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AmbientDispatch (TalkativePlayer/PursuitMusic +) 3.0

(4 reviews)

1 Screenshot

 

 


                 
 

        Dedicated to my beloved Teddy Bear 

 


TalkativePlayer (Standalone Plugin)


A plugin that expands Player dynamic speech beyond game native code (i.e. taunting, pursuing, warcries, etc.) in response to game events achieving NPC-like situational awareness and only triggering if appropriate when certain conditions are met. Also includes various Player/Cop/Ped interactions to make the game world more lively and dynamic contextual animations with full-control of Player character.

 

Please note, even if conditions are met, behaviour triggers are not guaranteed. This is a design decision.


‘Radio Realism FR’ by Officerporci recommended to be used alongside


Features 

 

Combat; Announce (Player/Cops)

Combat; General (Player)

Combat; General (Suspect)

Combat; General (Cops)

Combat; Barks/Warcries (Player/Cops)

Combat; Coordination (Player w/ cop responses— Cops w/ Player responses)

Combat; Officer Down (Player)

Combat; Perp Down (Player)

Combat; Under Fire (Player/Cops)

Combat; Stress (Player/Cops)

Combat; Pinned in Cover (Player)

Combat; Weapon Spotted (Player)

| Preview builds | Misc; Ped Shocked

Combat, Animation; Strafing (Player)

Combat, System; Incapacitated State (Player)

CONTROLS

When downed (health critical)

Exit/Attempt recovery: Hold 'Sprint' while inputting movement (left analog stick/WSAD) OR wait for recovery

Return fire: 'Attack/Fire'

Combat, Animation; Gunfire Flinching (Player) *Inspired by RDR2*

Combat, Animation; Hand-signalling (Player) *If coordinating nearby cops*

Pursuit; Foot-Chase (Player)

Pursuit; Reports (Player) *Suspect heading, etc.*

Pursuit; Foot-Chase (Suspect)

Pursuit; Foot-Chase Losing Suspect (Player)

Pursuit; Foot-Chase (Cops)

Pursuit; Foot-Chase Group (Player/Cop)

Pursuit; General (Player)

Misc; Firing Weapon (Player)

Misc, Animation; Weapon Drawn (Player)

Misc; Targeting Ped (Player) 

Pursuit, Animation; Apprehend (Player) *Animation used by ai cops when targeting Player character if wanted* 

Pursuit; Caught (Suspect)

Pursuit; Megaphone Announce (Player/Cops)

Misc; Megaphone Public Warning (Player) *If perp armed*

Pursuit; Megaphone Chase (Player)

Pursuit; Megaphone Chase (Cop)

Pursuit; Megaphone Chase Group (Player/Cop)

Misc; Idle Gossip in Vehicle (Player/Partner)

Misc; Stuck in Traffic (Player) *Hold down horn*

| Preview builds | Misc, Player Attention *Observe surroundings and peds/vehicles in game world — inspired by RDR2*

Agitation; Ped Staring (Player)

Agitation, Ped Following (Player)

| Preview builds | Agitation, Bumped Into (Player)

Agitation; Shove (Player)

Misc; Dynamic Text/On-screen Greetings (Peds)

Misc; Dynamic Observations (Player)

Misc; Ambient Cop Walkstyle/ On-Foot Patrol (Player) *Cops do this when out on the beat*

Trigger Conditions: Walking for a period of about 20 secs (no active callout/in combat or on traffics-stop, ideally busy status). Must enter a vehicle once if loading-in with LSPDFR

Misc; Various World Interactions/Events (Peds/Player, Peds/Cop, Peds/Peds, Gang/Cop, Player/Cop, Cop/Player)

*Greetings, idle chatter, spats, physical altercations ,etc.*

Misc; Intimidation (Player/Cop) *Like in GTA IV*


Voice Change/Lock Keybinding Commands:

White Male Voice Group: Alt+NumPad4

Black Male Voice Group: Alt+NumPad7

Sheriff Voice Group: Alt+NumPad1

White Female Voice Group: Alt+NumPad5

Black Female Voice Group: Alt+NumPad8


Cancel/disable voice lock: Alt+NumPad0

 

Note, voice locking will only engage upon initial command 

 

- - - - -

Installation


Drop provided files at following locations


TalkativePlayer (dll/pdb): plugins/LSPDFR

 

- - - - -

 

Some may find Player/Cops overly aggressive/mouthy (this was a design decision to be in keeping with lore— Extensive/Default presets).

 

__________________________________________


AmbientDispatch (Standalone Plugin)


A plugin replicating scanner herd in police vehicles while expanding upon original scope of chatter. Essentially Player’s radio in the background with dispatch managing/communicating with officers in the field beyond just Player callouts/plugins.

 

‘AmbientAICallouts’ by ziipzaaapM16A4 recommended to be used alongside

 

*Make sure to disable police vehicle scanner audio; most trainers and XScanner can do this*

 

Features

 

. Vanilla Dispatcher (out-of-the-box)

. Procedurally generated calls/reports/bolos/comms
. Playback on-foot (and within vehicles)

. Increased complexity of chatter (from native scanner) 
. Simulates radio activity outside of Player/callouts 

 .Utilises game’s suite of crimes and other misc
. Personally edited new vanilla dispatcher lines included
. Non-intrusive and blends into background 
. Fully customisable/expandable  (Add, remove or replace any WAV file regardless of file name in staging folders/subfolders for AmbientDispatch to use— creating your own personalised dispatch) 

 

Default version uses LSPDFR api for standard audio (like callouts) or indirect XScanner playback, if installed. Recommended NAudio version that runs in the background which can still be used alongside XScanner/LSPDFR (with volume scaling which works with older versions of LSPDFR) also included— 'Recommended’ in download package.


- - - - -

Installation


Drop provided files at following locations


AmbientDispatch (dll/pdb): plugins/LSPDFR

NAudio dependencies (dll): GTAV root

AmbientDispatchStaging folder: lspdfr/audio/scanner *Please ensure exact pathing here matches (case-sensitive)*

 

WARNING: Incorrect installation or renaming/deletion of folders might unfortunately result in errors or crash!

- - - - -
 

Please note 

 

Tied to game-time like with native scanner (design-decision). Custom timescales/frozen time  supported (unlike native scanner).


If using ‘XScanner version’, remove ‘INTRO/OUTRO’ WAV files located in ‘RESIDENT’  within AmbientDispatchStaging to prevent duplicated audio.

 

Switch to NAudio version if experiencing hitches/performance issues with XScanner. 

 

__________________________________________


PursuitMusic/CalloutMusic/TrafficStopMusic/CombatMusic/InteractionMusic

(Standalone Plugins)

 

Plugins that play wanted themes (last gen/next gen; city) during pursuits/callouts/traffic-stops/interactions/combat while dynamically adjusting based on conditions (e.g. suspect visual). 

 

Fully customisable/expandable  (Add, remove or replace any WAV/MP3 file regardless of file name in PursuitScore/CalloutScore/TrafficStopScore/CombatScore/InteractionScore subfolders)

 

Features personally mixed strands sourced from xXSilentAgent47Xx’s series of YouTube in-game captures.

 

- - - - -

Installation


Drop provided files at following locations


PursuitMusic/CalloutMusic/TrafficStopMusic/CombatMusic/InteractionMusic (dll/pdb): plugins/LSPDFR

NAudio dependencies (dll): GTAV root

PursuitScore/CalloutScore/TrafficStopScore/CombatScore/InteractionScore folder: lspdfr/audio/scanner*Please ensure exact pathing here matches (case-sensitive)*

- - - - -


WARNING (PursuitMusic): Incorrect installation or renaming/deletion of folders might unfortunately result in errors or crash!

__________________________________________

Patrol Assignments (Standalone Plugin)

 

A plugin that randomly generates shift duties periodically throughout Los Santos/Blaine County.

 

 

- - - - -

Installation


Drop provided files at following location


Patrol Assignments (dll/pdb): plugins/LSPDFR

 

- - - -

 

Please note

 

Assignments vary in duration.

 

Grace-period of 7-8 mins; accounting for travel time


Reminders of assignments can be viewed in pause menu— ‘brief’ section

 


Potential Issues

 

 

Assignments currently unaffected by paused-state/callouts/pursuits (will continue to run in background). Somewhat intentional design choice.  


 

*Work in progress*

 

 

BONUS 

 

Personal Vanilla-Cop Spawning Configs (LSPDFR&UB), both Mixed & Male Only with randomized props/patches/hair

 

Also includes:

Revised 's_m_y_cop_01' (vanilla toolbelt w/nightstick, colourized badge and no hat)

Revised 'Beta Cop' by Yard1 (vanilla toolbelt w/nightstick, colourized badge and no hat)

Revised 'Improved Female LSPD' by Olanov (with male animationset *enter vehicles faster like male peds, but please note—peds will have male pain/exertion vocalisations* and no hat) 

CopHolster Supported


And Alternate Walkstyle

 

'Agitation Fix' for LSPDFR

Personally curated meta enabling NPC agitation triggers for Player beyond Story Characters *values have been altered for a more realistic experience--- only gang members will be aggroed by Player's proximity when stationary* 

 

Great for emergent gameplay/interactions when out on patrol.



My other work:

 

 

The Peelian Way  

Interactions Sim with Role-Play Elements

 

Be Advised: Steep Learning Curve (Intended as a gameified training/quasi-academic resource for aspiring officers and first-contact social workers)

*Very in-depth, unconventional, greatly involved and methodical-- will slow down all interactions significantly and add tangible weight to every micro-decision*

 

 

 

Dedicated to my beloved Miss Bell

 

“The police are the public and the public are the police; the police being only members of the public who are paid to give full-time attention to duties which are incumbent on every citizen in the interests of community welfare and existence.”

Sir Robert Peel;

founder of the Metropolitan Police Service

 

 

LSPD-focused 'CustomQuestions' and 'TrafficStopQuestions' XMLs with an emphasis on public engagement— informed by real world neighbourhood/problem-orientated policing knowledge and experience with an evidence-based approach.
 

Key Features

 

 

 

. Complex interconnected meta systems with conduct feedback loops

. Reputational standing/community relations

. Emergent gameplay opportunities (STP/PR scenarios)

. Many bespoke categories (Domestics, searches, and so on) *On-foot and traffic context specific*

. Ped demands, requests, questions, engagement blockers, intel and conditionals 

. Ped personas (with complete backgrounds, housing situation, occupation, love life/marital status, activity *i.e going to work, etc.* , hobbies/ventures, societal participation, outlooks on things, perception of/history with police, quirks... so forth, and dynamic states of emotion, varying levels of awareness and potential vulnerabilities)

. Suspect misbehaviour (Detained, arrested, while secured in vehicle) 

. Mental state/intoxication/perception response/behaviour modifiers 

. Player consequence (with lots of checks)

. De-escalation tactics, mutual cooperation, and non-contact conflict management *up to two persons*

. Informal chatter and Player comments/insults

. Ped anti-social behaviour 

. Public engagement 

. Vulnerable person safeguarding measures, rapport building avenues and referrals 

. Robust open-ended investigation/inquiry

. Basic medical/intoxication assessments

. A suite of verbal commands *On-foot and traffic context specific*

. Approach procedurals with impact on interactions (micromanagement of Player character factoring addressing/tone of voice/vocal level/positioning/intimidation)

. Ped agitation/concern/wariness (e.g. Player standing too close, etc.)

. Partner/buddy dialogue and support options 

. Advanced observation system (contextual/general/eye contact/body language/proximity/behaviour/movements)

. Extensive Player actions and hands-on tactics/suspect management  *on-foot and traffic context specific*

 

Thousands upon thousands of lines, descriptors, observations, etc. (just squint while scrolling XMLs if you're curious-- don't spoil things for yourself!)-- largest, and most ambitious STP/PR project undertaking.


Conceptualised and authored strictly by myself (excluding legacy stuff). 

 

must-have; very proud of this (2 years of hard work). Handsome one/top dog on site, straight up. 

 

The Peelian standard.

 

Please note that certain responses are meta given limitation, and interchangeable (i.e. '*___ language*')-- should circumstance dictate. 
 

CONTENT WARNING: Some users may find certain dialogue options/responses upsetting and/or distasteful as this XML aims for realism, and explores sensitive topics.

 

FULL CHANGELOG and User Guidance (my comments) on Dedicated page:

 

 

 

Commendation:

 

Insanely talented musician 
@Colin Stetson 

https://m.youtube.com/@ColinStetsonMusic


GTAV/RDR/RDR2 OST Mixes @SteppedUpStation

https://youtube.com/c/steppedupstation?cbrd=1


Policing Insight/Commentary (Opinionated) @Thoughts of a Patrol Officer 

https://m.youtube.com/c/thoughtsofapatrolofficer?cbrd=1

 

Get into Policing

Police Recruitment/Professional Development Advice/Guidance

(UK-based *Teachings universally applicable* )

@Bluelight Consultancy Ltd

https://m.youtube.com/channel/UCTlIM5qpMHlcb4iR9zW7cVw

Edited by Nemesisx101

What's New in Version 3.0

Released

*Rectified lookups (dictionary not found errors) and made other fixes*
Update AmbientScanner and AmbientScannerStaging

 

*Resolved potential dependencies crashes, bundled NAudio files with package and added chatter frequency presets* 

 

*General Update 1: Fixed various dispatch reports errors, reduced bolo/warrant/general chatter frequency and delayed startup*

Update AmbientScanner and AmbientScannerStaging

 

*Further safeguarding for lookups (dictionary not found errors) and included additional volume preset* Big thank you to @249PD for testing!

Update AmbientScanner 

 

*Added city-only staging config (while refining existing)*

Update AmbientScannerStaging

 

*General Update 2: Improved dispatcher fluidity (NAudio), further expanded chatter, fixed various report errors and implemented pursuit/paused checks (NAudio)*

Update AmbientScanner and AmbientScannerStaging

 

*Renamed project to ‘AmbientDispatch’*

 

*Updated package to reflect project renaming, refined staging and included additional volume preset*

Delete/Replace with AmbientDispatch and AmbientDispatchStaging

 

*Introduced PursuitMusic*

 

*PursuitMusic: Included additional volume presets (20% and 25%) and added base mixes for 'WANTED3'*

 

*Introduced 'TalkativePlayer' and added randomized track starting-point on playback (between 1-5min) preset for 'PursuitMusic'*

 

Thank you to ZefGtav for pointing out a means to find individual animation names.

 

*TalkativePlayer: Removed leftover debugging and included additional presets for STP temp fix (not recommend— just stick with defaults) and no negative responses with disabled agitation version*

 

*TalkativePlayer: Hopefully rectified Idle Gossip (probability chance of initial/response now active and Player/Partner won’t chat outside of vehicle unless already in conversation) and added missing optional*

 

*TalkativePlayer: Extended system coverage (more agencies/cop models) and added Player/Cop greetings*

 

*TalkativePlayer: Fixed startup issue ( also rectified nonfunctional events discovered) and further expanded world interactions*

 

*Revised narrative for AmbientDispatch download package*

 

*TalkativePlayer: Rectified Stuck in Traffic event, increased frequency of idle Gossip, expanded chase logic with new lines/events (Player/Cop), refined combat conditionals and implemented Perp Down event/ Hand-signalling*

 

*TalkativePlayer: Added numerous presets for scaling back features*

 

*TalkativePlayer: Streamlined download package (hopefully resolved--if not largely so-- STP conflicts while still retaining features) and expanded animationsets for combat (hand-signals, etc.)* 

 

*TalkativePlayer: Hotfix (rectified cops not being filtered out for certain events)* 

 

*TalkativePlayer: Increased all world interactions (and fixed Player/Cop not triggering)*

 

*TalkativePlayer: Refined logic for agitation events (hopefully improved consistency/increased threshold values for triggers to be more realistic-- further streamlined download package), rebalanced certain things and resolved all world interaction blockers (world is more lively/dynamic now, as intended) while expanding dialogue trees*

 

*TalkativePlayer: Rectified vehicle chase issue raised*

 

Hotfix-- Fixed error made (Player speech was being triggered by Cops during vehicle chases, effectively doubling frequency). My bad.

 

Hotfix of hotfix-- Actually resolved vehicle chase spam (randomized interval timings were only applying to solo chases)

 

*TalkativePlayer: Added back preset for limited world interactions to prevent conflicts (system still misses STP/tasked peds now and then)*

 

*Fixed download package pathing for AmbientDispatch/PursuitMusic*

 

*Reuploaded PursuitMusic*  2nd Attempt

 

*TalkativePlayer: Further refining of certain logic, rebalancing, fixes and implementation of Player Stress/Losing Suspect events*

 

Introduced The Peelian Way (both standalone and packaged downloads)

 

Hotfix-- Blocked driver/Partner interactions during trafficstops (Base version)

 

Hotfix of hotfix-- Actually coded it the right way roundJJ

 

Issue still persists. Investigating further! My apologises. Use ‘Limited world interactions’ preset if bothered by it. 

 

*TalkativePlayer: Potentially resolved all conflicts with STP/LSPDFR (believe I've cracked it now... 'Following agitation' may still be funny now and then; Agitation disabled only preset included), re-enabled world interactions I accidently disabled (please note recruited Partners may sometimes chat with Player-- create/spawn Partner instead if it bothers you) and removed chance of ped ignoring Player/Cop (excluding instances of ped accosting Player/Cop)*

 

*TalkativePlayer: Added 'Professional preset' to download package (Player/Cops are more respectful/courteous--- removed agitation/intimidation and Player/Cop negative responses to peds, unless insulted or threatened* 

 

*TalkativePlayer: Further refined Foot-Chase logic (generally more responsive) and fixed Player/Cop chatting during said foot-chases--- my apologises*

 

*TalkativePlayer: Increased Player flinching back to original chance value*

 

Introduced Bonus standalones

 

*TalkativePlayer: Refined gossip logic (now blocked when suspect in vehicle and delayed when returning to vehicle after a period), implemented suspect chatter (Combat and Pursuits) and added more presets to download package*

 

*TalkativePlayer: Implemented Player Bumped Into agitation event and Catcalling like IV (reserved for 'Extensive world interactions preset") and fixed Player/Cop interactions for all presets-- my apologises* 

 

*TalkativePlayer: Minor tweaks*

 

Hotfix -- Rectified Bumped Into agitation sometimes triggering during pursuits  

 

*TalkativePlayer nightly (located in 'Extensive world interactions'): Implemented Ped Shocked event (Player armed), Player Attention (entities in game world), reworked Weapon Spotted event (either Player or nearby Cop will alert, in theory), further refined certain world interactions and reduced Player agitation distance threshold to 3m*  

 

Hotfix -- Few adjustments 

 

Hotfix #2 -- Minor fix

 

*TalkativePlayer nightly (located in 'Extensive world interactions'): Refined Player Attention (will now naturally observe surroundings and peds/vehicles) and tweaked some world interactions*

 

Hotfix-- Fixed Cops being alarmed by Player being armed and blocked look-around when aiming

 

Hotfix #2-- Rectified Player Bumped Into triggering when managing suspects and reenabled look-around when aiming (reduced duration instead)

Note: Discovered Ped Shock may still affect Cops now and then so I'll continue to work on a definitive fix

 

*TalkativePlayer nightly (located in 'Extensive world interactions'): Improved logic of Following agitation (shouldn’t flare up inappropriately now, in theory) 

 

Hotfix-- Minor fix and reenabled Ped Shock for Default/AFD nightly (my bad)

 

*TalkativePlayer: Introduced 'Extended performance' presets  (until I rework code infrastructure)*

Note: Core systems are those strictly related to Player (Cop handling and world interactions in general are omitted)

 

*TalkativePlayer Extended performance & nightly (located in 'Extensive world interactions'): Reverted to original Armed Ped logic (wasn't working as intended), rectified Suspect Down not firing and made several improvements to various world interactions*

 

*TalkativePlayer nightly (located in 'Extensive world interactions'): Added 'Player Catcalling disabled ONLY' preset*

 

Hotfix-- Player Chase now functioning as intended (Extended performance & nightly presets)

 

Hotfix of hotfix-- Reenabled Suspect Caught

 

*TalkativePlayer PREVIEW (Default/Professional/EP presets included): Implemented Suspect Surrender (chance of giving up during on-foot pursuit-- somewhat realistic chance value) and further refined Player Chase logic*

Note: Cops are unable to make arrest of surrendered suspect currently (will taser though-- aim service weapon at suspect) 

 

*TalkativePlayer PREVIEW (Default/Professional/EP presets included): Expanded/refined/tweaked certain logic (e.g. Bumped Into mistrigger largely rectified when pulling peds out of vehicle, improved speech event pass/skip randomization, chance of Player remark when cuffing perp, etc.) and implemented Player Initial Contact (announce upon exiting vehicle during chase/if active hostile)*

Note: Temporarily disabled Player Following agitation until I iron things out (inconsistent behaviour)

 

Follow-up-- Minor fix/tweak (Restricted announce for on-foot peds and added voice line set for cuffing event) 

 

*TalkativePlayer PREVIEW (Default/Professional/EP presets included): Minor tweaks (e.g. reduced Player frustration chance if losing perp solo)

 

*AmbientDispatch: Added more volume scaling presets (0.15%, 0.20% and 0.25%) to download package*

Crucial Notice: Added presets are unfortunately non-functional— my apologises. Been a while since working with codebase of project; will need time to investigate 

 

Hotfix (AmbientDispatch)-- Resolved non-functionality *Presets are now 0.8, 0.9 and 0.10*

 

Reuploaded PursuitMusic (and fixed WANTED2)

 

*TalkativePlayer PREVIEW (Default/Professional/EP presets included): Tweaked/reworked elements of Player combat, improved weapon detection (very snappy now), blocked Player catcalling if busy/on-call and ped shock event when being arrested*  &

*The Peelian Way: Added Nickname address option and moved vehicle item retrieval request to be with vehicle impound for ease-of-use*

 

Hotfix (TalkativePlayer) -- Capped losing suspect event distance (also blocked when in a vehicle) and further refined Player catcalling (filtering out arrested/cuffed peds)

 

Hotfix (TalkativePlayer) -- Adjusted weapon detection (unreasonably high)

 

Introduced Patrol Assignments (Standalone Plugin) *Proof of Concept Phase*

 

*Patrol Assignments: Added new areas and assignment types*

 

*Patrol Assignments: Implemented notification audio cue (feel free to remove/replace sound file should you prefer), more possible area combinations and increased grace-period for travel (now 6-7min)*

 

Follow-up-- Increased volume of audio cue and grace-period for travel (7-8min)

 

*TalkativePlayer PREVIEW (Default/Professional/EP presets included): Various tweaks/fixes (e.g. filtered out fire extinguishers)* &

*PursuitMusic: Fixed track starting-point randomisation and improved audio file normalisation (also reworked Wanted2 again)*

 

*TalkativePlayer PREVIEW 'Update' (Default/Professional/EP presets included): Various fixes/tweaks (e.g. Rectified cops being alarmed by Player being armed, peds randomly getting out of vehicle *may not be actually TalkativePlayer related*, etc).* &

*Patrol Assignments: Added 'Longer Assignments' preset (chance of extended duration)*

*The Peelian Way  (Standalone/Packaged download-- Standard preset): Added dialogue options/Player actions (e.g. "I understand you're feeling..." ) and expanded certain response pools* 

 

Hotfix (The Peelian Way)-- Very minor tweak (changed labelling of inquiry dialogue options to avoid misinterpretation)

 

*TalkativePlayer PREVIEW 'Update' (Default/Professional/EP presets included): Expanded 'look-around'* &

*Patrol Assignments: Added LSSD (Sheriff) preset*

Reworked/Improved download package for TalkativePlayer

 

Big thank you to @Rizencraft for helping me locate sheriff logo for notifications!

 

*The Peelian Way: Ported over 'CustomQuestions' (on-foot) to PolicingRedefined*

Traffic Coming soon!

 

Fully ported over The Peelian Way 

 

Hotfix(The Peelian Way)-- Just rectified colour-coding for a menu item (searches)

 

*TalkativePlayer PREVIEW 'Update' (Default/Professional/EP presets included): Refined world interactions logic (peds will now enter cooldown state preventing continuous interactions *each ped is assigned a unique identifier that is managed by system*) and updated packaged download to include Policing Redefined version of The Peelian Way*

 

Follow-up (TalkativePlayer)-- Tightened up world interaction parameters further (also tweaked chance values to be slightly more realistic)

 

*The Peelian Way: Minor tweaks/addition*

 

Hotfix(The Peelian Way)-- Fixed critical error causing crash-- my apologises

 

*The Peelian Way: Ported over STP 'Ped Answers' (Supplemental category)*

Note, I did not create these items

Credit to Bejo

 

I recommend using ‘What are you doing in this area?’ dialogue option located in Investigation category instead of Supplemental ‘Where are you headed?’

 

*TalkativePlayer PREVIEW 'Update' (Default/Professional/EP presets included):Rectified minor error and packaged new/test version of The Peelian Way (minor additions and implemented interchangeable dialogue handling located in Subject Profile)*

 

Hotfix(The Peelian Way)--Just capitalized something

 

*TalkativePlayer PREVIEW 'Reports Update' (Default/Professional/EP presets included): Implemented Player reports (e.g. suspect heading, etc.)*

 

Hotfix-- Enabled Player reports both on-foot and within vehicle

 

Hotfix #2-- Vehicle type filtering (should now properly exclude trucks,etc.) and added missing actual on-foot check for suspects I comically neglected somehow--my apologises

 

Hotfix #3-- Disabled a report type (suspect neutralized) that might result in friction

 

Final hotfix-- Rectified critical facet

Sorry for the mess; all over the place today

 

*TalkativePlayer PREVIEW 'World Interaction Update' (Default/Professional/EP presets included): Implemented dynamic text-based/on-screen ped greetings and Player observation (pulled from The Peelian Way)*

Initial pass-- will continue to add more/further iterate/conduct more extensive proof-reading 

 

*TalkativePlayer PREVIEW 'Update' (Default/Professional/EP presets included): Implemented report type (generic *pursuits/combat*), rectified on-foot report blocker (wasn't firing properly) and expanded greetings/observation entries*

Reorganised download package  

 

*TalkativePlayer PREVIEW 'Update' (Default/Professional/EP presets included): Implemented Player strafing (dynamic & fully interruptible by Player movement *combat/pursuits; not actively moving or targeting a ped*) and further expanded greetings/observation entries*

 

*TalkativePlayer PREVIEW 'Update' (Default/Professional/EP presets included): Implemented Player voice changing/locking (should prevent voice drifting— including when changing Player model)*

Keybind command: White male voice group: Alt+NumPad4, Black male voice group: Alt+Numpad7 *Feel free to hit command whenever to cycle through voice sets*

 

Removed restriction for Player strafing  (not actively aiming at ped)

 

Added Female voice groups

Keybind command: White female voice group: Alt+NumPad5, Black female voice group: Alt+Numpad8

 

Implemented voice lock cancel

Keybind command: Alt+NumPad0

 

Added Sheriff voice group

Keybind command: Alt+NumPad1

 

Introduced TalkativePlayer Optimized TEST build  *Improved performance*  (TalkativePlayer PREVIEW 'Update' )

Major rework of project code infrastructure;  systems are now intelligently orchestrated by centralized manager for improved efficiency/reduced workload. Will continue to refine.

 

*TalkativePlayer PREVIEW 'Update-- Optimized build' (Default/Professional/EP presets included): Made a few adjustments*

 

Hotfix-- Accidently misplaced professional preset with default-- sorry about that

 

*TalkativePlayer PREVIEW 'Update-- Optimized build' (Default/Professional/EP presets included): Reenabled on-foot reports (missed it out during code rework-- my bad), implemented forward/backward shuffle movement for Player strafing (now Player visual based; perp/suspect in field of view)  and made various tweaks (e.g. blocked cop chatter if Player status is busy)*

 

Hotfix-- Block now actually in-effect (logic was inverted; silly mistake) and made additional tweaks

 

*TalkativePlayer PREVIEW 'Update-- Optimized build' (Default/Professional/EP presets included): Further optimisation work (big thank you to Khori!), rebalanced reports and rectified gossip logic (will now work as intended-- state prior to code rework)*

 

Introduced CombatMusic (Standalone Plugin) *Proof of concept phase*

Will continue to refine this— need to figure out music fade-in/fade-out logic for a more cinematic experience 

 

Hotfix(TalkativePlayer ; optimized build) -- Hopefully fixed armed ped condition (was firing too frequently) 

 

*CombatMusic-- Implemented fade-in-/fade-out logic for a more graceful audio playback experience*

 

Critical Hotfix (CombatMusic)--Rectified dependency issue 

Introduced TrafficStopMusic

 

*TalkativePlayer PREVIEW 'Update-- Optimized build' (Default/Professional/EP presets included): Blocked ped interaction with Player if busy (status)*

Reminder: Previous versions included in download package 

 

Blocked Player intimidation if busy (status)

 

*TalkativePlayer PREVIEW 'Update' (Default/Professional/EP presets included): Restored player apprehend* 


Restructured download package (Optimized now main)

Added personal build with exclusive feature (camera pullback on weapon aim *locked to near-camera while on-foot*)

 

*TalkativePlayer PREVIEW 'Update' (Default/Professional/EP presets included): Implemented camera motion feedback chance on flinch/gunfire* 

Introduced CalloutMusic

*TalkativePlayer PREVIEW 'Update' (Default/Professional/EP presets included): Removed world interaction blocks*

Hotfix-- Reenabled Player announce (missed this during rework--my apologises)

TalkativePlayer PREVIEW 'Update' (Default/Professional/EP presets included): Numerous fixes (e.g. communication with downed cops, etc.), reworked/expanded dynamic animation systems (introduced ambient cop walkstyle/ on-foot patrol with secondary animations *see conditions for trigger in description*) , adjusted/reserved certain voice triggers (also added suspect lost), and implemented suspect surrender within vehicle chance (haven't extensively tested this-- my apologises)*

Please note, Player character now has more agency and may perform manoeuvres in given situations (partial control retained)

Will continue to refine

TalkativePlayer PREVIEW 'Update' (Default/Professional/EP presets included): Implemented Player shove (Default preset only including personal build version)

Great for scene control!

Also packaged Ped agitation fix for LSPDFR

Hoterefine-- Player shove now more responsive and added catch for when engine fails to fetch/files does not exist for speech event (they would stand awkwardly for a period)

Trigger conditions: In close proximity while facing ped (apologies for not stating this)

Added additional check (Player not running)

Hotfix(TalkativePlayer)-- Rectified issue with animation breakout (Player character getting stuck holding weapon up)-- sorry about this!

Added check/block for longarms

Introduced LSPDFRMusic bundle (includes CalloutMusic/TrafficStopMusic/CombatMusic)

Features remixed mastered wanted tracks ripped from game files *higher fidelity* and some code tweaks-- be sure to update DLLs!

TalkativePlayer PREVIEW 'Update' (Default/Professional/EP presets included): Rectified Player chatting with downed cops, reworked Player manoeuvres (now motion-matched to correspond with axis input with slight chance of deviation *if moving right for example, Player character will strafe to right and so on*) and implement alternate combat run*

Hotfixes--

(TalkativePlayer) Rectified ambient cop walkstyle/foot-patrol mode not firing consistently

(The Peelian Way) Resolved CVE category crashes when selecting headers with PR version (headers for sections don't return responses/answers which results in crashes with PR--- now labelled to avoid confusion)

*The Peelian Way(Standalone/Packaged): Updated STP version (carried over interchangeable dialogue resolver*

*TalkativePlayer PREVIEW 'Update' (Default/Professional/EP presets included): Various refinements and implemented seek visual confirmation (combat)*

*TalkativePlayer PREVIEW 'Update-- PREVIEW build' (Default/Professional/EP presets included): Implemented Player incapacitated state (Proof of concept phase)*

CONTROLS

*When downed (health critical)*

Exit/Attempt recovery: Hold 'Sprint' while inputting movement (left analog stick/WSAD) OR wait for recovery

Return fire: 'Attack/Fire'

Disabled on-screen prompts

TalkativePlayer PREVIEW 'Update-- PREVIEW build' (Default/Professional/EP presets included): Tightened up Player shove and expanded world interactions further

Minor refinements

TalkativePlayer PREVIEW 'Update-- PREVIEW build' (Default/Professional/EP presets included): Polished physical altercation world event animation break-out (pretty much on par with R*) and tweaked Player shove to original trigger-time for responsiveness with brief Player reorientation (face target)

Final pass on new world events and reintroduced cop chatter block when Player is busy ((I think pursuits are taking over partners and changing identifier)

TalkativePlayer PREVIEW 'Update-- PREVIEW build' (Default/Professional/EP presets included): Minor expansion to world event and blocked Player movement when pushed by ped

Hotfix-- Fixed silly error I made, my apologises

Rectified Player strafing when inappropriate during pursuits

*LSPDFR Music (includes CalloutMusic/TrafficStopMusic/CombatMusic): Reworked to be fully open (add as many theme folders as you like, named anything you like) and cleaned up/balanced audio file levels*

Also added RDR2 tracks (ripped from game files)

*LSPDFR Music (includes CalloutMusic/TrafficStopMusic/CombatMusic): More combat/investigation RDR2 tracks, touched up 'Damnation; investigation" (took edge off guitar plucks) and added lowered volume preset for CombatMusic--- 10% volume scaling now default for investigation*


Introduced InteractionMusic PREVIEW Work in Progress

Trigger conditions: Stopping peds and using authority (ordering, detaining, arresting etc.). Including other cops.

Proximity-based. Not on callout or traffic-stop.

Please note, a tad finicky at present--- workaround until PolicingRedefined is updated for me to properly track stopped peds, Still pretty solid.

*Moving stopped peds around will fade music out until still again (sobriety tests, patdowns, grab&moving and STP walk-and-turn are fine though; no issues)*

Other potential issues:

Completely still peds in the world may register, but fits with agitated peds/TP world events (workaround limitation-- again, will be rectified with PR update)

System might trip up now and then when peds transition to arrested state

Fade-outs may not fire correctly if you stop/dismiss or otherwise break from trigger conditions too quickly (music will just abruptly stop)

Music sometimes might continue to play when paused, or will fade-out.

Added critical NAudio files to download package

Hotfix-- Rectified partners not being filtered out properly (now using TP method)-- sorry about this

Spawned in partners might still be registered. Best to recruit ambient cops in game world


Hotfix (TalkativePlayer)-- Resolved blocker preventing peds from pushing Player and made few tw

*InteractionMusic: Added in-game version of the iconic CRASH theme ('Power trip'). Went and cleaned up audio and reduced noise; probably better clarity than anything you can find on YouTube*

Hotfix#2 (TalkativePlayer)-- Reenabled Player manoeuvres for default presets (silly error that slipped by me-- my apologises)

*InteractionMusic: Implemented smart fading engine (resolving outstanding issues)-- very fluid/cinematic now, eliminating jarring cuts/weird behaviour and handling state transitions with grace (e.g. getting peds in and out of vehicles, etc.)*

Will update LSPDFR Music in due course

TalkativePlayer PREVIEW 'Update-- PREVIEW build' (Default/Professional/EP presets included): Refined Player manoeuvres and weapon drawn stuff (eliminated edge-cases where animations would fire outside of event scope and will now also break-out with immediate effect), reserved foot-patrol mode for when Player is busy and removed alternate combat run (looked kinda goofy)

LSPDFR Music: Carried over smart fading builds (now combined package-- standard and fade versions) and included 'Power trip" for TrafficStopMusic

*The Peelian Way: Reorganised certain menu items (more intuitive)*

Version A: ‘Verbal warning’ category below ‘Informal engagement’

Version B: ‘Verbal warning/commands’ together

Hotfix: Packaging error; presets mixed up-- my apologises

Hotfix: Blocked idle weapon animations when downed (150hp threshold workaround-- you can recover at 140hp and above when incapacitated)


Short Description

AmbientDispatch/TalkativePlayer/PursuitMusic +

User Feedback

Recommended Comments

Nemesisx101

Members Author

@EliteCO31 Hello there-- just like to inform you that I've introduced a LSSD (Sheriff) preset.

EliteCO31

Members

15 hours ago, Nemesisx101 said:

@EliteCO31 Hello there-- just like to inform you that I've introduced a LSSD (Sheriff) preset.

Awesome!!! Thank you!!!

wtplayer

Members

(edited)

can you macan you make it so that when the car collides during a chase, the character and his partner shout something like "Get out of the way immediately!"ke it so that when the car collides during a chase, the character and his partner shout something like "Get out of thecan you make it so that when the car collides during a chase, the character and his pcan you make it so that when the car collides during a chase, the character and his partner shout something like "Get out of the way immediately!"artner shout something like "Get out of the way immediately!" way immediately!"

can you make it so that when the car collides during a chase, the character and his partner shout something like "Get out of the way immediately!" Blocked in pursuit

Edited by wtplayer

Nemesisx101

Members Author

3 hours ago, wtplayer said:

can you macan you make it so that when the car collides during a chase, the character and his partner shout something like "Get out of the way immediately!"ke it so that when the car collides during a chase, the character and his partner shout something like "Get out of thecan you make it so that when the car collides during a chase, the character and his pcan you make it so that when the car collides during a chase, the character and his partner shout something like "Get out of the way immediately!"artner shout something like "Get out of the way immediately!" way immediately!"

can you make it so that when the car collides during a chase, the character and his partner shout something like "Get out of the way immediately!" Blocked in pursuit

Hello there,

 

Yeah, I was actually planning to look into damage/injury tracking at some point so providing I get something figured out (including properly filtering out instances cop/Player collisions), sure.

 

I’ve yet to verify whether using horn while siren mute function is active is still classed as horn input by game— if so, I could reserve blocked pursuit when actual pursuit is active and siren muted (would be an easier alternative presently). 

 

 

wtplayer

Members

19 minutes ago, Nemesisx101 said:

Hello there,

 

Yeah, I was actually planning to look into damage/injury tracking at some point so providing I get something figured out (including properly filtering out instances cop/Player collisions), sure.

 

I’ve yet to verify whether using horn while siren mute function is active is still classed as horn input by game— if so, I could reserve blocked pursuit when actual pursuit is active and siren muted (would be an easier alternative presently). 

 

I hope it works out, because I think it will be very good

 

dude477

Members

Hi, really enjoy this plugin and i gotta ask, are you planning on adding the "request backup" voice lines in at some point? make them play when the player opens the police backup menu?

Nemesisx101

Members Author

@dude477 Hello there, 

 

Glad you're enjoying yourself!

 

Yes, this has been something I've wanted to do, but have yet to execute...

 

I would need to utilize api for both UB/PR for this--- have it so condition for trigger being in combat/active pursuit.

 

Thank you for bringing this is up with me

nova2727

Members

You could add voices like need for speed underground and add key binds so when you hit back up , transport etc the voice would play 

 

 

dude477

Members

Hello,

i seem to be having an issue with the mod being that no voices lines are triggering.

Nemesisx101

Members Author

@dude477 Hi,

Thank you for letting me know.

Can’t really comment on this as I haven’t experienced any issues myself though I’ve only been jumping in to verify things. I shall investigate.

Could you please confirm what build/version you’re using and provide some context (i.e. in a pursuit, etc.).

dude477

Members

57 minutes ago, Nemesisx101 said:

@dude477 Hi,

Thank you for letting me know.

Can’t really comment on this as I haven’t experienced any issues myself though I’ve only been jumping in to verify things. I shall investigate.

Could you please confirm what build/version you’re using and provide some context (i.e. in a pursuit, etc.).

im using the latest talkative player version with the latest game version and the issue persists in general regardless if in pursuit or just patroling

Nemesisx101

Members Author

13 hours ago, dude477 said:

im using the latest talkative player version with the latest game version and the issue persists in general regardless if in pursuit or just patroling

Thank you for the information.

Can you specify what preset and build (personal or just standard).

dude477

Members

1 hour ago, Nemesisx101 said:

Thank you for the information.

Can you specify what preset and build (personal or just standard).

standard

Nemesisx101

Members Author

@dude477 Ok, I assume you mean both build and preset (default/standard preset).

Can you now please confirm whether you were on the same GTA/RPH/LSPDFR version when TalkativePlayer was last running normally for you.

Thank you.

dude477

Members

4 hours ago, Nemesisx101 said:

@dude477 Ok, I assume you mean both build and preset (default/standard preset).

Can you now please confirm whether you were on the same GTA/RPH/LSPDFR version when TalkativePlayer was last running normally for you.

Thank you.

4 hours ago, Nemesisx101 said:

@dude477 Ok, I assume you mean both build and preset (default/standard preset).

Can you now please confirm whether you were on the same GTA/RPH/LSPDFR version when TalkativePlayer was last running normally for you.

Thank you.

if by same you mean, the previous one before this update, then yes

nova2727

Members

It’s working fine on my version 3586

Nemesisx101

Members Author

(edited)

On 12/22/2025 at 10:36 PM, nova2727 said:

It’s working fine on my version 3586

Appreciate you chiming in, m8.

@dude477 Yeah, unfortunately I can’t give you a definitive reason for this I’m afraid as it doesn’t seem to be an game update issue.

Perhaps try loading in with just TP (and remove any scripts in general that you’ve got running) to properly isolate and provide RPH log so we can better assess.

Feel free to hit me up on discord @nemesisx101 for further support and I’ll try to get back to you soon— hopefully we can get to the bottom of this!

All the best.

Edited by Nemesisx101

0pheIia

Members

the peelian way is an amazing and required mod for pr but some questions cause LSPDFR Crashes whenever their pressed. I have noticed it only with commercial vehicle inspection/enforcement questions.

Nemesisx101

Members Author

(edited)

6 hours ago, 0pheIia said:

the peelian way is an amazing and required mod for pr but some questions cause LSPDFR Crashes whenever their pressed. I have noticed it only with commercial vehicle inspection/enforcement questions.

Hello there,

Thank you for the feedback, that's lovely to hear--- glad you're having fun!

Yeah, someone else also kindly reported the issue to me... this is due to certain menu items in this category being originally designed to act as headers and not actual questions themselves which PR doesn't like as they have no responses/answers associated with them; unfortunately resulting in crashes.

I really oughta go in and rectify this. Crashes shouldn't be acceptable, my apologises.

Edited by Nemesisx101

  • Community Team

Hey! You should definitely include an example video, like a showcase :) pictures say more than 1000 words

wtplayer

Members

Hey there! Wanted to clarify how things are going with what I wrote earlier, namely phrases during the chase like immediately get out of the way? Also I wanted to ask if it's possible to somehow replace the phrase need some help with request backup? I feel like it would sound better

Nemesisx101

Members Author

(edited)

@wtplayer Hey, thank you for reaching out.

Yeah, I haven't got round to it yet I'm afraid as I've been preoccupied with things.

I would need to look into a method for precise capture now that I can track damage more broadly. Still need to test horn to see if I can do it that way... let me know if you'd be up for that in the meantime. I can't say when I'll be in a position to properly sit down and study for collision-based trigger.

As for the backup lines, I felt there would be a disconnect had I used them outside of actually calling backup-- unfortunately, it seems this won't be possible as UB and PR don't facilitate this with api functions currently available from what I've seen.

Edited by Nemesisx101

wtplayer

Members

13 hours ago, Nemesisx101 said:

@wtplayer Hey, thank you for reaching out.

Yeah, I haven't got round to it yet I'm afraid as I've been preoccupied with things.

I would need to look into a method for precise capture now that I can track damage more broadly. Still need to test horn to see if I can do it that way... let me know if you'd be up for that in the meantime. I can't say when I'll be in a position to properly sit down and study for collision-based trigger.

As for the backup lines, I felt there would be a disconnect had I used them outside of actually calling backup-- unfortunately, it seems this won't be possible as UB and PR don't facilitate this with api functions currently available from what I've seen.

Hello again!

I would be happy to help, but I don't really understand what you want or what I should do, and since my English is very poor (very bad) I'm not sure if I can be of any help, but if you could explain it to me in Russian, I might be able to assist.

Regarding the need for help, I meant to replace the phrase "need some help" with "request backup" (this is the name of the phrase in the game itself). To make it clearer, when you're under fire and you're in cover, you press B and call for help, and the character shouts "need some help." I think the phrase "request backup" would sound better because it's similar to the phrase used in radios. And I think the phrase "MIKE OSCAR SAM I NEED BACKUP" would sound cooler than "i need help, right now."

I really hope you understand what I mean, and I'm sorry if the translation is poor.

Vanheden1891

Members

For the patrol assignments plugin:
Reduce the amount of areas or some other change, currently there are too many and they are too far from each other.
Make the patrol areas colured on the map like LSPDFR enhanced does, that way it's easier to understand where you are supposed to be.

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