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4 Screenshots

Most Complete K9 mod out there - more features to come. My K9 Rex in image

AdvancedK9-v0.23.2-beta-Rex-Features-Banner.png

Edited by Mten Nekten
Added Additional Features

What's New in Version 0.23.2

Released

Pasted content

Features

  • Deploy/dismiss and follow/heel

  • Sit, lie down, pet, feed, physical rope leash with handler-follow movement, and dog-mounted camera

  • Persistent food and water care HUD, low-need warnings, separate feed/drink interactions and working-dog consumption

  • Kneeling handler petting interaction with a synchronized K9 response

  • Automatic operational leash release when search, tracking, fetch or apprehension is deployed

  • Pedestrian and full-perimeter vehicle odor searches; silent sit means clear, sit plus repeated bark means positive

  • Track a nearby suspect or missing person for up to two minutes

  • Non-lethal apprehension with automatic recall, a configurable health floor and hands-up surrender

  • Fetch minigame

  • Dedicated off-street K9 training ground with five persistent gated levels; every level must reach 100% before the next unlocks

  • Certification-specific OB, AGI, DET, TRK and APP courses with five scored exercises per level

  • Independent optional narcotics (NAR), explosives/bomb (BOMB), and weapons/firearm (WPN) detection specialties, each with its own 0–100 progress and five-station academy setup

  • Separate field and voice commands for narcotics, explosives and weapons searches; a dog may hold any combination or all specialty certifications

  • Weapon-aim target identification before apprehension, with officer rejection and automatic non-lethal recall

  • Push-to-talk voice recognition using OpenAI or Groq transcription; the microphone opens only while V is held

  • Persistent command and profile menus that remain open until explicitly closed

  • Runtime command registry shared by menu and voice recognition, with multiple natural verbal alternatives for every action

  • Movable, scalable compact/expanded K9 status HUD

  • Per-dog XP, certifications, health, injuries, stamina, trust and statistics

  • Optional runtime bridge to Policing Redefined/Common Data Framework search records

  • Persistent 0–100 handler trust with obedience, response-time, detection and deployment effects

  • Handler-safety interlock: friendly relationship group, attack prevention and automatic emergency recall

  • Persistent kennel profile for breed, coat variation, vest style/color and custom K9 name

  • Rear-door kennel staging and remote door-pop deployment from a stopped patrol vehicle

  • Heat, rain, fatigue, injury/limp, rest and veterinary-care simulation

  • Bagged scent articles with age, rain, distance and vehicle-travel degradation

  • Surrender, freeze, flee or fight suspect reactions plus whistle and silent hand-signal recall

  • Persistent duty equipment, patrol-vehicle restocking and CSV incident records in Plugins/LSPDFR/AdvancedK9/K9IncidentLog.csv

  • GPS K9-camera overlay with heading, handler distance, state and live condition telemetry

Changelog

Fixed issue with Dalmation Vest not showing
Remove Handler scene Trail
Fix Issue with Dog opening one door and going into the other.
Fix issue with vehicle set config kept resetting when dog re-enters vehicle

Added ability to track/ apprehend specific person rather then closes ped - point your taser or gun (works from range as well)

Added ability to pick up scent mark from vehicle to track suspect.

Made it so if your dog isnt trained in a certain specialty they wont be able to detect during search.

Changelog

0.22-beta

  • Replaces the one-Boolean Policing Redefined probe with automatic PolicingRedefined, StopThePed, and Standalone compatibility modes.

  • Detects PR, CommonDataFramework and STP versions at runtime without adding hard DLL dependencies; logs the selected integration mode, API member used, search source and fallback reason.

  • Prioritizes the active PR/STP traffic-stop vehicle and interaction pedestrian instead of accidentally selecting a nearby unrelated entity.

  • Reads compatible PR/CDF/STP record, inventory and search results through a guarded adapter and classifies narcotics, explosives and weapons separately.

  • Applies the deployed dog's certifications to integrated odor results and retains standalone fallback searches when an external API is absent or changes.

  • Shares positive/negative K9 indications, located suspects and apprehensions back to compatible public PR/STP writer APIs when exposed.

  • Recognizes PR/STP arrested, cuffed, handcuffed, surrendering, kneeling and transported states and blocks unsafe K9 contact.

  • Keeps tracking and apprehension independent of PR/STP stops: an aimed target up to 250 meters or assigned pursuit suspect remains valid without detention or close approach.

  • Adds automatic PR/STP pursuit-suspect recognition and assigns vehicle-bailout scent plus the recorded foot trail without initiating a stop.

  • Records non-officer pedestrian trail points for up to ten minutes and follows five-minute route segments instead of continuously steering toward the suspect's live coordinates.

  • Adds realistic scent-trail loss and an interactive Reacquire Trail command with a three-point casting pattern.

  • Adds a six-sector Building Search command; located subjects receive an alert bark and hold only, while clear structures finish silently.

  • Adds a separate tactical K9 Warning command with surrender, flee, freeze and fight outcomes. Surrendered suspects are protected from later bite deployment.

  • Removes randomized surrender/freeze delays from a valid aimed Apprehend command so deployment remains immediate after the handler makes the decision.

  • Adds K9DeploymentReports.csv with scent source, warning status, track distance/time, bite duration, suspect outcome, K9 injury and disposition.

  • Adds compatibility settings for mode selection, active-target use, result sharing and restrained-ped protection.

  • Updates the menu and voice registry with Search Building, Reacquire Trail and K9 Warning commands and their natural verbal alternatives.

  • Adds best-effort PR/STP arrest handoff plus perimeter, prisoner transport, EMS and bomb-squad service requests, with safe fallback instructions when a compatible public action is unavailable.


Changelog 0.22.1 Minor update.

  1. Automatic bathroom behavior; no verbal/menu command or relief HUD stats

  2. Quiet voice text and action notifications by default - can be toggled on thru menu

  3. Errors, warnings, and K9 detection/action results remain visible

  4. Corrected petting interaction without gardening tool

  5. Food/water bowl placed in front of the dog without handler bending

  6. Five HUD designs, icon sets, color themes, and text styles

  7. Individual HUD data toggles


    QuickFix -
    Fixed the dismissing of the K9 and it stealing your vehicle
    Fix the bridge issue with detection of STP and Policing Redefined
    Added Dog Kennels at the Police station where you pickup and drog off the K9.

    No more having to save your ini file as it wont be overwritten no more just updated.

    V22.2 Update

    Fixed the kennels at all stations

    Remove Kennels at the FBI building and Brook Trails

    New and Improved Hud

    Fix the way K9 enters the vehicle

    V22.3

    Fix the kennels properly now
    Added the ability to place kennels wherever user would like.

    Placed Kennels back at the FIB Building and Brook Trails Ranger station.

    Change Log V0.23.0


    Pasted content

    - Completes article-based scent identification for aimed world objects, active-pursuit articles, nearby single-owner articles, people and recently occupied vehicles; ambiguous or ownerless articles are rejected instead of assigning the wrong track.

    - Adds a physical track-direction indication before movement and after route reacquisition, including the K9's body line, cardinal direction, heading and incident-log entry.

    - Adds separate K9 Hold Perimeter and Contain Suspect commands. The former patrols a handler-centered ring; the latter maintains a moving non-bite containment ring around an identified suspect, with both reducing radius while retaining an attached working leash.

    - Extends automatic pursuit integration to native LSPDFR pursuits in addition to PR/STP, assigns vehicle-bailout scent and starts the recorded trail automatically when a deployed K9 is available.

    - Adds handler-down protection: the K9 emergency-deploys from the vehicle, engages only an immediate non-officer attacker, otherwise guards and barks beside the handler, and requests medical service when a compatible provider is available.

    - Keeps apprehension a separate aimed command during scent tracking and containment, and preserves restrained/surrendered/officer safety interlocks.

    - Services push-to-talk and recognized-command queues during interactive academy prompts, allowing the displayed SIT, DOWN, STAY, RECALL, SEARCH, TRACK, APPREHEND, GUARD and RELEASE commands to advance training without also pressing Y.

    - Guarantees healthy, trained Elite Bond teams an immediate response from 80 confidence upward; a Level 5 handler at 100 trust and 83 confidence no longer rolls random hesitation.

    - Decodes PR 1.0.0.5's generated `SearchItem.Value` field so Rex reads the populated inventory that the officer search later displays instead of reporting it unavailable.

    - Preserves PR's structured `DrugType`/weapon metadata, covering catalog descriptions that do not name their odor directly (including burnt-spoon heroin, blotter-paper LSD, morphine, Adderall and Ritalin entries).

    - Recognizes PCP/phencyclidine as a narcotics odor.

    - Classifies multiple odors in the same PR inventory and expands matching across PR/GTA drugs, firearms, ammunition, melee weapons, launchers, explosives and explosive components while excluding replicas, permits and manuals.

    - Keeps every normal field command callable while a leash exists, releases apprehension/fetch based on the rope itself, and stops rapid follow-task restarts that could leave the K9 stationary beside the handler.

    - Accepts routine attached-leash commands deterministically and renders the hand-to-collar rope without entity-binding physics that could freeze K9 navigation.

    - Advances leashed scent tracking in short handler-relative lead steps and retains the current trail point until the handler walks forward.

    - Retains the complete v0.22.11 Glass Tactical HUD, portrait loader, kennel defaults/editor, CDF/Nexus bridge, and progressive training systems.

    - Generates each target's PR search inventory once through a compatible public PR initializer when exposed, then retains that same PR-owned inventory for Rex and the officer search.

    - Uses strict `ItemName`/`DisplayName` extraction from CDF when PR search items have not yet been generated, preventing pre-search drug/firearm false negatives without reintroducing schema/category explosive false positives.

    - Treats unavailable inventory as inconclusive—not as a negative indication—and records neither a positive nor negative K9 result.

    - Refreshes PR's authoritative item list after the officer physically searches, then publishes the discovered-item narrative to the active NexusMDT report.

    - Keeps search, scent and tracking commands available on a longer working leash; apprehension and fetch still release it automatically.

    - Pins the visible leash endpoint to the handler's left hand and the K9 collar while the rope is active.

    - Exposes all 13 Belgian Malinois textures and bundles matching portraits 4–12 in the established `Plugins\\LSPDFR\\AdvancedK9\\Portraits` location.

    - Removes the human-skeleton animation from petting; the handler kneels while the K9 remains in a native animal seated idle, preventing body contortion.

    - Adds selectable circular or square HUD portrait framing, with the approved circular portrait as the default.

    - Removes the artificial HUD safe-zone gap and permits live dragging to the actual screen edges while retaining resolution-aware bounds.

    - Separates handler bond from K9 confidence and persists confidence per profile.

    - Makes elite-bond, high-confidence, properly certified K9s respond immediately and reliably to operational commands.

    - Restricts meaningful hesitation to commands still being learned, poor bond/confidence, exhaustion, hunger, dehydration or injury.

    - Replaces percentage training jumps with persistent requirements of 100, 250, 450, 800 and 1,200 XP for Levels 1–5.

    - Requires 250 XP independently for narcotics, explosives and weapons certifications.

    - Awards 0–10 XP at Levels 1–2, 0–20 XP at Levels 3–4 and 0–30 XP at Level 5, capped by session performance; specialty sessions award up to 20 XP.

    - Randomizes obedience drill order, agility direction/spacing, scent placement, tracking turns/distances and apprehension-suspect placement.

    - Adds instructional command wording and interactive handler prompts throughout academy sessions.

    - Migrates existing percentage progress into the new XP requirements without discarding completed certifications.

    - Makes the approved compact Glass Tactical concept the exact default/reset HUD layout: smoked-charcoal card, cyan frame, portrait at left, name/status, real health and stamina meters, upper-right paw, divider and compact command/distance/behavior row.

    - Bundles original 256×256 HUD portraits for every built-in dog breed plus separate German Shepherd, Belgian Malinois and Doberman coat choices, including the all-black Malinois.

    - Standardizes every bundled portrait to the same centered tactical-vest composition, smoked background and single cyan Glass Tactical ring used by the approved Malinois design.

    - Resolves portraits through custom profile override, profile name, exact breed/coat/vest/texture, breed/model coat, model, breed and generic fallback, refreshing the cached texture only after an appearance or profile change.

    - Preserves all HUD editing, scaling, opacity, anchoring and per-field visibility controls so the approved design is the starting point rather than a forced layout.

    - Corrects the CDF integration false positive that caused unrelated vehicles to indicate explosives.

    - Reads the actual item names from PR `SearchItemsAPI`, matching the list later displayed by the regular officer vehicle/person search.

    - Stops flattening CDF vehicle/person database records; empty category, permit, schema and metadata properties can no longer become K9 odors.

    - Accepts CDF contents only when the record exposes an explicitly named search/inventory collection.

    - Correctly supplies NexusMDT's active call/report number to `AppendIncidentNote` instead of passing note text as the number.

    - Retains the exact PR item list after a K9 sniff, waits for PR to confirm the officer search, and then appends the discovered items to the active Nexus report.

    - Keeps report reconciliation pending for up to 15 minutes when the report has not been opened yet, with a throttled two-second retry and no guessed report IDs.

    - Links the exact ped or vehicle to the shared PR/CDF record and reads PR's generated search-item list as the authoritative contents exposed by the installed public APIs.

    - Adds protocol v2 request/response provenance so logs identify `CDF.Items` or the PR search-items fallback.

    - Publishes completed positive and negative K9 indications to a compatible public NexusMDT incident-note API for report writing.

    - Keeps K9 indications observational: AdvancedK9 does not reveal item names, mutate inventories, recover evidence or mark an officer search complete.

    - Leaves regular officer searches to Policing Redefined/CDF, allowing NexusMDT's existing search capture to log the same inventory.

    - Adds safe configuration switches for CDF reads and NexusMDT sharing, defaulting on when the keys are absent from an existing INI.

    - Adds one-time public API-surface diagnostics and explicit success/fallback logging without per-frame reflection or polling.

    - Does not alter or redistribute CommonDataFramework, Policing Redefined, NPCI or NexusMDT files.

    - Replaces the default positions and headings for Vespucci, Del Perro, Port of Los Santos, Davis, La Mesa, Mission Row, FIB, Vinewood, Beaver Bush Ranger, Great Ocean Highway, Fort Zancudo, Paleto Bay, Brook Trail and Sandy Shores with the finalized values exported from the in-game editor.

    - Restores accessible FIB and Brook Trail kennels using the newly supplied locations.

    - Uses the finalized saved Z and heading for all 14 edited doghouses without applying another automatic rotation or ground snap; each prop remains level.

    - Leaves Rockford Hills, LSIA and Bolingbroke at their previously approved locations.

    - Adds optional `[KennelLocations]` overrides to `AdvancedK9.ini`. Each station accepts `X,Y,Z,Heading`, allowing users to move kennels while preserving their customized INI during future updates.

    - Adds a live in-game kennel editor with station selection, mouse/WASD dragging, height and heading controls, ground snapping, player-relative placement, reset/revert and explicit INI saving.

    - Adds live HUD dragging while the HUD menu is open: hold the left mouse button or use W/A/S/D to move it, and use Q/E to resize it.

    - Automatically migrates either previously shipped v0.22.10 default set to the finalized placements while leaving genuinely customized positions untouched.

    Changelog V0.23.1


    Beta Voice Fix - fixed issues with grok and AI audio error.

    Pasted content

    K9 behavior and handler gunfire

    • Places the deployed dog in a dedicated ADVANCEDK9 companion relationship group while maintaining friendly two-way relationships with the handler, player and police.

    • Prevents LSPDFR ambient police-combat systems from classifying the animal as a human police ped and applying incompatible combat presentation when the handler fires.

    • Blocks native shocking-event, aimed-group, flee and human gesture responses without clearing or replacing the K9's active movement task.

    • Rex now remains in his correct animal pose and continues following normally while the handler fires a weapon.

    • Gunfire protection is restored whenever the K9 is created, revived or returned from treatment.

    Leash and command handling

    • Keeps the dog mobile while leashed; the leash visual does not freeze or attach the K9 entity to the handler.

    • Maintains a retractable handler-to-collar leash length so excess rope does not continuously fall through the ground.

    • Allows every command that can safely be performed while leashed, including Follow, Heel, Sit, Down, Stay, Recall, searches, Track, Find Trail, Hold Perimeter and Contain Suspect.

    • Automatically releases the leash only for commands that require unrestricted movement, including Apprehend, Fetch, vehicle entry, carrying and veterinary care.

    • Prevents repeated leash-follow task clearing from leaving Rex standing motionless.

    Following, interiors and elevators

    • Uses handler-relative following and route recovery through doors, corridors, rooms and custom interiors instead of sending Rex toward an unreachable corner.

    • Captures the handler's walking line and uses it as the safe navigation corridor during supported movement and working states.

    • Detects elevators, teleports, floor changes and large interior transitions; Rex catches up beside the handler and immediately resumes following.

    • Preserves elevator/floor catch-up with or without the leash attached.

    • Stages vehicle exit and Door Pop through the opened rear door with an animal-safe jump to a collision-safe exterior position, preventing Rex from phasing through the vehicle body.

    Building search, tracking and recall

    • Rebuilds Building Search as a live handler-led sweep. Rex works ahead and alternates across the handler's route through doors, rooms and corridors.

    • Requires close range and clear line of sight before Rex alerts on a building-search subject, preventing false runs toward pedestrians through walls, glass or inaccessible corners.

    • Recall, Follow or another replacement command immediately cancels the current search fiber and prevents an old search point or animation from taking control again.

    • Makes Rex lead approximately 4.5–6 meters ahead during active tracking while blending scent direction with the handler's recent walking direction.

    • Paces leashed and off-leash tracking to the handler, retains each recorded scent point until Rex reaches it and prevents distant trail-point skipping or corner fixation.

    Injury, first aid and carrying

    • Places an injured or downed K9 in a stable animal side-lying pose instead of ragdolling, standing or twisting.

    • Correctly transitions first aid from downed to stabilized condition and allows veterinary care to recognize the stabilized dog.

    • Prevents the previous loop in which veterinary care repeatedly requested first aid after first aid had already succeeded.

    • Allows the handler to carry Rex whenever he is injured or downed and keeps the dog flat in an animal-safe carried pose.

    • Restores collision, health, movement, gunfire protection and the appropriate injured or follow state after treatment or set-down.

    HUD, localization and controls

    • Corrects the HUD field toggles so Food, Water, Certifications, Trust, Training and Injury appear when enabled.

    • Adds selectable menu and voice-command localization for English, Spanish, French, Chinese, Portuguese, Russian, Thai, Turkish, Vietnamese, German, Czech, Italian, Japanese and Polish.

    • Supplies localized labels, wake words and spoken alternatives for all 49 commands, including detection, tactical, medical, vehicle and training actions.

    • Adds an in-game language selector that saves to AdvancedK9.ini and rebuilds voice recognition immediately.

    • Supports user-defined voice alternatives through [CommandPhrases] without removing built-in phrases.

    • Makes every shortcut key and modifier configurable while retaining the existing defaults; None, Off or Disabled permits modifier-free shortcuts.

    Patrol XP and confidence

    • Adds random patrol-command training rewards using base ranges of 0–10 XP at Levels 1–2, 0–20 XP at Levels 3–4 and 0–30 XP at Level 5.

    • Applies the approved 50% live-action XP markup to eligible patrol rewards.

    • Awards a separate random 1–3 confidence with a successful patrol reward; genuine hesitation or disobedience can randomly reduce confidence by 1–3.

    • Allows command farming: the first two consecutive successful uses retain full reward potential, while the third and later identical commands receive progressively smaller XP.

    • Continued nonproductive repetition can randomly remove general-training XP and 1–3 confidence, with the penalty chance increasing from the fifth repetition onward.

    • Exempts genuine active Search and Track work from repetition penalties.

    Change Log V0.23.2

    Major Feature Update - K9 now keeps up with handler when running.

    Pasted content

    # AdvancedK9 v0.23.2-beta

    AdvancedK9 v0.23.2-beta expands the working-dog experience with persistent K9 partners, improved searches and scent tracking, medical transport and rehabilitation, more reliable voice support, and corrected follow and recall behavior.

    ## New and improved

    ### Persistent K9 roster and kennels

    - Added an eight-dog roster with separately saved names, breeds, coat and equipment selections, certifications, training, trust, confidence, health, injuries, care needs, rehabilitation status, kennel assignments and deployment statistics.

    - Existing single-dog profile and trust data migrate safely into the active roster.

    - Added persistent duty, kennel and rehabilitation status for every K9.

    ### Vehicle searches and evidence

    - Added vehicle-specific sweep paths using available bumper, wheel, door, trunk, cargo and seat-area positions.

    - Added suitable fallback search paths for motorcycles, standard vehicles, utility vehicles and long-body vehicles.

    - Positive alerts now record the exact location and named vehicle zone.

    - Added temporary evidence map markers and persistent CSV evidence records.

    - Added explosive-first safety behavior with a silent indication, automatic handler-side recall, exact marker placement and close-search lockout.

    ### Scent collection and tracking

    - Added scent collection from vehicle seats, doors and handles.

    - Added scent articles from dropped clothing, weapons, blood, personal property and last-known-location scent pads.

    - Each scent source has its own quality value, further affected by age, distance, rain, vehicle travel, fatigue, training and trust.

    - Added a visible full-circle direction test at the beginning of a track.

    - Added realistic wrong-direction chances and route rechecks based on training, trust, fatigue and weather.

    - Added a strong leash-pull and body-line indication toward the selected route.

    - Water, steep terrain, traffic, railroad crossings, fences, gates, construction areas, alleys and other obstacles can affect scent quality, speed and direction checks.

    - Pursuit changes, arrests and restraints now clean up stale tracking, vehicle, containment and apprehension state.

    ### Medical evacuation and rehabilitation

    - Added stable side-lying K9 injury and carrying behavior.

    - Added emergency loading into a stopped patrol vehicle.

    - Added a drivable veterinary transport route and automatic clinic intake.

    - Added persistent staged rehabilitation with saved health and stamina recovery.

    - Certifications remain preserved during treatment and rehabilitation.

    - Added explicit veterinary clearance before a recovering K9 returns to duty.

    ### Following, running and recall

    - Reworked normal and leashed following to use one continuous handler-relative movement task.

    - Removed repeated navigation resets that caused the K9 to walk or run only a few steps before stopping.

    - The K9 now continuously runs alongside the handler and uses full canine movement speed when catching up.

    - Added measured stuck detection so navigation is repaired only when the dog has genuinely stopped moving while the handler is moving away.

    - Corrected seated recall so the K9 runs from its actual position instead of teleporting to the handler.

    - Preserved automatic catch-up after real elevators, teleports, floor changes and major interior transitions.

    - Improved leashed mobility without attaching navigation physics to the dog.

    ### AI voice and controls

    - Corrected AI transcription requests that exceeded the provider's 896-character prompt limit.

    - Voice failures no longer disable keyboard commands.

    - Packaged the required NAudio Core and Windows multimedia runtime assemblies at the GTA V root.

    - Preserved configurable keyboard shortcuts, modifiers, push-to-talk and multilingual voice-command alternatives.

    - Commands remain available while leashed when they can be performed safely.

    ### Stability and compatibility

    - Corrected the invalid GTA clock access that could terminate the controller during environment updates.

    - Improved K9 spawn and runtime assembly reliability.

    - Preserved gunfire immunity, handler safety and animal-compatible movement presentation.

    - Retained optional compatibility with Policing Redefined, Common Data Framework inventory, NexusMDT, NPCI and Stop The Ped through supported integration surfaces.

    - No third-party integration files are redistributed.

    After Rex creates an evidence marker:

    1. Open the AdvancedK9 command menu.

    2. Select Search & Detection.

    3. Choose Clear Evidence Markers.




    Report any bugs, comments, any suggestions or just let me know what you think of the mod All feedback is welcomed. Join my cord for support https://discord.gg/8VNb8wAv7


Short Description

Most Advance K9 script for LSPDFR - Now compatible with Stop the Ped

AI disclosure

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

  • Description
  • Images
  • Mod and Mod Content (Substantial)

Ai was used to bring my ideas to life. Not a coder.

User Feedback

Recommended Comments

Moee

Members

YOOO GOD IS GREAT i was literally just looking for a new sick k9 mod. broooo ty i got tired of the basic policing redefined one. pls keep updates coming!!

I have one question, "track a missing person or a suspect for up to two minutes" when can we actually do this? how does it know who to track is it for specified callouts that this mod can detect where it knows who the suspect is or? jus so i know how to utilize this feature properly.

nova2727

Members

I love you can use voice commands to tell the dog things like attack search etc

Mten Nekten

Members Author

44 minutes ago, Moee said:

YOOO GOD IS GREAT i was literally just looking for a new sick k9 mod. broooo ty i got tired of the basic policing redefined one. pls keep updates coming!!

I have one question, "track a missing person or a suspect for up to two minutes" when can we actually do this? how does it know who to track is it for specified callouts that this mod can detect where it knows who the suspect is or? jus so i know how to utilize this feature properly.

I just fix that in the updated i just posted waiting for approval. You now have to point your taser or gun at the ped or vehicle for it to began tracking

22 minutes ago, nova2727 said:

I love you can use voice commands to tell the dog things like attack search etc

You can use voice for everything. check out the read as it should list the voice commands

Moee

Members

just wanted to put an update incase people have second thoughts after reading it was made by AI. the mod is perfectly responsive, almost, if not, no delay at all between my voice command and the dog following the action i prompted it. the only thing i wish was the ui change. i feel it would be more immersive if text wasn't constantly popping up whenever i hold the talk button unless an error occurred or if it didn't hear my right / invalid command. if we can manually customize the Hud too of the dog where the hunger is and etc. through the in game menu it would be perfect to adjust everything accordingly. thank u again bro had sm fun.

Mten Nekten

Members Author

The hud can be move and resized. I will remove the text and notification to optional for user to be able to have them if they want or not. I put add these in next build

Thank you for the feedback.

beasy51

Members

I was super excited for this. The ini file for me is blank and there isn’t anything there.

Mten Nekten

Members Author

That would be on your side as i tested before uploading it. Please redownload or use a different browser

I also just downloaded the file and the ini file is populated with all the correct infomation

Mten Nekten

Members Author

@beasy51 see above. If you still cant get it let me know

GoD5p33d666

Members

Can not get the voice to work for me, keeps saying AI voice unavailable. iv added both groq and open ai, configured, over and over again, changing to only open ai and the model as well to test

Couldn't get it to workl in the last version and this, is there something im missing?

GoD5p33d666

Members

17 minutes ago, Mten Nekten said:

@GoD5p33d666 join my cord https://discord.gg/8VNb8wAv7 and send me your rph log

All good, i finally got it to work, groq wasn't working kept saying invalid api key, added a new one didn't work then another haha, the open ai one required coins to use so switched back to groq

then all of a sudden startyed working. finally!!!! did some training and now hes trusting me! now works brilliantly! my apologies

Mten Nekten

Members Author

7 minutes ago, GoD5p33d666 said:

All good, i finally got it to work, groq wasn't working kept saying invalid api key, added a new one didn't work then another haha, the open ai one required coins to use so switched back to groq

then all of a sudden startyed working. finally!!!! did some training and now hes trusting me! now works brilliantly! my apologies

@GoD5p33d666 glad to hear. hop you enjoy it

how do i deploy the K9 im new to lspdfr and i dont know much of the controls.

Mten Nekten

Members Author

9 minutes ago, khagskdhjAGFSKDJhgasfdk said:

how do i deploy the K9 im new to lspdfr and i dont know much of the controls.

check you ini file. ctrl+K

greyplat

Members

I think the idea is cool, and I did enjoy playing K9 for the first time in forever, but it needs work. The dog kills people whenever you ask it to apprehend instead of pinning them, the menu is kinda clunky and can be difficult to navigate, plus the "Advanced K9" words don't actually even fit onto the menu box. I also wish you could add more verbal commands instead of having to use the menu for a lot of things. If you could say "rex, use the potty" or "use the bathroom" that'd be dope. I also have looked several times and don't see where you can move/ scale the dog vitals UI. When you give the dog water it also barks at a food bowl for some reason. All of these complaints are very small, but the biggest issue I had is when I dismissed the dog. I kid you not the dog stood up like a human, walked into my car, and genuinely drove away. Was hilarious, but definitely needs a fix. Cool mod tho, I'd give it 3 stars! I love how it's voice activated.

1 minute ago, greyplat said:

I think the idea is cool, and I did enjoy playing K9 for the first time in forever, but it needs work. The dog kills people whenever you ask it to apprehend instead of pinning them, the menu is kinda clunky and can be difficult to navigate, plus the "Advanced K9" words don't actually even fit onto the menu box. I also wish you could add more verbal commands instead of having to use the menu for a lot of things. If you could say "rex, use the potty" or "use the bathroom" that'd be dope. I also have looked several times and don't see where you can move/ scale the dog vitals UI. When you give the dog water it also barks at a food bowl for some reason. All of these complaints are very small, but the biggest issue I had is when I dismissed the dog. I kid you not the dog stood up like a human, walked into my car, and genuinely drove away. Was hilarious, but definitely needs a fix. Cool mod tho, I'd give it 3 stars! I love how it's voice activated.

Just realized a new version dropped yesterday. I'll check that one out!

Mten Nekten

Members Author

21 hours ago, beasy51 said:

I was super excited for this. The ini file for me is blank and there isn’t anything there.

17 minutes ago, greyplat said:

I think the idea is cool, and I did enjoy playing K9 for the first time in forever, but it needs work. The dog kills people whenever you ask it to apprehend instead of pinning them, the menu is kinda clunky and can be difficult to navigate, plus the "Advanced K9" words don't actually even fit onto the menu box. I also wish you could add more verbal commands instead of having to use the menu for a lot of things. If you could say "rex, use the potty" or "use the bathroom" that'd be dope. I also have looked several times and don't see where you can move/ scale the dog vitals UI. When you give the dog water it also barks at a food bowl for some reason. All of these complaints are very small, but the biggest issue I had is when I dismissed the dog. I kid you not the dog stood up like a human, walked into my car, and genuinely drove away. Was hilarious, but definitely needs a fix. Cool mod tho, I'd give it 3 stars! I love how it's voice activated.

Just realized a new version dropped yesterday. I'll check that one out!

Every menu command can be said verbally. Please check out the readme as it should list the verbal commands. the menu ui was fixed. The command was rex bathroom break. That has now been convert to automatic. The command menu is just for people who want it. I wanted it to be full voice activated. I will look into the dog dismissing and jumping into the car. You can send your log so i can take a look at it. My discord - https://discord.gg/8VNb8wAv7

COPMAN1234

Members

Is there a any way to fix police redefined not being detected and becoming a standalone plugin becasue mine says that is not being detected or not loaded

Mten Nekten

Members Author

4 minutes ago, COPMAN1234 said:

Is there a any way to fix police redefined not being detected and becoming a standalone plugin becasue mine says that is not being detected or not loaded

Im not sure what you mean as i use policing redefined and mines work fine. If policing redefined not detecting the k9 script?

10 hours ago, greyplat said:

I think the idea is cool, and I did enjoy playing K9 for the first time in forever, but it needs work. The dog kills people whenever you ask it to apprehend instead of pinning them, the menu is kinda clunky and can be difficult to navigate, plus the "Advanced K9" words don't actually even fit onto the menu box. I also wish you could add more verbal commands instead of having to use the menu for a lot of things. If you could say "rex, use the potty" or "use the bathroom" that'd be dope. I also have looked several times and don't see where you can move/ scale the dog vitals UI. When you give the dog water it also barks at a food bowl for some reason. All of these complaints are very small, but the biggest issue I had is when I dismissed the dog. I kid you not the dog stood up like a human, walked into my car, and genuinely drove away. Was hilarious, but definitely needs a fix. Cool mod tho, I'd give it 3 stars! I love how it's voice activated.

Just realized a new version dropped yesterday. I'll check that one out!

That last part sounds hilarious!

Moee

Members

(edited)

The areas u need to go to for picking up the dog doesn't seem to appear for me. I checked all locations.

Edited: sorry I saw update and only did the .dll i just realized the lspdfr bridge file as well.

Edited by Moee

Mten Nekten

Members Author

36 minutes ago, Moee said:

The areas u need to go to for picking up the dog doesn't seem to appear for me. I checked all locationYou shoul dsee do

You should see dog bones on the map once you go on duty. At mission row pd its in the parking lot in front of the garage you should see a dog house

Legendary6amer9

Members

For the voice, am I using my original Api key, or am I to go to a different website to generate the key

Just now, Legendary6amer9 said:

For the voice, am I using my original Api key, or am I to go to a different website to generate the key

disregard

antl

Members

Hi, I tried the plugin and I really like it. However, I have two suggestions. Please make the modifier key optional so I can use just K, J or other keys. And also, could you add an option to disable the UI? I didn't see an option for that in the .ini file. Good luck and great job!😄

Mten Nekten

Members Author

2 hours ago, antl said:

Hi, I tried the plugin and I really like it. However, I have two suggestions. Please make the modifier key optional so I can use just K, J or other keys. And also, could you add an option to disable the UI? I didn't see an option for that in the .ini file. Good luck and great job!😄

The uI can be disabled under the menu ctrl+U. And i will make the modifier optional in next update. But you only need it to do the commands select but evrything can be done by voice.

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