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Guardian Angel Pack 1.1.0.0

(1 review)

1 Screenshot

Guardian Angel Pack

by Ouxlaw and Yasd

This mod adds high-quality "Guardian Angel" shoulder lights for both male

and female characters. Use the optional plugin to easily toggle between

different lighting modes on the fly.

The models can be found under the Mask category.

Installation

1. The Model (Core)

• Download: Get the mod files from lcpdfr.com.

• OpenIV: 1. Navigate to mods/update/x64/dlcpacks.

2. Drag and drop the GApack folder there.

• Enable DLC: 1. Go to mods/update/update.rpf/common/data.

2. Edit dlclist.xml and add the following line at the bottom:

<Item>dlcpacks:/GApack/</Item>

2. GAControl Plugin (Optional)

• This is a RagePluginHook (RPH) plugin.

• Drag the plugins folder into your main GTA V directory.

• To Load: Either set it to "Load on startup" in the RPH settings or type

LoadPlugin GAControl.dll in the F4 console ingame.

More info is included in the Readme in the download.

Edited by Yasd


Short Description

Add shoulder lights for better visibility!

User Feedback

Recommended Comments

McMuffin22

Members

Looks interesting

Unamedking

Members

Instant install thank you for making this

Armouredivision

Members

(edited)

Love the model. And it is easy to install.

Suggestions


- Emissive intensity is low. I guess models will have to be modified to increase it. Consider providing optional models with different emissive intensity.

- This one is for plugin - add a white light to the player ped model (attach it to chest with proper offset) if the GA white light is ON. I'm using the scene prop cool white light here.

1.jpg2.jpg

Edited by Armouredivision

Ouxlaw

Members Contributor

39 minutes ago, Armouredivision said:

Love the model. And it is easy to install.

Suggestions


- Emissive intensity is low. I guess models will have to be modified to increase it. Consider providing optional models with different emissive intensity.

I need to go back and change the material being used anyway so I can combine it with a GTA interactive menu illuminated clothing toggle (can make it flash//pulse) so I guess I'll do different emissive levels at the same time

1 hour ago, mjohn50n said:

how many clothing dlc packs do you have?

DeSepticOasis

Members

12 minutes ago, Ouxlaw said:

I need to go back and change the material being used anyway so I can combine it with a GTA interactive menu illuminated clothing toggle (can make it flash//pulse) so I guess I'll do different emissive levels at the same time

how many clothing dlc packs do you have?

Hey Ouxlaw.... if you look at the crash.... its ELS.asi crash from SHV... therefore.... not your mod if i am reading correctly

lea213

Members

Please make a FiveM version as well that would be great!

Ouxlaw

Members Contributor

27 minutes ago, DeSepticOasis said:

Hey Ouxlaw.... if you look at the crash.... its ELS.asi crash from SHV... therefore.... not your mod if i am reading correctly

I believe too many clothing dlc packs can also bring up that error

@Armouredivision
I was testing light props, I guess it can be done, we'll look into it potentially. image.png

peakul

Members

its not emitting any light for me, any fix?

Ouxlaw

Members Contributor

5 minutes ago, peakul said:

its not emitting any light for me, any fix?

you might be on the first model which has no light, there are 3 models per shoulder
1 has no light
2 has front white & front red (2 textures)
3 has full lights around (1 texture)

DeSepticOasis

Members

28 minutes ago, Ouxlaw said:

I believe too many clothing dlc packs can also bring up that error

@Armouredivision
I was testing light props, I guess it can be done, we'll look into it potentially. image.png

Oh! i was unaware of that!

Armouredivision

Members

1 hour ago, Ouxlaw said:

you might be on the first model which has no light, there are 3 models per shoulder
1 has no light
2 has front white & front red (2 textures)
3 has full lights around (1 texture)

I'm going to make a video guide for this.

1 hour ago, Ouxlaw said:

I believe too many clothing dlc packs can also bring up that error

@Armouredivision
I was testing light props, I guess it can be done, we'll look into it potentially. image.png

Nice

Shames

Members

Hello, it don't make any light , i see it change from white to yellow to red an blue, but i don't see any light on the floor

Ouxlaw

Members Contributor

54 minutes ago, Shames said:

Hello, it don't make any light , i see it change from white to yellow to red an blue, but i don't see any light on the floor

Hello, emissive means light emits from the model but due to the GTA Engine, emissive materials don't reflect on the floor. I will be discussing with Chris about a way to implement an actual light reflection onto the floor for a future update.
You can probably notice that there is some sort of light coming out of the model compared to the "off model", that is what the emissive is.
image.png

nova2727

Members

What would be great is if red and blue were flashing

Ouxlaw

Members Contributor

20 minutes ago, nova2727 said:

What would be great is if red and blue were flashing

I was looking into this and it's very very very complicated.
First plan was to have the script flash between different texture slots but that would likely make the game very unstable so it was quickly scratched.
I am currently looking into a way to use materials to have it flash between colours but it's not simple to understand, as soon as I get a working prototype it shall be updated.

nova2727

Members

18 hours ago, Ouxlaw said:

I was looking into this and it's very very very complicated.
First plan was to have the script flash between different texture slots but that would likely make the game very unstable so it was quickly scratched.
I am currently looking into a way to use materials to have it flash between colours but it's not simple to understand, as soon as I get a working prototype it shall be updated.

Something like this

Could contain: person, human face, clothing, man, weapon, outdoor, holding, street, wearing

Maybe it does need to flash just red and blue light that’s on or off with keybind

Ouxlaw

Members Contributor

29 minutes ago, nova2727 said:

Something like this

Could contain: person, human face, clothing, man, weapon, outdoor, holding, street, wearing

Maybe it does need to flash just red and blue light that’s on or off with keybind

yeah, flashing isn't something that can be simply done currently without causing instability, I am looking into other ways.

mrnoonei

Members

(edited)

hi yhe so my game crashes when i load it all my game just stops and gives up soRagePluginHook.log can i get some help

Edited by mrnoonei

  • Community Team
53 minutes ago, mrnoonei said:

hi yhe so my game crashes when i load it all my game just stops and gives up soRagePluginHook.log can i get some help

This in unrelated to the mod, please head to the forums for support.

mrnoonei

Members

well as son as i removed the dlc list it stopped the issue

Haze Studios

Members

Looks like a good model. What's the poly count on it? For your emissive issues, why not make the angel a .yft instead of a .ydd? Then you can have the hierarchy setup as a vehicle (.yft) that has sirens / emissive / flashing patterns, and then use the plugin to spawn the .yft model and attach it to the player's L/R shoulder bone w/ proper offsets? You could more than likely use mod kits to setup different flash patterns / emissive colors and even left vs right variants. For example, if you press a keybind it enables the sirens (but muted) of the R/B emissive, but if you press and hold the keybind a steady white emissive is shown instead. Just an idea though.

Ouxlaw

Members Contributor

2 hours ago, Haze Studios said:

Looks like a good model. What's the poly count on it? For your emissive issues, why not make the angel a .yft instead of a .ydd? Then you can have the hierarchy setup as a vehicle (.yft) that has sirens / emissive / flashing patterns, and then use the plugin to spawn the .yft model and attach it to the player's L/R shoulder bone w/ proper offsets? You could more than likely use mod kits to setup different flash patterns / emissive colors and even left vs right variants. For example, if you press a keybind it enables the sirens (but muted) of the R/B emissive, but if you press and hold the keybind a steady white emissive is shown instead. Just an idea though.

something I've never really ventured into. We're currently looking into using props to make it act like a flashlight sort of and reflect light onto surfaces. I also think I found a way to have it "flash" as a .ydd but very complicated stuff and will take a lot of tries. and it's about 3000 poly

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