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Policing Redefined 1.0.0.2

(48 reviews)
Message added by SuperPyroManiac,

This is a replacement for StopThePed and Ultimate Backup. They cannot be used with this mod.
A lot of plugins require STP/UB and cause crashes without them. They will need to update.
Compulite does not work with this. Reports+ or External Police Computer are alternatives.

3 Screenshots

The new era of LSPDFR is here.

After two years of development, it's here. Policing Redefined is a LSPDFR plugin similar to popular plugins such as Stop The Ped, Ultimate Backup by Bejoijo, LSPDFR+, or Arrest-Manager by Albo1125. It aims to provide an even more feature-rich and immersive experience to your LSPDFR Patrol, advancing ped and traffic stops as well as adding additional vehicle stops and on-foot traffic stops.
And that is just a small portion of what PR (Policing Redefined) has to offer!

 

Installation:

  1. Extract the contents of the downloaded Policing Redefined v[VERSION].zip archive.
  2. Drag-and-drop the contents of the "GTAV MAIN DIRECTORY" folder into your GTA 5 root directory.
  3. Read the "Get Started" guide on our site

 

After installing your Settings/ folder will be empty, which is normal!
Go on duty at least once: PR will generate them then.


If you don't already have them, download and install these

Requirements:

  • RageNativeUI
  • Damage Tracker Framework:

For Developers:
If you are a developer, you can read about PR and it's APIs here.


Features:

Policing Redefined has a ton of features which all cannot be listed here. However here is a rundown of the biggest:

  • Ped Interaction: Custom questioning menu, field sobriety tests, Front/Back cuffing, citations, and more.
  • Inventory Management: Store and bag evidence, test substances, replenish ammo, and more.
  • Backup: Call police, fire, and EMS with a full RTS style management menu to assign tasks to each unit.

 

Disclaimer, Please Read.

First, this will be completely incompatible with Stop The Ped, Ultimate Backup, and Compulite, it is recommended you remove them for the smoothest experience.

 

Second!

This is a BETA. This means that you may encounter bugs, crashes, weird behaviors, etc.

The mod itself works as intended. Any major breakages (e.g. the mod crashing on load), are likely due to user error.

PR has been rigorously tested for the past year by various testers and content creators, with no major issues that have yet to be patched.

Should you encounter any issues: Join our Discord, where we can help you solve any problems. Support will NOT be given via the comments.


Showcases:

Spoiler

 

 

Edited by MarcelWRLD
optimized for update

What's New in Version 1.0.0.2

Released

Version v1.0.0.2

 

New Features (minor)

  • Added to BackupSettings.ini:
    • ExternalDispatchTowTruck: Set response code when requesting tow-truck outside of dispatch menu (plugins like GP, general/misc menu)
    • ExternalDispatchPrisonerTransport: Set response code when requesting prisoner transport for arrested ped

 

Fixes

  • Custom .ini-parser for special characters support
  • K9 fight abort shouldn't kill ped anymore
  • Felony stop doesn't error upon clearing vehicle anymore
  • Felony stop now aborts when a pursuit starts
  • Putting suspect in vehicle (player & prisoner transport) now only uses passenger doors
    • PR will display it when prisoner transport notices that no door to enter could be found.
      If that's the case for you (and the vehicle isn't full of passengers) then it is a vehicle model issue. Use a different one!

And many other small bug fixes, either too small to be their own line, or just missed.

 

Improvements

  • Improved response/parking AI
  • Better animation playing (hopefully less random canceling)
  • Normal dismiss now skips walking tasks of backup peds
  • Made cops slightly more aggressive (more peaking, shooting, advancing)

And many other small improvements, either too small to be their own line, or just missed.

 

To update, you only need to replace your DLL and PDB files.
To utilize some search items fixes, you can replace the appropriate XML files too — though it's not required and NOT recommended if you already have custom ones.


Short Description

Redefining the way you play LSPDFR.

User Feedback

Recommended Comments

MarcelWRLD

Members Author

1 minute ago, Armouredivision said:

[ExternalDispatch]

.

.

.

Can you please add coroner to this?

Where/when is it called outside of the dispatch menu?

MarcelWRLD

Members Author

1 minute ago, Armouredivision said:

Yes of course.

 

What

Armouredivision

Members

2 minutes ago, MarcelWRLD said:

Where/when is it called outside of the dispatch menu?

 

Just now, MarcelWRLD said:

What

When Coroner is called outside the backup/dispatch menu.

MarcelWRLD

Members Author

Just now, Armouredivision said:

 

When Coroner is called outside the backup/dispatch menu.

But when/where is it?

Armouredivision

Members

(edited)

1 minute ago, MarcelWRLD said:

But when/where is it?

[ExternalDispatch]
//The response code a tow truck should use when requested outside the dispatch menu. (Code1, Code2, Code3)
ExternalDispatchTowTruck=Code2
//The response code a prisoner transport should use. (Code1, Code2, Code3)
ExternalDispatchPrisonerTransport=Code2

 

Coroner don't arrive with their siren lights on. I'm guessing adding this setting for them will change that. As it was in Ultimate Backup.

Edited by Armouredivision

MarcelWRLD

Members Author

1 minute ago, Armouredivision said:

[ExternalDispatch]
//The response code a tow truck should use when requested outside the dispatch menu. (Code1, Code2, Code3)
ExternalDispatchTowTruck=Code2
//The response code a prisoner transport should use. (Code1, Code2, Code3)
ExternalDispatchPrisonerTransport=Code2

 

Coroner don't arrive with their siren lights on. I'm guessing adding this setting for them will change that. As it was in Ultimate Backup.

You need to select Code2/Code3 in the dispatch menu. The reason for those external settings are:

- Prisoner transport is called via the Ped Stop menu

- Tow truck can be called via the dispatch menu; but also via the general/misc menu and the menu that GP makes PR show so you can select your tow truck type

 

Coroner doesnt have any menus to be called from beside the dispatch menu. If you use the dispatch menu you select the response code at the top. It would not make any sense at all to force set a different code than the one selected and displayed by the menu.

Armouredivision

Members

24 minutes ago, MarcelWRLD said:

But when/where is it?

Oh, damn it. Now I understand what you were asking. Grammer Police. It defaults coroner to Code1 with PR.

MarcelWRLD

Members Author

49 minutes ago, Armouredivision said:

Oh, damn it. Now I understand what you were asking. Grammer Police. It defaults coroner to Code1 with PR.

Hmm did u check if you can maybe change it in the GP settings? (ini, xmls..) Maybe it requires setting up a custom one

jyoonlucete

Members

When calling a tow truck using the backup menu, the presence or absence of the hook is completely random.
Although there are cases where the truck arrives with the hook attached and successfully tows the vehicle, it often happens that the truck leaves because the hook is missing and it cannot attach to the target vehicle.

XxKR4TOSxX

Members

I think something went wrong for me after the installation here, the backup interfaces overlap the standard of lspdfr and that of police redefined
did i have to deinstall the backup system from lspdfr?

Could contain: text, screenshot

MarcelWRLD

Members Author

(edited)

7 minutes ago, XxKR4TOSxX said:

I think something went wrong for me after the installation here, the backup interfaces overlap the standard of lspdfr and that of police redefined
did i have to deinstall the backup system from lspdfr?

Could contain: text, screenshot

you need to unbind the LSPDFR backup menu hotkey or change the PR one

1 hour ago, jyoonlucete said:

When calling a tow truck using the backup menu, the presence or absence of the hook is completely random.
Although there are cases where the truck arrives with the hook attached and successfully tows the vehicle, it often happens that the truck leaves because the hook is missing and it cannot attach to the target vehicle.

Yeah its a mystery I havent figured out yet..

Edited by MarcelWRLD

XxKR4TOSxX

Members

4 minutes ago, MarcelWRLD said:

you need to unbind the LSPDFR backup menu hotkey or change the PR one

Yeah its a mystery I havent figured out yet..

I could have figured it out on my own but I'm stupid haha:D thank you

mahamlyrics

Members

I'll start with Thanks for all the hard work  you guys put into this mod. ! Most Def Changed the game. 

My question is about todays update. Specifically 

  • Normal dismiss now skips walking tasks of backup peds

    Are you saying that the Peds no longer walks to their vehicle ? They just teleport inside to their vehicle ? If so, They were doing that already in the first release . I'm inquiring about your reason for this , In my opinion it takes away from the realism of it all. I would prefer them walk  and enter their vehicle realistically. 

    If you guys feel like this is an option you rather keep, is there any way to get a config option? As of now, I don't really see a change of how backup returns to their vehicles from the last release but I do notice they still teleport to the driver seat after a certain amount of seconds , I'm assuming about 10 seconds.

    If we could make that option configurable that would be awesome because I don't hate the idea of them teleporting to their vehicle, Just seems like it would only make sense to do that if the peds are more than 3-500 meters away from their vehicle , like after a long foot pursuit or something. Thanks for taking the time to read this. Keep up the Great work. 

MarcelWRLD

Members Author

(edited)

11 minutes ago, mahamlyrics said:

I'll start with Thanks for all the hard work  you guys put into this mod. ! Most Def Changed the game. 

My question is about todays update. Specifically 

  • Normal dismiss now skips walking tasks of backup peds

    Are you saying that the Peds no longer walks to their vehicle ? They just teleport inside to their vehicle ? If so, They were doing that already in the first release . I'm inquiring about your reason for this , In my opinion it takes away from the realism of it all. I would prefer them walk  and enter their vehicle realistically. 

    If you guys feel like this is an option you rather keep, is there any way to get a config option? As of now, I don't really see a change of how backup returns to their vehicles from the last release but I do notice they still teleport to the driver seat after a certain amount of seconds , I'm assuming about 10 seconds.

    If we could make that option configurable that would be awesome because I don't hate the idea of them teleporting to their vehicle, Just seems like it would only make sense to do that if the peds are more than 3-500 meters away from their vehicle , like after a long foot pursuit or something. Thanks for taking the time to read this. Keep up the Great work. 

Noo, they only teleport to the vehicle when they are unable to reach it within a certain time; its to ensure the task is not going on forever.

 

What I meant by that is when you hit dismiss, PR wont wait until the peds finished walking to YOU; instead they will instantly turn around and walk to their vehicle 😄

Edited by MarcelWRLD

mahamlyrics

Members

3 minutes ago, MarcelWRLD said:

Noo, they only teleport to the vehicle when they are unable to reach it within a certain time; its to ensure the task is going on forever.

 

What I meant by that is when you hit dismiss, PR wont wait until the peds finished walking to YOU; instead they will instantly turn around and walk to their vehicle 😄

Ohhhhhhhh LOL haha. Ok that makes sense. ! Got it. 

But is there any way to make that task a little bit longer, maybe 5 more seconds. I'll give you an example. I had two back up units. And the time it took for the second backup unit to reach their vehicle from the stopped vehicle, It teleported him in the driver seat as soon as the ped touched his car door. So a few more seconds would have made that scenario flawless. Hope that makes sense.

MarcelWRLD

Members Author

1 hour ago, mahamlyrics said:

Ohhhhhhhh LOL haha. Ok that makes sense. ! Got it. 

But is there any way to make that task a little bit longer, maybe 5 more seconds. I'll give you an example. I had two back up units. And the time it took for the second backup unit to reach their vehicle from the stopped vehicle, It teleported him in the driver seat as soon as the ped touched his car door. So a few more seconds would have made that scenario flawless. Hope that makes sense.

Alright, I will increase the timeout!

1ADAMTWELVE

Members

im not sure if its immersive effects or pr, but when applying a health kit, it drops my health to the red.

mahamlyrics

Members

2 hours ago, MarcelWRLD said:

Alright, I will increase the timeout!

Heck yeh, Thanks Bro!!! #GOATED

jyoonlucete

Members

6 hours ago, MarcelWRLD said:

Yeah its a mystery I havent figured out yet..

Thank you for your response.

I understand you're incredibly busy. Sending my best wishes for a swift discovery of the solution to this mystery! 💪

nick_g44

Members

Incredible mod. It's bought me back to LSPDFR!

 

Quick query, which may already be on your radar. After someone legs it after a pursuit their vehicles are not persisting. Is this known? I do have PersistEmptyVehiclesEnabled=True.

 

Thanks for all the hard work!

PlayerLSPDFR

Members

Can't wait to see the next updates of the redefined policing mod.  By the way, I'd like to know if you plan to put back the possibility of launching a search clue on suspicious NPCs or their vehicles? 

 

You know with the ultimate backup mode. We had the possibility of launching a chase by simply targeting a suspect. 

 

Moreover, if we were accompanied by partners or if we called for reinforcements, if a suspicious NPC decided to attack the player officer, he would automatically trigger a chase with our colleagues who defend the player officer. 

 

I would love to see this feature reappear because the advantage of launching a chase is that NPC officers try to arrest a suspect rather than kill him. 

 

You have noticed as I have, if a chase is not triggered, the officers will simply shoot the suspect. Personally, I like to be in control when the chases are triggered and we have the option to choose whether to turn lethal force on or off by pressing the N key. 

 

 

Well after the chase mode still exists, this mod is called ''Pursuit on the fly '' It allows you to trigger chases on any NPC, you just have to aim at him. 

 

1ADAMTWELVE

Members

IS THERE A WAY FOR THE MEDIC TO HEAL YOU WHEN THEY ARRIVE,  BY HANDING OFF A MED PACK OR BY SITTING IN THE BACK OF THE AMBULANCE?

Officer Here

Members

(edited)

When will MarcelWRLD and the Others make Policing Redefined compatibility with Compulite? Is it still WIP or is it coming soon?

Edited by Officer Here

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