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Voice Interaction & ExpandedCallouts 0.6

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6 Screenshots

🚨 Expanded Callouts — Every Call. A Different Story.

More variety. Better conversations. Complete investigations.

REQUIREMENTS:

  • Grand Theft Auto V for PC

  • RAGE Plugin Hook

  • LSPDFR

  • StopThePed

  • Ultimate Backup

  • VoiceInteractions — Included in the unified plugin package

  • Windows Speech Recognition and a microphone — Required for voice control; keyboard alternatives are available

Expanded Callouts adds a growing collection of detailed and replayable incidents to Grand Theft Auto V LSPDFR.

These are more than simple “arrive and arrest” callouts. Each incident includes multiple possible outcomes, interactive conversations, realistic dispatch updates, improved scene placement, and clear investigation requirements.

Speak directly to victims, witnesses, suspects, drivers, and requesting officers through the integrated VoiceInteractions system—or press Y if you prefer traditional controls.

From questioning a suspicious person to tracking down an armed robbery suspect, every call is designed to feel like a complete police response.


📞 Five Detailed Callouts

Expanded Callouts currently includes:

  • Suspicious Person

  • Motor Vehicle Accident

  • Domestic Dispute

  • Traffic Stop Backup

  • Robbery

Each callout features randomized behavior and different possible outcomes, giving you a reason to approach every scene carefully.

A cooperative subject during one call may flee, fight, surrender, or be armed during the next.


🕵️ Suspicious Person

Respond to reports of suspicious activity around neighborhoods, parked vehicles, private property, and closed businesses.

Possible situations include a subject:

  • Looking into a parked vehicle

  • Checking vehicle doors

  • Looking through the windows of a house

  • Standing in someone’s backyard

  • Loitering around a closed business

  • Wandering around private property

  • Carrying a suspicious weapon or tool

Possible weapons include:

  • Crowbar

  • Knife

  • Baseball bat

  • Flashlight

Not every suspicious person is automatically guilty. Subjects may cooperate, provide an explanation, refuse to answer, surrender, flee, or become aggressive.

Approach the subject and say:

“Hello.”

You can then speak the displayed officer dialogue naturally or press Y to continue.

If the subject suddenly attacks or flees, the conversation automatically ends so you can immediately respond to the threat.


🚗 Motor Vehicle Accident

Respond to realistic collision scenes placed along accessible roadways.

Vehicles are positioned separately and aligned with the roadway to prevent them from spawning on top of one another. Both vehicles receive visible collision damage, including damaged body panels, reduced engine health, dirt, broken components, and front-end deformation.

Possible incidents include:

  • A standard two-vehicle collision

  • A collision with an injured driver

  • Conflicting driver statements

  • A hit-and-run investigation

During a hit-and-run, the remaining driver may tell you:

“The other car hit me and took off.”

The driver provides a randomized description of the fleeing vehicle, including its color and vehicle type.

Dispatch repeats the description over the radio and may locate a matching damaged vehicle nearby.

You must then:

  • Interview the original driver

  • Locate the suspected hit-and-run vehicle

  • Investigate the second driver

  • Determine whether each party should be arrested or released

The callout will not clear until both involved parties have been properly resolved.


🏠 Domestic Dispute

Respond to disputes around houses, residential yards, apartment areas, and business parking lots.

Domestic scenes are positioned away from the middle of the roadway, helping them feel like believable incidents instead of random pedestrians standing in traffic.

Both parties can be handled separately.

You may need to:

  • Speak with Party 1

  • Speak with Party 2

  • Identify both individuals

  • Hear conflicting versions of what happened

  • Separate the involved parties

  • Investigate possible assault

  • Handle a fleeing aggressor

  • Respond if one party attacks the other

  • Arrest or dismiss each person

An on-screen checklist tracks the status of both parties.

If a person is arrested or dismissed, that disposition overrides any unfinished interview or identification requirements for that person.

The callout clears once both parties have been arrested or dismissed.


🚔 Traffic Stop Backup

Respond to another officer requesting assistance during a roadside traffic stop.

The stopped vehicle and patrol vehicle are positioned along the same road axis, with the requesting officer’s unit properly aligned behind the suspect vehicle and moved toward the shoulder.

The patrol vehicle arrives with:

  • Emergency lights activated

  • Siren audio muted

  • Region-appropriate vehicle selection

  • Region-appropriate officer selection

Expanded Callouts reads the installed Ultimate Backup regional configuration to select the appropriate patrol vehicle and officer for the location.

This can include configured:

  • Police departments

  • Sheriff departments

  • Highway or state patrol units

  • North Yankton units

  • Custom regional agencies

  • Vehicle liveries

  • Vehicle colors

  • Vehicle extras

  • Officer models

  • Officer clothing and props

After you arrive, approach the requesting officer and say:

“Hello.”

The officer will brief you and then continue the traffic stop.

The requesting officer may:

  • Walk to the driver’s window

  • Request license, registration, and insurance

  • Return to the patrol vehicle

  • Run the driver’s information

  • Report the database results

  • Issue a warning

  • Issue a citation

  • Arrest the driver for an outstanding warrant

Some drivers may flee before the normal traffic-stop procedure can begin, immediately turning the call into a pursuit.

Once the traffic stop is complete, the requesting officer returns to the correct patrol vehicle, disables the emergency lights, leaves the scene, and eventually despawns.


💰 Robbery

Respond to armed robberies around believable locations instead of finding victims and suspects standing in the middle of the street.

Possible robbery locations include:

  • Convenience stores

  • Gas stations

  • Banks

  • Bars

  • Restaurants

  • Parking lots

  • Other businesses

  • Houses and residential properties

Robbery suspects can carry:

  • Pistols

  • Knives

  • Crowbars

  • Baseball bats

The robbery begins as soon as you arrive on scene, but interactive dialogue remains available when the situation allows it.

Possible robbery outcomes include:

  • Suspect immediately flees

  • Armed suspect attacks

  • Suspect surrenders

  • Suspect hides around the property

  • Suspect becomes compliant

  • Robber escaped before police arrived

If the victim tells you:

“The robber ran before you got here.”

you must interview the victim and obtain a suspect description.

The victim provides information about:

  • Suspect appearance

  • Clothing

  • Direction of travel

  • Possible weapon

Dispatch then repeats the description over the radio and searches the surrounding area.

A nearby suspect may be located and marked for further investigation.

The callout remains active until both the victim and suspect have been arrested or dismissed.


ChatGPT Image Aug 31, 2026, 06_56_11 AM.png

🗣️ Voice-Driven Callout Conversations

Expanded Callouts is integrated directly into VoiceInteractions.

Walk up to a victim, witness, suspect, driver, or requesting officer and say:

“Hello.”

Blue officer dialogue remains displayed until you speak the line or press Y.

Pedestrian responses continue automatically and attempt to use appropriate built-in GTA V ambient speech, helping conversations feel more natural while subtitles provide the complete intended dialogue.

If a callout subject attacks or begins fleeing:

  • Active dialogue immediately ends

  • Waiting officer subtitles are released

  • Delayed pedestrian responses are canceled

  • You can react without waiting for the conversation to finish

Players without a microphone can complete every callout using the Y key.


📻 Real Dispatch Updates

Callouts include contextual radio and dispatch information.

Depending on the situation, Dispatch may:

  • Announce the original incident

  • Update your callout status

  • Repeat suspect descriptions

  • Broadcast hit-and-run vehicle descriptions

  • Locate a nearby suspect

  • Locate a damaged vehicle

  • Mark a search area

  • Confirm when the scene is Code 4

Scanner responses use LSPDFR’s native dispatch system whenever possible, helping radio traffic match the rest of the game.


Complete Scene Resolution

Expanded Callouts does not automatically clear an investigation just because the opening dialogue finished.

Depending on the callout, you may need to:

  • Interview multiple people

  • Identify involved subjects

  • Locate a fleeing suspect

  • Find a hit-and-run vehicle

  • Complete a pursuit

  • Arrest a suspect

  • Dismiss or release a civilian

  • Resolve every person connected to the incident

The callout clears only after the required parties and investigation objectives have been completed.


🔌 Plugin Integration

StopThePed

Expanded Callouts uses and supports StopThePed functionality for:

  • Pedestrian identification

  • Arrest status

  • Dismissing and releasing subjects

  • Traffic-stop interactions

  • Pedestrian investigations

  • Scene disposition

Ultimate Backup

Ultimate Backup is used for:

  • Region-appropriate police vehicles

  • Region-appropriate requesting officers

  • Custom agency configurations

  • Local patrol selection

  • Backup-related integration

VoiceInteractions

VoiceInteractions provides:

  • Spoken greetings

  • Spoken officer dialogue

  • Dispatch commands

  • Pedestrian voice interaction

  • Callout status updates

  • One unified plugin project

Expanded Callouts and VoiceInteractions are combined into a single plugin so both systems can be updated and expanded together.


🖥️ Console Commands

Callouts can be tested through the RagePluginHook console.

ecall status — Display registration and active-callout information
ecall register — Retry callout registration
ecall suspicious — Start Suspicious Person
ecall mva — Start Motor Vehicle Accident
ecall domestic — Start Domestic Dispute
ecall backup — Start Traffic Stop Backup
ecall robbery — Start Robbery
ecall end — Force-end the current Expanded Callout
ecallhelp — Display available commands


📁 Included Files

The unified package includes:

  • VoiceInteraction.dll

  • VoiceInteraction.ini

  • CustomQuestions.xml

  • TrafficStopQuestions.xml

  • PedAnswers.xml

The old separate ExpandedCallouts.dll should be removed to prevent duplicate callout registration.

The old plugins\LSPDFR\VoiceInteractionFiles folder is no longer required after the included files have been installed correctly.


🎯 The Goal of VoiceInteraction & ExpandedCallouts

Expanded Callouts is designed to make every incident feel like more than another waypoint on the map.

Better scene placement.

More possible outcomes.

Natural voice interaction.

Real investigations.

Smarter dispatch updates.

Complete scene resolution.

More immersive patrols.

Expanded Callouts

Every Call. A Different Story.

Voice Interactions Video: https://youtu.be/BG2Z4W7jFOQ?si=ioLT2zNGqaMAqMlo
Expanded Callouts Video: COMING SOON!

Edited by buddha

What's New in Version 0.6

Released

Pasted content

VoiceInteraction / Expanded Callouts — Complete Changelog

BETA 0.1.x — Initial Expanded Callouts

  • Created five LSPDFR callouts:

    • Suspicious Person

    • Motor Vehicle Accident

    • Domestic Dispute

    • Traffic Stop Backup

    • Robbery

  • Added the initial LSPDFR callout registration system.

  • Added separate scenario variations within each callout.

  • Added basic scene cleanup and callout-ending behavior.

  • Corrected compatibility problems with the installed LSPDFR API reference.

BETA 0.2.0 — Registration and Testing Stabilization

  • Fixed callout registration occurring before the player went on duty.

  • Added on-duty-only registration.

  • Added duplicate-resistant registration tracking.

  • Registration retries now target only callouts that previously failed.

  • Fixed ConsoleCommands.cs not being compiled into the DLL.

  • Added working RagePluginHook console commands:

ecall status
ecall register
ecall suspicious
ecall mva
ecall domestic
ecall backup
ecall robbery
ecall end
ecallhelp
  • Added active-callout and registration information to ecall status.

  • Added manual registration retry through ecall register.

  • Added automatic callout completion conditions.

  • Added delayed Code 4 cleanup.

  • Added force-ending support through ecall end.

  • Added scenario-specific pedestrian dialogue.

  • Added the initial VoiceInteraction API hooks without requiring a direct DLL dependency.

BETA 0.3.0 — Voice-Activated Dialogue and Ultimate Backup

  • Cooperative dialogue no longer starts automatically when entering the scene.

  • Dialogue can be initiated by:

    • Walking close to a subject and pressing Y.

    • Walking close and saying “hello” through VoiceInteraction.

  • Immediate fleeing scenarios continue to activate automatically.

  • Added VoiceInteraction greeting routing to the active callout.

  • Added Ultimate Backup regional integration to Traffic Stop Backup.

  • Traffic Stop Backup reads installed Ultimate Backup configuration from:

    • CustomRegions.xml

    • DefaultRegions.xml

  • Custom-region matches take priority over default regions.

  • Regional backup selection can use the configured:

    • Police vehicle

    • Officer ped model

    • Clothing

    • Props

    • Vehicle livery

    • Vehicle colors

    • Vehicle extras

  • Added city police, sheriff/county, and North Yankton fallback units.

  • Ultimate Backup remains optional; callouts continue working if it is unavailable.

  • Added an explicit Microsoft.CSharp reference to fix:

Missing compiler required member
Microsoft.CSharp.RuntimeBinder.CSharpArgumentInfo.Create

BETA 0.3.1 — Domestic Dispute Resolution

  • Domestic Dispute no longer clears after only the opening dialogue.

  • Both parties can be interviewed separately.

  • Added individual tracking for:

    • Talked to

    • Identified

    • Arrested or dismissed

  • Added an in-game checklist for both parties.

  • The callout initially required both parties to be talked to, identified, and resolved.

  • Ending a pursuit or resolving only one party no longer clears the callout.

BETA 0.4.0 — Callout Placement and Dialogue Improvements

Suspicious Person

  • Moved suspect spawning away from the middle of the road.

  • Replaced the unsupported World.GetNextPositionOnSidewalk dependency with an older-RPH-compatible off-road placement system.

  • Added more suspect activities:

    • Looking into a parked vehicle

    • Looking toward or inside a residence

    • Standing in someone’s backyard

    • Loitering around a closed business

    • General suspicious wandering

  • Added possible melee weapons:

    • Crowbar

    • Knife

    • Baseball bat

    • Flashlight

  • Added surrendering, fleeing, cooperative, and aggressive outcomes.

Domestic Dispute

  • Arresting or dismissing a party now overrides unfinished dialogue and identification requirements.

  • When both parties are arrested or dismissed, the callout clears.

  • The original Talk/ID checklist remains available for parties who have not yet been dispositioned.

Traffic Stop Backup

  • Added road-axis placement calculations.

  • Both vehicles now use the same road direction.

  • Police vehicle spawns behind the stopped vehicle.

  • Both vehicles are moved toward the shoulder.

  • Improved spacing and alignment to resemble a proper traffic stop.

  • After Code 4, the requesting officer:

    • Returns to the patrol vehicle

    • Enters the correct regional vehicle

    • Drives away

    • Despawns after reaching a safe distance or timeout

Dialogue System

  • Blue Officer lines remain displayed until the player:

    • Says the displayed line, or

    • Presses Y

  • Pedestrian responses continue automatically.

  • Ped responses attempt to use appropriate built-in GTA V ambient speech.

  • Authored subtitles remain available because ambient GTA dialogue does not always exactly match the intended sentence.

  • Added spoken Officer-line recognition through VoiceInteraction.

Compatibility Fixes

  • Removed all calls to the unavailable:

World.GetNextPositionOnSidewalk
  • Updated ground-position handling for the older nullable API:

World.GetGroundZ(position, false, false)
  • Correctly handles the returned float?.

  • Fixed local-variable naming conflicts such as the duplicated street variable.

  • Preserved the explicit Microsoft.CSharp reference.

BETA 0.5.0 — Unified VoiceInteraction Project

  • Merged Expanded Callouts and VoiceInteraction into one project.

  • Kept VoiceInteraction as the project and DLL name.

  • Expanded Callouts now operates as an internal VoiceInteraction module.

  • Replaced reflection-based communication between the two projects with direct internal API calls.

  • Reduced the installation to one primary plugin DLL:

VoiceInteraction.dll
  • Preserved all five Expanded Callouts.

  • Preserved existing VoiceInteraction commands and plugin bridges.

  • Preserved Ultimate Backup and StopThePed support.

  • Speech startup was isolated so callouts and Y dialogue continue working if Windows speech recognition fails.

Included VoiceInteraction Data

The new package includes the necessary files under the proper VoiceInteraction installation directory:

  • VoiceInteraction.ini

  • CustomQuestions.xml

  • TrafficStopQuestions.xml

  • PedAnswers.xml

The old files were also archived:

  • Localization.ini

  • PatDownItems.xml

  • PedAnswers.xml

  • TrafficStopQuestions.xml

  • VehicleItems.xml

  • CustomQuestions.xml

This allows the old plugins\LSPDFR\VoiceInteractionFiles folder to be removed after installing the unified package.

Motor Vehicle Accident

  • Added substantially stronger visual vehicle damage:

    • Reduced engine health

    • Reduced body health

    • Front-end deformation

    • Secondary impact damage

    • Dirt

    • Broken doors in severe crashes

  • Added a hit-and-run variation.

  • The remaining driver provides a randomized vehicle description.

  • Description includes vehicle model/type and color.

  • Dispatch repeats the description over the radio.

  • A matching damaged vehicle is located nearby.

  • A red search route marks the located vehicle.

  • The player can interview the located driver.

  • The callout remains active until both involved drivers are arrested or released.

Domestic Dispute

  • Moved domestic scenes away from road centers.

  • Scenes now favor:

    • Residential property edges

    • Yards

    • Business parking areas

  • Both parties spawn separated instead of occupying the same position.

  • Two-party arrest/dismiss completion remained active.

Traffic Stop Backup

  • Added a complete requesting-officer traffic-stop sequence.

  • After the player says hello or presses Y, the officer:

    • Briefs the player

    • Walks to the driver’s window

    • Requests license, registration, and insurance

    • Returns to the patrol vehicle

    • Runs the driver’s identification

    • Reports the results

    • Determines an appropriate enforcement action

  • Possible conclusions include:

    • Verbal warning

    • Traffic citation

    • Arrest for an outstanding warrant

    • Immediate vehicle pursuit

  • Warning and citation drivers are released.

  • Warrant scenarios include a visual NPC arrest sequence.

  • The requesting officer leaves after the callout finishes.

BETA 0.6.0 — Current Build

Robbery Placement

  • Robbery scenes no longer use street-center spawn points.

  • Scenes use off-road property and business-edge positions intended to represent:

    • Parking lots

    • Gas stations

    • Banks

    • Bars

    • Restaurants

    • Stores and other businesses

    • Houses and residential properties

  • Victim and suspect spawn with improved separation.

Robbery Variety

Expanded the robbery callout to six possible outcomes:

  1. Suspect immediately flees.

  2. Armed suspect attacks the officer.

  3. Suspect surrenders.

  4. Robber fled before the officer arrived.

  5. Armed suspect is hiding or loitering around the side of the property.

  6. Suspect becomes compliant after seeing the patrol vehicle.

  • Every spawned robbery suspect receives a weapon.

  • Possible weapons include:

    • Pistol

    • Knife

    • Crowbar

    • Baseball bat

  • The robbery scenario activates automatically when the player arrives.

  • Interactive Officer dialogue still requires the spoken line or Y.

Fled Robbery Suspect Investigation

When the victim says:

“The robber ran before you got here.”

the following sequence occurs:

  • Player interviews the victim.

  • Victim provides a randomized suspect description.

  • Description includes clothing and general appearance.

  • Victim warns that the robber was armed.

  • Officer requests a broadcast.

  • Dispatch repeats the description over the radio.

  • A nearby person matching the reported suspect role is located.

  • A red routed search area marks the suspect’s location.

  • The located suspect is armed.

  • The player can approach and initiate additional dialogue.

  • The suspect does not spawn until the victim interview finishes.

Robbery Completion

  • Robbery no longer clears merely because:

    • Dialogue finished

    • A pursuit ended

    • The suspect surrendered

    • The suspect was located

  • Both the victim and suspect must be arrested or dismissed/released.

  • A robbery-resolution display shows the status of both parties.

Motor Vehicle Accident Placement

  • Added a dedicated main-road crash placement system.

  • Uses multiple street-node checks to avoid inaccessible areas.

  • Rejects placement with excessive elevation changes.

  • Derives vehicle headings from the road direction.

  • Vehicles receive separate calculated positions.

  • Vehicles must have at least approximately ten meters of separation.

  • Removed the random seven-meter vehicle spawn that allowed vehicles to overlap.

  • Added a separated fallback placement if normal road validation fails.

Traffic Stop Backup Lights

  • Requesting officer’s patrol vehicle now has emergency lights active.

  • Siren audio is muted.

  • Lights and muted-siren state are disabled before the officer drives away.

Emergency Dialogue Cancellation

  • Dialogue now automatically completes/cancels if a registered callout subject:

    • Attacks the player

    • Enters combat with the player

    • Begins fleeing

  • The system monitors subjects during active conversations.

  • Officer subtitles waiting for voice or Y immediately release during an emergency.

  • Pedestrian subtitle delays are interruptible.

  • Dialogue completion callbacks do not run after an emergency cancellation.

  • Explicit emergency cancellation was added to scripted hostile events in:

    • Suspicious Person

    • Domestic Dispute

    • Traffic Stop Backup

    • Robbery

Voice Recognition

Added built-in recognition phrases for the new robbery dialogue, including:

  • “Tell me what the robber looked like.”

  • “Dispatch, broadcast that description to nearby units.”

  • “Stop there, I need to speak with you about a reported robbery.”

  • “Keep your hands visible while I investigate.”

  • “Stay here while I contact them.”

  • “Put the weapon down and show me your hands.”

Current Project State

  • Current version: 0.6.0.0

  • Project name: VoiceInteraction

  • Output DLL name: VoiceInteraction.dll

  • Integrated callouts: 5

  • Project entry points: 1

  • Included C# source files: 24

  • Unsupported sidewalk API calls: 0

  • Required project references include:

    • Microsoft.CSharp

    • System.Speech

    • RagePluginHook

    • LSPDFR API


Short Description

Voice powered interaction with peds and dispatch, built on the StopThePed & UltimateBackup Framework

AI disclosure

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

  • Description
  • Images
  • Mod and Mod Content (Substantial)

Not a very good coder and wanted to bring an idea to life and then be able to share it with other people

User Feedback

Recommended Comments

Troll96

Members

Can you please add a Video Demo , just to se how it works.

buddha

Members Author

6 minutes ago, Troll96 said:

Can you please add a Video Demo , just to se how it works.

Just added a short one.

Bear82

Members

That’s great, but am I right in understanding - based on how GrammarPolice is set up - that specific words need to be added to the existing XML files? And are there plans to support PRs for this in the future? Many thanks.

buddha

Members Author

Yes, but they are very common phrases that are easily remembered and expandable. Also I plan to try and implement a smart conversation system.

boomer2840

Members

why not just use NPCAI? not knocking the mod just wondering.

buddha

Members Author

1 hour ago, boomer2840 said:

why not just use NPCAI? not knocking the mod just wondering.


I wanted something something that could have direct community input. I'm welcome to ideas on things that would improve LSPDFR quality of life.
I also I think you have to pay for it xD, I wanted a nice alternative that incorporates several immersive functions for people to enjoy that maybe cant afford things like that.

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