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Entity Persistence - Keeps entities persistent! 1.0.1

(21 reviews)

2 Screenshots

If updating to v1.0.1, you should replace your .ini with a fresh one from the download. Many important default settings were changed.

Caution: This plugin is EXPERIMENTAL.

This may cause a performance hit on your game, depending how you adjust the settings in the included .ini file. The default settings should provide functionality without impacting performance aside from possible drops of 2-3 frames and more at times. If you get less performance than this, please PM me.

You may want to back up your save file. Note that this does not have a chance of messing up your save file unless you save over it in-game. I'm not sure if this actually can mess up your save, but if you want to be on the safe side, go to "C:\Users\<username>\Documents\Rockstar Games\GTA V\Profiles\<some number>" and back up the files with SGTA in their name. 

 

Information

Annoyed when you get out of your stolen car and walk a few feet away, only to turn around and find it gone? Or maybe you just stopped a criminal's car, and he ran a few blocks before you caught up. Maybe when you got back to the suspect's vehicle, you find that it's mysteriously gone, along with his friend's corpse, who was more violent and paid the price.

Now, you don't have to worry about these random disappearances. Once you've loaded this plugin, it will automatically add anything within a radius you set to a list. Anything in the list will be kept persistent and won't disappear until you get far enough away. Once you do, it will be removed from the list and therefore, it will no longer be persistent.

No longer do you have to worry about crime scenes looking like nothing ever happened.

Persistence - the continued or prolonged existence of something.

 

Installation and Usage

You need the Rage Plugin Hook for this to work. This has been tested with version 0.42.969.8470 , but it should work with newer versions. If it does not, send me a message so I can fix it. Again, I'd like you to keep in mind that this is experimental. The game wasn't meant to have this many entities all persistent at once. Use at your own discretion.

When you have that installed, drop both the .dll and the .ini into your Plugins folder. Once you're in-game, press F4 to bring up the Rage Hook console, and type 'LoadPlugin EntityPersistence.dll' (without the apostrophes). It will probably say something about the plugin not being verified. Just hit the up arrow, and then enter again. It should load correctly. Everything after that is taken care of by the plugin itself. This does include a console command to unload the plugin gracefully. By that, I mean it removes persistence from all entities that were made persistent before unloading. I recommend using this before unloading all plugins or exiting the game.

 

Configuration

In the included .ini file, you can edit multiple things. The default settings seem to work fine with the lowest performance drop, but if you find you want to change something, be sure to read the comment associated with it carefully to know what impact it might have. The comments show the default setting and what it was tested at. The default radius values are pretty large already, so if you encounter any performance problems, you can tone those down by increments of 32 (personal preference, you can change them by whatever you like). The options are explained in the .ini but I'll put the non-advanced ones down here anyway.

  • VehiclePersistence - Determines if vehicles will be added to the persistence list.
  • VehiclesUnoccupiedOnly - Only add vehicles if they're unoccupied.
  • PedPersistence - Determines if pedestrians will be added to the persistence list. 
  • PedsDeadOnly - Only add peds if they're dead.
  • PersistenceRemoveRadius - The distance from the player at which to remove persistence from entities.
  • PersistenceAddRadius - The distance from the player at which to add persistence to entities.
  • OnlyOnFoot - Whether entities are made persistent at any time, or just when the player isn't in a vehicle.
  • RemoveOnPersistenceRemove - Determines if entities will get removed when their persistence gets removed. More of a fail-safe than anything.

 

Planned Features

  • Performance improvements
  • More performance improvements
  • Even more performance improvements

 

Miscellaneous

Please, give me any bug or crash reports. I'll try my best to fix them. If you have a great idea of something that would work well with the system already in place, then go ahead and tell me; if I think it would fit well, then I'll do my best to add it.

 

What's New in Version 1.0.1

Released

  • If PersistenceRemoveRadius is zero, entities will not lose persistence until the max count is reached, and then they will lose persistence in the order they gained it as the list is added to
  • Updated default values in .ini. It is recommended to replace your current .ini with a new one from the download and tweak as you see fit.

User Feedback

Recommended Comments

Krakenous

Members

I have a question, or well, feedback or perhaps a bug report lol.

Does this mod include persistence of DESTROYED vehicles and objects? Because no matter what my settings are destroyed vehicles still start to disappear after about maybe...hmmm hard to tell, say, after the test I did, It only saves about 17 cars before it starts to despawn them.

Is there any way you could add functionality for destroyed cars? As i want that number to be at least 3 or 4 times this because I also run things like more traffic and spawns etc so a multi car pileup and destroyed cars I'd love to be much larger.

Unless your mod CAN do this or is supposed to, and it's not working properly?

Eitehr way, I'd appreciate some advice if bug or i've messed settings up or to add it into next version, that would be perfect :).

FtDLulz

Members Author

(edited)

I have a question, or well, feedback or perhaps a bug report lol.

Does this mod include persistence of DESTROYED vehicles and objects? Because no matter what my settings are destroyed vehicles still start to disappear after about maybe...hmmm hard to tell, say, after the test I did, It only saves about 17 cars before it starts to despawn them.

Is there any way you could add functionality for destroyed cars? As i want that number to be at least 3 or 4 times this because I also run things like more traffic and spawns etc so a multi car pileup and destroyed cars I'd love to be much larger.

Unless your mod CAN do this or is supposed to, and it's not working properly?

Eitehr way, I'd appreciate some advice if bug or i've messed settings up or to add it into next version, that would be perfect :).

I'd have to check the code and see if I added that. It should.

 

I know that in the .ini file you can set the max amount of vehicles allowed to be saved, which by default is 12. You could try turning that up and see if that helps, though keep in mind that performance will get worse the higher this is, depending on the amount of cars being saved in the area.

Edited by FtDLulz

Krakenous

Members

I'd have to check the code and see if I added that. It should.

 

I know that in the .ini file you can set the max amount of vehicles allowed to be saved, which by default is 12. You could try turning that up and see if that helps, though keep in mind that performance will get worse the higher this is, depending on the amount of cars being saved in the area.

Nope, definately not. On a highway it's hard to tell but ranges from about 12-16 cars before they starting "popping" into nothingness. So that setting isn't it it looks like. I am pretty good for performance so I have lots of room to breath for it so adding this option in would be great :).

Do you think you could do the same with fire and smoke as well? So fire and smoke always stays around to until you leave the area? That would be even more awesome :).

Krakenous

Members

So...any update on making burnt wrecks cars be added to the list? Not seen any update in 2 weeks so thought I'd ask again.

FtDLulz

Members Author

So...any update on making burnt wrecks cars be added to the list? Not seen any update in 2 weeks so thought I'd ask again.

I'm working on revamping the code to make use of new Rage Hook functions and generally cleaning up the code. Wasn't doing too much of it the past week as I was concentrating on getting Vehicle Search 2.0 ready for release, but now that it's out I'll have more time for this.

I'm also working on Ped Search as well, but this is overdue for an update.

DLM3

Members

(edited)

This mod is definitely needed given how cars are so quick to despawn. I just have a few questions because it seems that things still despawn on me so maybe I haven't set the INI files correctly. I only wanted unoccupied vehicles (since they are mostly like the suspect's vehicle left when they get out) and dead bodies to be persistent, so I have set:

VehiclePersistence=false
VehiclesUnoccupiedOnly=true
PedPersistence=false
PedsDeadOnly=true

Do I need to set VehiclePersistence to true if I want UnoccupiedOnly to be taken into account? If I set VehiclePersistence to false is it false for every vehicle, occupied or not? For instance I just had a pursuit on a freeway, the suspect left his vehicle after a successful PIT and I had to run after him on about 200m. When I came back his vehicle was gone. Are the values for PersistenceRemoveRadius in meters? If not, is it possible to have an idea of the distance that it represents?

I haven't seen a performance drop so I'll probably ramp up the values. Anyway this mod looks really promising! (maybe an option could be to manually flag the vehicles we want to be persistent? or vehicles that we blip for a traffic stop could be automatically added to the persistence list?)

Edited by DLM3

james5121

Members

Can you make it so that when a pursuit has finished, the cops don't just get in their cars and drive away, instead they stay to help with cleanup? i.e. They can get into wrecked cars and just move them to the side of the road and out of the way of traffic. or they can place barriers and roadblocks until the player presses a button stating that the area is clear to be reopened?

FtDLulz

Members Author

(edited)

This mod is definitely needed given how cars are so quick to despawn. I just have a few questions because it seems that things still despawn on me so maybe I haven't set the INI files correctly. I only wanted unoccupied vehicles (since they are mostly like the suspect's vehicle left when they get out) and dead bodies to be persistent, so I have set:

VehiclePersistence=false
VehiclesUnoccupiedOnly=true
PedPersistence=false
PedsDeadOnly=true

Do I need to set VehiclePersistence to true if I want UnoccupiedOnly to be taken into account? If I set VehiclePersistence to false is it false for every vehicle, occupied or not? For instance I just had a pursuit on a freeway, the suspect left his vehicle after a successful PIT and I had to run after him on about 200m. When I came back his vehicle was gone. Are the values for PersistenceRemoveRadius in meters? If not, is it possible to have an idea of the distance that it represents?

I haven't seen a performance drop so I'll probably ramp up the values. Anyway this mod looks really promising! (maybe an option could be to manually flag the vehicles we want to be persistent? or vehicles that we blip for a traffic stop could be automatically added to the persistence list?)

The VehiclePersistence and PedPersistence booleans are basically toggles for that part of the plugin. If one is false, that means the logic to keep that entity persistent is never ran. If you have both VehiclePersistence and VehiclesUnoccupiedOnly set to true, it will only make unoccupied vehicles persistent.

The manual flagging of vehicles sounds interesting, if I ever get some free time I'll be sure to implement that.

Can you make it so that when a pursuit has finished, the cops don't just get in their cars and drive away, instead they stay to help with cleanup? i.e. They can get into wrecked cars and just move them to the side of the road and out of the way of traffic. or they can place barriers and roadblocks until the player presses a button stating that the area is clear to be reopened?

Unfortunately, I don't think I can override LSPDFR's logic like that.

Edited by FtDLulz

DLM3

Members

(edited)

Thanks for the clarification :thumbsup: I'll correct my settings.

Is it possible to have an idea of what kind of distance is the radius? Is it in meters? Because I once again had a pursuit ending on foot over maybe 200m and the suspect's vehicle was gone when I came back.

Edited by DLM3

FtDLulz

Members Author

Thanks for the clarification :thumbsup: I'll correct my settings.

Is it possible to have an idea of what kind of distance is the radius? Is it in meters? Because I once again had a pursuit ending on foot over maybe 200m and the suspect's vehicle was gone when I came back.

I'm not completely sure, but I think it's meters.

Those foot pursuits usually carry you a long distance -- you could try ramping up the removal radius (not above the add radius, of course) if you have RetrivalMethod=0.

DLM3

Members

I usually get back to my vehicle to knock them off as soon as I see that we have the same speed (pursuits on foot are really rubbish for now). I increased the radius to 256, it seems that it was enough in my last pursuit :smile:

Kilyin

Members

I usually get back to my vehicle to knock them off as soon as I see that we have the same speed (pursuits on foot are really rubbish for now). I increased the radius to 256, it seems that it was enough in my last pursuit :smile:

That is exactly why if anyone starts running I just jump back in my vehicle to chase them because eff chasing Olympic sprinters.

Murdnox

Members

I'm excited to see this! I'll post a review once I play a few hours with it, but this is something I knew I wanted, and now it's here. Thanks!

FtDLulz

Members Author

(edited)

I'm excited to see this! I'll post a review once I play a few hours with it, but this is something I knew I wanted, and now it's here. Thanks!

It's been around for a bit, just haven't updated it in a little while as I'm pretty busy. Apparently changing the description causes it to display as newly updated.

Edited by FtDLulz

Kilyin

Members

It's been around for a bit, just haven't updated it in a little while as I'm pretty busy. Apparently changing the description causes it to display as newly updated.

This is a must have mod for LSPDFR, and if anyone disagrees, they probably haven't actually used it.

I just wanted to thank you for releasing this as well as your other mods.

AshHill07

Members

Only complaint is that if I go too far away my own car also despawns now, which isn't something that was an issue before. Otherwise very useful.

FtDLulz

Members Author

Only complaint is that if I go too far away my own car also despawns now, which isn't something that was an issue before. Otherwise very useful.

Hmm, that shouldn't happen. I'll see if I can do anything about that.

Officer420

Members

Does this work with the newest ragehook?. Just want to be sure

FtDLulz

Members Author

(edited)

1 hour ago, Officer420 said:

Does this work with the newest ragehook?. Just want to be sure

It should. If it doesn't you can send me a PM with your crash log and I'll try and fix it.

Edited by FtDLulz

Officer420

Members

Okay FtDLulz, sounds good. Thank you for this great mod btw.

Officer420

Members

Does this work with lspdfr 3.0 and the newest ragehook?

Kilyin

Members

Just now, Officer420 said:

Does this work with lspdfr 3.0 and the newest ragehook?

I'm still using it and it doesn't crash, so it seems to be working.

Kilo

Members

On 1/19/2016 at 2:41 PM, Kilyin said:

I'm still using it and it doesn't crash, so it seems to be working.

This mod kept crashing my LSPDFR when AI units arrested and began to transport suspects.  Since removing this mod, I have no longer had any crashes related to AI arrests and suspect transports.

FtDLulz

Members Author

9 minutes ago, Kilo said:

This mod kept crashing my LSPDFR when AI units arrested and began to transport suspects.  Since removing this mod, I have no longer had any crashes related to AI arrests and suspect transports.

Do you by any chance have the PedsDeadOnly option set to false? If not, there shouldn't be any reason for it to crash. I'll look into it and reply back if I find anything.

Kilo

Members

3 hours ago, FtDLulz said:

Do you by any chance have the PedsDeadOnly option set to false? If not, there shouldn't be any reason for it to crash. I'll look into it and reply back if I find anything.

No, everything was default in the .ini.  It took me awhile to find out what was causing this crash, as I thought it was ArrestManager or some callout mod but after removing and adding mods, one by one, when this mod was removed, the crashes stopped and the cop AI can arrest / arrest transport without crashing.  It's a bummer though as this was very helpful mod.  It could have been a conflict with another mod such as ArrestManager as it seemed to start happening after a mod update.

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