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Typical Callouts 1.5.1

(10 reviews)

1 Screenshot

Typical Callouts 1.5

Thank you for checking out my first callout pack! This is my first time creating any sort of addon for LSPDFR so I hope you enjoy it. 

 

I created this callout pack because I noticed a significant lack of callout packs with typical everyday calls that won't end up in a pursuit or a shootout. I personally prefer to try and simulate real world policing as closely as possible so I decided to create a pack that would introduce callouts that police officers generally do get on a daily basis.

 

A quick note: I just want to say a quick thank you to everyone for downloading the pack and giving me helpful feed back 🙂 It's much appreciated and I'm still mindblown at how well this callout pack has done so far. With the new update, I know there will probably be some bugs and crashes, so if you experience any please write a comment or PM me so I can get it figured out and fixed. Also, as far as new content goes there won't be much more in the future for Typical Callouts as I'm moving towards creating a callout pack with K9 callouts. I will still make fixes and release those updates for Typical Callouts, and I might add a callout or two when the inspiration hits sometime in the future, so trust me I'm not abandoning it 😉 . And finally, if you enjoyed the callout pack it would be greatly appreciated if you left a small donation using the PayPal button by the Download button. As much as I enjoy making callouts, the only reason I have so much free time to do this  is my job has been, and still is closed down due to COVID. Any donation would go a long way and be immensely appreciated. Anyways, thank you for reading my little spiel, and I hope you enjoy the callouts!

 

 

Callouts:

DISCLAIMER:  All callouts have a varying number of spawn locations, if you attempt to force a callout while out of range it will not work. This is to avoid receiving callouts for Los Santos while on the other side of the map and vice versa. If you would like to change the range of each callout, this can be done in the ini file.

 

 

(NEW!) Traffic Stop Backup:     Here it is, the highlight of the update! Traffic Stop Backup has always been one of my favorite callouts from Albo1125's Assorted Callouts pack, so I decided to create my own rendition to add some more variety to the available traffic stop backup callouts. This callout features 20 Unique Dialogues and Situations,  as well as Over 500 Spawn Locations. This callout ended up taking 75% of the time I spent working on this update but I'm really happy with the way it turned out and I hope you all feel the same way.

 

(NEW!) 3 New Speed Traps:     Speed trap was one of the callouts in desperate need of a rewrite, and in the process of doing so I added 3 New Locations in addition to the original in Los Santos. You can now operate speed traps in Los Santos County, Blaine County, and On a Highway. The mechanics of the speed traps have also been completely reworked to avoid crashes and certain bugs. This callout also features Customizable Partner Cars, allowing you to set which vehicle will spawn for your partner in each respective jurisdiction (set in the ini).

 

(NEW!) Towed Vehicle Disturbance:     In this new callout you will be tasked with responding to reports of a possible altercation between a tow truck driver, and the supposed owner of the vehicle he's attempting to tow. This callout contains many possible situations and outcomes, as well as 5 locations spanning Los Santos. 

 

(Updated) Recently Stolen Vehicle:  A caller reported that their vehicle has just been stolen, proceed to the last known location and attempt to locate the stolen car! New features after the update include: A search area which updates at random intervals, you now have to work a bit to find the vehicle 😉 , more realistic driving speed for suspect vehicle, and if you fail to locate the suspect within a certain amount of time the suspect will be lost.

 

(Updated) Trespassing at Taxi Yard:  A citizen has been reported trespassing on Los Santos Taxi Co. property, proceed to the location and arrest the suspect if necessary. Fixed issues with dialogue, there are now 2 possible situations for this callout.

 

Citizen in Distress:  There have been multiple calls reporting a distressed citizen, proceed to the last reported location and see if the citizen requires assistance.

 

Welfare Check:  A caller has requested a welfare check on someone they know, proceed to their residence and ensure they don't require any assistance.

 

911 Hang Up:  Someone called 911 and hung up under potentially suspicious circumstances. It could be a simple mistake, but the caller may be in danger! Proceed to the phone's last known location and investigate!

 

Silent Alarm Call:  A home security system with a silent alarm just called 911, make your way to the residence and find out why it went off.

 

 

Required Plugins

1.     Stop The Ped by BejoIjo

2.     Ultimate Backup by BejoIjo

 

Recommended Plugins

1.     License Plate Randomizer by PNWParksFan

2.     Regular Callouts by RicardaHub

 

 

Installation

Drag the "lspdfr" and "plugins" folders into your main GTA V directory. Instructions are in the readme as well. Make sure to also take a peak at the INI file to see if there's any settings you wish to tweak 🙂 

 

 

 

 

Please feel free to leave me constructive criticism and/or suggestions, I'm always looking to improve so both are very welcome! 🙂

 

 

What's New in Version 1.5.1

Released

1.5.1:

 

+ fixed issue with traffic stop that had the potential to completely crash the game

+ Added setting in INI file to choose if lights and sirens are on for traffic stop callout

- Removed crusader from tow disturbance callout as well as all others it was listed in

 

 

 

 

 

 

 

 

 

 

 

1.5.0:

+ Added ini file with ability to enable/disable callouts as well as set range
+ New System for location selection so closest applicable location is used always
+ New Callout, Tow Truck Disturbance
+ New Callout, Traffic Stop Backup

+ Recently Stolen Vehicle will now generate a search area every now and then around the suspect rather than leading straight to it
+ Recently Stolen Vehicles can now be lost if not located in time

+ Added key to end callout at any time
+ End callout key and dialouge key now customizable

+ Fixed early dialouge in Trespassing callout
+ Added hostile potential to Trespassing callout
+ Search area blips now translucent instead of solid

+ Speed Trap will now give suspect vehicle's actual random speed instead of preset speed
+ Added 25 more vehicles models to speed traps
+ Created Speed Trap in Paleto Bay on highway
+ Created Speed Trap in Los Santos County
+ Created Speed Trap on Vespucci Highway
+ Fixed speed so it is now MPH not meters per second (oops! 🙂

+ Numerous minor changes and fixes
+ Majority of Callouts will no longer automatically CODE 4 when completed, instead the key designated in the INI must be pressed, or grammar police must be used to CODE 4 the callout

- Fixed some dialouge spelling errors
- Removed unneccessary animations from distressed citizen

User Feedback

Recommended Comments

Dippa

Members

@NWpilot07 Thank you for adding the option for the lights on trafficstop! I have one other suggestion I think would be great for the traffic stop callouts: could you make the endings so the officer do not "rush off". After he speaks to the driver he runs to his car and just pull off running everything over. Also when picking which police agency the vehicle changes but the officer do not match the agency. For instance, if I choose the sheriff to be the one calling for backup itwill be the sheriff car, but have LSPD officer driving it. Other than this I LOVE THIS CALLOUT PACK!!

NWpilot07

Members Author

(edited)

1 hour ago, Dippa said:

@NWpilot07 Thank you for adding the option for the lights on trafficstop! I have one other suggestion I think would be great for the traffic stop callouts: could you make the endings so the officer do not "rush off". After he speaks to the driver he runs to his car and just pull off running everything over. Also when picking which police agency the vehicle changes but the officer do not match the agency. For instance, if I choose the sheriff to be the one calling for backup itwill be the sheriff car, but have LSPD officer driving it. Other than this I LOVE THIS CALLOUT PACK!!

 

I can try and fix the issue with the officer running off afterwards, shouldn't be too difficult. I'm not sure why you are having the issue with the uniforms and cars however. The way its written, it should be an impossibility for the sheriff car to spawn with anything other than the sheriff model loaded. It works as a simple "if" and "else" statement. If the callout location is in the city of Los Santos, it will spawn both the city car and the city police officer, if it is anywhere but Los Santos, it should spawn the sheriff unit followed by the sheriff officer. I will however try to replicate the issue, I just need some questions answered.

 

Does it occur at all spawn points or just some?

Is it possible the car models are mixed up in the ini?

And are you using any sort of custom uniforms?

 

Sorry you're having trouble and I hope I can help find a solution.

 

EDIT: Something I may have forgotten to mention in the INI is that for TrafficStopBackup only the cars you have set for Blaine County and Los Santos are used. If its in the city it will use whatever is set to the LosSantos slot, and if its anywhere but in Los Santos it will use whatever is in the Blaine County slot. This is due to the fact that I have yet to figure out a way to differentiate between zones other than "city" and "not city."

Edited by NWpilot07

Dippa

Members

(edited)

52 minutes ago, NWpilot07 said:

 

I can try and fix the issue with the officer running off afterwards, shouldn't be too difficult. I'm not sure why you are having the issue with the uniforms and cars however. The way its written, it should be an impossibility for the sheriff car to spawn with anything other than the sheriff model loaded. It works as a simple "if" and "else" statement. If the callout location is in the city of Los Santos, it will spawn both the city car and the city police officer, if it is anywhere but Los Santos, it should spawn the sheriff unit followed by the sheriff officer. I will however try to replicate the issue, I just need some questions answered.

 

Does it occur at all spawn points or just some?

Is it possible the car models are mixed up in the ini?

And are you using any sort of custom uniforms?

 

Sorry you're having trouble and I hope I can help find a solution.

 

EDIT: Something I may have forgotten to mention in the INI is that for TrafficStopBackup only the cars you have set for Blaine County and Los Santos are used. If its in the city it will use whatever is set to the LosSantos slot, and if its anywhere but in Los Santos it will use whatever is in the Blaine County slot. This is due to the fact that I have yet to figure out a way to differentiate between zones other than "city" and "not city."

Ok, thank you! What is happening is I turned my entire sheriff agency into Maryland State Troopers. So I use the sheriff vehicle all over the entire map as the state police. I turned the hwy patrol state police into Maryland State also driving police4 unmarked in full uniform. My police slots 1,2,3 are all regular LSPD police turned PG County police. When I am in the city I changed the INI so the sheriff is the vehicle of choice, however when the callout spawns anywhere that LSPD would norm patrol the sheriff vehicle will spawn but still have the LSPD driver. I know that there is a setting on what agency is used in what area in the LSPDFR main folder so I'm wondering could that have something to do with it. I'm using the stock police, I just edited the uniforms to look like Maryland State Police for the Sheriff and Prince George's County Police for city.

This is how my INI is setup:

LosSantos = sheriff
BlaineCounty = sheriff
LosSantosCounty = sheriff
StatePolice = police4

 

Edited by Dippa

GabLeGamer

Members

TRAFFIC STOP BACKUP suggestions:

If you make the officer spawn/stand outside his car as you roll up, you can have the car with the lights on without the siren blaring. Sirens on NPC cars don't sound unless the officer is sitting in the car.

I got one of these calls where the officer already had someone in the back of the car, that would never happen IRL. If they're already transporting someone, they would pass the call to another officer. (which could be an interesting callout on it's own; dispatch sends you to catch up with an officer who spotted a speeding vehicle and then he breaks off to drop his suspect while you do the traffic stop)

Make the officer become a buddy via Ultimate Backup so he doesn't leave as soon as the call goes code 4.

MOAR LOCATIONS PWEASE! 😄 Just cover your eyes and place 400 more of these around the map, where ever, when ever. 😄 

NWpilot07

Members Author

2 hours ago, Yoko Daisuke said:

LSPDFR crashed... Is it due with the 911 Hang Up Callout?

RagePluginHook.log 223.44 kB · 0 downloads

 

It doesn't appear to be a result of 911HangUp, but if you have more problems which possibly relate to my pack please let me know.

1 hour ago, GabLeGamer said:

TRAFFIC STOP BACKUP suggestions:

If you make the officer spawn/stand outside his car as you roll up, you can have the car with the lights on without the siren blaring. Sirens on NPC cars don't sound unless the officer is sitting in the car.

I got one of these calls where the officer already had someone in the back of the car, that would never happen IRL. If they're already transporting someone, they would pass the call to another officer. (which could be an interesting callout on it's own; dispatch sends you to catch up with an officer who spotted a speeding vehicle and then he breaks off to drop his suspect while you do the traffic stop)

Make the officer become a buddy via Ultimate Backup so he doesn't leave as soon as the call goes code 4.

MOAR LOCATIONS PWEASE! 😄 Just cover your eyes and place 400 more of these around the map, where ever, when ever. 😄 

 

Thank you for the info on having suspects in the back of the car, I'll keep that in mind for future callouts.

 

I'll consider having the officer stand outside of the car, it should be a pretty easy thing to do, I also may make it an optional thing in the ini.

 

I can try and add locations but the only really easy one to add to is traffic stop backup, which already has well over 300 locations. The reason for this is I need to collect nearly 5 different sets of coordinates per one location for most of the callouts. I'm currently busy working on a new pack but I will definitely look into adding locations at some point to this one.

 

And of course, thank you for the feedback 😄 

h2dizzle

Members

(edited)

Great Callouts!

Edited by h2dizzle

Nathan 1984

Members

The cars aren't turning red in the speed trap call-out after they are clocked speeding

NWpilot07

Members Author

2 hours ago, Nathan 1984 said:

The cars aren't turning red in the speed trap call-out after they are clocked speeding

 

You must turn this on in your ini file

Nathan 1984

Members

2 hours ago, NWpilot07 said:

 

You must turn this on in your ini file

I changed it from false to true but it's still the same guess I did it right I'm pretty new to this

2 minutes ago, Nathan 1984 said:

I changed it from false to true but it's still the same guess I did it right I'm pretty new to this

Just checked it again I must not have saved it the first time

Professional58

Members

I pressing y button to take the call but it is disappering. I can't play this.

NWpilot07

Members Author

On 2/21/2021 at 1:07 AM, Professional58 said:

I pressing y button to take the call but it is disappering. I can't play this.

 

I'm inclined to think the problem is on your end not mine, as you are the first out of nearly 65000 people to have this issue. Please try and reinstall the pack or experiment with a different pack to see if the issue is isolated to my callouts. If it is, please determine if it is just one callout or all of my callouts. 

 

Also, if you continue to experience this issue after reinstalling and ensuring it is only my callouts causing the problem, please send me your log.

Professional58

Members

I will do it when i am free. Wait my news dude.

SkaroCult

Members

This is exactly what I've been looking for.  Very nice work.  Thank you so much!

Mattj1290

Members

how do you start the speed trap callouts? when i use callout manager they dont launch

 

NWpilot07

Members Author

On 4/16/2021 at 8:51 PM, Mattj1290 said:

how do you start the speed trap callouts? when i use callout manager they dont launch

 

 

You must be within a certain distance from the spawn point of the callout (configured in the ini file). If you wish to not have these limits then set the callout range in the ini to a very high number such as 10000.

Mattj1290

Members

21 hours ago, NWpilot07 said:

 

You must be within a certain distance from the spawn point of the callout (configured in the ini file). If you wish to not have these limits then set the callout range in the ini to a very high number such as 10000.

Understood thanks for the reply, that makes sense now that I had one come up naturally and I see how they work. Very cool. Only thing I couldn’t get was the green way point stayed there after the third stop. Couldn’t get it to clear

NWpilot07

Members Author

12 hours ago, Mattj1290 said:

Understood thanks for the reply, that makes sense now that I had one come up naturally and I see how they work. Very cool. Only thing I couldn’t get was the green way point stayed there after the third stop. Couldn’t get it to clear

 

Which location was this speed trap? I may have forgotten to clear one

ArriveAlive

Members

(edited)

-incorrect post-

Edited by NYCPO28

NWpilot07

Members Author

22 hours ago, NYCPO28 said:

I recently downloaded this and it's amazing. Only thing I have had issues with is the 911 hangup. After "forced entry" the threat is just standing there and it takes a minute to be able to interact with them. After arresting the threat, I tell them to follow me. As soon as I hit "E" to leave the house my lspdfr crashes and I never end up exited so I have to reset gta. 

 

None of my callouts involve pressing a key to enter or leave a house, this is most likely RegularCallouts

ArriveAlive

Members

9 hours ago, NWpilot07 said:

 

None of my callouts involve pressing a key to enter or leave a house, this is most likely RegularCallouts

Oh oops, it's also a 911 hangup call. Sorry about that!!

Is this callout any good, or does it crash your game?

NWpilot07

Members Author

14 hours ago, K2021 said:

Is this callout any good, or does it crash your game?

It's never crashed my game 😉

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