEBUG] Detected CalloutEvent.Before, creating new incident

[8/2/2026 10:14:35 PM.815] LSPD First Response: CalloutInterface: [DEBUG] Adding new incident to the model, FriendlyName = (FCG) Bar Fight Status = New

[8/2/2026 10:14:35 PM.815] LSPD First Response: CalloutInterface: [DEBUG] simulating incident response for (FCG) Bar Fight

[8/2/2026 10:14:35 PM.816] LSPD First Response: CalloutInterface: [DEBUG] IncidentWidget detected a new callout

[8/2/2026 10:14:35 PM.816] LSPD First Response: CalloutInterface: [DEBUG] IncidentWidget resetting

[8/2/2026 10:14:35 PM.816] LSPD First Response: CalloutInterface: [DEBUG] IncidentWidget received an UpdateItem event for (FCG) Bar Fight

[8/2/2026 10:14:35 PM.816] LSPD First Response: CalloutInterface: [DEBUG] IncidentWidget updated item matches our current item

[8/2/2026 10:14:35 PM.816] LSPD First Response: CalloutInterface: [DEBUG] IncidentWidget updating the details for (FCG) Bar Fight

[8/2/2026 10:14:35 PM.816] LSPD First Response: [BLR] Callout displayed (pending accept): (FCG) Bar Fight

[8/2/2026 10:14:35 PM.816] LSPD First Response: [BlueLine] Callout displayed. duck=True vizTimer=1.5 lspdfrReady=True

[8/2/2026 10:14:35 PM.829] LSPD First Response: [BlueLine] Callout started — ducking scanner.

[8/2/2026 10:14:35 PM.832] LSPD First Response: CalloutInterface: [DEBUG] start time: 8/3/2026 1:01:05 AM for (FCG) Bar Fight

[8/2/2026 10:14:35 PM.832] LSPD First Response: CalloutInterface: [DEBUG] waiting 37 in-game minutes for (FCG) Bar Fight

[8/2/2026 10:14:36 PM.013] LSPD First Response: [Nexus MDT] CalloutTracker: '(FCG) Bar Fight' pending dispatch.

[8/2/2026 10:14:36 PM.031] LSPD First Response: Policing Redefined: [DEBUG] Generating tint Vst, Tint: default, Value: 96.08

[8/2/2026 10:14:36 PM.031] LSPD First Response: Policing Redefined: [DEBUG] VehicleRuntimeData: Generated.

[8/2/2026 10:14:36 PM.515] LSPD First Response: [Nexus MDT] CalloutTracker: CI enrichment — desc=(empty), priority='', addr='', messages=0.

[8/2/2026 10:14:36 PM.532] LSPD First Response: Policing Redefined: [DEBUG] Generating tint Vst, Tint: default, Value: 96.79

[8/2/2026 10:14:36 PM.532] LSPD First Response: Policing Redefined: [DEBUG] VehicleRuntimeData: Generated.

[8/2/2026 10:14:37 PM.033] LSPD First Response: Policing Redefined: [DEBUG] Generating tint Vst, Tint: default, Value: 95.66

[8/2/2026 10:14:37 PM.033] LSPD First Response: Policing Redefined: [DEBUG] VehicleRuntimeData: Generated.

[8/2/2026 10:14:37 PM.034] LSPD First Response: Policing Redefined: [DEBUG] Generating tint Vst, Tint: default, Value: 97.33

[8/2/2026 10:14:37 PM.034] LSPD First Response: Policing Redefined: [DEBUG] VehicleRuntimeData: Generated.

[8/2/2026 10:14:37 PM.535] LSPD First Response: Policing Redefined: [DEBUG] Generating tint Vst, Tint: default, Value: 95.42

[8/2/2026 10:14:37 PM.535] LSPD First Response: Policing Redefined: [DEBUG] VehicleRuntimeData: Generated.

[8/2/2026 10:14:37 PM.844] LSPD First Response: [TRACE] Cleaning UI

[8/2/2026 10:14:37 PM.844] LSPD First Response: EndCurrentCallout: Finishing...

[8/2/2026 10:14:37 PM.844] LSPD First Response: [TRACE] Cleaning UI

[8/2/2026 10:14:37 PM.844] LSPD First Response: [TRACE] Released 0 entities from #6 Content Manager

[8/2/2026 10:14:37 PM.844] LSPD First Response: [TRACE] Instance cleaned ( #6)

[8/2/2026 10:14:37 PM.844] LSPD First Response: CalloutInterface: [DEBUG] Detected CalloutEvent.Finished, marking incident as closed

Nah it’s not just you, was so excited for this, complete npcAI no scripted! But at its stage iv tested every callout, the first few just go code 4 disregard and the rest just nothing,

Tried it without nexus mdt paid, and got 1 callout to spawn I think it was welfare check, but then it wouldn’t work again.

Edited by GoD5p33d666

ufwfrosty

Members Author

2 minutes ago, GoD5p33d666 said:

Nah it’s not just you, was so excited for this, complete npcAI no scripted! But at its stage iv tested every callout, the first few just go code 4 disregard and the rest just nothing,

Tried it without nexus mdt paid, and got 1 callout to spawn I think it was welfare check, but then it wouldn’t work again.

I know the exact issue its cause I have it so after so far away it will dismiss cause I have so many locations I dont want you to get a callout in sandy and have to respond from Los Santos its on purpose I can remove it if that would be better

GoD5p33d666

Members

2 minutes ago, ufwfrosty said:

I know the exact issue its cause I have it so after so far away it will dismiss cause I have so many locations I dont want you to get a callout in sandy and have to respond from Los Santos its on purpose I can remove it if that would be better

No thats fine, i was just testing, i had a feeling that would be the case which is a good thing so i normally spawn around the map closer to where the location says it it, maybe i should just wait for a call to see if one pops up rather than forcing the callout in callout interface?

ufwfrosty

Members Author

Just now, GoD5p33d666 said:

No thats fine, i was just testing, i had a feeling that would be the case which is a good thing so i normally spawn around the map closer to where the location says it it, maybe i should just wait for a call to see if one pops up rather than forcing the callout in callout interface?

If it's an actual problem that I start to see, I will fix it. Don't get me wrong, cause I actually want people to like the callouts pack, so if it persists, my Discord is ufwfrosty. Please feel free to add me and report it

GoD5p33d666

Members

Ok after asking for a new callout some seem to be working,

the intoxicatd people don't show a reading through PR they look and sound drunk but noithing cxoming up on the breathylizer

But opther than that i got most callouts to work by requestiung and being in the correct area which is good.

The kidnapping callout is scripted and when i spoke to them through NPCAI they didn't know what was happening.

Some callouts showing code 4 but i still might not have been close enough, im not sure.

ill keep it in and give it a stream with it

Loving the non scripted callouts, Been waiting for these!! Awesome

ufwfrosty

Members Author

49 minutes ago, GoD5p33d666 said:

Ok after asking for a new callout some seem to be working,

the intoxicatd people don't show a reading through PR they look and sound drunk but noithing cxoming up on the breathylizer

But opther than that i got most callouts to work by requestiung and being in the correct area which is good.

The kidnapping callout is scripted and when i spoke to them through NPCAI they didn't know what was happening.

Some callouts showing code 4 but i still might not have been close enough, im not sure.

ill keep it in and give it a stream with it

Loving the non scripted callouts, Been waiting for these!! Awesome

Thanks, bro. I love the feedback. I love knowing what to fix; not saying my beta team did not do that, but it gives me insight into what the actual community wants a little bit more

58 minutes ago, ogcghost said:

Complete dog a**, shitty dev, get better loser (JUST KIDDING)

If you have any actual feedback, please let me know.

Dippa

Members

8 hours ago, ufwfrosty said:

Hmm, I think I have seen this issue before. I just want to make sure I fix this for the update. Can you please add me on Discord so I can maybe understand and release a fix for it? My Discord is ufwfrosty

What is your issue? So I can get a fix going and see in your log what I am looking for.

Oh wow, it did not show any of my message. Sorry about that! I'm running into the same issue as the other person in terms of excepting a callout but every time I do, it will say “disregard code-4”.

docscratch

Members

this is awesome! thx for that

admirable

Members

Seems like, callout can't be accepted.

JCae2798

Members

I recommend one of two things

  1. Remove the distance cancelation feature and let the user decide if he/she wants it or not (we can see location distance in callout interface)

  2. Exclude the callout from triggering altogether if it's too far. Similar to the other mod where it filters call outs based on distance. This way people aren't left confused

Look forward to your updates/fixes.

Sgt Izzy

Members

I've got hope for this project, if there's a discord for it please let me know, I'd like to be kept up to date for when the bug fixes drop

ufwfrosty

Members Author

13 hours ago, JCae2798 said:

I recommend one of two things

  1. Remove the distance cancelation feature and let the user decide if he/she wants it or not (we can see location distance in callout interface)

  2. Exclude the callout from triggering altogether if it's too far. Similar to the other mod where it filters call outs based on distance. This way people aren't left confused

Look forward to your updates/fixes.

I am looking into this exact fix but I don’t think there is really a work around I am still looking into this tho so I will keep you posted.

12 hours ago, Sgt Izzy said:

I've got hope for this project, if there's a discord for it please let me know, I'd like to be kept up to date for when the bug fixes drop

I plan to keep updating this I don’t have a discord yet but before next update I will have one

15 hours ago, admirable said:

Seems like, callout can't be accepted.

They can I just have a thing on it to if you try to except a callout and your to far then it will automatically decline as your too far

MasterJi

Members

I recently tried the callout and I'm pretty sure this callout is what's causing significant FPS drop in my game. My game drops from 100 FPS to around 40 FPS when this callout starts(yes, I did remove it from the plugins folder to confirm). Everything runs normally until this callout loads. I thought I'd mention it in case it helps with future optimization. Looking forward to future updates and can't wait to see how the mod continues to improve!

ufwfrosty

Members Author

1 hour ago, Yaji said:

I recently tried the callout and I'm pretty sure this callout is what's causing significant FPS drop in my game. My game drops from 100 FPS to around 40 FPS when this callout starts(yes, I did remove it from the plugins folder to confirm). Everything runs normally until this callout loads. I thought I'd mention it in case it helps with future optimization. Looking forward to future updates and can't wait to see how the mod continues to improve!

I was not aware of this I appreciate you for letting me know I will see if anyone else has experienced this

AKOZBOT

Members

On 8/3/2026 at 2:20 AM, GoD5p33d666 said:

Ok after asking for a new callout some seem to be working,

the intoxicatd people don't show a reading through PR they look and sound drunk but noithing cxoming up on the breathylizer

But opther than that i got most callouts to work by requestiung and being in the correct area which is good.

The kidnapping callout is scripted and when i spoke to them through NPCAI they didn't know what was happening.

Some callouts showing code 4 but i still might not have been close enough, im not sure.

ill keep it in and give it a stream with it

Loving the non scripted callouts, Been waiting for these!! Awesome

I'm having a similar issue to this, but with ped searches. Pat down executes, however nothing shows up (repeat issue).

ufwfrosty

Members Author

1 hour ago, AKOZBOT said:

I'm having a similar issue to this, but with ped searches. Pat down executes, however nothing shows up (repeat issue).

I have done nothing to the peds other then make them look drunk visually now I can say as I have beta tester on stp they are actaully drunk but I cant get the bac for pr to connect but if you want them to have something which I can do but I need to know

SlopCop

Members

23 hours ago, ufwfrosty said:

I was not aware of this I appreciate you for letting me know I will see if anyone else has experienced this

Very cool mod, but can confirm this causes major drops and stutters

ufwfrosty

Members Author

37 minutes ago, SlopCop said:

Very cool mod, but can confirm this causes major drops and stutters

Thank you I will look into this and come out with a fix for it

Mokatogames

Members

Os npcs nunca sabem do que se trata, dizem sempre que estão só passeando e não sabem de nada..e a unica que soube foi a do motel que simplismente me abordou sem eu dizer nada e jogou a arma dela no chão (?)😂.

Entretanto parece uma boa ideia... acredito que um arrombamento de residência ficaria melhor se não fosse em um motel,onde tudo ja é aberto.. mas a ideia foi boa,esperarei as atualizações com certeza vai ser algo interessante de se usar.

ufwfrosty

Members Author

13 hours ago, Mokatogames said:

Os npcs nunca sabem do que se trata, dizem sempre que estão só passeando e não sabem de nada..e a unica que soube foi a do motel que simplismente me abordou sem eu dizer nada e jogou a arma dela no chão (?)😂.

Entretanto parece uma boa ideia... acredito que um arrombamento de residência ficaria melhor se não fosse em um motel,onde tudo ja é aberto.. mas a ideia foi boa,esperarei as atualizações com certeza vai ser algo interessante de se usar.

Está a usar Nexus ou PD Comp?

Create an account or sign in to comment

Account

Navigation

Search

Search

Configure browser push notifications

Chrome (Android)
  1. Tap the lock icon next to the address bar.
  2. Tap Permissions → Notifications.
  3. Adjust your preference.
Chrome (Desktop)
  1. Click the padlock icon in the address bar.
  2. Select Site settings.
  3. Find Notifications and adjust your preference.