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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

Legendk456

Members

One more question: in the backup xml, when a unit has <LongGuns /> or <Handguns />, does this imply it uses the default listed above for the local patrol units or does this unit not have any of these items?

NationGamer090

Members

Listen, this seems to be good, but how on earth do I tow cars?!

Officer Here

Members

(edited)

8 minutes ago, NationGamer090 said:

Listen, this seems to be good, but how on earth do I tow cars?!

Press B on the keyboard and then request a Tow Truck(Code 1/2/3 Backup) near the car that need to be towed.

Edited by Officer Here

NationGamer090

Members

@Officer Here I did that, but the Tow Truck arrives and then is flat out broken. They are doing nothing, I tried that on multiple vehicles.
I switched back to Stop The Ped, I have also heard that they abandoned this mod

Officer Here

Members

22 minutes ago, NationGamer090 said:

@Officer Here I did that, but the Tow Truck arrives and then is flat out broken. They are doing nothing, I tried that on multiple vehicles.
I switched back to Stop The Ped, I have also heard that they abandoned this mod

Most likely your game is broken. PR on my GTA has no Problem.

Photwenty

Members

I know the flashlight option is still being worked on, but is there any alternatives that works the same as STP?

MarcelWRLD

Members Author

(edited)

On 1/16/2026 at 9:36 PM, NationGamer090 said:

@Officer Here I did that, but the Tow Truck arrives and then is flat out broken. They are doing nothing, I tried that on multiple vehicles.
I switched back to Stop The Ped, I have also heard that they abandoned this mod

  1. If you use the backup menu to request a tow, you need to use the manager menu (ctrl+b) to assign it to a vehicle once it arrived.

    Alternatively you can use the general menu (ctrl+t), face a vehicle and hit request tow.

  2. Who tf said that the mod was abandoned? It's not, it's just being rewritten from the ground up to fix some issues that cannot be fixed by a simple patch. This takes some time because I am the only person doing it ^^

Edited by MarcelWRLD

BC34

Members

(edited)

question how do I make my loadouts in loadouts.xml file have more then 2 attachments on? when I add 3 more it crashes my LSPDFR

Edited by BC34

Officer Here

Members

19 minutes ago, BC34 said:

question how do I make my loadouts in loadouts.xml file have more then 2 attachments on? when I add 3 more it crashes my LSPDFR

3 Attachments of what(Weapons or Weapons Attachments(Flashlight, Suppressor,...))

BC34

Members

(edited)

14 minutes ago, Officer Here said:

3 Attachments of what(Weapons or Weapons Attachments(Flashlight, Suppressor,...))

A Scope, Grip and a Flashlight

Edited by BC34

BC34

Members

1 hour ago, Officer Here said:

3 Attachments of what(Weapons or Weapons Attachments(Flashlight, Suppressor,...))

I have fixed it

Officer Toshi

Insiders

(edited)

can we not call for a taxi or a ambulance for peds? i cant seem to find the option in any of the menus

also cant find in any of the inis where to make coroner show on scene code 2 instead of code 1. which file should i be looking in?

Edited by scoutpanda

Officer Here

Members

(edited)

8 hours ago, Panda Big Sis said:

can we not call for a taxi or a ambulance for peds? i cant seem to find the option in any of the menus

also cant find in any of the inis where to make coroner show on scene code 2 instead of code 1. which file should i be looking in?

You can request Coroner with code 2 or even code 3. And you can call an ambulance and then command the paramedics to transport the peds by pressing Ctrl+B or Shift+B and it'll pop up a menu(I don't remember)

Edited by Officer Here

Marsel0631

Members

Can I use Policing Redefined with Report plus without any problems?

Officer Here

Members

8 minutes ago, Marsel0631 said:

Can I use Policing Redefined with Report plus without any problems?

Yes

D3adSh8t

Members

Looking forward to next update! Any ETA?

Officer Toshi

Insiders

19 hours ago, Officer Here said:

You can request Coroner with code 2 or even code 3. And you can call an ambulance and then command the paramedics to transport the peds by pressing Ctrl+B or Shift+B and it'll pop up a menu(I don't remember)

hmm everytime i call dispatch just sends code one. i tried saying "coroner code two" but still just sends it code one.

maybe grammar police isnt differentiating i'll ask on theirs as i cant see anything in the xmls to call code two coroner. might have to go back to stp for now til GP is updated then to allow code two coroner

and based about the ambulance ty noted for future

Officer Here

Members

3 hours ago, Panda Big Sis said:

hmm everytime i call dispatch just sends code one. i tried saying "coroner code two" but still just sends it code one.

maybe grammar police isnt differentiating i'll ask on theirs as i cant see anything in the xmls to call code two coroner. might have to go back to stp for now til GP is updated then to allow code two coroner

and based about the ambulance ty noted for future

Use the backup menu(B) from Policing Redefined to call coroner code 2/3

07Studios

Members

I dismissed my partner and he immediately started shooting at me, I've never felt so betrayed

Could contain: land vehicle, vehicle, tire, wheel, text, car, screenshot, pc game, outdoor, digital compositing, video game software, auto part, 3d modeling

Caccianick

Members

Hello,

I would like to modify my CustomRegions.xml file regarding the distribution of patrol zones for the following services: Los Santos Parks, San Andreas Parks, Game Warden, and National Park Service.

Is it possible to have two services in the same zone (for example, NPS and Game Warden) ? Will this create a conflict, or will it always be the same service, or will one of the two be assigned randomly ?

Do you have any advice ?

coolgamer232

Members

(edited)

Amazing mod! I have a couple of questions and a request, if that’s okay.

First question:
How do you change the spawn distance of backup units? Right now, they spawn in front of the suspect vehicle but are facing oncoming traffic, which isn’t very practical because they almost immediately cause an accident. Also, if more than two units are spawned, they stack on top of each other, which creates another issue on its own.


Second (feature request):
Would it be possible to add a feature that allows you to tell backup units where to park or reposition after they arrive? For example, when I’m responding to an MVA (traffic crash), fire trucks, ambulances, and tow trucks sometimes park in active traffic—even when traffic has been slowed or stopped based on the scenario.

It would be an awesome feature if, after they arrive, there was some kind of ground marker or indicator that lets you move their vehicle to a specific spot (for example, in front of the damaged car). This could also apply to police units—having them block off a road and adding an action that would "manage traffic" (Just wave a lighted wand or something) would make the scene feel more realistic and dynamic, instead of the backup units just sitting idle.

This is also useful in traffic stops if you want to tell backup where to park their vehicle.

Edited by coolgamer232

Officer Here

Members

2 hours ago, coolgamer232 said:

Amazing mod! I have a couple of questions and a request, if that’s okay.

First question:
How do you change the spawn distance of backup units? Right now, they spawn in front of the suspect vehicle but are facing oncoming traffic, which isn’t very practical because they almost immediately cause an accident. Also, if more than two units are spawned, they stack on top of each other, which creates another issue on its own.


Second (feature request):
Would it be possible to add a feature that allows you to tell backup units where to park or reposition after they arrive? For example, when I’m responding to an MVA (traffic crash), fire trucks, ambulances, and tow trucks sometimes park in active traffic—even when traffic has been slowed or stopped based on the scenario.

It would be an awesome feature if, after they arrive, there was some kind of ground marker or indicator that lets you move their vehicle to a specific spot (for example, in front of the damaged car). This could also apply to police units—having them block off a road and adding an action that would "manage traffic" (Just wave a lighted wand or something) would make the scene feel more realistic and dynamic, instead of the backup units just sitting idle.

This is also useful in traffic stops if you want to tell backup where to park their vehicle.

I can't answer the first question but the second Question i think you can reposition the backup units by using Backup Manager(i think)

cedsbreads

Members

Apologies if this was already asked, is there a way to get backup units to spawn to a waypoint on the map rather that directly where I am standing when I call for them?

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