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Real Traffic AI 1.8

(7 reviews)

2 Screenshots

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🚦 𝗥𝗘𝗔𝗟 𝗧𝗥𝗔𝗙𝗙𝗜𝗖 𝗔𝗜
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Real Traffic AI is a civilian traffic behaviour enhancement for GTA V, designed to make the world feel calmer, smoother, and more believable.

The mod refines how NPC drivers accelerate, brake, merge, react to traffic, and respond to the road around them, creating flow that feels more natural, stable, and predictable. Rather than completely rewriting GTA V’s traffic system, Real Traffic AI is built to feel like a natural evolution of vanilla behaviour — preserving the character of the original game while quietly removing many of its most frustrating quirks.

The goal is simple: make everyday driving in GTA V feel more grounded, more immersive, and far less chaotic.

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🔥 𝗪𝗛𝗔𝗧’𝗦 𝗡𝗘𝗪 𝗜𝗡 𝘃𝟭.𝟴
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Real Traffic AI v1.8 is a major step forward for the project, focused on smoother flow, stronger road awareness, and more believable day-to-day civilian behaviour.

This public release introduces a wide range of improvements across general driving, traffic response, and overall stability, helping traffic feel more composed and immersive during both patrol and free roam.

Highlights include:

• Smoother overall traffic flow
• Improved road awareness and spacing behaviour
• Better emergency vehicle interaction
• AI indicator behaviour for more natural driving decisions
• Redesigned configuration layout for cleaner setup and tuning

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📦 𝗖𝗨𝗥𝗥𝗘𝗡𝗧 𝗣𝗨𝗕𝗟𝗜𝗖 𝗕𝗨𝗜𝗟𝗗
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• Real Traffic AI — v1.8 Public Release
Stable public version currently available now.

• Real Pursuit AI — v1.3 Public Release
Stable public version currently available now.

• Real Duty Callouts — v1.1.1 Public Release
Stable public version currently available now.

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🧪 𝗖𝗨𝗥𝗥𝗘𝗡𝗧 𝗕𝗘𝗧𝗔 𝗕𝗨𝗜𝗟𝗗𝗦
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• Real Traffic AI V2.0 - Beta 3

• Real Pursuit AI V1.4 - Beta 2

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❤️ 𝗦𝗨𝗣𝗣𝗢𝗥𝗧 𝗗𝗘𝗩𝗘𝗟𝗢𝗣𝗠𝗘𝗡𝗧
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Developing, testing, balancing, and maintaining these projects takes a huge amount of time behind the scenes.

Supporting the project on Patreon is the best way to help keep development moving forward and allows more time to be spent improving behaviour, maintaining compatibility, and building future updates.

Patreon supporters receive:

• Early Access — Get access to new versions and major updates before they go public
• Exclusive Beta Testing — Try early builds of upcoming projects before full release
• Direct Support — Help fund the time and effort needed to keep development active and push these mods further

👉 Patreon: https://www.patreon.com/cw/ChristianLineham

If you choose not to subscribe, I still hope you enjoy the public releases. Drive safe 🚦

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🧠 𝗔𝗕𝗢𝗨𝗧 𝗥𝗘𝗔𝗟 𝗧𝗥𝗔𝗙𝗙𝗜𝗖 𝗔𝗜
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Real Traffic AI focuses on believable everyday driving, not spectacle or artificial challenge.

NPC drivers behave with more confidence, consistency, and road awareness, while highways feel more natural and traffic responds more smoothly to changing density, road types, and interruptions without constant panic braking or erratic reactions.

The result is a living world that feels more stable, more immersive, and far more believable whether you are patrolling, commuting across the map, or simply exploring free roam.

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🚓 𝗥𝗘𝗔𝗟 𝗗𝗨𝗧𝗬 𝗖𝗔𝗟𝗟𝗢𝗨𝗧𝗦
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Procedural, realism-focused patrol callouts.

Real Duty Callouts is a callout project built around realistic patrol work, investigations, and officer safety. Rather than focusing on fast-paced arcade-style scenarios, it is designed around slower, more deliberate policing where observation, communication, and decision-making matter most.

Real Duty Callouts v1.0 Beta 1 is now available.

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🎯 𝗗𝗘𝗦𝗜𝗚𝗡 𝗣𝗛𝗜𝗟𝗢𝗦𝗢𝗣𝗛𝗬
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Real Traffic AI follows a strict realism-first design philosophy:

• Stability first — Behaviour should remain reliable over long play sessions
• Realism over chaos — Traffic should feel believable, not random or overdramatic
• Flow over aggression — Smooth movement matters more than constant harsh reactions
• Compatibility focused — Designed to work cleanly with LSPDFR and other AI-based mods

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🧩 𝗧𝗘𝗖𝗛𝗡𝗜𝗖𝗔𝗟 𝗗𝗘𝗧𝗔𝗜𝗟𝗦
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• Fully script-based
• No game files modified
• Safe to add or remove at any time
• Designed for long, stable play sessions
• Compatible with LSPDFR and most traffic-related mods
• Built with performance in mind through controlled and throttled update logic

Edited by Chris's Modding

What's New in Version 1.8

Released

🚦 𝗥𝗘𝗔𝗟 𝗧𝗥𝗔𝗙𝗙𝗜𝗖 𝗔𝗜 𝘃𝟭.𝟴 𝗣𝗨𝗕𝗟𝗜𝗖 𝗥𝗘𝗟𝗘𝗔𝗦𝗘


𝗠𝗔𝗝𝗢𝗥 𝗦𝗬𝗦𝗧𝗘𝗠𝗦 𝗔𝗡𝗗 𝗔𝗥𝗖𝗛𝗜𝗧𝗘𝗖𝗧𝗨𝗥𝗘

• Completely rebuilt the internal speed control architecture for smoother and safer traffic behaviour
• Added a centralised decision system to manage cruising, yielding, emergency response, and traffic flow more cleanly
• Removed older logic conflicts where multiple systems could fight for control at the same time
• Introduced smoother, more weighty speed transitions for a more natural driving feel
• Improved long-session stability with cleaner internal state handling and better logic refreshes


🚗 𝗧𝗥𝗔𝗙𝗙𝗜𝗖 𝗙𝗟𝗢𝗪 𝗔𝗡𝗗 𝗦𝗠𝗢𝗢𝗧𝗛𝗜𝗡𝗚

• Significantly improved overall traffic flow consistency
• Reduced aggressive acceleration and unrealistic speed spikes
• Smoother stop-start behaviour in congested traffic
• Improved cruising stability on open roads
• Reduced harsh speed corrections during normal driving
• Reduced micro-braking and hesitation during steady cruising
• Improved pull-away behaviour from junctions and intersections
• Reduced stop-start oscillation in slower-moving traffic
• Improved consistency as traffic transitions between light and heavy density
• Added filtering to reduce tiny unwanted speed corrections and jitter


🧠 𝗔𝗜 𝗗𝗥𝗜𝗩𝗜𝗡𝗚 𝗜𝗠𝗣𝗥𝗢𝗩𝗘𝗠𝗘𝗡𝗧𝗦

• More natural NPC acceleration and braking
• Improved following behaviour to maintain more believable spacing
• Reduced erratic reactions to nearby vehicles
• Reduced indecision when adjusting speed behind traffic
• Improved behaviour in tight traffic situations
• Improved speed transitions during normal cruising
• Vehicles no longer overreact as heavily to minor speed differences in flowing traffic
• Added smoother deceleration behaviour for a more natural driving experience
• Improved low-speed control and general vehicle pacing


🛣️ 𝗥𝗢𝗔𝗗 𝗔𝗪𝗔𝗥𝗘𝗡𝗘𝗦𝗦 𝗔𝗡𝗗 𝗦𝗣𝗘𝗘𝗗 𝗖𝗢𝗡𝗧𝗥𝗢𝗟

• Improved speed behaviour based on road type
• Added proper road-aware speed scaling for residential roads, city streets, main roads, and freeways
• Improved consistency between minimum and maximum speed limits
• Improved handling of speed changes during road transitions
• Improved road-type detection stability
• Prevented incorrect long-term speed behaviour caused by road misclassification
• Fixed issues where vehicles could remain stuck in the wrong speed profile for too long
• Better overall consistency across different areas of the map


🚦 𝗧𝗥𝗔𝗙𝗙𝗜𝗖 𝗗𝗘𝗡𝗦𝗜𝗧𝗬 𝗔𝗡𝗗 𝗙𝗟𝗢𝗪 𝗔𝗪𝗔𝗥𝗘𝗡𝗘𝗦𝗦

• Added dynamic traffic-density awareness
• Better speed adjustment based on surrounding traffic conditions
• Improved behaviour in light traffic to allow smoother road flow
• Heavy traffic now slows more naturally instead of causing abrupt braking
• Fixed traffic slowing down unnecessarily because of parked or stationary vehicles
• Improved behaviour when density changes dynamically during gameplay


🚑 𝗣𝗢𝗟𝗜𝗖𝗘 𝗔𝗡𝗗 𝗘𝗠𝗘𝗥𝗚𝗘𝗡𝗖𝗬 𝗜𝗡𝗧𝗘𝗥𝗔𝗖𝗧𝗜𝗢𝗡

• Introduced dedicated police pull-over calming logic
• Traffic now behaves more calmly and predictably around police activity when sirens are off
• Reduced panic braking, sudden stops, and traffic pile-ups during roadside stops
• Improved traffic flow past police vehicles without blocking lanes or freezing traffic
• Improved handling of slow or stopped emergency vehicles without sirens
• Added siren yield protection behaviour
• When sirens are active, Real Traffic AI steps back to allow GTA V’s native emergency response logic to handle yielding and pulling over
• Improved compatibility with LSPDFR pursuits, traffic stops, and emergency-related gameplay


💡 𝗜𝗡𝗗𝗜𝗖𝗔𝗧𝗢𝗥𝗦 𝗔𝗡𝗗 𝗩𝗜𝗦𝗨𝗔𝗟 𝗜𝗠𝗠𝗘𝗥𝗦𝗜𝗢𝗡

• Added AI indicators for turning and lane-changing traffic
• Added player indicator support with configurable controls
• Improved visual road readability and immersion
• Indicator triggering now responds more intelligently to actual steering behaviour
• Reduced false indicator activation caused by minor steering movement


🔀 𝗝𝗨𝗡𝗖𝗧𝗜𝗢𝗡𝗦 𝗔𝗡𝗗 𝗟𝗔𝗡𝗘 𝗖𝗛𝗔𝗡𝗚𝗜𝗡𝗚

• Added a smoother yield-request system at junctions
• Reduced harsh forced stops when approaching intersections
• Added decision holding so vehicles commit more cleanly once they choose to move
• Reduced hesitation in the middle of intersections
• Improved lane-change blending for more natural merges
• Reduced robotic-looking lane changes during traffic movement


⚙️ 𝗖𝗢𝗡𝗙𝗜𝗚𝗨𝗥𝗔𝗧𝗜𝗢𝗡 𝗔𝗡𝗗 𝗨𝗦𝗔𝗕𝗜𝗟𝗜𝗧𝗬

• Completely redesigned and reorganised the INI layout
• Clearer, more user-friendly configuration sections
• All speed values are clearly labelled in MPH
• Improved default values for realistic out-of-the-box behaviour
• Added new tuning options for acceleration and deceleration smoothing
• Removed unused and legacy configuration entries
• Improved fallback handling for malformed or incomplete INI files
• Added live reloading so configuration changes can be applied without restarting the game
• Improved installation and folder layout guidance
• Changelog is now included with future versions


𝗣𝗘𝗥𝗙𝗢𝗥𝗠𝗔𝗡𝗖𝗘 𝗔𝗡𝗗 𝗖𝗢𝗠𝗣𝗔𝗧𝗜𝗕𝗜𝗟𝗜𝗧𝗬

• Optimised internal traffic calculations
• Reduced unnecessary native calls
• Reduced script overhead by limiting excessive speed correction updates
• Improved internal caching and cleanup for better long-session performance
• Improved performance in high-density traffic areas
• Improved lag in problem areas of the map
• Stable CPU usage with no measurable FPS impact during testing
• Improved compatibility with LSPDFR
• Improved compatibility with ELS and other traffic or AI behaviour mods
• Script remains fully removable with no game file modifications


🐛 𝗕𝗨𝗚 𝗙𝗜𝗫𝗘𝗦 𝗔𝗡𝗗 𝗦𝗧𝗔𝗕𝗜𝗟𝗜𝗧𝗬

• Fixed extreme reverse-speed behaviour causing loss of control
• Fixed unrealistic reversing speeds in low-speed situations
• Fixed sudden and unrealistic speed spikes
• Fixed aggressive braking while NPCs are cruising
• Fixed sudden speed drops that looked like hard brake slams
• Fixed speed jitter caused by repeated tiny speed adjustments
• Fixed hesitation loops caused by repeated small corrections
• Fixed vehicles rapidly oscillating between speed targets
• Fixed late braking issues that could contribute to rear-end collisions
• Fixed vehicles inching forward indefinitely while stopped at lights, queues, and intersections
• Fixed unnecessary speed logic fighting while vehicles are fully stopped
• Fixed reverse-speed edge cases that could cause unnatural behaviour
• Fixed potential memory growth from stale vehicle references
• Fixed traffic freezing or overreacting near police vehicles
• Fixed a potential null-reference crash in lane-checking logic during dense traffic scenes
• Added missing assembly information and updated internal versioning


📝 𝗙𝗜𝗡𝗔𝗟 𝗡𝗢𝗧𝗘𝗦

• Real Traffic AI v1.8 focuses on realism, stability, immersion, and cleaner traffic behaviour
• Designed for long play sessions and LSPDFR use
• Fully script-based and lightweight
• No gameplay-breaking changes introduced
• Fully removable with no game file modifications
• Older INI files may need replacing to take full advantage of the redesigned v1.8 configuration structure


Short Description

Improves traffic flow and NPC driving behaviour for smoother, more realistic streets and highways in GTA V.

AI disclosure

The author has disclosed that AI tools were used in creating the following aspects of this file:

  • Description
  • Images

User Feedback

Recommended Comments

marius1

Members

When in was in a pursuit with this mod, the suspect reversed and the speed was like the flash, can you fix IT?

nova2727

Members

I think I will give this mod a miss it’s just not ready

PuncturedKoala

Members

I'm not running this with LSPDFR as I'm playing on Enhanced, it works, however stutters a lot! Is this a known issue/bug or something that's fixable considering it's making changes to vehicle speed in real time? Thanks

Kaleezy2

Members

hey, i dont have a scripts folder and when i create one and add it to my main game directory for this mod, it crashes my lspdfr. How do I install this/am I doing something wrong?

chadc78

Members

Is the traffic and ped density configured in the INI? To much just cause pile ups when traffic starts backing up then it's a big mess

Chris's Modding

Members Author

8 hours ago, Kaleezy2 said:

hey, i dont have a scripts folder and when i create one and add it to my main game directory for this mod, it crashes my lspdfr. How do I install this/am I doing something wrong?

Delete your scripts folder again and re copy it from the folder and place it in. If it doesn’t work do u have script hook v dot net installed and script hook v?

4 hours ago, chadc78 said:

Is the traffic and ped density configured in the INI? To much just cause pile ups when traffic starts backing up then it's a big mess

In this new update you can lower the numbers of your choosing. I will make it easier to read I just keep forgetting to change it

malikhagen

Members

This mod is doing great so far. Just curios about customizing the .ini. Are the factors in MPH? How do I set the limit realistically?

chadc78

Members

ScripthookVdotnet doesnt work for me what could be the cause or solution?

Yannickclae

Members

LSPDFR crashes with plugin installed.

Chris's Modding

Members Author

16 hours ago, malikhagen said:

This mod is doing great so far. Just curios about customizing the .ini. Are the factors in MPH? How do I set the limit realistically?

@malikhagen I am making the ini a lot easier to read and navigate throughout the versions. its just currently a pain in the ass to do. you just have up it until the speed that you like. This will change in the next version :)

16 hours ago, chadc78 said:

ScripthookVdotnet doesnt work for me what could be the cause or solution?

@chadc78 are you on the nightly build of ScriptHookVDotNet and Script Hook V?

13 hours ago, Yannickclae said:

LSPDFR crashes with plugin installed.

@Yannickclae

thank you for reporting this. It shouldn't crash LSPDFR as this is not a plugin for LSPDFR it is a main game script. It usually crashes because there isn't a latest nightly build of Script Hook V Dot Net or it is conflicting with another traffic or AI Mod

When NPC's are stopped either in traffic stop, or at red lights, etc. their car like.. goes forward a few inches and stops non stop. just stop and go over and over and over whenever the npc is supposed to be stopped with the current updated version released. Curious if anyone else is having this issue as well.

boomer2840

Members

i don't know if this was addressed but the NPC keep gathering in a group and keep walking into each other. great mod thanks

Chris's Modding

Members Author

On 12/24/2025 at 11:55 AM, PuncturedKoala said:

I'm not running this with LSPDFR as I'm playing on Enhanced, it works, however stutters a lot! Is this a known issue/bug or something that's fixable considering it's making changes to vehicle speed in real time? Thanks

@PuncturedKoala this is a bug. I am trying to make it more compatible with GTA V Enhanced but because it is aimed mainly for the legacy it will still be buggy. There is just minor support for the enhanced version if that makes sense

Chris's Modding

Members Author

1 hour ago, TheTechSupportDude said:

When NPC's are stopped either in traffic stop, or at red lights, etc. their car like.. goes forward a few inches and stops non stop. just stop and go over and over and over whenever the npc is supposed to be stopped with the current updated version released. Curious if anyone else is having this issue as well.

@TheTechSupportDude just updated the mod that addresses this issue and hopefully fixed this bug :)

J.J Designs

Members

i notice ai slamming on their brake while driving is this normal

0pheIia

Members

(edited)

3 hours ago, J.J Designs said:

i notice ai slamming on their brake while driving is this normal

same here, for some reason they brake check constantly

Edited by 0pheIia

Chris's Modding

Members Author

8 hours ago, J.J Designs said:

i notice ai slamming on their brake while driving is this normal

@J.J Designs I am fixing this bug immediately. I screwed up the code that is why the AI is slamming on their brakes

1 hour ago, Chris's Modding said:

@J.J Designs I am fixing this bug immediately. I screwed up the code that is why the AI is slamming on their brakes

Hey man, appreciate all the work you're putting into this! I can tell you're really dedicated to getting this dialed in.

Just a friendly tip from someone who's been in the modding scene for a little bit.. you might want to consider doing some more thorough testing before pushing releases. I noticed you've had several updates in the last day or so, and while I totally get that bugs happen, it can actually help your reputation in the community to batch your fixes together and do a more comprehensive test run before each release. Releasing multiple versions in short succession like that will actually destroy your reputation and the end result will be poor reviews on your mod - which in turn will end up turning people away from even trying your hard work you are doing.

A few quick releases might seem like you're being responsive, but it can also make users hesitant to download because they're not sure if they're getting a stable version. Plus, it gives you a chance to catch multiple issues at once instead of players finding them for you.

Maybe set up a test routine - run through the most common scenarios, check for conflicts with popular mods, that kind of thing. Your code will look more polished and the community will have more confidence in your work.

Just some constructive feedback. Keep up the good work! Looking forward to seeing where you take this.

and in this release.. npcs are just ramming my squad car over and over when stopped. They will ram the back, back up and ram it again over and over..

Chris's Modding

Members Author

1 hour ago, TheTechSupportDude said:

Hey man, appreciate all the work you're putting into this! I can tell you're really dedicated to getting this dialed in.

Just a friendly tip from someone who's been in the modding scene for a little bit.. you might want to consider doing some more thorough testing before pushing releases. I noticed you've had several updates in the last day or so, and while I totally get that bugs happen, it can actually help your reputation in the community to batch your fixes together and do a more comprehensive test run before each release. Releasing multiple versions in short succession like that will actually destroy your reputation and the end result will be poor reviews on your mod - which in turn will end up turning people away from even trying your hard work you are doing.

A few quick releases might seem like you're being responsive, but it can also make users hesitant to download because they're not sure if they're getting a stable version. Plus, it gives you a chance to catch multiple issues at once instead of players finding them for you.

Maybe set up a test routine - run through the most common scenarios, check for conflicts with popular mods, that kind of thing. Your code will look more polished and the community will have more confidence in your work.

Just some constructive feedback. Keep up the good work! Looking forward to seeing where you take this.

@TheTechSupportDude thank you for your feedback I will make sure i will do this next time :)

Gamerjp570

Members

ook so your doing amazing with this mod. makes the npc drivers alot more realistic. the only thing that drives me crazy is when ever a npc stops there vehicle like at a red light ore traffic stop. they keep lunging forward. for example i stop a vehicle by time i get out of my car. he moved 2 car lengths and by the time i walk up to his door he is 4 car lengths. they do not stay still. like i said lover the mod the speed seems more real. but this constant lunging is driving me crazy. if you have any idea to fix on my end please let me know thanks and happy new years

Chris's Modding

Members Author

(edited)

10 minutes ago, Gamerjp570 said:

ook so your doing amazing with this mod. makes the npc drivers alot more realistic. the only thing that drives me crazy is when ever a npc stops there vehicle like at a red light ore traffic stop. they keep lunging forward. for example i stop a vehicle by time i get out of my car. he moved 2 car lengths and by the time i walk up to his door he is 4 car lengths. they do not stay still. like i said lover the mod the speed seems more real. but this constant lunging is driving me crazy. if you have any idea to fix on my end please let me know thanks and happy new years

@Gamerjp570 Thank you for your feedback. The root cause is currently ELS i am currently updating the code as we speak to make it more compatible with ELS as i kept forgetting to do this. I am more compatibility with more and more mods as this script progressives through the versions. And a Happy New Years to you too :)

Edited by Chris's Modding

malikhagen

Members

I can just repeat what @Gamerjp570 is saying, you are doing an absolute hell of a job, with how you are engaging in the issues and listening to feedback. I wanted to ask you if, if you got the time of course you could look in to the backup pursuit behavior. I think I'm not the only one who is bothered about backup smashing into everything on their path. I have no clue how you do those mods with coding etc. But I just assume it would be a similar looking project.

Like I said, you are doing a good job man, keep it up and Happy New Year to anyone reading this!

Chris's Modding

Members Author

44 minutes ago, malikhagen said:

I can just repeat what @Gamerjp570 is saying, you are doing an absolute hell of a job, with how you are engaging in the issues and listening to feedback. I wanted to ask you if, if you got the time of course you could look in to the backup pursuit behavior. I think I'm not the only one who is bothered about backup smashing into everything on their path. I have no clue how you do those mods with coding etc. But I just assume it would be a similar looking project.

Like I said, you are doing a good job man, keep it up and Happy New Year to anyone reading this!

@malikhagen The Backup Pursuit Behaviour is actually a good shout. I was originally planning on implementing it into this project but and i tried it but it just messed up the other AI so I scrapped the idea. But I will make a new project for this though very soon :) Happy New Year to you! And it shouldn't be to hard to do hopefully. I will work on Better Pursuits very soon! Thanks for the suggestion made me remember about it :)

Happy New Year to you!

Godlike1

Members

(edited)

[14:48:29] [DEBUG] Loading assembly RealTrafficAI.dll ...

[14:48:29] [WARNING] Unable to resolve API version 3.7.0.

[14:48:29] [ERROR] Failed to load script assembly RealTrafficAI.dll when searching for script types because there is an assembly that the script tried to load as a dependency but couldn't. Exception message: Unable to load one or more of the requested types. Retrieve the LoaderExceptions property for more information.

First LoaderException message (which tells what assembly is missing): System.IO.FileNotFoundException: Could not load file or assembly 'ScriptHookVDotNet3, Version=3.7.0.83, Culture=neutral, PublicKeyToken=null' or one of its dependencies. The system cannot find the file specified.

File name: 'ScriptHookVDotNet3, Version=3.7.0.83, Culture=neutral, PublicKeyToken=null'

It's crashing everytime it loads

Fixed but cars won't go over 77 MPH

Edited by Godlike1

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