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26 Screenshots

 

Could contain: text, sky, outdoor, building, commercial building, sign

LC-infopage.gif.82cf03d6fe0cc3eedc79f813d971c632.gif

 

LC-warning.gif.40ed5545d46c8a8a6cc61ca93efa8eaa.gif

 

 

Official GitHub with plugin documentation and guides for Lore Callouts

https://github.com/ZPhDevs/Lore-Callouts

Edited by ZPhDevs

What's New in Version 1.1.7

Released

Quote

Developers note for 1.1.7 and why you should upgrade

 

The latest version of Lore Callouts saw updates to the Partner script, which is enabled by default from this release forward and it integrates fluently with LSPDFR. To get started, simply walk up to any cop standing about in the game world. Some intensive work went into optimizing the BodyInteraction script which lets the user drag and frisk bodies. It should now be less janky and more fluent. Some callouts received updates to increase the variety and should now feel more dynamic. But perhaps the biggest feature of this update was the CruiserInventory script. This script lets users access an inventory with two stingers and three traffic cones from their vehicle trunks. The GUI is a weapon wheel type of interface heavily influenced on the base game selection wheel. If you have any suggestions what else should be inside of this ivnentory, let me know!  And as always, a few hotfixes and  general minor adjustments was made as well. Much joy! /ZPhDevs

1.1.7 PUBLIC
- Updated and optimized the Partner script, which is now enabled by default in the initialization file. Walk up to a cop to get started.
- Updated and further optimized the BodyInteraction script, it should now work more fluently and cost less performance.
- Updated the TrafficStop callout with more variety. Suspects may now accidently drop suspicious items when they get out of their vehicle to further incentivise an investigation.
- Updated witness pointing animations to more natural looking ones.
- Fixed a bug to prevent a plugin crash when the player was taking down a suspect inside an interior on the exit marker.
- Added a new feature, CruiserInventory, which is a weapon-wheel GUI where users can select stingers and traffic cones from the back of their cruisers. Press and hold the weapon select key (TAB by default) near the back of your cruiser to interact with it. 
- Witnesses labeled as victims will now stay on the scene until users dismiss them.
- If the scanned ped (while using the helicopter camera) is a callout suspect, they will now be marked on the camera HUD and can be reported by pressing the crime report button (B by default).
- AI Cops may now issue a tickets on the TrafficStop callout, and more traffic infractions were added as reason for the stop.
- The first witness encountered on a crime scene will now reveal the victim's body (if they are dead) unless you've already located it.
- Suspects should now stay after they have been arrested even when they have been stopped/arrested using other plugins.
- Additional minor fixes and adjustments.

 

 

1.1.6 PUBLIC
- Cleaned up callout Motor vehicle accident, removed outdated code and made the call more straightforward.
- Added player ambient speech when responding to calls. This may be toggled on and off in the initialization file by changing PlayerAmbientSpeech.
- Fixed an issue with callout Shoplifting where if the player tried to engage the suspect before arriving at the store, subtitles and HUD elements would not update accordingly.
- Added a new scenario to callout Shoplifting, the shopkeeper may now attempt to apprehend the thief on their own.
- Added log entries to when a callout is denied because the spawnpoint is too far away from the player.
- Added a few more spawnpoints for callouts.
- Added dispatch radio for which traffic offence the suspect in callout TrafficStop was pulled over for, to provide some context for the scenario.
- Experimental feature implemented for wanted suspects to carry over between sessions, as it has been requested heavily. Suspects are now stored in suspects.dat found under /.../Plugins/LSPDFR/Lore Callouts. This file can be removed if users wants to start over. It will be rebuilt next time the plugin starts.
- Added a new scenario to callout Warrant to increase immersion, which tasks the player to transport suspects to court houses throughout the State. This scenario is on a 6 minute timer (8 minutes on the countryside) and fails if it runs out ( to simulate court house open hours and add some challenge).
- Added new world event to the pool, which lets the user find dumped narcotics andd weapons in the area. This world event is investigative and adds an entry to suspects.dat which allows users to also serve an arrest warrant/court order later on.
- Added a notification when the user goes on duty for the first time each session which details how many active cases (outstanding suspects) there are active. These will then trigger the Warrant callout later.
- Fixed an issue where the script accidently could register the player as a witness on Trespassing crime scenes.
- Added a couple of new apartments and properties for Burglary/Warrant callouts

 

1.1.5 PUBLIC
- Added a dynamic callout trigger range which can vary depending on which world zone the call is triggered from, allowing for longer distances in e.g Grand Senora Desert.
- Added player radio action, speech and dispatch radio sound to callout termination.
- If a callout is denied at creation because the requirements haven't been completed (E.g Helicopter support and the player is in a ground vehicle), it will now immediately trigger another callout to prevent unnecessary long down time between calls.
- Text messages can now be twice the lenght. Sometimes, if the person had a long name and the location was e.g Los Santos International Airport, the text was cut short.
- Merged a few tutorial text messages into one.
- Activated the Mechanic contact. Users may now call this contact to have their last police vehicle delivered.
- Opening the phone while the text notification is still active above the radar now immediately opens the text message on the phone.
- Completely overhauled the spawnpoints. All callouts now share a common spawnpoint logic with all areas having a display name for subtitles, two locations for vehicles, and a primary, secondary, tertiary and quantenary location for pedestrians. This should make the callouts feel a lot more dynamic. The plugin no longer needs to rely on randomly generated positions, which should result in less janky situations (as per GTA standards).
- Added interiors to apartment locations (e.g the ones used in Warrant). If the suspect can't be found outside, they are most likely inside their apartment and the user may enter these to look for them.
- Burglary suspects can now spawn inside interiors as well (at selected spawnpoints where interiors are available).
- Added a new variant to Disturbance. The new scenario involves a firearms possession threat. In addition, the property damage variant was changed to now involve an aggressor smashing the victim's vehicle.
- Added a balaclava and a shoulder bag to the main bank robbery suspect.
- Added an experimental partner feature (disabled by default, you may enable it inside the initialization file). Users can recruit/dismiss a partner by holding down the context key (E by default) and make them stay/follow by pressing the secondary context key (Q by default).
- Added realistic response for EmergencyServices. All ambulances spawned by the plugin are now dispatched from the closest ambulance station.
- Added a new callout, Vicious animal, which takes the user out in the wilderness to find dangerous animals on hiker trails.
- Removed callout Helicopter support and merged it into Suspect resisting arrest.
- Added a new callout, Shoplifting, which takes the user to various stores in San Andreas.
- Added a few new settings to the initialization file, namely TimerBars.TimerMultiplier which scales the timer based on distance (1.0f is default 1:1 ratio, 0.5f is half the time, 2.0f is double the time etc) and Scenario.Timeout (default 120 seconds).
- Due to a name change of the plugin DLL itself (From LoreCallouts.dll to Lore Callouts.dll), a check has been implemented to make sure the user isn't accidently running an older version simultaneously.
- Added the option to set the officer, deputy, paramedic and coroner ped models to the initialization file. These are found under "Pedestrians".
- Removed script VehicleControl (indicators and brake lights) and merged into another (as of writing) unreleased plugin.
- Added a new callout, Traffic stop.
- Added more clear instructions how to progress the drug deal callout.

 

1.1.4 PUBLIC
- The plugin now requires the latest initialization file to be used, or else it won't start.
- Default value for WorldEvents.MinTimeBetween has been increased to 45 (was 35).
- Re-enabled VehicleSpawns.
- Attempted to fix an issue with DynamicVehicleSearch and BodyInteration where in combination with other plugins or heavy script-related workload could crash LSPDFR.
- Cleaned up and deleted old and unnecessary code.
- Optimized relevant code and merged some callout features into common libraries for standardization.
- Added random gang member waves to CriminalActivity to slightly increase the difficulty for the player to run away with criminal goods.
- Callouts are now terminated by holding down the DEL key/X button for a few seconds (a progresss bar will show the status on screen). This was done to prevent accidental callout terminations for keyboard users and also as a quality of life improvement for controller users (who might have X keybinded to something else)
- Added idle animations for witnesses and also made them turn to face the player in a natural manner (previously they snapped to face the player before waving.)
- Improvements was made to EmergencyServices code. A few new animations was added as well.
- Some adjustments made to HeliCam, right-clicking on a target for police action should now be more fluent and the HUD text updated accordingly.


1.1.3.5 PUBLIC
- Disabled VehicleSpawns because of consistent plugin crashes for users.

 

1.1.3 PUBLIC
- Updated callout CriminalActivity so the suspect will attempt to take back the confiscated item from the player.
- Replaced WorldEvent spawnpoints with a set of new ones and fixed an issue which sometimes caused events to spawn at the center of the map X:0, Y:0, Z:0. This could also cause a LSPDFR crash for some users.
- Tuned WorldEvents loop to not send a new one immediately after the player interated with and completed the last one. The loop will now properly start over and trigger a new one after a cooldown.
- Added Amphibious variant to CriminalActivity.
- A helicopter now spawns at Downtown Police Station, two settings for this feature has also been added to the initialization file. VehicleSpawns to toggle the feature and PoliceHelicopter to set the model.
- Fixed callout CriminalActivity where, in combination with other plugins, some users got stuck on the prep stage with taking the Police Transport/Police Predator.
- Updated for Controller support, most (if not all) keys should now properly work on a controller as well.
- Added BodyInteraction, a new feature which allows players to interact with bodies in the game world. Hold E to drag the body, or hold Q to frisk them. In addition to this, a setting to toggle the feature has been added to the initialization file (BodyInteraction).
- Fixed animations for callout DrugDeal. The dealer and the buyer will now properly shake hands when the player arrives.
- Added a few more items for the investigative callouts.
- Update DynamicVehicleSearch, users must now press and hold the context key (E by default) to search a vehicle. A progress bar has been added as well.


Short Description

For Your Minimalistic Callout Needs

User Feedback

Recommended Comments

DooVan

Members

13 hours ago, ZPhDevs said:

The camera overlay itself is basically a scaleform movie which could affect performance. I am going to have to toy around a little bit more to see if it can be improved upon.

Since you are having these issues and I'm unable to replicate them myself on my system, would you be okay with testing a beta build in the future? Thanks for your report, I really appreciate it.

Yeah sure. 

Zepthan54

Members

Hey man, this callout pack is fantastic! I'm not sure if this is the place for suggestions, but is there any chance at further customizations for the tow trucks and coroners? It would be nice to be able to tie the coroners to specific zones or counties, so we could have the Blaine County Medical examiner and Los Santos County Coroner respond in their appropriate places. 

BradV

Members

(edited)

Is there a way to turn off that informant information sent in a text every minute?

Edited by BradV

ZPhDevs

Members Author

11 hours ago, BradV said:

Is there a way to turn off that informant information sent in a text every minute?

Yes! If you go to the initialization file, you can toggle WorldEvents by changing "true" to "false".

In the next build, I'll add an option to let users decide how much time should go between each new world event/text. Thank you and sorry for any incovenience this may have caused.

17 hours ago, Zepthan54 said:

Hey man, this callout pack is fantastic! I'm not sure if this is the place for suggestions, but is there any chance at further customizations for the tow trucks and coroners? It would be nice to be able to tie the coroners to specific zones or counties, so we could have the Blaine County Medical examiner and Los Santos County Coroner respond in their appropriate places. 

 

Thanks, I'm glad you're having a good time with it. I will take your suggestion and see what I can do with it. I do realise that alot of people run different units for Blaine and Los Santos County, even though Rockstar themselves couldn't be bothered to. 🙂

Officer Stormy

Members

On 7/5/2022 at 5:19 AM, AikoCutie said:

Bank robbery callouts never starts for me, always ends. Also for the police convey have you considered making the driver wearing police uniform? Making it more realistic. 

RagePluginHook.log 176.88 kB · 73 downloads

it has to be a certain time

 

officerIIIburak

Members

thanks! 👋🫂😱🎉⚙️

officerIIIburak

Members

(edited)

can you make these callouts

-2 gang shooting each other(10 20 gang member, ballas vs vagos etc)(like gangwar). with firearm or just brawl(with bat, knife).(when you arrive, let some members run away, some members can stay)

-officer in felony stop requesting backup(suspect is wanted or OUTSTANDING WARRANT)

-robbery in progress(clothes shops,markets)

-panic button(officers about to die, criminals shooting to them)

-street fight(hobos or normal)

-angry customer(s) attacking to hotdog stand and his owner.(maybe tribute, tax or something, arrest suspects)

Edited by officerIIIburak

LBGaming

Members

whenever i approach the person who informant tell me to arrest the LSPDFR crash

RagePluginHook.log

GamingWithMarty

Members

GamingWIthMarty's showcase on a few callouts from Lore Callouts

GTAFREELANCER

Members

LSPDFR crashes when I get in the area of a wanted subject from the informant. Also when I open my phone I don't have any contacts, cant call informant. Also how is the helicopter used? 

 

Plus with the criminal activity callout it simply shows me to a police transport vehicle. I get in and nothing happens. 

 

Perhaps needs and update or am I missing something? 

On 3/6/2023 at 6:31 AM, Lucas Lafaiete said:

whenever i approach the person who informant tell me to arrest the LSPDFR crash

RagePluginHook.log 73.3 kB · 0 downloads

Same here bro. 

ZPhDevs

Members Author

(edited)

21 hours ago, GTAFREELANCER said:

LSPDFR crashes when I get in the area of a wanted subject from the informant. Also when I open my phone I don't have any contacts, cant call informant. Also how is the helicopter used? 

 

Plus with the criminal activity callout it simply shows me to a police transport vehicle. I get in and nothing happens. 

 

Perhaps needs and update or am I missing something? 

Same here bro. 

 

I will take a look at your log file and see if I can find any issues. In the meantime, make sure that if you previously used Lore Interaction have removed all files because these will cause conflicts. Also, if you updated Lore Callouts from an earlier version, try to remove all plugin files and install fresh. Namely, LoreCalloutsAudio from lspdfr/scanner and LoreCallouts.dll and LoreCallouts.ini from plugins/lspdfr

 

EDIT: This issue should now be resolved with the next build. Thank you for your report 🙂

 

Edited by ZPhDevs

ZPhDevs

Members Author

7 hours ago, GamingWithMarty said:

 

Lovely to see some video feedback and get live reactions to features and callouts. I saw you were having issues with the Criminal activity callout where the callout got stuck after taking the police transport. I will look into why this happens for users and not for me, and possibly overhaul the code for that callout to make sure it works properly in the next build. 

GTAFREELANCER

Members

On 3/10/2023 at 9:32 AM, ZPhDevs said:

 

I will take a look at your log file and see if I can find any issues. In the meantime, make sure that if you previously used Lore Interaction have removed all files because these will cause conflicts. Also, if you updated Lore Callouts from an earlier version, try to remove all plugin files and install fresh. Namely, LoreCalloutsAudio from lspdfr/scanner and LoreCallouts.dll and LoreCallouts.ini from plugins/lspdfr

 

EDIT: This issue should now be resolved with the next build. Thank you for your report 🙂

 

Hey man thanks for that. It worked when I deleted everything and reinstalled. Great callout pack! Definitely my favourite out there. Please keep the updates coming! Its nice to have some variety and not just the same callouts. 

GTAFREELANCER

Members

Works perfectly now man! Thanks so much for the update. Only issue im facing is in the helicopter the camera moves at such a slow pace and its hard to scan and control the heli at the same time but maybe thats just a me problem haha. Also having the informant contact you so frequently can get abit annoying. Also sometimes is abit annoying having the suspect be there almost every time you go to a callout. Would be nice if for example sometimes its a burglary call thats not currently in progress and you have to go and investigate. Then adding the search warrant feature be more prevalent and having to execute the warrant on a home that perhaps doesnt have the suspect there but other people who put up a fight and they give you info on the suspects whereabouts if you manage to arrest them. For example, perhaps its a burglary, you execute a search warrant on a warehouse utilising OAI and its a storage facility for a stolen items/ burglary gang/ring and you can confiscate more stolen property from other burglaries, and they give up the whereabouts of the main suspect. Just a suggestion! 
 

Otherwise amazing work!!!

 

Anyway, I hope you add many more callouts as this is by far the best one out there. Keep it coming bro! Much love. 

DeputyB23

Members

I downloaded the 1.1.3 and it keeps crashing the game but when I install the older version it works. Just wanted to let you know. 

ZPhDevs

Members Author

(edited)

1 hour ago, DeputyB23 said:

I downloaded the 1.1.3 and it keeps crashing the game but when I install the older version it works. Just wanted to let you know. 

There seems to be an issue when the script spawns the helicopter. I will release a hotfix shortly. Sorry for the inconvenience.

 

EDIT:  The hotfix has been released, let me know if it worked.

Edited by ZPhDevs

Double Doppler

Members

(edited)

please let us customise the interactions on the phone like the informant as I want him to say "yo my slime" when I am receiving a call - do it like with lore interactions please!

 

edit: also reduce or let us have the ability to reduce informant or disable it entirely! it's annoying and the notification pops up every 60s

Edited by Double Doppler

GTAFREELANCER

Members

On 3/1/2023 at 3:55 AM, officerIIIburak said:

can you make these callouts

-2 gang shooting each other(10 20 gang member, ballas vs vagos etc)(like gangwar). with firearm or just brawl(with bat, knife).(when you arrive, let some members run away, some members can stay)

-officer in felony stop requesting backup(suspect is wanted or OUTSTANDING WARRANT)

-robbery in progress(clothes shops,markets)

-panic button(officers about to die, criminals shooting to them)

-street fight(hobos or normal)

-angry customer(s) attacking to hotdog stand and his owner.(maybe tribute, tax or something, arrest suspects)

Feel like all these callouts are in every pack. 

ZPhDevs

Members Author

(edited)

6 hours ago, Double Doppler said:

please let us customise the interactions on the phone like the informant as I want him to say "yo my slime" when I am receiving a call - do it like with lore interactions please!

 

edit: also reduce or let us have the ability to reduce informant or disable it entirely! it's annoying and the notification pops up every 60s

To disable the Informant, you can edit the setting "WorldEvents=True" to "WorldEvents=False". Or if you want to set the minimum time between text messages and prompts, change "WorldEvents.MinTimeBetween" to a higher value. This number is in seconds. By default it is set as 35, but you can go as high as you want, as long as MinTimeBetween is lower than MaxTimeBetween.

 

I will look into adding custom intro phrases. Thank you for the suggestion 🙂

Edited by ZPhDevs

Double Doppler

Members

(edited)

5 hours ago, ZPhDevs said:

To disable the Informant, you can edit the setting "WorldEvents=True" to "WorldEvents=False". Or if you want to set the minimum time between text messages and prompts, change "WorldEvents.MinTimeBetween" to a higher value. This number is in seconds. By default it is set as 35, but you can go as high as you want, as long as MinTimeBetween is lower than MaxTimeBetween.

 

I will look into adding custom intro phrases. Thank you for the suggestion 🙂

okay thank you!

I still have the old files from the lore interaction when I tried it out, I just wanted to use this for these. excellent mod and one of the few fuss-free callouts I run in my game now + one more thing, please let callouts like 'resisting arrest' use custom police officers or ultimate backup so they don't always carry a hand gun

 

- Another thing! Since when did 'X' on the controller become the 'cancel callout' key? This is very annoying and has made it unplayable! I use that button to turn my lights ELS on - and there's no way to unmap it?

Edited by Double Doppler

ZPhDevs

Members Author

(edited)

19 hours ago, Double Doppler said:

okay thank you!

I still have the old files from the lore interaction when I tried it out, I just wanted to use this for these. excellent mod and one of the few fuss-free callouts I run in my game now + one more thing, please let callouts like 'resisting arrest' use custom police officers or ultimate backup so they don't always carry a hand gun

 

- Another thing! Since when did 'X' on the controller become the 'cancel callout' key? This is very annoying and has made it unplayable! I use that button to turn my lights ELS on - and there's no way to unmap it?

 

I will look into adding a custom officer model as well. In the mean time, you can edit Police and Sheriff under the [Vehicles] header to set custom car models at least 🙂

X is the control for FRONTEND_DELETE which is what I am using as callout termination. I will look into adding a custom keymap for this in the future because now I realise available controller buttons are scarce.

 

In regards to the street race callout. I'm sorry this keeps happening for you. The log file indicates to me that the enumeration I use to set crimes on peds internally is using non valid numbers for some reason. I will definitely try to push a fix for this into the next build.

Edited by ZPhDevs

Double Doppler

Members

On 3/17/2023 at 7:52 AM, ZPhDevs said:

 

I will look into adding a custom officer model as well. In the mean time, you can edit Police and Sheriff under the [Vehicles] header to set custom car models at least 🙂

X is the control for FRONTEND_DELETE which is what I am using as callout termination. I will look into adding a custom keymap for this in the future because now I realise available controller buttons are scarce.

 

In regards to the street race callout. I'm sorry this keeps happening for you. The log file indicates to me that the enumeration I use to set crimes on peds internally is using non valid numbers for some reason. I will definitely try to push a fix for this into the next build.

Thanks for the heads-up, I have just unmapped it from my controller! Please, let us choose whether cops carry guns or tasers or nightsticks too! I know it sounds a bit much but maybe copy the loadout from LSPDFR loadouts for AI for this? Thanks 🙂

Carsen21

Members

i don't know why but the latest update crash my lspdfr,so i had to rollback to previous version. any idea how to fix it?

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