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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.

LSPDFR 0.5.0

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I love LSPDFR I play it religiously, I can't play GTAV without LSPDFR. I make YouTube videos of LSPDFR. Best mod there is for GTAV! I was wondering if there will be a LSPDFR v0.5.0 soon or are the updates just going to be compatible updates for GTAV updates?

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  • There is a new version of LSPDFR in the works, the compatibility updates are based on the maintenance branch. What specifically would you like to see in a LSPDFR 0.5?

  • UnknownBastion
    UnknownBastion

    This has been covered before. It's kinda hard to fix this when GTA V's ai is braindead to begin with. The only thing I can think of is something similar to that mimic feature that Albo1125 had in

  • neversober81
    neversober81

    @CyanI think adding some of the core Ultimate Backup and Stop The Ped features to LSPDFR would be a good idea. I think that result of the way the plugins have been managed, and now not updated for ove

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  • Management Team
  • Popular Post

There is a new version of LSPDFR in the works, the compatibility updates are based on the maintenance branch.

What specifically would you like to see in a LSPDFR 0.5?

@Cyan have AI K-9 units respond as backup and patrol randomly around also they command the Ai dog just like a player

 

I would like to have more immersion like collecting pay or returning evidence and writing report on

What,Where,Who’s, and it gets added to Court Case For like Compute Lite or Something 

 

Also Assorted Callouts for Departments/ Jurisdictions 

because I hated having Every type of callout and requested across the map

 

Detective Work System for Investigation like “Core Evidence V2” From FiveM and collecting and dropped off like stated Above 


 

Edited by Deputy kei

Deputy kei

  • Author

@Cyan Be able to prevent jailbreaks if I wanted to do security in a police station or a prison. Also better AI pullovers when you blip them for a traffic stop it's okay now but still could be improved. 

  • Community Team
3 hours ago, trainguy gaming said:

Also better AI pullovers when you blip them for a traffic stop it's okay now but still could be improved.

This has been covered before. It's kinda hard to fix this when GTA V's ai is braindead to begin with.

The only thing I can think of is something similar to that mimic feature that Albo1125 had in order to force the cars over even more by following you.

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  • Author

@CyanAlso be able to earn money from each callout

On 2/10/2023 at 4:24 PM, trainguy gaming said:

@Cyan Be able to prevent jailbreaks if I wanted to do security in a police station or a prison. Also better AI pullovers when you blip them for a traffic stop it's okay now but still could be improved. 

@cyan Also be able to earn money from each callout

@Cyan No clue if these features are possible or already exist, but here are my ideas:

 

Tricky Foot Bails

If the suspect vehicle receives extensive damage or the pursuit is prolonged, they could pick a specific location to foot bail. For example, if they happen to approach a metro station or a tight alleyway, the occupants could run toward that direction. If not on their toes, the player could easily lose the suspects.


Similarly, the vehicle could temporarily stop to allow their passenger to foot bail while the driver continues. It might also work vice versa, as the driver could exit their vehicle and surrender to police, but the passenger takes the wheel. This scenario would be hectic especially with more occupants.

 

Traffic Stop Reactions

Drivers could act disobedient once a traffic stop is initiated. To elaborate, they could slam their breaks and exit their vehicle, subsequently yelling obscenities. Also, they could approach the officer or simply walk away from their vehicle.

 

Likewise, a paranoid passenger could flee from the traffic stop or go on the offensive, so a pursuit would start. Meanwhile, their driver could surrender or flee. This would add even more uncertainty to 'routine' stops.

 

Conclusion

As I conclude, my idea is that these events would be fairly rare, so they're not ridiculously repetitive. If not a priority for the FR team, it would be interesting to see plugin developers pick these up, as they might be interested in these scenarios. I would love to see a similar implementation.

 

Lastly, being an avid LSPDFR player, thank you and the team for such an amazing modification!

Edited by Corrupt412
corrected a typo

  • Community Team
5 minutes ago, Corrupt412 said:

my idea is that these events would be fairly rare, so they're not ridiculously repetitive

Love the ideas! Another option instead of them being rare would be to give them a setting in the lspdfr.ini that can increase or decrease how often they happen (or even to disable them altogether if someone didn't want to use them).

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Just now, UnknownBastion said:

Love the ideas! Another option instead of them being rare would be to give them a setting in the lspdfr.ini that can increase or decrease how often they happen (or even to disable them altogether if someone didn't want to use them).

Thank you! Yes, making it configurable within the lspdfr.ini is a good idea. 

@CyanI think adding some of the core Ultimate Backup and Stop The Ped features to LSPDFR would be a good idea. I think that result of the way the plugins have been managed, and now not updated for over a year, dependency on UB and STP isn't good.

 

I think the most important features that should be a part of LSPDFR are having backup stick around a scene until you're finished, having some basic form of ped interaction menu and having an LSPDFR equivalent of the STP context menu.

 

With having backup stick around, obviously there should be a way to dismiss individual units or all the units, but I think that the LSPDFR team would be able to come up with some good ideas for how backup should respond to the player and the situation while on scene, basically having backup responding more dynamically to their environment, and not just standing there and copying the player's every move. As regards backup, I also agree with @Deputy kei's suggestion for ambient and backup K9 units.

 

Secondly, with a basic form of ped interaction menu, I envisage all the features that base LSPDFR allows when interacting with a ped to just be incorporated into a simple menu. I don't think that having every last feature that STP offers be incorporated into base LSPDFR is necessary, I think that an API (or something, idk code) that easily allows the community to add different features to this menu would be a better idea.

 

Thirdly, I think an LSPDFR equivalent of the context menu (i.e. a scene menu) would be a good idea, if you were to incorporate key UB/ STP features into LSPDFR. It could possibly even be under the same keybind as the ped interaction menu, with a selection at the top for 'Ped Interaction' or 'Scene'. Key features of such a menu would be the ability to call a towtruck and call a coroner. It would be good as well to have any service be able to be customised in a data file. Again, I think that including the minimum amount of features that is necessary for decent gameplay would be enough, with the community being able to add extra features that they would like to see.

 

Finally, thank you to the all LSPDFR team for all your hard work developing LSPDFR and keeping it up to date, and maintaining this website. Thank you also for taking the time to read my message!

Happy to hear another version is in the works, there are a few things I would like to see improved upon if at all possible.

 

It would be nice to see the 'Close Nearby Roads' feature expanded a bit further with more options, being able to select which road or roads for example near to you in a menu  rather than just block of a whole junction. Often times I've found you have to guess which roads the traffic will turn away from depending where you're located, having markers/blips indicating where on the map would be helpful for the player.  Other options like being able to block traffic with your police car and place barriers for scene control (e.g. after a pursuit) would be nice to have to prevent the AI from having a meltdown and running the player or everyone else over.

 

The police AI could also do with some improvements, I've noticed they have a hard time getting around AI traffic without crashing into them and sometimes taking too long to stop as they approach a corner or myself and other units. Maybe this is caused by how fast the pursuits are in LSPDFR, I'm not 100% sure.

 

Lastly, a complaint I have with the backup in this mod is sometimes they often despawn especially if you're in the county. If you're a distance away from the pursuit and there are already other AI units pursuing, I don't think they should despawn that easily. Maybe some feature like 'Backup Persistence' could be useful where units will only despawn till either the suspect gets away or they're caught by AI units/player. 

 

Thanks for the regular updates in maintaining this and I look forward to future announcements regarding a LSPDFR 0.5.

 

 

Edited by Tom S

  • Community Team
15 hours ago, Tom S said:

The police AI could also do with some improvements, I've noticed they have a hard time getting around AI traffic without crashing into them and sometimes taking too long to stop as they approach a corner or myself and other units

Sadly, this is just GTA V AI. There isn't exactly much they can do to improve this.

Other than that, those are some pretty solid ideas!

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I definitely agree that improving road closures would be nice. Expanding on the idea of incorporating UB/STP features, an option to hold backup units at a specific location would be cool, as it could assist with scene control. As mentioned, it might be good to reduce dependency on those plugins.

 

Also, this is a trivial issue, but it would be nice to disable vehicles yielding to traffic stops. Particularly on smaller roads, I've noticed that vehicles slightly shifting to the left can collide with opposing traffic. An option to configure that feature within the lspdfr.ini would be much appreciated. Please correct me if I am wrong, but I've been told that is a native LSPDFR feature.

 

Thank you again for reading my ideas!

  • Community Team
1 hour ago, Corrupt412 said:

Also, this is a trivial issue, but it would be nice to disable vehicles yielding to traffic stops. Particularly on smaller roads, I've noticed that vehicles slightly shifting to the left can collide with opposing traffic. An option to configure that feature within the lspdfr.ini would be much appreciated. Please correct me if I am wrong, but I've been told that is a native LSPDFR feature

I know that StopThePed utilizes a "slow down" feature that slows traffic without it getting stuck behind the vehicles. But the problem is, even with that in place as a native LSPDFR function, the GTA V ai is still going to act poorly if the vehicles are too far out from the shoulder. It's just how it was designed.

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On 2/14/2023 at 4:20 AM, UnknownBastion said:

But the problem is, even with that in place as a native LSPDFR function, the GTA V ai is still going to act poorly if the vehicles are too far out from the shoulder. It's just how it was designed.

I don't know if you understood my message. If you did, my apologies. But I'm referring to the LSPDFR feature which slightly moves over traffic once the player initiates a vehicle pullover. My request is to make it configurable because I don't like it in certain areas. I removed StopThePed and the same thing happens, so I assume it is already a native function.

Edited by Corrupt412
added clarification

  • Community Team
19 hours ago, Corrupt412 said:

But I'm referring to the LSPDFR feature which slightly moves over traffic.

I'm going to need a further explanation, because I don't quite understand.

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On 2/16/2023 at 2:00 PM, UnknownBastion said:

I'm going to need a further explanation, because I don't quite understand.

Whenever I initiate a traffic stop and exit my vehicle, traffic moves slightly over into the center. While on small roads, I've had traffic smash into each other, and I find it a little unnatural on the freeway. I'm not sure if that is a native LSPDFR function or the aforementioned UB/STP feature. I hope this clarifies it. Sorry for the confusion.

Screenshot (1030).png

  • Community Team

You can simply test this by going into Plugins and renaming LSPDFR to _LSPDFR. Test by conducting a traffic stop and see how the ai reacts.

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