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Paleto Bay SAHP/CHP Station (DLC) 2.7

(4 reviews)

8 Screenshots

INTRODUCTION:

I like to play as SAHP more than any other agency, and after a while, the lack of a dedicated SAHP station makes the experience feel quite unimmersive—especially when using LSPDFR Enhanced/Extended.

After searching on the internet for stations to download, none of them satisfied me (either too basic/unimmersive or too complex (e.g., poorly mapeditor/menyoo autoloads, FIVEM, extra dlcprops, paywalled)). So I started making my own ones.

I took the Davis station as a base and remodeled it to better fit the SAHP aesthetic—removing unnecessary assets, resizing elements, adding blue window bars, SAHP logos, flags, some vegetation, and additional props to enhance realism. I usually play around the east side of the map, and after searching for a suitable location, I found an empty lot in Paleto Bay that seemed perfect. This location also provides flexibility in choosing which direction (east or west) to patrol to.

 

 

 

WHAT'S NEW IN V2.7?: 

  • Reworked Parking Lot.  Remodeled and fixed glitched polygons, custom HD textures with terrain blending, more decals, one more parking slot. Also improved the backyard/doghouse area.
  • Added a custom edited security hut model (scale, textures, door, collisions) as an access control. Fully enhanced with props.
  • Improved the stations banner, resized and added holes to match the hanging ropes.
  • Beautified a lot of props and areas around the station.

 

Hotfix 29/03/2025: 

  • Updated the dropoff location due to conflict with the booth. Now is:
            <DropOffPosition>-281.25f, 6127.16f, 31.31f</DropOffPosition>

 

 

HOW TO INSTALL: 

  1. Drop bpsahp folder in mods/update/x64/dlcpacks/
  2. Add this line as the last item in mods/update/update.rpf/common/data/dlclist.xml:
        <Item>dlcpacks:/bpsahp/</Item>


    LSPDFR Station functionalities (Optional) (skip if updating):
  3. Add these lines to \Grand Theft Auto V\lspdfr\data\stations.xml in order to have LSPDFR station functionalities:

        <Station>
            <Name>Paleto Bay SAHP Station</Name>
            <Agency>sahp</Agency>
            <ScriptName>pbsahp</ScriptName>
            <Position>-289.5428f, 6120.8761f, 31.5151f</Position>
            <Heading>110</Heading>
            <CamPointOffset>-17f, -43f, 3f</CamPointOffset>
            <CamEndOffset>10f, -5f, 1f</CamEndOffset>
            <DropOffPosition>-281.25f, 6127.16f, 31.31f</DropOffPosition>
            <GaragePosition>-299.21f, -6131.80f, 31.50f; 121.31</GaragePosition>
            <GarageSpawnPosition>-297.41f, 6132.11f, 31.49f; 279.8097</GarageSpawnPosition>
        </Station>


    Skaters spawning in lot fix + Hwaycops ped ambient spawn. (Optional) (if updating replace cluckin_bell.ymt to add extra hwaycop in hut):
  4. Replace cluckin_bell.ymt in mods/update/update.rpf/x64/levels/gta5/scenario/
     
  5. Add (not replace) the line bellow in mods/update/update.rpf/common/data/ai/ambientpedmodelsets.meta: (if you already have done this from any of my other SAHP station mods, then it's already done, skip it)

 

Spoiler

Paste the code bellow after this Office one (use ctrl+f "office"):     

  <Item type="CAmbientModelSet">
            <Name>OFFICE</Name>
            <Models>
                <Item>
                    <Name>A_F_Y_Business_01</Name>
                    <Variations type="NULL"/>
                    <Probability value="1.000000"/>
                </Item>
                <Item>
                    <Name>A_F_Y_Business_02</Name>
                    <Variations type="NULL"/>
                    <Probability value="1.000000"/>
                </Item>
                <Item>
                    <Name>A_F_M_Business_02</Name>
                    <Variations type="NULL"/>
                    <Probability value="1.000000"/>
                </Item>
                <Item>
                    <Name>A_M_Y_Business_01</Name>
                    <Variations type="NULL"/>
                    <Probability value="1.000000"/>
                </Item>
                <Item>
                    <Name>A_M_Y_Business_02</Name>
                    <Variations type="NULL"/>
                    <Probability value="1.000000"/>
                </Item>
                <Item>
                    <Name>A_M_Y_Business_03</Name>
                    <Variations type="NULL"/>
                    <Probability value="1.000000"/>
                </Item>
                <Item>
                    <Name>A_M_M_Business_01</Name>
                    <Variations type="NULL"/>
                    <Probability value="1.000000"/>
                </Item>
                <Item>
                    <Name>A_M_Y_BusiCas_01</Name>
                    <Variations type="NULL"/>
                    <Probability value="1.000000"/>
                </Item>
            </Models>
        </Item>
(paste the code below at here)

         

        <Item type="CAmbientModelSet">
            <Name>SAHP</Name>
            <Models>
                <Item>
                    <Name>s_m_y_hwaycop_01</Name>
                    <Variations type="NULL"/>
                    <Probability value="1.000000"/>
                </Item>
            </Models>
        </Item>

 

KNOWN ISSUES & TROUBLESHOOTING

  1. Stop The Ped Conflict (Jail Drop-Off)

    • Issue: Stop The Ped overrides LSPDFR’s jail drop-off system, making it non-functional with any new/custom station.
    • Solution:
      • Use the Arrest Manager plugin to add extra jail drop-off locations.
      • Simply call for transport or use the nearby Sheriff Station for processing.
         
  2. Crash when nearing the station

    • Cause: It happens because the game tries to call the added "SAHP" peds but they don't exist (aren't added). Can be due to installing a mod that replaces ambientmodelsets.meta therefore removing the added code for SAHP peds, or the existance of another new ambientmodelsets.meta that is loaded after this one
    • Fix: Add the SAHP peds code in the last loading ambientmodelsets.meta or use the original cluckin_bell.ymt (backup provided in the .rar).

 

FUTURE PLANS (TBD)

  • Remove litter and grass props.
  • Improve LODs.
  • Add nighttime window emissions.
  • Make an installer.
  • Make spawned cars not stealable. Just had a carjacking event lol.
  • Add interiors.

 

25/03/2025:

I've made a garage interior and also have an office interior to add in. But I don't know how to activate the garage mlo once the player has selected vehicle and tp'd there via lspdfr (tping above a portal doesn't work), or to make it exterior but need to remove the original props (weeds) first that spawn inside without copying the whole rpf (3gb) to mods folder. Editing the props in hei_cs1_06_strm_2.ymap (and also it's LOD versions) directly and copying them into the dlc makes the hd/stream ymap not load while all area goes to a LOD level, editing using guid  from my custom ymaps does't work either. Any advise will be helpful, until then I'm stuck and holding the new update/release.

 

CHECK OUT MY OTHER STATION

 

Whatever question, request or advise, feel free to share as everything can be improved (read TBD). Thanks.

Edited by OutCast
new version

What's New in Version 2.7

Released

Reworked lot, added hut, improved a bit of everything.


Short Description

Addon SAPH and CHP stations in Paleto Bay

User Feedback

Recommended Comments

OutCast

Members Author

8 hours ago, DCarausu said:

@OutCast I haven't had a chance to read through all of the messages, but would you be able to please package this as a DLC like the Weazel SAHP Station for those of us that don't use Custom Maps?

I'm working on it, I'm revamping the parking area plus the skater issue and will release it as a DLC

DCarausu

Members

16 hours ago, OutCast said:

I'm working on it, I'm revamping the parking area plus the skater issue and will release it as a DLC

Thats awesome, thank you!!

OutCast

Members Author

On 1/31/2025 at 5:54 AM, DCarausu said:

Thats awesome, thank you!!

 

Update done and now it's a DLC.

K.McHunt

Members

I noticed a small flaw. The emblems on the wall and the doors are slightly different. The beaver is depicted on the door, and the bear is on the wall (like a CHP emblem) 

OutCast

Members Author

32 minutes ago, K.McHunt said:

I noticed a small flaw. The emblems on the wall and the doors are slightly different. The beaver is depicted on the door, and the bear is on the wall (like a CHP emblem) 

I see. I used different scale/res for each logo and it seems it came with that change. Will ensure same logo in next update.

K.McHunt

Members

15 minutes ago, OutCast said:

I see. I used different scale/res for each logo and it seems it came with that change. Will ensure same logo in next update.

Anyway, you did a great job. Thank you for this DLC, you made our lives a lot easier 😉

FORTY 7

Members

The car spawn right between the building and the fence nearest to the road but its absolutely amazing. Excellent work!

OutCast

Members Author

8 hours ago, FORTY 7 said:

The car spawn right between the building and the fence nearest to the road but its absolutely amazing. Excellent work!

Hi, thanks! 

What do you mean with the car spawn? When exiting the garage it should spawn at the front of the garage gate.

FORTY 7

Members

6 hours ago, OutCast said:

Hi, thanks! 

What do you mean with the car spawn? When exiting the garage it should spawn at the front of the garage gate.

Ambient parked SAHP car will spawn next to the smoking bin outside near the door, between that gate and the building. Other than that everything else is literally flawless. Once again, amazing job on this.

OutCast

Members Author

(edited)

6 hours ago, FORTY 7 said:

Ambient parked SAHP car will spawn next to the smoking bin outside near the door, between that gate and the building. Other than that everything else is literally flawless. Once again, amazing job on this.

 

You mean when you start GTA5/LSPDFR? Because that can't be tweaked, hardcoded where it spawns, it's how automatically LSPDFR works round stations. It's a shame tho.

Edited by OutCast

nick_g44

Members

Looks fantastic but I seem to get a game crash at night when I approach it? It's fine during the day.

OutCast

Members Author

(edited)

1 hour ago, nick_g44 said:

Looks fantastic but I seem to get a game crash at night when I approach it? It's fine during the day.

 

Can you see the sahp peds spawn at day? What hour during night do you think that happens?

Any other mods that you think can conflict with it? overhauling mods

 

Edit: I managed to replicate it, Codewalker has corrupted the cluckin_bell.ymt when last edited it. I'm working on a fix.

Edited by OutCast

FORTY 7

Members

I appreciate you, between the Weasel News SAHP location and the work you put in on this one. Youre doing god work for us! 

TopCityPD

Members

Love the station adds something new and yet needed.  Sorry about image quality I had to lower it due to be taken with my phone.

Could contain: outdoor, land vehicle, building, vehicle, sky, wheel, tire, road, car, clothing, street, person, parked

OutCast

Members Author

8 hours ago, TopCityPD said:

Love the station adds something new and yet needed.  Sorry about image quality I had to lower it due to be taken with my phone.

Could contain: outdoor, land vehicle, building, vehicle, sky, wheel, tire, road, car, clothing, street, person, parked

 

Thanks for the appreciation! Although, the station I see is from an older version, haven't you updated yet? 

TopCityPD

Members

(edited)

18 hours ago, OutCast said:

 

Thanks for the appreciation! Although, the station I see is from an older version, haven't you updated yet? 

It was the only one shown I kind of wondered when I came here, I noticed the guard shack and flags Infront of the building. Unlike what I have Downloading update now!! LOL

Edited by TopCityPD

TopCityPD

Members

(edited)

Awesome update!

Edited by TopCityPD

Narobic

Members

Hey! Love the work that has gone in to this! Is there any way to have a version that removes the fountain in the middle of the parking lot as well as the booth/bar for the entrance? LSPDFR spawns units at the start of the game and they cannot figure out the pathing so they crash in to both the bar and the fountain a lot.

OutCast

Members Author

10 hours ago, Narobic said:

Hey! Love the work that has gone in to this! Is there any way to have a version that removes the fountain in the middle of the parking lot as well as the booth/bar for the entrance? LSPDFR spawns units at the start of the game and they cannot figure out the pathing so they crash in to both the bar and the fountain a lot.

 

I'd like to replace the fountain, I know it bothers, but it's there to cover an even worse grass prop that I don't know how to remove yet (without having to copy 3gb into the players mod folder just for that). 

 

Once I find an efficient way to move/remove the original props around the lot I will move the fountain to where the eagle is.

I can also release a without hut+barrier version next update.

 

About the LSPDFR npc's spawn getting glitched/lost, I've not had that yet, other than when yourself spawn there into beetween the station and the fence, that's the LSPDFR plugin IDK if I can change that. About the said npc's I guess it has to do with navmeshes, have not done that yet, will have to take a look at that as well to add that.

zombieland530

Members

(edited)

you might want to change the location of the jail dropoff 

Could contain: screenshot, pc game, clothing, video game software, digital compositing, 3d modeling, adventure game, action-adventure game, strategy video game, ground, outdoor, person

this is what someone else was talking about where the police cars were spawned next to the building 

Could contain: clothing, waste container, screenshot, cartoon, outdoor, person

Edited by zombieland530

OutCast

Members Author

1 hour ago, zombieland530 said:

you might want to change the location of the jail dropoff 

Could contain: screenshot, pc game, clothing, video game software, digital compositing, 3d modeling, adventure game, action-adventure game, strategy video game, ground, outdoor, person

this is what someone else was talking about where the police cars were spawned next to the building 

Could contain: clothing, waste container, screenshot, cartoon, outdoor, person

 

Oh, yeah that's right, forgot the jail dropoff 😅.

 

About the car, I don't know if I can do anything about that because that's LSPDFR. I'm already making interiors right now, maybe the new coords (inside) will change that.

zombieland530

Members

5 minutes ago, OutCast said:

 

Oh, yeah that's right, forgot the jail dropoff 😅.

 

About the car, I don't know if I can do anything about that because that's LSPDFR. I'm already making interiors right now, maybe the new coords (inside) will change that.

yeah and I see that it has something to do with Lspdfr about the car

TopCityPD

Members

just an update pic you made a huge fan of your work. Thank you for this as I mentioned it was much needed. 

Could contain: land vehicle, vehicle, outdoor, wheel, car, sky, building, tire, transport, road, street

VanillaGiant08

Members

Is there a way to change the logos and decals to whatever agency we want??

OutCast

Members Author

5 hours ago, VanillaGiant08 said:

Is there a way to change the logos and decals to whatever agency we want??

 

The textures are embedded, but you still can. With OpenIV export the .ydr as open format (.odr) and just edit or replace the texture and import again.

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