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The latest updated version of RAGE Plugin Hook, required to play LSPDFR, can be found inside the LSPDFR download. It is not currently available on the RAGE Plugin Hook website.

RPH Plugin Crashes Prior Go On-Duty | RPH or RageNativeUI Related

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  • Community Team

Hello,

(EDITED)

 

I've noticed there is an unavoidable crash after updated to the latest version of LSPDFR, RPH, and ScriptHookV, along with the GTA V update. 

 

This crash can be produced in the following method, regardless what other mods you have installed or removed:

After loaded into the game, before reporting to duty, freeroam around for a bit and wait; or manually active one of the plugins in the "Plugin" folder, then: 

  • One of the random plugins that are loaded in the "Plugin" folder will crash, then the next one will crash shortly after; eventrully LSPDFR.dll will crash (when all the other plugins are crashed in the "Plugin" folder), then the game will exist to desktop without error. 

 

I've completely and properly updated my game to the latest version, I was able to reproduce this crash all the time with and without any mods. (mods folder, additional script mods, etc)

 

Feel free to share your experiences if anyone else is having this issue. 

Edited by unitedOrange66
Details are less confusing

 

       -- LSPD - Collin Gregory - Police Officer III --

  • Author
  • Community Team
On 10/27/2022 at 9:09 PM, Cyan said:

Does it happen without Scripthook V in your game folder?

Thank you. I'll investigate further. 

 

Looks like it's one of the ASI Plugins causing this issue, I'll have to find out which one by process elimination. 

Edited by unitedOrange66

 

       -- LSPD - Collin Gregory - Police Officer III --

  • Author
  • Community Team

I wasn't able to eliminate any of the ASI Plugins. The issue was not caused by ScriptHookV nor its ASI Loader: dinput8.dll.

 

If any additional plugins are loaded prior to go on duty, those plugins will crash one at a time as long as the player is in-game. 

 

Furthermore, by tracking down the crash in RPH log, they all have this same error: "Attempted to read or write protected memory. This is often an indication that other memory is corrupt." 

 

I've tested everything I could. In this case, I think either RPH or RageNativeUI is responsible for causing this crash. 

Edited by unitedOrange66

 

       -- LSPD - Collin Gregory - Police Officer III --

  • The title was changed to Random Plugin Crashes Prior Go On-Duty | Possible RPH/RageNativeUI Related
  • Author
  • Community Team

Update:

 

Looks like I'm on the right track! This proves why plugins are crashing: https://www.lcpdfr.com/downloads/gta5mods/scripts/24264-stow-that-weapon/

Screenshot_1.png

Edited by unitedOrange66

 

       -- LSPD - Collin Gregory - Police Officer III --

  • The title was changed to RPH Plugin Crashes Prior Go On-Duty | RPH or RageNativeUI Related
  • Management Team
7 hours ago, unitedOrange66 said:

Update:

 

Looks like I'm on the right track! This proves why plugins are crashing: https://www.lcpdfr.com/downloads/gta5mods/scripts/24264-stow-that-weapon/

Screenshot_1.png

 

For context, the issue I found with RPH is that getting the Asset property of a Weapon is causing an exception. For instance, the below code snippet results in an AccessViolationException on line 3:

 

Ped ped = Game.LocalPlayer.Character;
var currentWeaponObject = ped.Inventory.EquippedWeaponObject;
var currentWeaponAsset = currentWeaponObject.Asset;
uint currentWeaponHash = currentWeaponAsset.Hash;
Game.LogTrivial(currentWeaponHash.ToString());

 

I use the asset property to then get the hash of the equipped weapon in my mod. Although I might be able to get around it, it's been so long since I made the plugin so I'm worried about breaking it even more. I think it's better to hope it can fixed on an RPH level at this point, although if not I can try to fix it myself.

 

Edit: looking into this more (and remembering why I did it this way) - you can only get the hash from a WeaponAsset or WeaponDescriptor, not from a Weapon directly. When I create the weapon to be stowed, it is creating a Weapon, so in order to compare it to the currently equipped weapon, which can be a WeaponDescriptor (ped.Inventory.EquippedWeapon) or a Weapon (ped.Inventory.EquippedWeaponObject), I need to get the hash of the stowed Weapon through the WeaponAsset.

 

Considering this is broken in the latest update, and I think there have been other issues with recent GTA updates as well, I wouldn't be surprised if something else is broken causing more crashing than usual from other plugins.

"Work and ideas get stolen, then you keep moving on doing your thing."

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