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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

BigDeluxe

Members

On 5/4/2016 at 10:53 AM, Yard1 said:

Have you used the gameconfig.xml linked to in description (under IMPORTANT)?

This seems to have fixed the issue. Thank you for helping an illiterate noob like me m8, customer service= 8/8

BigDeluxe

Members

(edited)

i want to spawn a gresley, how can has this?:tongue:

 

FIGURED IT OUT 

Stole a police gresley from another cop and saved into my vehicle spawner on Enhanced Trainer. Now the Gresley is forever my bae cop car! :smile:

Edited by BigDeluxe

Zetufe

Members

 

Why the police attack birds? This is very disturbing

Riley24

Members

Crashes my game on startup, any help?

Ned228

Members

Hi I am having a problem with custom cars in this mod. I have installed them into the RDE RPF. like the readme said. how ever the addon cars don't all show up. and they have missing textures. for the interior. They all worked fine without the mod installed. Some of the cars i have replace Vanilla  cars and some are addons. If any one knows what i did wrong please let me know

thanks 

Capricorned

Members

Hello guys

My game crashes everytime on the same place(right after second picture at loading screen shows up) I have these mods installed: LSPDFR 0.3.1, CustomBackup 2.2.1 and Realism Dispatch Enhanced 2.2.1. The first 2 mods worked without any troubles(one single crash from LSPDFR but worked again right after). So the problem seems to be with RDE. I installed it with the Package installer from OpenIV AND moved the "scripts" folder manually. And i only installed files from the first 2 folders of the RDE Modification. The other 3 folders are flagged with "(optional)". I also tried starting the Rage Plugin Hook as Administrator - didn't help either.

Does anyone have the same problem or maybe already a solution? Thanks for help and sorry for my bad English!


Crash report from RAGE Plugin Hook on Pastebin

Ned228

Members

Try downloading the gameconfig.xml and the latests script hook dot net linked at the mod download page

AllenKennedy

Members

23 hours ago, Ned228 said:

Hi I am having a problem with custom cars in this mod. I have installed them into the RDE RPF. like the readme said. how ever the addon cars don't all show up. and they have missing textures. for the interior. They all worked fine without the mod installed. Some of the cars i have replace Vanilla  cars and some are addons. If any one knows what i did wrong please let me know

thanks 

This is an issue I have occasionally, sometimes the cars won't spawn, may I ask, what graphics card are you running? (please include the amount of VRAM you have also.)

Ned228

Members

(edited)

I am running an Nvidia GeForce 840m with 2 gigs of vram. How ever all of my cars spawned before installing rde. I transferred them over to the rde Rpf and then they would not spawn at all or incorrectly with missing textures. Do you think my graphics card could be the issue. 

My game is also crashing frequently in Vinewood with both lspdfr and rde running. This does not happen any where else that I have found. 

Edited by Ned228

AllenKennedy

Members

(edited)

1 hour ago, Ned228 said:

I am running an Nvidia GeForce 840m with 2 gigs of vram. How ever all of my cars spawned before installing rde. I transferred them over to the rde Rpf and then they would not spawn at all or incorrectly with missing textures. Do you think my graphics card could be the issue. 

My game is also crashing frequently in Vinewood with both lspdfr and rde running. This does not happen any where else that I have found. 

it sounds like you didn't replace the cars correctly, I had an issue when replacing a police bike one time, the textures were all weird, because the bike model was taking textures from the base game's .rpf archives. Try replacing it in both RDE and the regular game's .rpf archives, as some RDE vehicle models borrow textures from the base game's /rpf archives, which can cause compatibility issues with some models. (Note: only replace in both archives if the vehicle you are replacing was originally in the game to begin with, and not added by RDE)

Edited by AllenKennedy

BigDeluxe

Members

what are the ped model names for the added the LSPD Detectives? I need to change the ones the CSI script uses in the Police Toolbox mod. 

Yard1

Friends of LSPDFR Contributor

31 minutes ago, BigDeluxe said:

what are the ped model names for the added the LSPD Detectives? I need to change the ones the CSI script uses in the Police Toolbox mod. 

s_m_m_dick_01

BigDeluxe

Members

4 minutes ago, Yard1 said:

s_m_m_dick_01

thanks

14torre

Members

I am having trouble getting this mod to work. It keeps crashing my game at the title screen. I have used it for a long time with no issues but know it keeps crashing. I have reinstalled it several times. If anyone can please help.

Ned228

Members

Try downloading the two files linked under the important heading in the download page. This should fix the crashing. It did for me. 

14torre

Members

On 5/17/2016 at 10:36 PM, Ned228 said:

Try downloading the two files linked under the important heading in the download page. This should fix the crashing. It did for me. 

Thank you that worked.

Ned228

Members

It appears that hwaycar2 has two light bars on it. A modern on and old one. Would it be possible to remove the old one. As I do not think that it fits in with the timeframe of Gta v

Yard1

Friends of LSPDFR Contributor

15 hours ago, Ned228 said:

It appears that hwaycar2 has two light bars on it. A modern on and old one. Would it be possible to remove the old one. As I do not think that it fits in with the timeframe of Gta v

It does, those kinds of light bars are still used by CHP today, although they are being replaced by the new ones.

SquaredSpekz

Members

How do I spawn the new vehicles or existing ones with the new liveries?

amg433

Members

Can I install this without getting rid of my modded police cars? I don't want to use the vanilla police cars.

Ned228

Members

(edited)

Yes you can. Just install them into the rde dlc Rpf with openiv. in mods/update/x64/dlcpacks/rde/dlc.rpf like you would install them normally. File like carvariations.meta and vehicles mets you would merge them with the ones from rde by opening them up in a text editor copying the lines for your custom vehicle and putting them in to the rde file of the same name 

Edited by Ned228

Ned228

Members

the game crashes when using the low end gameconfig.xml. works with the fix linked on the download page but My frame rates are poor. If any one knows how to fix this please let me know.

thanks

Deactivated Member

Deactivated

Hey there!

Very cool mod but I am having a problem.

I install the add-on method using OIV package installer but my game crashes during boot-up, I tried chaging the gameconfigs.xml, is there something Im missing? Or am I lacking enough memory for this mod (Im using 8.0GB)

Thanks,

Elec

AlexVonShep

Members

14 hours ago, Ned228 said:

the game crashes when using the low end gameconfig.xml. works with the fix linked on the download page but My frame rates are poor. If any one knows how to fix this please let me know.

thanks

Buy a better PC.

Seriously, reduce your game settings or install mods like "GTA V for Low-end PCs".

AllenKennedy

Members

13 hours ago, Electrinity said:

Hey there!

Very cool mod but I am having a problem.

I install the add-on method using OIV package installer but my game crashes during boot-up, I tried chaging the gameconfigs.xml, is there something Im missing? Or am I lacking enough memory for this mod (Im using 8.0GB)

Thanks,

Elec

Try starting the game in safe mode, and see if the problem persists

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