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Keep Calm - Reduce AI panic attacks when shots are fired 1.0.0

(44 reviews)

1 Screenshot

Keep Calm Plugin for GTA V
Copyright (C) 2015 Stealth22. All rights reserved.

Any unauthorized modification, reverse engineering, or distribution (including re-uploading of any kind) is strictly prohibited.

PLEASE DO NOT PM ME WITH SUPPORT REQUESTS, OR POST A NEGATIVE REVIEW WITHOUT ADDRESSING THE ISSUE WITH ME FIRST.

FOR ANY SUPPORT RELATED ISSUES, PLEASE POST A COMMENT ON THIS PAGE, OR POST IN THE KEEP CALM FORUM TOPIC.

 

** NOTE REGARDING RPH CRASHES **

If your GTA V crashes to the desktop, and RPH says that the crash was most likely caused by Keep Calm...to put it simply, it most likely was not caused by Keep Calm.

RPH tries to detect which plugin caused the crash by calculating which plugin was running at the time of the crash. Keep Calm runs constantly in the background, so naturally, RPH will think that Keep Calm is the culprit whenever you have a game crash.

GTA V can CTD for any number of reasons. Keep Calm does not do anything heavy enough to cause a game crash...I am not saying that it will never happen, but it has never happened in the history of Keep Calm's development. Anyone who has reported a CTD crash so far has had their issues stemming from elsewhere.

If you get an RPH crash that says Keep Calm was the cause, try un-installing Keep Calm, or disabling it from starting in the RPH settings. If the crashes persist, your issues are being caused by something else.

If the crashes go away, then re-install Keep Calm by downloading the latest release from LCPDFR.com. If the crashes then return, we need to diagnose the issue further, and you should post a comment here (or in the forum topic) so we can look into it.

 

** IMPORTANT NOTE REGARDING THE ENTITY PERSISTENCE MOD!! **

If you use the Entity Persistence mod by FtDLulz, you need to do ONE of two things...

  • If ped persistence is enabled, ensure that it is set to only 'persist' dead peds, not live ones (this is the default setting, to my knowledge)
  • OR...Disable ped persistence entirely
     

If ped persistence is enabled, and set to 'persist' LIVE peds, then Keep Calm will have NO effect at all!! (Not to mention that you will have performance issues if you do that!)

YOU HAVE BEEN WARNED!!!
 

Requirements
You must have at least version v0.41 of the RAGE Plugin Hook installed, LSPDFR v0.3.1, as well as v1.6.0.1 of the Stealth.Common DLL, which is packaged with this release. Keep Calm will check these versions on startup, and will refuse to run if older versions are installed.

You must have a fully legal, non-pirated version of GTA V.

Installation
- Copy the Keep Calm.dll and Keep Calm.ini files into the Plugins folder of your GTA V directory.

- Copy the Stealth.Common.dll file into your main/root GTA V directory.

Features
- Nearby drivers and pedestrians should not panic in the event of gunfire (police officers are excluded)
- Some customization is available via the config file
- Peds spawned by LSPDFR and LSPDFR plugins are excluded, to eliminate conflicts with callout plugins

Usage
- Press the toggle keybind (CTRL + 9 by default) to start/stop Keep Calm
- Keep Calm will start on it's own by default, unless the auto-start is disabled in the config file

Known Issues
Please note that GTA V does not always provide access to every pedestrian and vehicle in the area, and some peds may spawn AFTER the "calming" function has already been triggered. It runs in the background continuously, but each ped has to be modified individually.

As a result, some drivers and pedestrians may still panic in the event of gunfire. This may improve as new versions of the RAGE Plugin Hook are released.

This plugin has been released with the intent of minimizing the panic attacks experienced by the AI.

The panic attacks will NOT be eliminated completely, however, this plugin should hopefully minimize them enough to make the game more enjoyable. The main intent with this plugin is to not have drivers run officers over when they are in the middle of making an arrest after a pursuit.

What's New in Version 1.0.0

Released

VERSION 1.0.0

  • Keep Calm has been completely re-written from scratch!
  • NOTE: Keep Calm is now an LSPDFR plugin! It should be installed in the "Plugins\LSPDFR" directory, and it should not be loaded via the RPH console!
  • Requires RPH 41, as well as LSPDFR 0.3.1
  • Now calms peds that are on foot as well as in vehicles (police officers, peds in combat, or peds spawned by LSPDFR are excluded)
  • Some customization is available via the config file

User Feedback

Recommended Comments

Stealth22

Friends of LSPDFR Author

So let me get this straight, Keep Calm 0.5.1 works fine with game version 393.4 and RPH 0.20 and for what I see so does Traffic Control without any sort of major issue, am I right?

Yup.

Guest

Guest

Guests

Yup.

Oh that's great man! I'll add both into my game right awy then. Thanks! :D

ThaRockyStar

Members

I am also using your Traffic Control Plugin, and it says: "DisablePedReactions" setting in the INI file set to zero. In which ini file do you mean?

Nutronic

Members

- If you use the Traffic Control plugin created by me, please ensure that the "DisablePedReactions" setting in the INI file is set to "0" (zero), which is the deIfault value.

I don't have that line in my ini. Mine says:

// TRAFFIC CONTROL PLUG-IN FOR GTA V
// VERSION: 0.0.3 BETA
// COPYRIGHT (C) 2015 STEALTH22. ALL RIGHTS RESERVED.
// ANY UNAUTHORIZED MODIFICATION, RE-ENGINEERING, OR DISTRIBUTION (INCLUDING RE-UPLOADING TO ANY SITE) IS STRICTLY PROHIBITED

// KEYS MUST BE A LETTER OR NUMBER ON THE KEYBOARD (NUMBERS NOT TESTED)
// IF USING A LETTER, PLEASE ENSURE IT IS CAPITALIZED IN THIS FILE
// KEYBINDING IN-GAME IS CTRL + THE KEY DEFINED IN THIS FILE (EXAMPLE: "StopTraffic" IS "U" BY DEFAULT, AND IN-GAME, WOULD BE CTRL + U)
// THE MODIFIER KEY IS HARDCODED AS CONTROL, AND CANNOT BE CHANGED AT THIS TIME

// "StopTraffic" STOPS ALL TRAFFIC WITHIN A CERTAIN RADIUS OF THE PLAYER'S CHARACTER
// "SlowTrafficDown" LIMITS THE SPEED OF ALL TRAFFIC WITHIN A CERTAIN RADIUS OF THE PLAYER'S CHARACTER TO A MAXIMUM OF 20 MPH
// PRESSING CTRL + THE "ResumeTraffic" KEY WILL ALLOW TRAFFIC CLOSEST TO THE PLAYER TO RESUME NORMAL SPEEDS
// PRESSING CTRL + SHIFT + THE "ResumeTraffic" KEY WILL ALLOW ALL TRAFFIC TO RESUME NORMAL SPEEDS

// KEY USAGE
// STOP ALL TRAFFIC: CTRL + [StopTraffic KEY]
// LIMIT TRAFFIC SPEED : CTRL + [SlowTrafficDown KEY]
// REMOVE NEAREST ROADBLOCK: CTRL + [ResumeTraffic Key]
// REMOVE ALL ROADBLOCKS: CTRL + SHIFT + [ResumeTraffic Key]

[Keys]
StopTraffic=U
SlowTrafficDown=I
ResumeTraffic=H

 

Stealth22

Friends of LSPDFR Author

I am also using your Traffic Control Plugin, and it says: "DisablePedReactions" setting in the INI file set to zero. In which ini file do you mean?

 

I don't have that line in my ini. Mine says:

Sorry, should have been more clear. I removed that setting from Traffic Control (I believe in v0.0.3), so you don't need to worry about that.

Nutronic

Members

Ok well in that case it's not working properly.

Shots were fired yesterday and everyone in cars still freaked out.

Ok well in that case it's not working properly.

Shots were fired yesterday and everyone in cars still freaked out.

Yep same here.  Not seeing the mod working correctly as intended.  had a suspect flee on me when I pointed gun, non compliant.  Shot one round and everyone went nuts.  Chased him down the street and fired another round, once again everyone around me and the perp went nuts.  This happened 2 more times til he was dead. 

I put it in the plugin folder and have it in the startup.rphs  
LoadPlugin "KeepCalm.dll"  I usually add it twice, not sure if its needed.

Stealth22

Friends of LSPDFR Author

Like I wrote in the description, GTA does not give access to every ped, as its always re-spawning and doing garbage collection on disposed objects. So that will happen.

All we can do is reduce the effect as much as possible; it will never be eliminated.

Nutronic

Members

Please can you release an update where the peds are not freaking out?

I had about 15 cars crash into each other earlier because shots were fired.

Stealth22

Friends of LSPDFR Author

Please can you release an update where the peds are not freaking out?

I had about 15 cars crash into each other earlier because shots were fired.

Yep same here.  Not seeing the mod working correctly as intended.  had a suspect flee on me when I pointed gun, non compliant.  Shot one round and everyone went nuts.  Chased him down the street and fired another round, once again everyone around me and the perp went nuts.  This happened 2 more times til he was dead. 
I put it in the plugin folder and have it in the startup.rphs  
LoadPlugin "KeepCalm.dll"  I usually add it twice, not sure if its needed.

Don't load the plugin twice. That will cause conflicts and make the game unstable.

Now, as for the plugin "not working", there are a few things to be aware of. I am going to try to explain this as best as I can, but its not a simple process.

First and foremost, you guys need to understand that we are attempting to circumvent a core aspect of Grand Theft Auto V. Rockstar Games has programmed these peds to freak out at the sight of a firearm. They are specifically and explicitly designed to act in a certain way. Even if a third party plugin or modification changes an aspect of the game, GTA V is still trying to do what it's designed to do. The peds will be getting conflicting instructions. We tell them to drink Pepsi, Rockstar tells them to drink Coca-Cola. Guess who they're going to listen to more? Therefore, even when Keep Calm is successful in "calming" a ped, GTA V can reverse or override the effect at any time. And as we saw with v0.5.0, calming the peds too much was causing conflicts elsewhere, namely peds being spawned for callouts. So we're treading on very fragile ground here. It's a little bit like juggling bowling balls, while riding a unicycle down Interstate 405 in the Los Angeles morning rush.

Secondly, Grand Theft Auto V is designed to perform at a high level on a wide variety of computer systems. You may not always get the best graphics if you haven't got the latest and greatest video card, but the game will be relatively smooth, and above all, stable. This was not the case with Grand Theft Auto IV, as we are all aware. In order to have an application (not just a game, but any piece of software) perform efficiently, a developer has to manage the system's resources efficiently. This means disposing objects when they are not being used, among many other things. Grand Theft Auto V is continuously creating and disposing of objects, including peds, vehicles, models, textures, you name it. So if a ped is being explicitly given instructions by GTA V, or if that ped is being brought into or disposed from the game world, GTA V is not going to provide access to it. Or, if the plugin gains access to it, GTA V can override or reverse anything being done to that ped. So when Keep Calm says, "give me all the peds within this area", GTA is not going to provide each and every ped, for varying reasons that are out of our control.

Third of all, the effect that Keep Calm attempts to apply cannot be applied to every ped in the game world at once. In fact, due to the nature of how the structure of the game is set up, each ped must be modified individually. I'm sure you can imagine how inefficient of a process this can be. So if the plugin is not finished with the peds in your area, you're going to get some people panicking. Plus, both the player and peds around the area are always moving. As some peds get further away (and are disposed from the world), other peds are coming in, and because they have just entered the world, they do not have the calming effect applied to them, until Keep Calm triggers itself again. Also, the initial versions of Keep Calm were running this effect every 5 seconds. As everyone knows, as soon as build 393 of GTA came out, this was too much for our systems to handle, and everyone was commenting about the lag. One of the things that was done to combat the lag was to increase this time interval to 15 seconds. In 15 seconds, you could drive 6 blocks in this game. Is 15 seconds too long? Perhaps. But we need to strike a balance between performance and being able to calm every single ped. I am going to look at making the time interval customizable, but I'm nervous about that. Making the value too low or too high can have unexpected results, or make the game unstable.

Remember, this is not going to get every ped 100% of the time. The goal is to minimize the panic effect, because frankly, it will probably never be eliminated.

Nutronic

Members

There's no difference, in my game at least between the mod being loaded or not which is what I'm trying to say.

lilmisschloe

Members

Does this mod only affect vehicles when your actually on patrol?  Cause I have used it off duty and the cars still freak out.

Does this mod only affect vehicles when your actually on patrol?  Cause I have used it off duty and the cars still freak out.

ya on patrol.  I guess what the Modder is saying which I understand it can be very difficult to control each and every Ped, is that it takes a bit for the mod to work.  So perhaps what I am getting from this is that not to fire a round at the suspect as soon as you are pulling them over, or trying to shoot out their tires as your going down the street?   Can't really see how this might be useful, no disrepect to the modder as  I am sure you have put a lot of work into this.  Its a good concept, but once I pull a car over and they have been fleeing.  I am dragging them out and pulling my stun gun at least.  This will indeed for the crowd to go nuts.  So this may not be for me.

Stealth22

Friends of LSPDFR Author

I'm finding that the entire mod in general has been a lot more hit-and-miss than it was with Build 372 of GTA. Perhaps Rockstar changed something with their updates, or I'm missing something.

I'll need to investigate it more when I get some time.

Stealth22

Friends of LSPDFR Author

So, just a general update here...

Some of you may have noticed that I updated both Code 3 Callouts (v0.3) and Traffic Control (v0.5) today. In this mini-barrage of updates, there was also supposed to be version 0.6 of Keep Calm. Unfortunately, it was not working as well as I had hoped in testing, so the release has been delayed.

Keep Calm in general has been very hit-and-miss ever since Build 393 of GTA V was first released. The issues which were limited in Build 372, are a lot more obvious in Build 393.

As such, there is a possibility that this mod may be abandoned/discontinued in it's current state, albeit still available for people to download and use.

I still want to do some digging to see if there is another way to fix things. Now that Code 3 Callouts and Traffic Control have been updated, my focus can turn to Keep Calm for the moment.

If any developers are reading this (namely LMS, Luke, FinKone, or Stray), I may contact you a couple of you guys about something.

Stay tuned.

Stealth22

Friends of LSPDFR Author

VERSION 0.7.0 HAS BEEN RELEASED!

  • The mechanics of Keep Calm have been re-built from the ground up
  • Keep Calm v0.7.0 requires RPH v0.24!
  • Peds driving a vehicle will still scream and be somewhat affected by gunfire, but they drive off in a controlled manner
  • Peds on foot are still ignored by Keep Calm; I hope to improve on this in a future update, but I wanted to focus on drivers first
  • NOTE: Keep Calm now relies on the Stealth.Common DLL included with Traffic Control and Code 3 Callouts
    • Keep Calm 0.7.0 is packaged with v1.3.0 of the Stealth.Common DLL
      • This version is NOT compatible with Code 3 Callouts v0.3.0 or earlier; Code 3 Callouts must be upgraded to v0.4.0, which was just released today (Sept 9, 2015)
      • Traffic Control v0.5.0 is compatible with v1.3.0 of the Stealth.Common DLL

emondsfield

Members

been having issues with .0.7.0.  im using RPH v.24.  When I initiate a pursuit, the vehicle slowly drives around and does not flee or exceed any kind of speed limit. When i disabled the mod completed, restarted the pursuit, the vehicles took off as normal. not sure what the deal is.  no crash, no error log.  

drdetroit

Members

been having issues with .0.7.0.  im using RPH v.24.  When I initiate a pursuit, the vehicle slowly drives around and does not flee or exceed any kind of speed limit. When i disabled the mod completed, restarted the pursuit, the vehicles took off as normal. not sure what the deal is.  no crash, no error log.  

Yea, me too.  I think Traffic Control is a much better alternative right now.

Stealth22

Friends of LSPDFR Author

been having issues with .0.7.0.  im using RPH v.24.  When I initiate a pursuit, the vehicle slowly drives around and does not flee or exceed any kind of speed limit. When i disabled the mod completed, restarted the pursuit, the vehicles took off as normal. not sure what the deal is.  no crash, no error log.  

Yea, me too.  I think Traffic Control is a much better alternative right now.

Huh...that never came up in my testing. But then again, I never got into any pursuits.

I'm working on a fix for that, but having some difficulty so far. Hope to have it fixed soon.

Thanks for pointing that out, guys!

Homebeon

Members

I think Traffic Control is a much better alternative right now.

We don't care what you think is better lol.  if you like a plugin more than another one, then just use that plugin.  You don't have to say anything.

Stealth22

Friends of LSPDFR Author

We don't care what you think is better lol.  if you like a plugin more than another one, then just use that plugin.  You don't have to say anything.

Actually, he provided useful feedback to me by verifying that a bug existed.

Homebeon

Members

Actually, he provided useful feedback to me by verifying that a bug existed.

That is true, but he could have left out that last bit

drdetroit

Members

(edited)

We don't care what you think is better lol.  if you like a plugin more than another one, then just use that plugin.  You don't have to say anything.

Hey, did I say I liked one better than the other?  No.  I said the other is probably a better alternative.  I like this plugin, just not the fact that high speed chases are never high speed with this mod.

Holy Moley!

BTW; Just so you know, Stealth22 also made the mod I mentioned as a better alternative.  

Good day,

DrDetriot

Edited by drdetroit

Homebeon

Members

Hey, did I say I liked one better than the other?  No.  I said the other is probably a better alternative.  I like this plugin, just not the fact that high speed chases are never high speed with this mod.

Holy Moley!

BTW; Just so you know, Stealth22 also made the mod I mentioned as a better alternative.  

Good day,

DrDetriot

Didn't know that, apologies.


By the way, Stealth, is Traffic Control compatible with the newest Stealth.dll(Version 1.3.0)?

rodrigowf

Members

(edited)

Please help me , I'm using keepcalm and after upgrading from keepcalm and code 3 pedestrian attack me when firing shots
I am using the latest version of RAGE 024
3 0.4.0 code and keep calm 0.7
Steam and updated the original game
Thank you!

Edited by rodrigowf

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