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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

ZPhDevs

Members Author

On 8/19/2023 at 2:55 AM, Nameless New Guy said:

I'm noticing a weird sound effect playing on a continual loop after leaving scanning mode on the helicopter.

I will take a look to see if there is anything going on in the script that could cause this. It's not anything I've noticed, however I haven't touched the helicopter camera script in a few builds so there definitely could be an issue with the code. Thanks for reporting this!

4 hours ago, ZPhDevs said:

I will take a look to see if there is anything going on in the script that could cause this. It's not anything I've noticed, however I haven't touched the helicopter camera script in a few builds so there definitely could be an issue with the code. Thanks for reporting this!

 

No problem! You're doing a great job and I look forward to seeing what you'll do next. Also, is it possible to increase the rate of speed that it takes to scan targets?

J T

Members

the ai partner jumps out of the vehicle a lot especially during pursuits

ZPhDevs

Members Author

9 hours ago, J T said:

the ai partner jumps out of the vehicle a lot especially during pursuits

That is a known issue unfortunately. It seems like LSPDFR takes back control of the NPC somehow during pursuits even though it has been set as "busy" through the LSPDFR API. I need to look further into solving this. In the meantime, if you have a plugin which lets you lock your doors I suggest you do that during any pursuit. It might prevent the NPC from trying to exit when you don't want them to. Sorry for the inconvenience 🙂

J T

Members

10 hours ago, ZPhDevs said:

That is a known issue unfortunately. It seems like LSPDFR takes back control of the NPC somehow during pursuits even though it has been set as "busy" through the LSPDFR API. I need to look further into solving this. In the meantime, if you have a plugin which lets you lock your doors I suggest you do that during any pursuit. It might prevent the NPC from trying to exit when you don't want them to. Sorry for the inconvenience 🙂

ahh ok its ok thought it was kinda funny when it happened but figured id report it, its a good call out pack

Officer Davie

Members

(edited)

installed it yesterday and after going on duty i realized that the amount of traffic cars is pretty much the double of the stock LSPDFR frequency. 

i didn´t install something else in the past days but since this callout pack i realized this.

is it possible that this pack is messing with the trafic frequency?

Edited by Officer Davie

ZPhDevs

Members Author

(edited)

18 hours ago, Officer Davie said:

installed it yesterday and after going on duty i realized that the amount of traffic cars is pretty much the double of the stock LSPDFR frequency. 

i didn´t install something else in the past days but since this callout pack i realized this.

is it possible that this pack is messing with the trafic frequency?

No, this plugin has nothing to do with it I'm afraid. The only time anything spawn related  happens is when the callouts are activated and even then it only spawns the necessary assets (usually a car, a suspect, a victim and in some cases a witness. )

 

EDIT:  Besides, I do not think LSPDFR controls traffic frequency at all, except during pursuits. Spawning and despawning of cars and pedestrians are handled by the game and its data files. Those files are usually protected in a sense and can not be reached by scripts and plugins unintentionally.

 

A plugin usually spawns specific assets (e.g a police2 model with a female NPC driver using skin s_f__y_cop01). So, for example, if you see a multitude of the same vehicle with the same driver then yes it is most likely caused by a broken script which keeps repeatedly spawning the same assets. However, in your case as it seems, you just have more of everything, which makes me think a game file has been either edited or corrupted. Either way, I'm not sure which specific file or setting that could be affected. 

If this issue persists, I suggest you move all your mods out of the game folders, do a scan and repair and then add them back in one by one to see which one could be causing the issue. I hope you can get to the bottom of it, good luck 🙂

Edited by ZPhDevs

Officer Davie

Members

5 hours ago, ZPhDevs said:

No, this plugin has nothing to do with it I'm afraid. The only time anything spawn related  happens is when the callouts are activated and even then it only spawns the necessary assets (usually a car, a suspect, a victim and in some cases a witness. )

 

EDIT:  Besides, I do not think LSPDFR controls traffic frequency at all, except during pursuits. Spawning and despawning of cars and pedestrians are handled by the game and its data files. Those files are usually protected in a sense and can not be reached by scripts and plugins unintentionally.

 

A plugin usually spawns specific assets (e.g a police2 model with a female NPC driver using skin s_f__y_cop01). So, for example, if you see a multitude of the same vehicle with the same driver then yes it is most likely caused by a broken script which keeps repeatedly spawning the same assets. However, in your case as it seems, you just have more of everything, which makes me think a game file has been either edited or corrupted. Either way, I'm not sure which specific file or setting that could be affected. 

If this issue persists, I suggest you move all your mods out of the game folders, do a scan and repair and then add them back in one by one to see which one could be causing the issue. I hope you can get to the bottom of it, good luck 🙂

 

Hi,

thank you for your fast reply.

well i will look at it again today, what i can definitely say it that it is not caused by a something in the mod folder since i didn´t made any big changes the last and it was good for 2 weeks.

after deinstalled the Callout pack the traffic went back to normal. it was like 25 cars on the intersection next to the police station on popular street or i went to the freeway and it was like real LA traffic 🤣

will do some testing and reinstall the pack to see if this problem occurs a third time, beside that i really love this pack 

(edited)

  • Community Team

I appreciate the hard work you've put into it.

 

I know I've asked this a few months ago, but I'm going to ask it again here:

 

Can you add an option in the .ini to let the player enable/disable auto camera focus upon arriving at the scene?

Edited by unitedOrange66

ZPhDevs

Members Author

On 9/13/2023 at 3:35 AM, unitedOrange66 said:

I appreciate the hard work you've put into it.

 

I know I've asked this a few months ago, but I'm going to ask it again here:

 

Can you add an option in the .ini to let the player enable/disable auto camera focus upon arriving at the scene?

I'm sorry, I must've missed your suggestion back then! I will add that to my to-do list. Also, thanks for the kind words! 🙂

I keep having a Crash to desktop on certain callouts within the plugin. The crashing never happens with any other callout pack I'm using. I've attached my RPH Logfile.

RagePluginHook.log

bondi9mm

Members

I seem to only get the informant mission in grove street just the same call-out over and over again but different people, I do have 3 other call-out packs installed did I go wrong sum where? Any help would be gd 👌

Skenda

Members

how to stop thie event with buggs vehicles

Squad415

Members

The callouts are great and so are the additional features, the only thing is the partner. It is really buggy for me. I'll go get in a police car and the partner will just stand there. Sometimes he will walk off by himself. Sometimes he will continuously walk into an object and not figure out how to get around it. Other times include him just straight up stealing my police car and driving off with it. No clue what is up with the partner feature but its buggy as heck for some reason.  

Dameq107

Members

I think, I'm either stupid or missing out on something, but where do I get the ZPhDevsCommon.dll? I've looked through the download but I couldn't find it.

HasiqTR

Members

On 7/25/2023 at 6:50 PM, JSR94 said:

So I installed the mod correctly a few moments ago, I received a text about broker park and as soon as I opened the phone, that phone display is now stuck on the screen indefinitely, I cant press escape at all in game, the back button doesn't close the phone so im now stuck with it on my screen unless I reload the game by using task manager to quit the game as again the escape button wont work at all, any ideas? @ZPhDevs

Could contain: screenshot, man, person, clothing, pc game, video game software, digital compositing, game

I'm having the same issue unfortunately.

keng532

Members

how do i open the phone?

lilgmanmatt

Members

I keep getting random crashes with this plugin. I have removed it for now. I also attached my log for debugging.

RagePluginHook.log

ronnyghidoni2

Members

since I installed this package when I have to stop the subject my game crashes, someone help me

RagePluginHook.log

Lolmaster2564

Members

This is a nice plugin but the game and updates broke somethings and provoking weird behavior. Like partners just jumping off a moving vehicle, kinda annoying tbh :/. Overall it's a neat minimalistic callout package I'd recommend. It's the only one I'm rokin'. 10/10

 

DeceasedBrain

Members

I tried to read the text message on the phone but they wont show on the phone

ronnieherself

Members

I believe the latest update may have broken this mod. Without exception, every single instance of the objective "stop the suspect" causes LSPDFR to crash.

Lightning200

Members

Causes Game Crash

Ataraxy

Members

I love the features and it’s a great idea, but I’m finding the lack of tutorials or keybinds to be a nightmare. There are no keybinds in the .ini file to know what does what. Yes, little messages pop up on the screen at times to help, but in regards to the helicopter camera there are no explanations on what does what. I can look through the camera but then I’m stuck in camera mode even after transporting myself to the nearest police station. I had to unload and reload all my plug-ins to get out of the camera view. Then there’s no option that tells me what button scans peds or how to use the backup options. It’s quite frustrating to be honest. 
 

other than the lack of keybinds I think it’s a great callout pack with unique callouts. I do enjoy it but I’d like to be able to use it to its full potential like scanning for wanted suspects. 

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