Skip to content
View in the app

A better way to browse. Learn more.

LCPDFR.com

A full-screen app on your home screen with push notifications, badges and more.

To install this app on iOS and iPadOS
  1. Tap the Share icon in Safari
  2. Scroll the menu and tap Add to Home Screen.
  3. Tap Add in the top-right corner.
To install this app on Android
  1. Tap the 3-dot menu (⋮) in the top-right corner of the browser.
  2. Tap Add to Home screen or Install app.
  3. Confirm by tapping Install.

Rebalanced Dispatch Enhanced 4.1.4

(85 reviews)

10 Screenshots

 

 

INSTALL THE NIGHTLY BUILD OF SHVDN, OR THE WANTED LEVEL WILL NOT FUNCTION PROPERLY, AND WON'T GO ABOVE 5 STARS.
INSTALL OVER A CLEAN GAME FOLDER WITHOUT OTHER MODS BEFORE COMPLAINING ABOUT THINGS NOT WORKING PROPERLY.
DO NOT INSTALL THE XMLs THAT COME WITH SHVDN, THEY MAY CAUSE TEXTURE LOADING ISSUES.


Current game version: 1.72

INSTALLATION
Install the included OIV file via OpenIV over a clean game directory.
Install SHV & SHVDN (NIGHTLY).

ADDITIONAL SCRIPTS/TOOLS
ScripthookV (REQUIRED) - https://www.dev-c.com/gtav/scripthookv/
SHVDN (REQUIRED) - https://github.com/scripthookvdotnet/scripthookvdotnet-nightly/releases

fwBoxStreamerVariable and decals limit patch (RECOMMENDED) - https://www.gta5-mods.com/tools/ymap-load-list-extent-limit-fix-fwboxstreamervariable-patch

Packfile Limit Adjuster (RECOMMENDED) - https://www.gta5-mods.com/tools/packfile-limit-adjuster

 

OPTIONAL ADDONS
RDE Expanded & Enhanced (More agencies, rebalanced difficulty, modified systems & additional features that provide an alternative experience) - https://www.gta5-mods.com/misc/rde-expanded-enhanced-thatspella

 

FEATURES
10 Star Wanted Level
6 Stars wasn’t enough. Illustrated by a darkening red hue, the wanted level can now go up to 10, allowing for more gradual escalation as the law responds to your path of destruction. You will also have a more difficult time shaking the law compared to 3.1 due to improvements and fixes made to chase AI and spawning.

Overhauled Peds & Vehicles
Tons of new peds & vehicles have been added, and existing ones have had enormous facelifts to improve quality, diversity & polish.

Significant Performance & Stability Improvements Over 3.1
The wanted level script has received a major uplift. Performance issues have been fixed, allowing for the game to perform as though you’re running vanilla. LODs have been improved and expanded upon, and all of this combines to prevent recurring problems that plagued 3.1, such as crashes, pop-in and map streaming issues.

Enhanced Support For Story Missions & Cutscenes
Cutscenes have been modified to include RDE peds where necessary. In addition, scripting has allowed for RDE peds and vehicles to show up in various story and stranger missions.

Updated LSPDFR Support
New compatibility files are included to allow for RDE peds and vehicles to be properly utilised when playing LSPDFR.

Updated WOV Compatibility
A lite version of WOV 10.1 is integrated, adding a ton of extra detail to the game world alongside RDE’s assets. This includes the Gangs of Los Santos overhaul, which, combined with personality, loadout and relationship edits, makes South LS more dangerous than ever, both for the player and for the law. Thanks to Cass & LDNENG for permissions here.

PEV: Dispatch, Tactics, Ambience Remastered Features
Jayden585 was kind enough to provide optional files that allow RDE to make use of various PEV features, such as more intricate search AI and fine-tuned combat behaviour (You should still only install one mod or the other, not both).

Countless Extra Features
Laser sights support for heli snipers (Thanks to AlexGuirre), improved loadouts, extra police weapon animations, overhauled roadblocks, additional wanted level music, corrected ped and vehicle soundbanks, new license plate designs, K9 response, paratroopers, restored ground response in certain zones like Mt Chiliad, high-speed response, streamlined script xmls, bug fixes. There’s even more, but we’ll let you experience it for yourself.

RDE Lite
RDE Lite is included in the download section of this mod page. It's a more stripped down version of RDE, intended for users who'd like to make their own entirely custom dispatch setups from scratch.


Law Enforcement Agencies:
Local:
Los Santos Police Department (LSPD)
Los Santos Sheriff Department (LSSD)
Blaine County Sheriff's Office (BCSO)
Los Santos Port Authority Police (LSPP)
State:
San Andreas Highway Patrol (SAHP)
San Andreas State Park Rangers (SASPR)
San Andreas Department of Corrections and Rehabilitation (SADCR)
San Andreas National Guard (Military)
Federal:
National Office of Security Enforcement (NOOSE)
Federal Investigation Bureau (FIB)
United States Coast Guard (USCG)
United States Marshal Service (USMS)
Misc:
Merryweather (MW)


RDE DESIGN PHILOSOPHY
RDE is:

  • Lore Friendly - each of the changes introduced does not stand out from the GTA universe created by Rockstar Games. The concepts introduced by Rockstar have instead been expanded and revamped with loving care.

  • Realistic - many of the introduced changes bring GTA V closer to real life - examples include new AI behaviours and tactics, agency jurisdictions, response types and more. However, realistic does not mean real - it’s still the GTA universe, just better.

  • Detailed - every aspect of the mod has been fine-tuned, from higher quality models and textures to new police stations. Even the tiny details such as port police officers replacing private security in relevant places in the Port of South LS are included, and many more details have been added to already existing models.

  • Fun - RDE has been made to be a challenging but fun experience. The specialised, built-from-ground-up wanted level system allows for truly epic chases and shootouts - but watch out! Cops have some new tools in their equipment, and they know how to use them - to great effect. Ten Stars is now in effect - can you survive the law enforcement agencies of San Andreas throwing everything they have at you?

 

WIP FEATURES
Revamped Arrest Warrant
Scripted divers
More female ped variants
More bug fixes

FAQ:
Q: I noticed a bug; how should I submit a report for it to be fixed?
A: Please provide a brief explanation of the bug and submit your logs. To do this open SixStarResponse.ini and make the following changes: “Debug=1” “NativeDebug=1” then save the ini. Reproduce the bug and open your SixStarResponse.log, gather the contents, use pastebin.com to post the log contents, and then submit the link to us with your description.

Q: Please help! I’m getting crash issues upon loading the game or selecting story mode.
A: There’s numerous things that could cause this. If a new game update is released it will require changes to the gameconfig, among various other potential file changes. If you have an excessive amount of extra vehicles or dlc archives in addition to RDE, that could cause issues with gameconfig as well. Our advice: Remove everything and start with a fresh mods folder (yes remove any other scripts as well) then install only RDE and slowly add the others back one by one; testing with each addition. We’ve also included Pool Manager, which, in particular circumstances, will tell you if a particular value in gameconfig is to blame for your crashing.

Q: I do not own a legal copy of the game, will this mod still work?
A: We only provide support for players with legal copies of the game.

Q: Can I develop my own configs for RDE and submit them on GTA5-mods/LSPDFR?
A: Not only are you allowed to do this but we encourage you to do so! However you are not permitted to share our files, models, scripts, etc. Only the config files are to be shared so be sure to have your users install RDE first before adding your mod/edits.

Q: Why is the game failing to load the multiplayer map?
A: This is most likely due to too many dlc archives being installed. RDE 4.0 by itself works fine with the mp map, so use some diligence when it comes to installing extra content on top of it that pushes the game past this limitation.

Q: Why are the cops not using their weapons correctly?
A: If you find yourself with cops just staring at you with bugged animations, that's because you've overwritten our weaponanimations.meta file located in update.rpf. To fix this, simply copy the contents here - https://pastebin.com/T8sdN3Dx
and paste them right at the top of the meta file, so it should end up looking like this - https://i.imgur.com/MBRPntd.png

CREDITS
RDE TEAM
Dilapidated, Jax765, NefariousBonne, Cpast, SuperStumpje, Jacobmaate, ArtehFailz, ThatsPella, SnH Firefighter, The Loot

RDE BETA TESTERS
Sweeps, The Apple, Requies, Colonel Sanders, DoubleHelix, TheMonotoneScone, William Halverd, Spyke, Guppiemann5000, KGBHeadofCommunications

ADDITIONAL CREDITS
Yard1, MrJayden585, Yorpie, AlexGuirre, Mkeezay30, 11John11, AlexVonShep, Alex_Ashfold, Aquamenti, Bilago, BobJaneTMart, BroCop, DukSezQuak, Dying, EddIm, NailBiter, rms8723, SkylineGTRFreak, Skyprone, Cass, LDNENG, Albo1125, PieRGud, PNWParksFan, Keegan, GlitchGamer, Lozano71, Illusionary, drp4lyf, Thero, Unmutual, Netman, Custo, Olanov, RM76, OfficerLund, RekRam, Lt. Caine, LtMattJeter, DLer, Abraxas, Bad_Company, blackhack09, Fenton, Resource, AverageKittenLover22, Monkeypolice188, F5544, Lumoize, Tap!

We have exercised all due diligence in ascertaining correct credits for included content. If you feel that we have made an error or omission in credits, please contact Dilapidated or NefariousBonne on either LCPDFR.com or GTA5-mods.com privately.


MISCELLANEOUS
12.30.2023 VirusTotal results for containing DLL/ASI files:
https://www.virustotal.com/gui/file/cf1ca63122caa7566be16c728a8120111cec5bfbb08d12e79832b72d8a84478e/details
Have feedback, a bug to report, or a suggestion? Go here: https://goo.gl/forms/tTAmEdMUQ98g52qh2
Official RDE Discord Server:
https://discord.gg/QJhPPxB

Edited by Jax765
Updated description

What's New in Version 4.1.4

Released

Rebalanced Dispatch Enhanced 4.1.4 Changelog:

  • Fixed a script bug that locked the player out of controlling apcs and tanks after hijacking them during wanted levels

  • Fixed an issue that caused cop peds to flee when spawned inside a vehicle seat with mounted gun

  • Fixed an issue that caused cop blips to appear when peds die during an exit vehicle animation

  • Fixed an issue that caused vehicle and gunner AI to conflict with each other after a new spawn

  • Adjusted prop ground placements for roadblocks

  • Ported over various mission edits from RDE E&E to fix oversights and make additional changes

  • Updated script to work with newer SHVDN versions

  • Gameconfig note - Rockstar raised gameconfig value "fwDynamicArchetypeComponent" from 15000 to 16384, left our version at 65521

Rebalanced Dispatch Enhanced 4.1.3 Changelog:

  • Added extra voices to some voicesets: male sheriff, female sheriff

  • Fixed IAA Chinese voiceset

  • Fixed some wanted star bugs in hud.gfx, such as the stars not blinking more slowly as the players gets closer to losing their wanted level

  • Ported over some ambientpedmodelsets.meta & conditionalanims.meta edits from RDE E&E to allow more cops to use special ambient walking & vehicle torch animations

  • Modified la_mesa.ymt to fix parked car scenario where the cop would drive off again instead of leaving their vehicle

  • Moved v_fences_2.rpf edits to wov_expansion.rpf, which fixes the Davis Station gate disappearing when using the Fixes & Improvements mod

  • Gameconfig change - ActionTable_Damages (24->28)

  • Fixed NOOSE Sandking decal disappearing at lower LODs

  • Updated carcols.meta in rde dlc archive to fix missing text on roadblock VMS, was caused by Rockstar using the same modkit id in the Money Fronts DLC

  • VMS now plays cheater taunts if the player's vehicle is invincible

  • Adjusted position of VMS VFX

  • Reduced VMS HP (they can now be blown up with a single explosive hit)

  • Reduced spawn height for helicopters and planes (from 50m to 40m relative to the player height)

  • Reduced minimum spawn height for helicopters (from 25m to 5m relative to the highest ground height around a 50x50m area)

  • Ambient entities are now monitored every 5 frames instead of every 1000 ms (this way vanilla blips will be replaced almost instantly)

  • Reorganized a bunch of things internally in the script

  • Ambient backup incidents will be detected much easier by cops

  • Fixed a bug that caused blip vision cones to be displayed even when the wanted stars are not flashing inside some restricted areas (like the airport, mission row pd, etc...)

  • Fixed an issue that caused spawned cars to be sometimes placed in the middle of the road (roadnode position) instead of in the correct lane

  • Fixed an issue inside the spawn point search algorithm that caused to mistakenly confuse outgoing lanes for incoming lanes and viceversa when exploring nearby roadnodes

  • Fixed an issue that caused news crews to never be spawned until the news rumpo gets loaded in memory

  • Improved traffic behaviour around roadblocks: NPCs will try to path themselves away from the roadblock (if they are still far away and they manage to find an alternative path)

  • Traffic will now spawn further away from roadblocks

  • Improved roadblock props ground placements

  • The jurisdiction zone for roadblocks and helicopter spawns will now mirror the zone used for standard spawns

  • Improved paratroopers AI behaviour: now they'll try to parachute in tactical positions where they can have a clear line of sight to the target (on high ground if possible)

  • Increased paratrooper heli height and distance from the target when deploying paratroopers

  • Improved (ambient backup) swat helicopter AI behavior : now the heli will deploy swat peds in tactical positions where they can have a clear line of sight to the target

  • Ambient backup swat helicopters will now have a chance to land and drop off swat peds (like they do for the player)

  • Fixed an issue that caused swat helicopter pilots to not react to threat events after leaving their helicopter

  • Extra peds spawned at roadblocks will now wait for the player instead of rushing in (the same way regular roadblock cops behave)

  • Improved general AI behaviour of all AI vehicles

  • Adjusted wanted star blinking behaviour when using PEV compatibility files

  • Added Policing Redefined compatibility files

  • Updated files for A Safehouse in the Hills game update - dlclist.xml, hud.gfx, cityhills_02_metadata.rpf (mpapartment version in rde dlc archive)

  • Gameconfig changes - AnimStore (21700->21900), DrawableStore (158965->160565), DwdStore (153300->153800), ExprDictStore (630->635), FragmentStore (297400->298500), InteriorProxy (9120->9145), ScaleformStore (827->832), wptrec (850->870), MaxExtraPedModelInfos (5230->5240), MaxExtraVehicleModelInfos (5195->5215), added <RosGameServerVersionNumber value="17"/>, FMMC_LAUNCHER (27000->28000), MULTIPLAYER_FREEMODE (87500->89500), MISSION (63500->64500), MP_LAUNCH_SCRIPT (37500->38000), PhysicalStreamingBuffer (xboxone) (2384->2424), PhysicalStreamingBuffer (ps4) (2384->2424), SCENARIO_BLOCKING_AREA (45->55)

Rebalanced Dispatch Enhanced 4.1.2 Changelog:

  • Removed LSPD decal from La Mesa station wall

  • Assigned the NOOSE Annihilator for use by rappelling USCG peds to fix instances where they would trip out of the Swift when trying to use the rope

  • Corrected PAP hat materials & normal map

  • Vehicle gunners at roadblocks will now aim towards the player after spawning

  • Improved despawning for extra roadblock peds

  • Ambient backup helicopters will now aim their searchlights towards wanted NPCs

  • Improved spawn point generation for ground vehicles

  • Fixed an issue that caused news peds to not face the player

  • Improved submarine AI

  • Fixed an issue that prevented submarines from turning on their headlights

  • Fixed an issue that prevented submarines from being spawned at very low depths

  • Added extra XML parsing error messages to help the end user while editing the configuration files

  • Improved ground correction for props/vehicles/peds spawned at roadblocks

  • Assigned default scripted vehicle AI for tanks/helicopters/boats/jets/submarines that are not configured in ResponseAI.xml

  • Fixed an issue that caused attack helicopters (e.g. Hunters) to flee when the gunner is killed

  • Reduced instances of stuttering (e.g. approaching a police station, first roadblock spawns, etc)

  • Fixed fleeing issue via combat_tweaks.asi

  • Blips will no longer be set on peds if they are not law enforcement or they have a flag that prevents vanilla AI Blips from being assigned (with a few exceptions; fort zancudo jets & all army peds spawned during the paleto score will still have their blips assigned)

  • Blips will no longer be set if the ped already has a blip assigned, to prevent overlapping blips

  • AI Vehicles now use the actual search center location for the first search after being dispatched (like standard cop units)

  • Slightly reduced default size of on-foot standard blips (army & merryweather blips) to match the size of vanilla AI Blips

  • AI Vehicles no longer set their pilot as a mission ped during firing phases (this fixes an issue with their AI breaking during the first firing phase)

  • Rewrote K9 AI script (thanks to a few memory edits, dogs now use their internal targeting system to process targets)

  • Made some corrections to Juggernaut component texture ids

  • Adjusted heli SWAT units in Paleto Score mission to spawn with headsets

  • Fixed SLOD textures on some peds

  • Fixed collision issue with Centurion models so peds will no longer take cover against thin air

  • Fixed numerous vehicle model bugs introduced in 4.1

  • Riot models edited to have bulletproof glass, updated both vehicles.meta files to accommodate this

  • Corrected cop skintones in Jewel Store Job failure cutscene

  • Known Issues: Police chase spawning is currently somewhat nerfed due to SHVDN updates, Sandkings still have some bullet collision bugs

  • Updated files for Money Fronts game update - damages.meta, definitions.meta, vehicles.meta, hud.gfx

  • Gameconfig changes - DrawableStore (158565->158965), FragmentStore (295700->297400), LightEntity (6500->6550), MetaDataStore (6150->6200), StaticBounds (46500->46700), HandlingData (5350->5400), ActionTable_Definitions (336->342), ActionTable_Results (503->504), MaxExtraPedModelInfos (5210->5230), MaxExtraVehicleModelInfos (5175->5195), CELLPHONE (2552->2600)

  • Renamed policeb2 & policeb3 to hwaypoliceb & policesovereign respectively, modified files to accommodate this - lspdfr configs, responsevehicles.xml, vehiclemodelsets.meta, dispatch.meta (base & PEV compatibility), popgroups.ymt, global.gxt2, rde vehicles.meta, rde carvariations.meta, rde handling.meta, rde hw1_rd_strm_1.ymap, rde hei_hw1_rd_strm_1.ymap

  • Fixed incorrect license plates spawning on wanted level vehicles

 

Rebalanced Dispatch Enhanced 4.1.1 Changelog:

  • Disabled random liveries on certain vehicles

  • Fixed roadblock army gunners immediately leaving their turrets

  • Wanted level thresholds can now be set to -1 in ssr.ini if you want to disable any wanted levels above 5 stars

  • Fixed traffic sometimes not going back to normal after losing a wanted level

  • Improved scripted aircraft spawning

  • Adjusted road detection to improve SAHP spawning

  • Fixed height detection issues

  • Buffed ATV handling attributes & added offroad flags, rangers will now have a better time chasing the player on Mt Chiliad

  • Added Outlaw to SASPR Mt Chiliad spawning

  • Added SASPR ATV & Outlaw to veh_ranger in popgroups.ymt, so they can now spawn ambiently

  • Updated vehicles.meta & SASPR ped ymts to accommodate the above change

  • Set correct soundbanks for Cabby & Asterope Taxi

  • Added ability to activate taxi missions in addon taxis

  • Reverted personality change to mp freemode ped

  • Dispatched entities will now do a fade-in effect upon spawning like vanilla spawns

  • Fixed some issues with blips + added fade-in effect for blips to match vanilla behaviour

  • Improved zone detection

  • Improved street detection for highways (SAHP will respond even if the player is high in the air over a highway)

  • Fixed an issue where ambient backup helis would get a vehicle ai applied, causing the script to throw an error

  • Improved spawn search for all vehicle types

  • Jets will now crash less often after spawning in "search mode"

  • Improved water zone detection (ground response will be triggered if the player is in a place where boats cannot spawn)

  • Added extra check to reduce cases where USCG zone is triggered while the player is still on land

  • Added extra check to allow correct zone detection for zones not bound by Rockstar (which are showing as "San Andreas")

  • Improved ground placement for roadblock props

  • Implemented fast despawn logic for units that are lagging behind during chases, customizable in ssr.ini

  • Improved paratrooper behaviour to reduce glitches

  • Added location overrides for problematic zones (e.g. Humane Labs), customizable in ResponseZones.xml

  • Reduced search radius for all vehicles to be closer to vanilla & fixed Khanjali MG turret not shooting in ResponseAI.xml

  • Rewrote respawn logic to improve spawn aggressiveness

  • Added initial spawn delay (e.g. sheriffs will respond slower out in the countryside compared to cops in the city at the start of the wanted level), customizable in ResponseZones.xml

  • Turned off debug mode by default

  • Fixed cops spawning with broken vest textures in certain missions

  • Fixed North Yankton spawning

  • Known Issue: Some vehicles that were re-exported in 4.1 to fix crashing have collision issues & other bugs, currently awaiting fixes from vehicle dev

 

Rebalanced Dispatch Enhanced 4.1 Changelog:

  • Script now requires SHVDN 3.7.0 nightly 6 or later

  • Updated livery changer to shvdn v3

  • Restored ambient backup feature, which allows cops to call in backup against hostile peds

  • Wanted level helicopter pilots will now have a chance of spawning with their visor helmets down

  • Fixed issue with highway spawns on non-English copies of the game

  • Crime score system integration for 6+ stars (crimes other than killing script-spawned peds will now count towards your wanted level past 5 stars)

  • Various script bug fixes & code cleanup

  • Removed nativeui dependency & dll file

  • AI improvements (k9s, weaponized vehicles, reporters, extra roadblock peds)

  • Optional alternative ped roadblock behaviour (configurable in ssr.ini)

  • Added basic roadblock variant that can now randomly spawn (i.e. just the vehicles/peds with no extra props)

  • SANG/USAF/MW Elite roadblocks can now spawn with concrete barriers or sandbags

  • Config options added for aircraft radar feature (ssr.ini)

  • Nerfed AI Hunter accuracy/fire rate

  • AI Strikeforce barrage now works properly, so they'll fire a series of rockets instead of just one at a time

  • AI aircraft can now deploy flares to counteract player missiles (configurable in responseai.xml)

  • Added definitions.meta, pedbrawlingstyle.meta & events.meta to accommodate K9 AI fixes

  • Updated RDE peds.meta, taskdata.meta & pedpersonality.ymt to accommodate K9 AI fixes

  • Updated PEV-DTAR pedbrawlingstyle.meta & events.meta to include above changes

  • Added wantedtuning.ymt so SWAT will now use the same car driveby behaviour as cops & army (i.e. they'll only start shooting once the player has opened fire), & helicopters will now have to refuel above 3 stars

  • Updated peds.ymt, RDE peds.meta & dlcrdepeds_game.dat151.rel to implement correct voicesets for Korean/Chinese marine peds & Black/Latino NYSP SWAT peds

  • Updated ambientpedmodelsets.meta to fix typo

  • Breach of Contract stranger mission has been modified so that the LSPD units at the start of the mission are replaced with LSSD units

  • Modified Dead Man Walking cutscene to fix a vanilla bug where the first IAA agent on the scene has a badge clipping through his belt

  • Merryweather peds will now spawn with random props in story missions

  • Removed leftover Centurion entry in RDE vehicles.meta

  • Modified Riots to use FLAG_HAS_BULLET_RESISTANT_GLASS instead of FLAG_HAS_BULLETPROOF_GLASS in vehicles.meta, since the latter doesn't work with the custom models

  • Added FLAG_LAW_ENFORCEMENT & FLAG_EMERGENCY_SERVICE to certain vehicles

  • Modified siren sounds for pcar & cgpredator

  • BCSO SEB now spawn on boats in the Alamo Sea zone

  • NOOSE TRU now spawn on boats in the Ocean zone

  • Adjusted seating positions for boat SWAT peds

  • Modified scenarios.meta to remove gender restrictions from certain animations

  • Modified peds.meta to correct decisionmaker values for certain peds

  • Nerfed custom Rhino explosion durability

  • Nerfed Juggernaut health

  • Random texture variation for ssr ped components/props now works correctly without having to set textures directly in the xml

  • Replaced Park Ranger SUV at Mount Haan Radio Tower with Security Dilettante

  • Fixed security peds spawning in port police cars in the Terminal at night

  • Re-exported numerous vehicle models to fix crashing issues introduced by the Agents of Sabotage dlc

  • Updated files for latest game version - frontend.xml, dlclist.xml, vehiclelayouts.meta & hud.gfx

  • Gameconfig changes - DrawableStore (158365->158565), DwdStore (152800->153300), FragmentStore (294600->295700), InteriorProxy (9115->9120), MapTypesStore (3000->3100), ScaleformStore (822->827), ScriptStore (1100->1150), HandlingData (5300->5350), MaxExtraPedModelInfos (5200->5210), MaxExtraVehicleModelInfos (5165->5175), ArchiveCount (5512->5768), MULTIPLAYER_FREEMODE (85000->87500), MISSION (62500->63500), ClothStore (60->600)

  • Reverted Contender to vanilla model & layout to fix various bugs

  • Tweaked Khanjali AI slightly

  • Adjusted unit numbers at higher wanted levels

  • Renamed wovmaps.rpf to wov_expansion.rpf, moved license plate & WOV prop edits from update.rpf to this archive instead

  • Various optimisations to improve traffic variety - Removed some WOV vehicle assets, vehicles.meta & carvariations.meta edits, tidied up popgroups.ymt, downscaled modded license plate textures

  • Script-spawned vehicles will now have fully-randomised liveries

 

Rebalanced Dispatch Enhanced 4.0.4 Changelog:

  • Fixed FIB SWAT patches showing up incorrectly during certain missions (thanks to ThatsPella for catching this)

  • Moved mp maps edits from dlc_patch back into the rde dlc archive to improve compatibility, edited content.xml & setup2.xml to accommodate this

  • Adjusted order value of rde & wovmaps archives to prevent them from being overwritten by other map mods

 

Rebalanced Dispatch Enhanced 4.0.3 Changelog:

  • Updated files for latest game version - vehiclelayouts.meta, weaponanimations.meta, vehicles.meta, dlclist.xml & hud.gfx

  • Gameconfig changes - CGameScriptResource (5509->5526), DrawableStore (157665->158365), DwdStore (152600->152800), FragmentStore (293200->294600), InteriorProxy (9110->9115), MetaDataStore (6100->6150), ScaleformStore (812->822), HandlingData (5250->5300), ActionTable_Definitions (310->336), ActionTable_Results (478->503), MaxExtraPedModelInfos (5185->5200), MaxExtraVehicleModelInfos (5145->5165), FMMC_LAUNCHER (26000->27000), MULTIPLAYER_FREEMODE (82500->85000), MISSION (60500->62500), PEDGROUP (16->33)

  • Known Issue: Ground unit spawning in certain areas like Mt Chiliad and Humane Labs was broken by the game update, currently awaiting a fix on the scripting side

 

Rebalanced Dispatch Enhanced 4.0.2 Changelog:

  • Addon taxis can now be hailed and used by the player

  • Edited npcname in vehicles.meta (update.rpf & rde dlc) & selection set in s_m_y_pilot_01.ymt to force police pilot to wear a helmet when spawning in an ambient police heli

  • Edited bh1_rd_strm_3.ymap to replace police5 with policescout

  • Various mp map edits - Applied edits to Vespucci police station so that cars spawn there now, corrected Rockford Hills & Mission Row police station ymaps to replace police5 with policescout

  • Modified vehiclemodelsets.meta & humane_plant.ymt

  • Replaced stanier with granger in PIA Detective fleet, modified popgroups.ymt & vehicles.meta

  • Made corrections to various vehicle classes & handling ids, thanks to Modsha for noticing

  • Made changes to altruist_camp.ymt & vehiclemodelsets.meta to replace the scenario IAA agent, LSPD heli & BCSO vehicles with more appropriate units

  • Updated Rhino2 to include F5544's more recent model & meta fixes, modified handling.meta, vehicles.meta (RDE DLC) & vehicleweapons_rhino2.meta to accommodate this

  • Modified Trevor Philips Industries mission so that Vagos peds are replaced with Azteca peds

  • Made changes to Bolingbroke Prison script edits to fix certain bugs (no airspace warning, no ped in parked SADCR car at the front gate) & replace LSPD heli with SAHP heli

  • Edited Prisoner Lift 1 mission script to replace SASPR ped with BCSO ped

  • Edited carcols.ymt to fix wrong normal maps on new Rockstar license plates

  • Fixed BCSO detectives still having green vests when using the SA 1992 optional addon

  • Added uninstaller

 

Rebalanced Dispatch Enhanced 4.0.1 Changelog:

  • Added Centurions to vehicleclass.xml so they prompt a heavy response like other armoured vehicles

  • Set PIA Detectives to use unmarked Stanier & Buffalo instead of marked PIA cars, modified vehicles.meta & popgroups.ymt to accommodate this

  • Removed instances of forced license plates for certain vehicles via the ssr script

  • Made adjustments to ambulance cover offset

  • Fixed highway spawning so that SAHP spawns more reliably instead of local agencies

  • Fixed incorrect blip names for special units

  • Blip names removed for normal units

  • Gameconfig changes - InteriorInst (400->900), InteriorProxy (1150->9100)

  • Added LC & Cayo Perico plates to vehshare.ytd & carcols.ymt

  • Added LC compatibility to script xmls

  • Added LC compatibility to popgroups, cleaned up file so it's properly compressed into ymt format

  • Added "BF_CanBust" flag to swat combat behaviour

  • Added compatibility file for WildBrick142's Community HUD mod

  • Removed carvariations.ymt, since its changes are made redundant by the dlc carvariations.meta file

  • Tweaked ambulance & firetruck carvariations values

  • Renamed Highway Patrol Granger to Highway Patrol Angora

  • Set pilot ped as the ambient pilot for the SAHP Maverick

  • Moved pedbounds.xml edits to RDE dlc archive

  • Removed pedperception.meta

  • Adjusted AI of certain vehicles so they'll use secondary weapons instead of nothing when the player is on-foot

  • Modified Rhino is now a separate vehicle, allowing for handling.meta & ptfx edits to be removed from update.rpf & moved to the RDE dlc archive, increasing compatibility with mods which edit those files

  • Modified tank modelset in vehiclemodelsets.meta to have various unarmoured military vehicles spawn instead of rhinos/apcs when you enter Fort Zancudo, moved rhino/apc to army modelset so they'll still spawn in smaller numbers elsewhere

  • Slightly boosted chance of K9 units spawning in certain agency groups

  • Implemented MW armed buzzard into script xmls, modified AI so that buzzard pilots can now use rockets as well

  • Modified helicopter sniper loadouts so that local agencies now use Carbine/Tactical Rifles with red lasers, & federal agencies use Marksman Rifles with green lasers

  • Adjusted Marshal rappel loadout

  • USCG helicopter gunners will switch to Combat MGs when the player reaches 8 stars

  • Assigned blips to USCG MSRT units

  • Cleaned up pistol duplicates in weaponrde.meta, weaponanimations.meta, pedpersonality.ymt, loadouts.meta & responseloadouts.xml

  • Updated files for latest game version - dlclist.xml, popcycle.dat, frontend.xml, vehicles.meta (mpgunrunning, mpimportexport, update.rpf), gameconfig.xml, carcols.ymt, vehshare.ytd & hud.gfx

  • Gameconfig changes - DrawableStore (157200->157665), DwdStore (152300->152600), ExprDictStore (625->630), FragmentStore (291500->293200), InteriorProxy (9100->9110), MetaDataStore (6050->6100), ScaleformStore (800->812), ScriptStore (1050->1100), HandlingData (5200->5250), MaxExtraPedModelInfos (5160->5185), MaxExtraVehicleModelInfos (5110->5145), CAR_MOD_SHOP (3650->3750), FMMC_LAUNCHER (24000->26000), MULTIPLAYER_FREEMODE (80000->82500), MISSION (57500->60500), MP_LAUNCH_SCRIPT (36500->37500)

  • Renamed police5 & s_m_m_cop_01 to policescout & s_m_o_cop_01 respectively

  • Added Battle Rifle & Tactical SMG to MW loadout, pedpersonality.ymt & weaponanimations.meta

  • Added Military Rifle & Combat Shotgun to weaponanimations.meta to enable stealth animations when used by MW

  • Corrected NYSP lightbar textures

  • Added rde_optionaladdons.rpf to rde dlc archive, where the alternate uniform/vehicle ytds can be placed without having to overwrite default files

  • Removed modified civilian Surge model, since the interior textures are broken & have since been fixed by Rockstar

  • Updated Paramedic cap textures

  • Re-enabled boat siren sounds

  • Fixed roadblock ai for swat & army pedtypes; they will no longer spawn facing the wrong way, and will actively shoot at the player instead of going straight for their vehicles


Short Description

Police dispatch system overhaul with tons of extras!

User Feedback

Recommended Comments

HolyOrangeJuice

Members

It worked flawless as playing the bad guy but while using LSPDFR I had some issues with the AI sirens starting and stopping. Either they weren't looping properly or the AI was bugged. This was calling them in as pursuit backup. They would turn the siren on and off every second non stop.

Also had a game memory error for the first time. This is on a 100% clean install. Prior this week I had the old RDE running with many ELS cars and no such error. I'm wondering if I should try the other game config.xml that is available to people.

billiarboy

Members

(edited)

Got a  game memory error

Keeps happening

Edited by billiarboy

abecker221

Members

I got a game memory error the first time loading with a clean mods folder, started up again and it worked for about 20min and then crashed with the "unable to read in/out folder" error....otherwise I love it!

The Loot

Members

IMPORTANT NOTE

 

Having the SixStarResponse script running during LSPDFR gameplay may result in odd AI behavior. Either temporarily remove it from your game folder, or use the disable hotkeys as shown in the popup when you load into the game (default is Control + F9).

1 hour ago, billiarboy said:

Path to replace cars please?

Same thing for me

The path is update/update.rpf/x64/rde/rdevehicles.rpf

dilapidated

Members Author

2 hours ago, OfficerGlock said:

I'm experiencing where none of the XML files i wanted changed, really didn't change, Other than that, It runs great

 

2 hours ago, TheMonotoneScone said:

Got the same problem

 

1 hour ago, billiarboy said:

Path to replace cars please?

Same thing for me

 

Are you positive of this? There's an easy way to confirm. Extract the .OIV then go to the following path: Content/Scripts
Inside of the Scripts folder is all the optional XML choices (Arcade, Realistic, Balanced, etc) compare the xml files there with what you have in your GTA5/Scripts folder after installing. In my results they are successfully changed.
Try installing all the options and see if you get the same result of if its a problem with just a specific XML. If something is off I need a way to replicate it.

(edited)

7 minutes ago, dilapidated said:

 

 

 

Are you positive of this? There's an easy way to confirm. Extract the .OIV then go to the following path: Content/Scripts
Inside of the Scripts folder is all the optional XML choices (Arcade, Realistic, Balanced, etc) compare the xml files there with what you have in your GTA5/Scripts folder after installing. In my results they are successfully changed.
Try installing all the options and see if you get the same result of if its a problem with just a specific XML. If something is off I need a way to replicate it.

I was refering to the xml files in the plugin and lspdfr folders, also, do you know a fix for the rph spawn command

 

edit: found the files, thanks

Edited by TheMonotoneScone

OfficerGlock

Members

Just now, dilapidated said:

 

 

 

Are you positive of this? There's an easy way to confirm. Extract the .OIV then go to the following path: Content/Scripts
Inside of the Scripts folder is all the optional XML choices (Arcade, Realistic, Balanced, etc) compare the xml files there with what you have in your GTA5/Scripts folder after installing. In my results they are successfully changed.
Try installing all the options and see if you get the same result of if its a problem with just a specific XML. If something is off I need a way to replicate it.

Yes, i'm sorry that i didn't notify this earlier but Yard1 assisted me earlier with the exact same advice, but thanks anyway. Hopefully this will still come in handy for anyone who needs it

dilapidated

Members Author

(edited)

32 minutes ago, abecker221 said:

I got a game memory error the first time loading with a clean mods folder, started up again and it worked for about 20min and then crashed with the "unable to read in/out folder" error....otherwise I love it!

 

1 hour ago, billiarboy said:

Got a  game memory error

Keeps happening

 

1 hour ago, HolyOrangeJuice said:

It worked flawless as playing the bad guy but while using LSPDFR I had some issues with the AI sirens starting and stopping. Either they weren't looping properly or the AI was bugged. This was calling them in as pursuit backup. They would turn the siren on and off every second non stop.

Also had a game memory error for the first time. This is on a 100% clean install. Prior this week I had the old RDE running with many ELS cars and no such error. I'm wondering if I should try the other game config.xml that is available to people.

Please see the comment from The Loot. Once you deactivate RDE you shouldn't have any issues using LSPDFR. If you want to play the vanilla game then reactivate RDE.
Think of it this way. These scripts aren't really meant to be used at the same time and serve two totally different purposes.
Use just LSPDFR if you want to roleplay as a cop. You wont need the SSR script which is meant to only function when you're playing as the 'bad' guys.
(turn off SSR = Control + F9)
In the future we may come up with a way of checking if LSPDFR is loaded and auto deactivate SSR when that happens. But really as I've said these scripts are polar opposites and aren't meant to run in conjunction of each other.

Just to clarify I only mean the scripts. RDE's vehicles, meta changes, etc. are perfectly fine to use with LSPDFR.

Edited by dilapidated

HolyOrangeJuice

Members

7 minutes ago, dilapidated said:

 

 

Please see the comment from The Loot. Once you deactivate RDE you shouldn't have any issues using LSPDFR. If you want to play the vanilla game then reactivate RDE.
Think of it this way. These scripts aren't really meant to be used at the same time and serve two totally different purposes.
Use just LSPDFR if you want to roleplay as a cop. You wont need the SSR script which is meant to only function when you're playing as the 'bad' guys.
(turn off SSR = Control + F9)
In the future we may come up with a way of checking if LSPDFR is loaded and auto deactivate SSR when that happens. But really as I've said these scripts are polar opposites and aren't meant to run in conjunction of each other.

Just to clarify I only mean the scripts. RDE's vehicles, meta changes, etc. are perfectly fine to use with LSPDFR.

There is a popup that says hit CTRL + F9 to disable scripts. Is that the only thing someone has to do to make it work with LSPDFR. I'm using it for the content. Like the majority of people who use it. ITs awesome to have all this content that would take forever to mod in.

Though my plugins and what not are crashing left and right. I just played for hours on end two nights in a row testing this. Everything worked prior to RDE. Also the .xml are not writing properly as some have expressed. 

LSPDFR keeps crashing. Where would I find the log saying what happened? Is it the rage log?

billiarboy

Members

8 minutes ago, HolyOrangeJuice said:

There is a popup that says hit CTRL + F9 to disable scripts. Is that the only thing someone has to do to make it work with LSPDFR. I'm using it for the content. Like the majority of people who use it. ITs awesome to have all this content that would take forever to mod in.

Though my plugins and what not are crashing left and right. I just played for hours on end two nights in a row testing this. Everything worked prior to RDE. Also the .xml are not writing properly as some have expressed. 

LSPDFR keeps crashing. Where would I find the log saying what happened? Is it the rage log?

removed six star alltogether before playing.still got the memory issue

 

Just now, billiarboy said:

removed six star alltogether before playing.still got the memory issue

 

 

20 minutes ago, dilapidated said:

 

 

Please see the comment from The Loot. Once you deactivate RDE you shouldn't have any issues using LSPDFR. If you want to play the vanilla game then reactivate RDE.
Think of it this way. These scripts aren't really meant to be used at the same time and serve two totally different purposes.
Use just LSPDFR if you want to roleplay as a cop. You wont need the SSR script which is meant to only function when you're playing as the 'bad' guys.
(turn off SSR = Control + F9)
In the future we may come up with a way of checking if LSPDFR is loaded and auto deactivate SSR when that happens. But really as I've said these scripts are polar opposites and aren't meant to run in conjunction of each other.

Just to clarify I only mean the scripts. RDE's vehicles, meta changes, etc. are perfectly fine to use with LSPDFR.

 

Path to replace cars please?

RINGISKONG

Members

where is the location of vehicle meta's. i need to change the window tint

2 minutes ago, RINGISKONG said:

where is the location of vehicle meta's. i need to change the window tint

mods/update/update.rpf/x64/rde

17 minutes ago, billiarboy said:

removed six star alltogether before playing.still got the memory issue

 

 

 

Path to replace cars please?

 mods/update/update.rpf/x64/rde/rdevehicles.rpf

RINGISKONG

Members

Just now, TheMonotoneScone said:

mods/update/update.rpf/x64/rde

thanks

no thats where you replace cars

 

billiarboy

Members

1 minute ago, TheMonotoneScone said:

mods/update/update.rpf/x64/rde

 mods/update/update.rpf/x64/rde/rdevehicles.rpf

thank you

25 minutes ago, RINGISKONG said:

thanks

no thats where you replace cars

 

There is a vehicles.meta file in that folder, that has the vehicle metadata for rde

I've been getting memory errors after playing lspdfr for about 20 minutes and SSR is disabled

dilapidated

Members Author

(edited)

2 hours ago, billiarboy said:

removed six star alltogether before playing.still got the memory issue

 

 

 

Path to replace cars please?

Please post a picture of your scripts folder
Please post a picture of your game folder (I need to see all your ASI scripts and your GTA5.exe/GTA5Launcher.exe

Are you on the Gun Running update?

Edited by dilapidated

HolyOrangeJuice

Members

I can confirm that all my .xmls were never updated properly with the open iv installer. Extracting to see the individual scripts there are too many for me to figure out which ones I need. Either a patch to fix the installer or a detailed readme for manual install would help.

 

billiarboy

Members

4 hours ago, HolyOrangeJuice said:

I can confirm that all my .xmls were never updated properly with the open iv installer. Extracting to see the individual scripts there are too many for me to figure out which ones I need. Either a patch to fix the installer or a detailed readme for manual install would help.

 

Yes Same as well!

 

5 hours ago, dilapidated said:

Please post a picture of your scripts folder
Please post a picture of your game folder (I need to see all your ASI scripts and your GTA5.exe/GTA5Launcher.exe

Are you on the Gun Running update?

Restarted the computer and that fixed the issue for now, but when I replaced the cars not all , I got texture loss. Cop Holster crashes while on loading screen.

USAF merit spawns with no ped when called for back up!

MiniCrashReport_636380388465802019.rcrm

RagePluginHook.log

271590_screenshots_20170811040418_1.jpg

Is this not compatible with Gun Running?

jack adair

Members

(edited)

 

great mod but I cant spawn about half of the vechiels using simple trainer

 

Edited by jack adair

HarwoKing

Members

All the LSPDFR stuff i selected in the setup process don't and are not visible in the files, can someone please help?

 

R. Linn

Members

Hey cool there's an update(appreciate all the hard work).  Gotta deal with bugs that's how it goes hopefully they get ironed out.  Try and be patient.

43 minutes ago, HarwoKing said:

All the LSPDFR stuff i selected in the setup process don't and are not visible in the files, can someone please help?

 

Convert the .oiv file into a .zip file and you can find the config files there

billiarboy

Members

13 hours ago, dilapidated said:

Please post a picture of your scripts folder
Please post a picture of your game folder (I need to see all your ASI scripts and your GTA5.exe/GTA5Launcher.exe

Are you on the Gun Running update?

How do I get the hwaycop to spawn without boots,i tried every way in the ped menu?

Create an account or sign in to comment

Account

Navigation

Search

Search

Configure browser push notifications

Chrome (Android)
  1. Tap the lock icon next to the address bar.
  2. Tap Permissions → Notifications.
  3. Adjust your preference.
Chrome (Desktop)
  1. Click the padlock icon in the address bar.
  2. Select Site settings.
  3. Find Notifications and adjust your preference.