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Rebalanced Dispatch Enhanced 4.1.3

(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 4.1.3

Released

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

jsutton

Members

And also when I try to download this, my file is "corrupt"

jack adair

Members

(edited)

The realism team

When I try to launch the game with rhp it loads fine until it gets to the part where it loads the plugins when the game Fezzes and stops responding 

Not too sure if it is rde of lspdfr that is causing it to freeze so any help is great.

Edited by jack adair

BlaineBug

Members

Am I missing something or was the "older" version of the unmarked Stanier with the red rotating dash light left out for Sheriff?  I believe it was for BCSO, not for LSSD.

Other than that, I am loving the plethora of new cars that were added in 3.1!  K9, different Sheriff unmarked vehicles, etc. etc. etc.!

Jakedman21

Members

When I call for backup in LSPDFR, none of the addon cars respond, only the normal vehicles. I also made sure to install RDE over LSPDFR, so that the backup.xml file from RDE would overwrite the LSPDFR one. And I checked the lspdfr backup.xml option in the installation. What did I do wrong?

emptw1

Members

5 hours ago, jack adair said:

The realism team

When I try to launch the game with rhp it loads fine until it gets to the part where it loads the plugins when the game Fezzes and stops responding 

Not too sure if it is rde of lspdfr that is causing it to freeze so any help is great.

Are you having RHP automatically load plugins upon starting the game? Or do you do it manually?  If you have it done automatically, try telling RHP to start up without loading in any plugins, and then manually load them from the RHP console ingame.

 

I have an issue where if I manually load LSPDFR, no matter what it crashes the first time. If I then simply load the plugin again, immediately after it has crashed, then LSPDFR loads without any problems. It is very strange, and I suspect an issue with RHP.

BlaineBug

Members

1 hour ago, Jakedman21 said:

When I call for backup in LSPDFR, none of the addon cars respond, only the normal vehicles. I also made sure to install RDE over LSPDFR, so that the backup.xml file from RDE would overwrite the LSPDFR one. And I checked the lspdfr backup.xml option in the installation. What did I do wrong?

Same here.  The only time I see the added cars respond is when they do so automatically, not when I call for backup manually.

abecker221

Members

So after playing 20-30 my game always crashes. I have a clean mods folder. Only RDE is installed and I am playing the vanilla game, not LSPDFR. 

Here is my log, the error is unable to read in/out file. Game was working fine with tons of mods before I installed RDE so i'm not sure what's going on. Any help would be appreciated!

 

launcher.log

Singleton

Members

(edited)

is this compatible with EUP?

 

Edit: Found the answer (posted by dev reply a couple pages back on new release) - YES.

Edited by Singleton

Swarm3513

Members

Anyone else having the game hard crash while trying to spawn a vehicle throught RPH? Happens when RDE is the only thing in mods folder.

jack adair

Members

7 hours ago, emptw1 said:

Are you having RHP automatically load plugins upon starting the game? Or do you do it manually?  If you have it done automatically, try telling RHP to start up without loading in any plugins, and then manually load them from the RHP console ingame.

 

I have an issue where if I manually load LSPDFR, no matter what it crashes the first time. If I then simply load the plugin again, immediately after it has crashed, then LSPDFR loads without any problems. It is very strange, and I suspect an issue with RHP.

I have the issue as well where it crashes when it loads automatically but work when you load it through to rage consel

The Loot

Members

10 hours ago, BlaineBug said:

Am I missing something or was the "older" version of the unmarked Stanier with the red rotating dash light left out for Sheriff?  I believe it was for BCSO, not for LSSD.

No, the older BCSO Stainer was removed and replaced with an unmarked Buffalo and Seminole.

 

9 hours ago, Jakedman21 said:

When I call for backup in LSPDFR, none of the addon cars respond, only the normal vehicles. I also made sure to install RDE over LSPDFR, so that the backup.xml file from RDE would overwrite the LSPDFR one. And I checked the lspdfr backup.xml option in the installation. What did I do wrong?

For some reason. LSPDFR config files aren't being installed correctly. Open your OIV file in an archive program (change to zip if needed), find the files, and then install them manually.

BlaineBug

Members

4 hours ago, The Loot said:

No, the older BCSO Stainer was removed and replaced with an unmarked Buffalo and Seminole.

 

I loved that older Stanier...

4 hours ago, The Loot said:

For some reason. LSPDFR config files aren't being installed correctly. Open your OIV file in an archive program (change to zip if needed), find the files, and then install them manually.

 

That was correct, at least for backup.xml located within the LSPDFR folder.  Was not replaced with the RDE version for some reason.

 

However, what is the difference between the 2 backup.xml files located within the .oiv file?  One is in an FBI folder and the other is not.

 

Secondly and thirdly, where do dispatch.meta and custombackup.xml get inserted?

 

Many thanks!

willrs

Members

When people say that EUP is "compatible" with RDE does that mean that the A.I. cops will use custom outfits I have in EUP?

LobonESP

Members

(edited)

I can't change any anything about this mod, if I install something, my game crashes at startup and it tells me damaged game data, restart the system or reinstall the game... it's frustrating I've been doing this for 4 days and I've tried everything

Edited by LobonESP

dilapidated

Members Author

12 hours ago, willrs said:

When people say that EUP is "compatible" with RDE does that mean that the A.I. cops will use custom outfits I have in EUP?

No, RDE has developed its on peds. EUP uses MP peds based on those seen in RDE

 

11 hours ago, LobonESP said:

I can't change any anything about this mod, if I install something, my game crashes at startup and it tells me damaged game data, restart the system or reinstall the game... it's frustrating I've been doing this for 4 days and I've tried everything

Join our discord, you'll get quicker help there

Mariobelt

Members

Has anyone made a ped config where they don't use mark 2 weapons? 

germinus

Members

On 13/08/2017 at 3:58 AM, abecker221 said:

So after playing 20-30 my game always crashes. I have a clean mods folder. Only RDE is installed and I am playing the vanilla game, not LSPDFR. 

Here is my log, the error is unable to read in/out file. Game was working fine with tons of mods before I installed RDE so i'm not sure what's going on. Any help would be appreciated!

 

launcher.log

 

I am having the same problem my error log is identical to yours... Has anyone else had this???

abecker221

Members

4 hours ago, Officer L Francis said:

 

I am having the same problem my error log is identical to yours... Has anyone else had this???

Yeah still is happening for me and I still am using a clean mods folder with just RDE installed

germinus

Members

5 hours ago, abecker221 said:

Yeah still is happening for me and I still am using a clean mods folder with just RDE installed

 

I have also tried with a clean install since my last post and still the same issue, so until this is addressed I am rolling back to the old RDE.... A great shame but it's better than nothing I guess!

a788

Members

LSPDFR mode hunt prisoners, NPC sirens always open stop!

badass22

Members

I've a simple question: what motorbike is the LSPD motorcycle cop (s_m_y_copb_01) supposed to ride? Policeb? (to not confuse with the SAHP trooper)

charjf

Members

On 17/08/2017 at 3:59 AM, Officer L Francis said:

 

I have also tried with a clean install since my last post and still the same issue, so until this is addressed I am rolling back to the old RDE.... A great shame but it's better than nothing I guess!

 

On 16/08/2017 at 10:37 PM, abecker221 said:

Yeah still is happening for me and I still am using a clean mods folder with just RDE installed

If possible could both of you please join the new RDE discord. There is a support section there and we have dedicated members specifically there to help you solve problems.

Fitzydeluxe

Members

since i downloaded this my rhp crashes on startup. i can start the game up first and then launch rhp and it works but it then crashes if i try to load up a plugin. if i delete scripthook i can load them but then things like liverychanger and stuff dont work. is there a way where i can play lspdfr and have scripthook at the same time?

BlaineBug

Members

Just curious because my anal behavior must know...is there any particular reason why the Highway Patrol Stanier does not use the same engine sounds as any other Police Stanier?

The Loot

Members

(edited)

On 8/20/2017 at 5:50 AM, badass22 said:

I've a simple question: what motorbike is the LSPD motorcycle cop (s_m_y_copb_01) supposed to ride? Policeb? (to not confuse with the SAHP trooper)

That's an unimplemented ped (along with one or two others) slated for use in the future, so there's no vehicle currently for them to use.

 

9 hours ago, BlaineBug said:

Just curious because my anal behavior must know...is there any particular reason why the Highway Patrol Stanier does not use the same engine sounds as any other Police Stanier?

For the siren sound; the setting is unfortunately linked to all vehicle sounds.

Edited by The Loot

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