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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

Michael21107

Members

(edited)

in the future, there could be a small chance (maybe changeable in .ini) to have an ambulance spawn outside the station or assign an already driving ambulance to respond to a call...also for fire if it also works on the new - spawn in the station - mechanic

Edited by Michael21107

ZPhDevs

Members Author

19 minutes ago, Michael21107 said:

in the future, there could be a small chance (maybe changeable in .ini) to have an ambulance spawn outside the station or assign an already driving ambulance to respond to a call...also for fire if it also works on the new - spawn in the station - mechanic

I like the part of having ambulances out in the game world on patrol. The main reason I made it so ambulances spawn at the nearest ambulance station was to prevent situations where ambulances spawn right infront of you which kind of breaks immersion in my opinion. But having "waves" of ambulances spawn from the stations and then drive out to patrol certain areas (or maybe even stand parked at malls etc) to then be grabbed by the plugin wheen needed, I do like that. Let me see what I can come up with! Thank you 🙂

Luartes

Members

RagePluginHook.log

 

The mod initially after I put it, the game crashes about 2x. On the third it loaded normally. What hadn't happened before.
About the calls, some worked some didn't. Like Colvoy Convoy Police , Wanted, CriminalActivity, StreetRace. Follows the log with the attempts to load the calls.

 

I liked the call with helicopter, there are few mods that have, too bad it was removed.

 

*An observation, only later I noticed that when I updated the mod, the old version was not replaced, because in the old version the file name was together and in this current one it is separate, and I did not pay attention to that when I did the update. Anyway, the calls that I listed there, also didn't work after removing the old version from the game folder.

 

I hope the mod keeps improving and growing always

ZPhDevs

Members Author

(edited)

17 hours ago, Luartes said:

RagePluginHook.log 687 kB · 1 download

 

The mod initially after I put it, the game crashes about 2x. On the third it loaded normally. What hadn't happened before.
About the calls, some worked some didn't. Like Colvoy Convoy Police , Wanted, CriminalActivity, StreetRace. Follows the log with the attempts to load the calls.

 

I liked the call with helicopter, there are few mods that have, too bad it was removed.

 

*An observation, only later I noticed that when I updated the mod, the old version was not replaced, because in the old version the file name was together and in this current one it is separate, and I did not pay attention to that when I did the update. Anyway, the calls that I listed there, also didn't work after removing the old version from the game folder.

 

I hope the mod keeps improving and growing always

 

Hello! I'm glad you got the plugin to work again after removing the old version. Did the notification in game work properly, saying you had an incorrect version installed?

 

About the callouts you mentioned, if they don't load it's because you are out of range from one of their spawnpoints. Not every call has a spawnpoint in each zone. Try roaming the world and spawn it again, or let them come naturally as you play the game. For the next build, I'll make sure to add a log entry when the call is denied because you are out of range. Sorry for the inconvenience 🙂 

 

EDIT: Forgot to mention, but the Helicopter callout is merged to the Resisting callout. It's still there if you are in a police helicopter 🙂

Edited by ZPhDevs

Officerporci

Members

(edited)

phone contacts does not appear and after a callout ends, the cuffed suspect moves away hanging around (it should stop and not go away)

Edited by Officerporci

Eternalplay

Members

I can't get the arrest warrant call to start. It's like the game doesn't save my cases.

Do you think you could add an option to keep the Callouts where EMS is dispatched but remove the Auto Ambulance Dispatching? 9/10 the Ambulance that the Callout Dispatches never arrives and I end up having to manually call EMS through Ultimate Backup.

  • Community Team

Just a quick feedback:

Could you please add an option to disable the timer for certain calls, and an option to disable auto camera focus upon arriving on the scene? 

 

As for the traffic stop backup call, I understand it's new, but could you add some actual traffic stop scenarios?  

 

Sort of a bug report:

Police convoy sometimes gets stuck in traffic if population density is set to high, he will keep making U-turns on the highway, crashing into cars and blocking traffic. 

NaileaDevora

Members

Hey! I pulled up my phone to look for the informant text. But afterwards, my phone got stuck on the screen. Any help?

 

Michael21107

Members

On 6/5/2023 at 3:16 PM, NaileaDevora said:

Hey! I pulled up my phone to look for the informant text. But afterwards, my phone got stuck on the screen. Any help?

 

same

Michael21107

Members

is the text notification to look for a person the only world event?

German Solider

Members

So much potential but it literally doesnt work, everytime i go to the scene im hyped, since its in theory an very good mod but then i go up to the person try to talk spamming y but while im doing that theyre already walking away not giving me any information?

ZPhDevs

Members Author

On 6/12/2023 at 7:26 PM, German Solider said:

So much potential but it literally doesnt work, everytime i go to the scene im hyped, since its in theory an very good mod but then i go up to the person try to talk spamming y but while im doing that theyre already walking away not giving me any information?

There is no key to interact with witnesses. It is intentional, you walk up and "gather" their intel much like picking up an item in GTA Online. There are no premade dialogues. This is to reduce key clutter and overlapping keybinds for users with lots of plugins and/or playing with a controller.

You can use plugins such as StopThePed to make them stay and ask questions, if you'd like it to be more realistic. This plugin is arcade-like to match the gameplay design Rockstar decided on for GTA Online and Story mode 🙂 I'm sorry it doesn't meet your expectations. I can definitely look into developing a "realistic mode" for users who want the realistic approach, but that'll have to be further down the road at the moment.

German Solider

Members

On 6/15/2023 at 10:39 PM, ZPhDevs said:

There is no key to interact with witnesses. It is intentional, you walk up and "gather" their intel much like picking up an item in GTA Online. There are no premade dialogues. This is to reduce key clutter and overlapping keybinds for users with lots of plugins and/or playing with a controller.

You can use plugins such as StopThePed to make them stay and ask questions, if you'd like it to be more realistic. This plugin is arcade-like to match the gameplay design Rockstar decided on for GTA Online and Story mode 🙂 I'm sorry it doesn't meet your expectations. I can definitely look into developing a "realistic mode" for users who want the realistic approach, but that'll have to be further down the road at the moment.

ahhh, okay i thought something was broken

ZPhDevs

Members Author

1 hour ago, German Solider said:

ahhh, okay i thought something was broken

That's alright, I can see why that was your initial reaction. Either way, your feedback is much appreciated and I will try to improve the plugin further 🙂

Michael21107

Members

do you think its better to use other callout packs as well or just to have this installed as the only one?

Michael21107

Members

I arrested the mugging suspect but the gun disappeared and the gun I found when searching her wasn't available for serial check

RagePluginHook.log

Carsen21

Members

the world events is great! but maybe you could add a feature when player is busy the events is disable for temporary,and then when player is not busy the world events enable again. that's all just a suggestion

ZPhDevs

Members Author

On 7/5/2023 at 1:16 PM, Carsen21 said:

the world events is great! but maybe you could add a feature when player is busy the events is disable for temporary,and then when player is not busy the world events enable again. that's all just a suggestion

Glad you are enjoying the feature. I will take your suggestion and see if I can implement something like that. If not, some kind of busy mode on the phone could be an option as well. Thank you :)

louizy

Members

how to install ZPhDevsCommon.dll i cant find it. whats the link 

Michael21107

Members

when u adding Callout Interface support?

ZPhDevs

Members Author

(edited)

8 hours ago, louizy said:

how to install ZPhDevsCommon.dll i cant find it. whats the link 

ZPhDevsCommon.dll has been discontinued and is not required to run the plugin anymore.

Edited by ZPhDevs

officerIIIburak

Members

(edited)

what is Added player ambient speech when responding to calls? you mean when i accept call, player say (0x118EB4A6)(voice line)?(also i have Radio Realism FR and it adding same thing, have i crash after this?)

Edited by officerIIIburak

ZPhDevs

Members Author

1 minute ago, officerIIIburak said:

what is Added player ambient speech when responding to calls? you mean when i accept call, player say UNIT_RESPONDING_DISPATCH_01?(also i have Radio Realism FR and it adding same thing, have i crash after this?)

 

If you are uncertain of plugin compatibility, you may disable the feature by changing PlayerAmbientSpeech to false in the .ini.

However, it doesn't do the same thing as Radio Realism as far as I'm aware. PlayerAmbientSpeech is basically your character saying "I'm on it", or "Copy that, I'm in pursuit" etc with voice acting from the game.

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