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Agency Callout Filter 1.8.0

(1 review)

5 Screenshots

Make every LSPDFR patrol feel like your agency

Agency Callout Filter puts you in charge of the calls that shape your shift. Choose the department, specialty unit, profile, and variety you want to play, then let the plugin build a callout pool that fits the role. It takes the lead on selecting and starting eligible incidents at a natural pace. LSPDFR still creates and runs every callout; Agency Callout Filter simply helps make the next one feel appropriate for the officer you are playing.

It works alongside the callout packs already in your game. There is no need to edit, replace, or seek special support from those packs. It also leaves presentation-focused mods, such as GrammarPolice, free to handle their own audio and immersion, and remains compatible with Callout Interface.

Key features

  1. Dispatch built around your agency
    Select City Police, Sheriff, Highway Patrol, Federal, or Emergency Services—or detect your agency automatically from LSPDFR or compatible EUP uniforms. Custom agency aliases, such as SASP, are supported too.

  2. Choose the unit you are playing
    Add a specialty unit such as Patrol, Traffic, K9, SWAT, CSI, Gang, Homicide, Narcotics, SRO, or Air Support. Leave Unit on Automatic or None for an agency-wide pool, or select a unit to focus dispatch on callouts explicitly suited to that role.

  3. A dispatch rhythm that feels like a shift
    Agency Callout Filter owns only the selection cadence when you enable Dispatch Ownership. Each successful callout is followed by a fresh random interval, keeping the day from feeling like a timer instead of a patrol.

  4. Dispatch Control in game
    Open the Decimal-key menu to change your agency, unit, profile, territory, context awareness, and variety without leaving GTA V. Browse the catalogue, manage personal callout choices, check diagnostics, and reload settings from the same place.

  5. Profiles, variety, and personal control
    Start with included profiles for LSPD Patrol, Blaine County Sheriff, Highway Patrol, Federal Task Force, Fire/EMS, and K9—or make the setup your own. Automatic, Light, Strong, and Off variety modes help keep familiar calls from becoming predictable, while per-callout rules let you allow, block, or reclassify what you discover.

  6. Safe configuration that explains itself
    Everyday settings live in a compact player INI, while the readable stock catalogue documents the supplied classifications. Personal discovered-callout overrides stay separate from shipped files, so updates do not wipe out your choices. Atomic saves, backups, fail-open behavior, and diagnostics help keep a bad edit from spoiling a shift.

Made for the callout library you already have

The included catalogue supports a broad range of popular packs, including 686Callouts, Adam69Callouts, chillLScallouts, DeryllCallouts, InteriorCallouts, JMCalloutsRemastered, KucheraCallouts, LPCallouts, MCCallouts, pdComp, RadioRealismFR, RicysCallouts, RiotResponse, SandyCallouts, SuperCallouts, TAGsCallouts, Traffic Policer, and more.

Other packs can still fit into your patrol through discovered-callout overrides, assembly defaults, and keyword rules. For example, an Officer Down rule can be available to city, county, highway, and federal response no matter which installed pack provides it.

Edited by kganders
Added new features

What's New in Version 1.8.0

Released

With this version you must set Callouts.Multiplier=0 in lspdfr/lspdfr.ini

1.8.0 - "Unit" support, including Traffic

  • More confidence in every dispatch: new and unfamiliar callouts are handled carefully, so your shift stays true to the kind of patrol you chose.

  • More control over your day: keep the calls you enjoy, skip the ones you do not, and have those choices stay with you as your callout collection grows.

  • Clearer choices before a call arrives: see what a call is about, which response fits it, and why it may not be available right now.

  • Patrol areas feel more natural, with better support for neighboring agencies and more say over how strictly your chosen beat is followed.

  • Finding the right call is faster, whether you are looking through a favorite pack or browsing a large collection.

  • More consistent agency flavor: your chosen department and unit have a stronger voice in the calls offered to you.

  • Smoother play with large callout libraries, so you can spend more time on the street and less time managing your setup.

Move change Logs

1.7.0 - Bug fixes

Changed

  • Replaced Harmony callout/scanner interception with owned dispatch using LSPDFR's public API. Native LSPDFR dispatch is now left unmodified when ownership is unavailable.

  • Retired scanner replay, blocked-call audio, and generated-position distance/patrol-area filtering for third-party-callout safety.

  • Removed plugin controller input and the obsolete MenuControllerButton setting. LSPDFR exclusively handles controller callout acceptance through its own keys.ini.

  • Added the release QA gate: format verification, warnings-as-errors Release build, safety-pattern checks, configuration checks, and optional ZIP inspection run automatically before distribution.

1.6.0

Added - K9 Support!

  • Added the K9 agency branch to Dispatch Control, manual dispatch, agency aliases, per-callout overrides, and automatic shift-profile matching.

  • Added the K9 Agency profile and a dedicated K9 catalogue covering tracking, apprehension, narcotics, warrants, pursuits, and officer-assistance incidents.

  • High-confidence EUP uniforms named or categorized K9/K-9 now automatically select the K9 agency branch.

  • Added Automatic Context Awareness. It detects time of day, weather class, player movement state, vehicle class, and agency-derived capabilities, then strongly favors exact or keyword-tagged callouts that fit the current shift context.

  • Dispatch Control now includes an Automatic/Off Context awareness control, live context status, and a per-callout context-rule explanation.

  • The readable callout catalogue now supports [ContextCallouts] and [ContextKeywords] metadata with documented tags for time, weather, movement, traffic, air, tactical, K9, marine, and emergency capability.

  • Callout packs can optionally use CalloutMetadataAttribute to supply their own agency and context metadata directly on each callout class.

Changed

  • Context mismatch is a bounded 40% selection weight rather than a block. It works even when ordinary variety is Off, shares the same retry relaxation, and falls open when context cannot be read.

1.5.6

Added

  • Controller support for opening Dispatch Control. MenuControllerButton = A is the default, and A/B/X/Y, D-pad directions, bumpers, stick clicks, Start, and Back can be selected in [Controls]. The controller binding works alongside MenuKey.

Fixed

  • Agency-ineligible callouts are now rejected before their callout pack executes. They can no longer initialize pack-owned content or start scanner audio before Agency Callout Filter rejects them.

  • Automatic patrol-area selection now prefers the player's actual LSPDFR duty location and uses the selected agency only as a startup fallback. This prevents, for example, a sheriff officer patrolling Los Santos from permanently rejecting city-generated candidates merely because the selected agency is Sheriff.

1.5.5

Changed

  • Fresh configurations now default blocked-call audio to RespondingUnit: replay the blocked intro, then play a responding-unit acknowledgement during normal LSPDFR dispatch.

  • Removed the unsupported Legacy variety mode and its numeric cooldown, history, and weighting settings. Use Automatic, Off, Light, or Strong instead.

  • Split the self-documenting configuration into a compact player INI, a readable stock rule catalogue, and an opt-in expert example. Existing 1.5.5 INI syntax remains supported.

  • Consolidated blocked-call diagnostics into `Diagnostics = Normal|Verbose` and scanner feedback into `BlockedCalloutAudio = Off|ReplayIntro|RespondingUnit`; legacy setting names remain compatible.

  • Replaced the expert INI example with a self-contained HTML configuration reference at the root of the distribution ZIP. Advanced settings are now documented for use directly in AgencyCalloutFilter.ini.

Added

  • DispatchOwnership now requires and verifies `Callouts.Multiplier = 0` in `GTA V\lspdfr\lspdfr.ini` before activation. LSPDFR documents zero as disabling automatic callouts, while Agency Callout Filter's selected calls use LSPDFR's separate API-forced start path. Missing, unreadable, absent, invalid, duplicate-conflicting, or nonzero settings keep ownership inactive with actionable status and log guidance; the Harmony gate remains defense in depth.

  • Callout Interface is now compatible with optional DispatchOwnership through the official CalloutInterfaceAPI. Agency Callout Filter remains the only dispatcher and feeds accepted filtered-call context to Callout Interface, which can continue presenting its interface/MDT and the standard LSPDFR lifecycle. CalloutInterfaceAPI.dll and its MIT license are included in the distribution under plugins\LSPDFR and licenses respectively; the optional CalloutInterface.dll runtime is not bundled.

  • Force a callout entries now use a pack-first label, for example `[SuperCallouts] Car fire`, so identical callout names from different packs are immediately distinguishable.

  • Dispatch Control now has a root-level Force a callout workflow for manual starts: select CityPolice, Sheriff, HighwayPatrol, Federal, or EmergencyServices, then select an alphabetized loaded callout applicable to that agency. The selection immediately requests the callout from LSPDFR and is guarded by the same opt-in dispatch-ownership, conflict, duty, and availability checks as scheduled dispatch.

  • DispatchOwnership replaces the legacy Callout Manager workflow. It owns eligible catalog selection, schedules dispatch attempts, suppresses unsolicited native candidates, and exposes an individual Dispatch this callout action in Dispatch Control's renamed Dispatch console. It detects CalloutManager.dll under plugins\LSPDFR, refuses ownership while it is installed, and tells the player to manually uninstall the conflict; it never removes another mod itself.

  • Automatic Callout variety now uses bounded in-memory callout, pack, high-confidence category, and coarse generated-area history. Auto derives a conservative policy from the loaded eligible callout count; Off is unrestricted, while Light and Strong provide simple preference levels. Every variety rejection shares a retry budget that relaxes automatically before dispatch can starve.

  • Patrol area now includes an interactive Dispatch Atlas. Its north/corridor/south layout makes Blaine County, Highway, Los Santos City, All areas, and Automatic immediately selectable and labels the active choice as Auto or Locked. The schematic only represents the supported generated-location filters, avoiding false block-level precision for third-party callout packs.

  • Automatic shift setup now matches a supplied LSPD, sheriff, highway-patrol, federal, or Fire/EMS profile from the high-confidence LSPDFR/EUP agency result. The match is loaded in memory, is sticky for the duty session, and is shown with its reason in Dispatch Control. Selecting Default or any named profile creates a persistent lock; selecting Automatic returns to matching. Missing-pack profile entries remain inert without prompts or warnings.

  • Automatic patrol-area selection now chooses a session-sticky City, County, Highway, or All beat from the detected LSPDFR/EUP agency, with the player's current LSPDFR zone as a conservative fallback for unknown agencies. Dispatch Control shows the selected beat and reason, while City/County/Highway/All remain persistent one-click corrections. Calls without generated positions and unavailable zone metadata continue to fail open.

  • Callout Manager now provides a quick-search control, Allowed/Blocked/Unknown/Missing-stale filters, live-versus-profile-only catalog status, and pack-wide Allow all, Block all, and Reset-to-inherited override actions.

  • EUP uniform classification now supports dedicated `[EupAgencyAliases]` Category2 mappings and exact `[EupOutfitOverrides]`. Override a preset to any agency branch or use `__IGNORE__` to safely fall through for undercover, mixed, or shared outfits.

  • Dispatch Control now includes a live EUP uniform status row showing the matched preset, Category2 mapping or override, confidence, and fallback reason.

  • Configuration health validation now detects duplicate entries, invalid General values, unsupported agency branches and aliases, empty rules, unknown sections/settings, and strict mode with no rules. Diagnostics include the source file and line where available.

  • Dispatch Control now shows configuration health, the most recent reload result, and the first actionable warning. Manual reload notifications distinguish a successful reload from a rejected one.

  • Stability enhancements.

  • Added `[General] DebugLogging`, off by default, for a full owned-dispatch trace in RagePluginHook.log. Catalog refreshes, dispatch-cycle gates, selected candidates, authorization gates, LSPDFR offer verification, and retry decisions are emitted only when this flag is enabled.

Fixed

  • DispatchOwnership starts callouts with the friendly name declared by `[CalloutInfo]`, matching LSPDFR and Callout Interface, instead of incorrectly passing the CLR type name.

  • Automatic and manual owned dispatch verify that LSPDFR created a pending callout. Rejected candidates are logged and automatic dispatch retries after 10 seconds instead of falsely reporting success for a full interval.

  • Owned-start authorization remains valid through nested base and override eligibility gates, preventing a callout from playing its intro and then suppressing its own pending offer.

  • Scanner-audio capture preserves nested capture context when a callout invokes a patched base eligibility method.

  • The owned-dispatch catalog contains only callout types with a valid `[CalloutInfo]` registration name.

Changed

  • When DispatchOwnership is active, blocked-call notices, blocked intro replay, and response audio are automatically disabled and their Dispatch Control entries are hidden. The settings remain available when ownership is disabled or unavailable.

  • All supplied profiles now leave minimum-distance filtering disabled. Enable it explicitly in Dispatch Control or the INI when a patrol style needs it.

  • DispatchOwnership is now enabled by default in both the shipped configuration and safe code defaults. Set `[DispatchOwnership] Enabled = false` to return to normal LSPDFR dispatch.

  • DispatchOwnership now uses a fresh random 60-300 second interval after each started callout. `IntervalSeconds` is no longer configurable; legacy entries are ignored safely.

  • Added direct support for CampusCallouts, Frostline Crime Generator, HWYCallouts, Legacy Callouts, QwanedCallouts, UnitedCallouts, UrbanCallouts, and YobbinCallouts.

  • Re-audited all 532 exact callout assignments and their keyword fallbacks using an incident-response model that lists every agency branch appropriate for the initial response, rather than only the agency likely to lead the investigation. Updated 214 rules in total.

  • Corrected CarBomb in both its exact 686Callouts rule and the CarBomb keyword fallback to CityPolice,Sheriff,HighwayPatrol,Federal,EmergencyServices. Other explosion, fire, crash, rescue, active-shooter, officer-down, and likely mass-casualty incidents now include EmergencyServices wherever Fire/EMS would respond or stage with law enforcement.

  • Expanded ordinary call eligibility across CityPolice and Sheriff according to jurisdiction, and added HighwayPatrol to appropriate roadway, traffic, pursuit, and escort incidents.

  • Retained Federal eligibility for terrorism, explosives, bank crime, human trafficking, major interstate or task-force investigations, and federal protection duties. Removed over-broad Federal eligibility from ordinary weapon violations, store robberies, generic armed-person calls, and local warrants.

  • Preserved intentionally narrow assignments for explicitly rural, named city, highway-only, and federal-protection callouts. The remaining Federal-only rules cover Aliens, AreaSurveillance, VIPEvacuation, SecretService, DepartmentOperation, and WitnessProtection; HWYCallouts remains highway-only because its discovered class names are obfuscated and the pack is explicitly highway-focused.


Short Description

Filters LSPDFR callouts by your active agency, unit type, and preferred variety for a more authentic dispatch experience.

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 as a development assistant to research LSPDFR’s public API, organize installed callout-pack data, draft the plugin code and configuration rules, and create promotional artwork. The mod was then compiled and tested in-game; all final configuration choices and release decisions remain under the creator’s control.

User Feedback

Recommended Comments

BJ USA

Members

pretty clever

cool idea. checking this out now

kganders

Members Author

Awesome. Let me know what you think. There's a couple things I notice to fix in this version, so feel free to share any problems and I'll roll another update.

greyplat

Members

Seems super helpful can't wait to try it out!

14 hours ago, kganders said:

Awesome. Let me know what you think. There's a couple things I notice to fix in this version, so feel free to share any problems and I'll roll another update.

Are you planning to add more callouts to this? Like JMCallouts Remastered, Adam69 Callouts, ChillLSCallouts, Sandy Callouts, Cheep Callouts Remastered, LP Callouts Remastered, MCCallouts, Ricy's Callouts, and Riot Response?

kganders

Members Author

(edited)

1 hour ago, JM Modifications said:

Are you planning to add more callouts to this? Like JMCallouts Remastered, Adam69 Callouts, ChillLSCallouts, Sandy Callouts, Cheep Callouts Remastered, LP Callouts Remastered, MCCallouts, Ricy's Callouts, and Riot Response?


Yeah, certainly adding more. However, it also supports all callout packs via keyword matching. All you have to do is change the following to false in the INI. I've changed this in 1.0.1 and later so that it is false by default.

StrictUnknownCallouts = false

Edited by kganders

On 8/26/2026 at 12:44 PM, kganders said:


Yeah, certainly adding more. However, it also supports all callout packs via keyword matching. All you have to do is change the following to false in the INI. I've changed this in 1.0.1 and later so that it is false by default.

StrictUnknownCallouts = false

Appreciate it. I tried setting that before the new update but it was still ignoring the other callouts I have. But trying this new update out later tonight.

Legendary6amer9

Members

How do I answer callouts (my ini is set to A from Grammar Police and Interface), but when I press it for the Agency Filter, nothing is assigned to me

kganders

Members Author

Accepting callouts is the Y key by default. Configurable in the INI.

1 hour ago, Legendary6amer9 said:

How do I answer callouts (my ini is set to A from Grammar Police and Interface), but when I press it for the Agency Filter, nothing is assigned to me

Hamoodii

Members

Is it possible to where u can make a update where certain profiles like "k9" we can make it where we choose what call outs only k9 gets rather than it being with the global city call outs?

kganders

Members Author

7 hours ago, Hamoodii said:

Is it possible to where u can make a update where certain profiles like "k9" we can make it where we choose what call outs only k9 gets rather than it being with the global city call outs?

Great idea. I'll add a K9 "agency". Is there a callout pack you favor for K9 callouts?

khorio

Members

Aislop that breaks lspdfr's internals. Don't use.

kganders

Members Author

18 minutes ago, khorio said:

Aislop that breaks lspdfr's internals. Don't use.

Hey there. Instead of smashing, let me know constructively what's going on so I can help. It certainly works best when you set Callouts.Multiplier = 0 in GTA V\lspdfr\lspdfr.ini . Did you do this and use the latest version?

Thanks in advance!

khorio

Members

Sorry for being so brazen, but you're hooking into methods you clearly have no clue about.

Looking through the source, there are a few major bugs causing crashes and memory issues:

  1. Nulling internal callout methods is breaking LSPDFR's callout constructor.

  2. Scanner calls returning null break phrase-resolving regex, crashing the scanner and leaving the white noise loop orphaned (requiring a game restart to stop).

  3. Harmony is being used for basic functionality where simpler calls would be much safer.

  4. Massive string interpolations all over the place, triggering constant gen0 cleanups and tanking the frames.

  5. Using locks all over the place on cooperative gamefibers, the only reason you're not hitting deadlocks is because locks are pointless in a gamefiber environment.

I could go one for quite a while trying to explain everything that is wrong with this but it would require an entire essay.
This code has all the hallmarks of an unvetted AI output. You’ll save yourself a lot of debugging time by pausing plugin development to learn C# fundamentals and LSPDFR’s API internals directly before using code generation tools.

Jonny Knox

Members

(edited)

I have a problem with the mod. Even though I assigned a different key, the mod menu still opens when I press the large Enter key on my keyboard. This naturally makes other inputs for PR, interrogations with peds, etc. virtually impossible...


Also, is there no way to assign no controller button at all? I tried setting MenuControllerButton = None, but the INI file resets it to MenuControllerButton = A every time the game starts. I suspect that this might also be related to the problem with the Enter key because controller A is keyboard Enter...

Using the mod with GTA 5 Legacy.

edit: Yeah, the "Enter-issue" is definitely connected to the A button on the controller. I assigned the controller key to DPadUp and now the Enter key doesn't bring up the mod menu anymore. But it would still be great if one could just NOT assign any controller button to open the mod menu, please.

edit2: jeeeez what the hack... Now the mod menu opens when pushing the "up"-key on the keyboard... so I can open PR, but cannot navigate using the arrow up key because it closes any open menu now... This mod definitely needs to separate the controller input from keyboard input wayyyy better than it currently does... Sorry to say, but in this state it's a pain to use it. :-/

Edited by Jonny Knox

kganders

Members Author

(edited)

@Jonny Knox Thanks for the feedback. I haven't done a lot of testing with a controller, I'm mostly on keyboard, so I'll gladly do some more testing and fix things up.

4 hours ago, khorio said:

Sorry for being so brazen, but you're hooking into methods you clearly have no clue about.

Looking through the source, there are a few major bugs causing crashes and memory issues:

  1. Nulling internal callout methods is breaking LSPDFR's callout constructor.

  2. Scanner calls returning null break phrase-resolving regex, crashing the scanner and leaving the white noise loop orphaned (requiring a game restart to stop).

  3. Harmony is being used for basic functionality where simpler calls would be much safer.

  4. Massive string interpolations all over the place, triggering constant gen0 cleanups and tanking the frames.

  5. Using locks all over the place on cooperative gamefibers, the only reason you're not hitting deadlocks is because locks are pointless in a gamefiber environment.

I could go one for quite a while trying to explain everything that is wrong with this but it would require an entire essay.
This code has all the hallmarks of an unvetted AI output. You’ll save yourself a lot of debugging time by pausing plugin development to learn C# fundamentals and LSPDFR’s API internals directly before using code generation tools.

@khorio I appreciate the constructive parts of your feedback. For what it's worth, I started this plugin in one direction and found that interception wasn't the right route (too clunky and unreliable). Instead having it be the core dispatching entity was the better route. Some of that old code was still present, while not in use if deployed the way the instructions say to deploy. I'm stripping the old code so there's only one visible "mode" for the plugin then I'll go back through QA and release a new version.

Thanks!

Edited by kganders

Tomthetiger

Members

for one of the Agency Filter, can you add traffic unit to it?

kganders

Members Author

5 hours ago, Tomthetiger said:

for one of the Agency Filter, can you add traffic unit to it?

Certainly! I'll try to get it done this weekend-- traffic-specific callouts.

kganders

Members Author

On 9/4/2026 at 5:11 PM, Tomthetiger said:

for one of the Agency Filter, can you add traffic unit to it?

Okay, "Units" have been added, and Traffic is one of them. I've been playing today to test and it looks like the filtering is spot-on. Give it a shot and let me know if you encounter any issues. This is rolled into v1.8.0, which is being uploaded to LSPDFR.com but can take a while to be approved. You can also get it here: https://www.patreon.com/ZeesMods/posts/agency-callout-8-167611045

Tomthetiger

Members

18 hours ago, kganders said:

Okay, "Units" have been added, and Traffic is one of them. I've been playing today to test and it looks like the filtering is spot-on. Give it a shot and let me know if you encounter any issues. This is rolled into v1.8.0, which is being uploaded to LSPDFR.com but can take a while to be approved. You can also get it here: https://www.patreon.com/ZeesMods/posts/agency-callout-8-167611045

oo, okay nice

Tomthetiger

Members

(edited)

19 hours ago, kganders said:

Okay, "Units" have been added, and Traffic is one of them. I've been playing today to test and it looks like the filtering is spot-on. Give it a shot and let me know if you encounter any issues. This is rolled into v1.8.0, which is being uploaded to LSPDFR.com but can take a while to be approved. You can also get it here: https://www.patreon.com/ZeesMods/posts/agency-callout-8-1

k

22 hours ago, kganders said:

Okay, "Units" have been added, and Traffic is one of them. I've been playing today to test and it looks like the filtering is spot-on. Give it a shot and let me know if you encounter any issues. This is rolled into v1.8.0, which is being uploaded to LSPDFR.com but can take a while to be approved. You can also get it here: https://www.patreon.com/ZeesMods/posts/agency-callout-8-167611045

I notice for the traffic unit Filter I get some unrealistic calls, like suspicious vehicle, parking dispute,traffic stop backup and delivery dispute, Traffic units mostly respond to car accident, street racing and traffic related calls. But other then that it works really well.

Edited by Tomthetiger

kganders

Members Author

(edited)

4 minutes ago, Tomthetiger said:

I notice for the traffic unit Filter I get some unrealistic calls, like suspicious vehicle, parking dispute,traffic stop backup and delivery dispute, Traffic units mostly respond to car accident, street racing and traffic related calls. But other then that it works really well.

Awesome, glad you're liking it. I'd appreciate a review if you have a moment.

Yeah, I based the initial Traffic unit responsibilities on a sourced definition of the unit based on a few different sources. I removed the default for the delivery dispute though, cause that was an obvious oversight. You can further customize it in the plugins\LSPDFR\AgencyCalloutFilter\AgencyCalloutFilter.catalog.ini file. Just look for "Traffic" and remove that from any line you feel isn't appropriate.

For example:

KucheraCallouts::KucheraCallouts.Callouts.AnimalInRoadWay = CityPolice,Sheriff,HighwayPatrol,Traffic

Just change it to:

KucheraCallouts::KucheraCallouts.Callouts.AnimalInRoadWay = CityPolice,Sheriff,HighwayPatrol

Then use the "." menu (default) to reload the configuration while you're in the game, or restart the game.

EDIT: I just cleaned up a bunch of Traffic callout recommendations that didn't seem appropriate. Thanks for bringing this to my attention. I'll roll the recommendations in the next version after v1.8.0

Edited by kganders

Tomthetiger

Members

(edited)

1 hour ago, kganders said:

Awesome, glad you're liking it. I'd appreciate a review if you have a moment.

Yeah, I based the initial Traffic unit responsibilities on a sourced definition of the unit based on a few different sources. I removed the default for the delivery dispute though, cause that was an obvious oversight. You can further customize it in the plugins\LSPDFR\AgencyCalloutFilter\AgencyCalloutFilter.catalog.ini file. Just look for "Traffic" and remove that from any line you feel isn't appropriate.

For example:

Just change it to:

Then use the "." menu (default) to reload the configuration while you're in the game, or restart the game.

EDIT: I just cleaned up a bunch of Traffic callout recommendations that didn't seem appropriate. Thanks for bringing this to my attention. I'll roll the recommendations in the next version after v1.8.0

oh, nice! thank you for letting me know!

Edited by Tomthetiger

BRADPlays

Members

Oh man, we were waiting for something like this in ages. Cheers mate for the release. Good stuff

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