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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

adam enforcers

Members

I was really hoping to enjoy this call-out pack but after enduring several on duty lspdfr crashes I've determined it's your call-out pack causing it.

 

Everytime it would crash on this call-out pack or anything else the log would cite lore callouts as a culprit saying "rage Ispartial is invalid". after removing it the crashes stopped.

 

Hopefully you can fix i would really like to give it another try.

RagePluginHook.log

ZPhDevs

Members Author

1 hour ago, Carsen21 said:

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?

If I can have a look at your log file I'll do my best. 🙂

13 minutes ago, adam enforcers said:

I was really hoping to enjoy this call-out pack but after enduring several on duty lspdfr crashes I've determined it's your call-out pack causing it.

 

Everytime it would crash on this call-out pack or anything else the log would cite lore callouts as a culprit saying "rage Ispartial is invalid". after removing it the crashes stopped.

 

Hopefully you can fix i would really like to give it another try.

RagePluginHook.log 180.93 kB · 0 downloads

Disable DynamicVehicleSearch in the initialization file and this should go away. I will dig deeper and see if there are conflicts between Lore Callouts and the other plugins you are using. 

niki.k

Members

Thank you nice callout pack!

 

I have this problem where most of the calls are terminated before my arrivel...help is appreciated 

Carsen21

Members

(edited)

10 hours ago, ZPhDevs said:

If I can have a look at your log file I'll do my best. 🙂

Disable DynamicVehicleSearch in the initialization file and this should go away. I will dig deeper and see if there are conflicts between Lore Callouts and the other plugins you are using. 

Here you go... I don't know what caused it crash,but maybe the latest update conflict with other plugins?

RagePluginHook.log

Edited by Carsen21

ZPhDevs

Members Author

1 hour ago, Carsen21 said:

Here you go... I don't know what caused it crash,but maybe the latest update conflict with other plugins?

RagePluginHook.log 130.5 kB · 0 downloads

If you disable DyanmicVehicleSearch in the initialization file, this problem should go away. I have identified the issue and a fix has been included in the next build. :)

Carsen21

Members

23 hours ago, ZPhDevs said:

If you disable DyanmicVehicleSearch in the initialization file, this problem should go away. I have identified the issue and a fix has been included in the next build. 🙂

alright.... but after accepting several callouts especially shooting callout my lspdfr started crash again but i manage to fix it with disabled the BodyInteraction. thanks for the reply btw,great callouts!

ZPhDevs

Members Author

35 minutes ago, Carsen21 said:

alright.... but after accepting several callouts especially shooting callout my lspdfr started crash again but i manage to fix it with disabled the BodyInteraction. thanks for the reply btw,great callouts!

Yeah, these two systems are being rebuilt for the next build because of that reason. It seems that depending on the workload on GTA some parts of the script might get delayed and this causes a plugin crash. I'm sorry for the inconvenience. If you'd like to beta test the next build, let me know!

Carsen21

Members

30 minutes ago, ZPhDevs said:

Yeah, these two systems are being rebuilt for the next build because of that reason. It seems that depending on the workload on GTA some parts of the script might get delayed and this causes a plugin crash. I'm sorry for the inconvenience. If you'd like to beta test the next build, let me know!

that's totally alright,everything needs process. thanks for the offer,but i'll just wait for the next update release via this web. at least there's temporary solution for that problem. keep up the good work!

Legion672

Members

The phone stuff is great but I can barely get text messages to appear and on the off chance I can see them, I don't get anything telling me where I'm supposed to go. Is this something on my end or are other people having the same problem?

ZPhDevs

Members Author

8 hours ago, Legion672 said:

The phone stuff is great but I can barely get text messages to appear and on the off chance I can see them, I don't get anything telling me where I'm supposed to go. Is this something on my end or are other people having the same problem?

Thank you for pointing this out! I found the issue and it should work a lot better in the next build. In the mean time, when you get the text message to show up in the inbox, click on it to get directions on your HUD. If you have a pressure sensitive keyboard with "gaming switches", try a light long click and see if you get better results.

Anyway, this is not an issue in 1.1.5 which should be a couple of days out. Sorry for the inconvenience. Glad you are enjoying it despite this. 🙂

GTAFREELANCER

Members

Suggestions ive always wanted: An arrest warrant using OAI, (Perhaps the subject isnt always there and if you manage to arrest the person(s) at the location they giveup the whereabouts of the wanted individual. 

Drug bust/ sting operation. Always wanted this callout. You stage a buy off a known drug dealer in undercover clothes and press a button for backup to arrive and arrest the subject. Many possible scenarios. (dealer takes off with you in the car, Dealer runs, dealer resists, dealer selling fake product, dealer attempting a robbery on the buyer. 

Home invasion in progress, get to the scene before the individual is injured. 

A ram raid - Suspects have stolen a vehicle and attempted to ram a jewellery or clothing store after hours to rob the place. A pursuit could ensure, many possible scenarios. 

 

Also if you could add a larger cooldown for the informant that would be nice. My fav callout pack! 

ZPhDevs

Members Author

27 minutes ago, GTAFREELANCER said:

Suggestions ive always wanted: An arrest warrant using OAI, (Perhaps the subject isnt always there and if you manage to arrest the person(s) at the location they giveup the whereabouts of the wanted individual. 

Drug bust/ sting operation. Always wanted this callout. You stage a buy off a known drug dealer in undercover clothes and press a button for backup to arrive and arrest the subject. Many possible scenarios. (dealer takes off with you in the car, Dealer runs, dealer resists, dealer selling fake product, dealer attempting a robbery on the buyer. 

Home invasion in progress, get to the scene before the individual is injured. 

A ram raid - Suspects have stolen a vehicle and attempted to ram a jewellery or clothing store after hours to rob the place. A pursuit could ensure, many possible scenarios. 

 

Also if you could add a larger cooldown for the informant that would be nice. My fav callout pack! 

The arrest warrant system is getting some major attention for the next release. I do like your suggestion, it could add a whole new layer of immersion. I will see what I can come up with based on that.  The current drug deal callout is pretty basic and could definitely do with some attention. Thank you for all your suggestions 🙂

 

You can control the cooldown on the Informant by increasing WorldEvents.MinTimeBetween.  For 1.1.4 it was raised from 35 seconds to 45, but you could set it to say 90 if you want. 🙂

TheDman131

Members

I just tried out the mod last night I'm having issues with the phone for example if I need to call a service for the first 2 calls it works fine and then after that I cant call anyone after that as there is no contacts available do they only work when there is a call or is there something else going on?

ZPhDevs

Members Author

(edited)

20 hours ago, TheDman131 said:

I just tried out the mod last night I'm having issues with the phone for example if I need to call a service for the first 2 calls it works fine and then after that I cant call anyone after that as there is no contacts available do they only work when there is a call or is there something else going on?

This does unfortunately happen sometimes and usually occcurs when RagePluginHook/GTA has many fibers running parallel to each other (e.g heavy load running multiple threads on your CPU). There is no fix for this at the moment because the phone interface is not prioritized in these instances. You can try to reduce the amount of modifications you are running simultaneously or reload LSPDFR when it happens. I will look into adding a console command for reloading the phone interface only. It should be included to the next release. I'm sorry for any inconvenience this may have caused. 🙂

Edited by ZPhDevs

German Solider

Members

Sooo, it has to be the best callout pack rn BUT i do have issuses where i respond to for example civ down, then it says speask to the witness then i go to the witness and try to talk but they ALWAYS walk away without saying an word then it says ,,you succesfully found all evidence". Sadly destroys the vibe, since i would love to talk to the witnesses. An other bug i found is that sometimes when you call the coroner it suddenly switches to the normal SP 911 dispatch and only after multiple calls an coroner shows up.

 

STILL the best pack rn! just needs some small work

GeantPoire7906

Members

since there's already a feature where the vehicles can be changed, will you consider a feature where you can also modify the peds ?

starfan28

Members

Why does this plugin give my vehicles turn signals using the left/right arrow keys? I spent hours trying to figure out what it is, as far as I can see there's no setting/configuration for turn signals.

Michael21107

Members

what does the first time in .ini means?

Could you create a setting in the ini file that would allow us to manually set how much time there is to respond to the callouts in the pack?

ZPhDevs

Members Author

On 4/29/2023 at 10:32 AM, Michael21107 said:

what does the first time in .ini means?

If set to True some first time help prompts and text messages will appear for users who are completely new to LoreCallouts. The plugin automatically sets these to False once they've been shown. 🙂

On 4/30/2023 at 4:15 AM, Priority 0 Code 3 said:

Could you create a setting in the ini file that would allow us to manually set how much time there is to respond to the callouts in the pack?

The timed ones specifically (E.g Burglary) or the automatic call timeout present in investigative callouts? (E.g Civilian down, when no progress has been made for 90 seconds?)

Michael21107

Members

5 hours ago, ZPhDevs said:

The timed ones specifically (E.g Burglary) or the automatic call timeout present in investigative callouts? (E.g Civilian down, when no progress has been made for 90 seconds?)

i would like both

The timed one specifically, but both would be nice.

ZPhDevs

Members Author

19 hours ago, Priority 0 Code 3 said:

The timed one specifically, but both would be nice.

 

Both values have been added to the initialization file for the next release. The countdown timer used in the Burglary callout now has a multiplier (1.0) by default, increasing it to e.g 2.0 doubles the response time. This was done because the timer calculates the distance from where in the game world the callout was accepted. 

The timeout is a fixed value in seconds, 120 by default. Increasing it to e.g 180 gives you a total of three minutes before the investigation concludes. Collecting evidence updates the timer to 180 (or whatever value you decide) again.

ZPhDevs

Members Author

(edited)

On 4/24/2023 at 2:45 AM, starfan28 said:

Why does this plugin give my vehicles turn signals using the left/right arrow keys? I spent hours trying to figure out what it is, as far as I can see there's no setting/configuration for turn signals.

 

You can toggle these in the initialization file, change VehicleControl to False. This feature will eventually be phased out in upcoming releases since it has no purpose anymore. I'm sorry for the confusion. 🙂

On 4/23/2023 at 8:12 PM, GeantPoire7906 said:

since there's already a feature where the vehicles can be changed, will you consider a feature where you can also modify the peds ?

I will take your suggestion and see if I can implement such a feature into the next release. It does make sense, I just haven't had the time to add it just yet. Thank you, and I hope you are enjoying the plugin 🙂

Edited by ZPhDevs

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