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Daimyo's RPG Mod Pack - Community Edition

Featured Replies

 

vdos.png

Included in this community mod pack are a collection of my mods that have never been released until now.

Have or know a mod that will go well with this mod pack? Gain permission of the mod creator or contact me (if its your mod) and I will add it in if it fits in or community votes it in.

 

Introduction:

 

Hey everyone, like many of you, I instantly fell in love with LCPDFR and GTA IV modding.  Over the past 4+ years, I have seen some amazing RPG focused mods and I have been working on a collection of my own mods that focus more on these same RPG elements in multiplayer(these work in SP too).   You'd find some of these same RPG elements in older mods such as SAMP/MTA. 

 

Most of my mods were never really finished and more for just myself and my personal enjoyment in development.  However, I always came back to them, always adding and polishing for a better multiplayer experience.  Then they would just sit buried away on my backup hard drive until the next visit.  With LCPDFR 1.0 around the corner and most of my mods being close to finished, I've decided to finally get to releasing them while adding last minute touches and polishing for a more proper release. 

 

With inspiration, support, and permission from other modders, I have compiled and modified community mods to work along-side my mods/other popular mods, while adding more functionality and multiplayer compatibility to some of those mods with a bigger scope in mind.  Some of these community mods are simply recommended with INI changes.

 

 

Whats so unique about this mod pack?

Well for starters, most of my scripts and the community modified ones use a persistent autosave functionality, saving all your characters/cars/inventory items/weapons etc. so you never have to use a bloated trainer again while getting back into a game is as easy as pressing CTRL + SHIFT + ALT + L.  If you add in all the mods combined, and much focus on improvements/compatibility fixes in multiplayer, you essentially can play LCPDFR/Anything Cooperatively/Versus online with friends, while having RPG/realism elements that never lose immersion from a trainer/other elements.

 

Are these solely to be played with LCPDFR and mods alike?

No, but keep in mind, I created my scripts/modified community ones with the intention of playing it alongside LCPDFR and popular mods alike in multiplayer with better multiplayer compatibility and stability.  However, most of these can be used in singleplayer and for whatever other mods you want to use them with.

 

Will you add more mods to the mod pack?

Yes, I had plans to add more, but its very time consuming and permission must be granted by the author.  Know a mod that would go well with these mods in multiplayer?  Contact the creator and let me know, Ill add it accordingly if it fits in with these mods.

 

Changelog v1.2.2b:

-EverythingCar:

    -New:

        *Ability to change ammo transfer amount (default RShiftKey + left/right arrow)

        *Customizable vehicle display menu controls are now shown in INI file

    -Fixes:

        *Changing ammo transfer to greater than 10 would bug out when placing ammo in vehicle, allowing you to dupe ammo

        *EverythingCarSaves.INI save file was showing improper weapons/ammo, this should now be fixed

        *Other fixes/adjustments to the code

    -Known Issue

        *When storing grenades/molotovs, the vehicle display menu sometimes shows all stored weapons at 0(ammo shown is fine), extracting ammo/weapons or removing grenades/molotovs fixes this.

 

 

 

Changelog v1.2.1b:

 

-PersistentPersons

    *Voice now set according to character skin when player loads previous character or uses PersistentPersons "Insta-Cop" function to choose a police skin

        #If using this mod for other means and not policing, simply save the character and load it to set default voice of that character

        #Default voice works for ANY skin, not just police, as long as you use save the character and then load it,

    *All official police uniform skins (not security/body guards etc) will give a voice preview when using "Insta-Cop" or when loading a official police skin

 

 

Changelog v1.2b:

-Fast/Easy ModPack Installer Included (save files will not be overwritten, INI/Mod files can be individually evaluated to overwriting)

-Recommended Realistic Car/Handling Damage installer with backup files

-PublicHostGame v1.1.1

    *Global Controls Image updated with PersistentPersons walk key added (possible other control additions)

-PersistentPersons v1.1

    *Walk mode available in Multiplayer (check INI for controls, default CAPSLOCK + movement keys)

    *Arrest reward system enabled with tweaks and INI customizable settings

-BleedHeal v1.1

    *Bleed heal animation mechanics more usable

    *Animation mechanics more compatible with walking animation used in PersistentPersons script (Health Limit Parameters in both INIs must be the same)

 

 

Changelog v1.1b:

-PublicHostGame:

*Updated Global Controls Menu for EverythingCar wrong/missing entries

-EverythingCar:

*Fixed cars not spawning in singleplayer on load (this was already fixed, uploaded wrong file)

*Fixed INI control for placing weapon in trunk, was CTRL + T, now its Shift + T

 

 

 

Mod Pack List + Descriptions (in no particular order):

 

PublicHostGame:

*Global Mod Pack Controls Display Menu included, in-game use: SHIFT + ALT + M  (both controls/image can be modified)

 

 

----------------------------------------------------

-    PublicHostGame 1.0

-    Mod by: Daimyo21

-    contact: daimyo21mods@gmail.com

-    Works in Multiplayer Only

----------------------------------------------------

 

Changelog v1.1.1:

-Global Controls Image updated with PersistentPersons walk key added (possible other control additions)

 

 

Changelog v1.1:

-Updated Global Controls Menu for EverythingCar wrong/missing entries

 

PublicHostGame 1.1 is a script written to host public games privately in a p2p multiplayer environment

 

Who is PublicHostGame for?

    -PublicHostGame is for organized groups of friends/clans/random people that want to host public games without

    having to rely on inviting constantly.  This is also great for organized events.

 

 

How does PublicHostGame work?

    -PublicHostGame uses a PublicHostPlayerList.ini file that can be opened with notepad where player names could be added(Windows Live Names are Case Sensitive)

    that are verified to join the public game.  All other players who join, will be kicked.

 

What if the host crashes in multiplayer?

    -In a p2p multiplayer environment like GTA IV, if one player crashes, another host is randomly elected, this means that

    everyone in multiplayer must have the same PublicHostPlayerList.ini file and must be running PublicHostGame 1.0

    If you have an extra computer to act as a server and solely run this script (certain/more scripts = eventual crash) there is an optional dedicated mode

    that pauses the game and blackens the screen, keeping the player in-game and as host the entire time.

 

Cant someone in the group/event be a troll and remove everyone from the PublicHostPlayerList.ini file, kicking everyone when he/she becomes host?

    -Yes, however, upon becoming the host, the host announces to the server multiple times that he/she is host before the auto-kick functionality begins

 

 

Features:

-Ability to publicly host a game without the need to constantly invite your friends/group members

-Auto kick functionality kicks anyone who is not authorized to be in the game, this can be toggled off/on

-Manual kick functionality allows current host to cycle through names and kick accordingly

-Dedicated Mode for those who want to solely dedicate a computer and run this script solely on it

    *This mode does not require others to have PublicHostGame script unless this person crashes which is very unlikely if just running this script

    *If in dedicated mode, console >> reloadscripts is require if the list is updated for 24/7 servers

    *Host in invisible and invincible in dedicated mode

-In-game cleanup script that deletes all pedestrians(not players), vehicles, and objects.

    *This cleanup script is used when newly spawned peds, vehicles, objects begin to freeze in the air and become

    rock solid, usually resulting in restarting the multiplayer session for everyone

    *GTA IV MP has a max number of objects/peds/vehicles that can be spawned in at once, instead of restarting

     your multiplayer game, simply tell everyone to save their game(if your using persistent scripts), run the cleanup, and tell everyone to reloadscripts (if necessary).

-Optional Customizable Global Controls Menu for Community ModPack

 

REQUIREMENTS:

    Since the Host will be passing on from player to player,

    In order for this script to work properly, EVERYONE in the group

    must have it with identical PublicHostPlayerList.ini files

    (PublicHostPlayerList.ini files can easily be shared via dropbox)

    This is assuming there is not one person dedicating a computer entirely to hosting (and not playing)

  

 

 

 

Persistent Persons:

 

 

Update v1.1

 

 

Update v1.1.1

 

 

----------------------------------------------------

-    Persistent Persons 1.0

-    Mod by: Daimyo21

-    contact: daimyo21mods@gmail.com

-    Works in Multiplayer and Singleplayer

----------------------------------------------------

 

Changelog v1.1.1

-Voice now set according to character skin when player loads previous character or uses PersistentPersons "Insta-Cop" function to choose a police skin

    *If using this mod for other means and not policing, simply save the character and load it to set default voice of that character

    *Default voice works for ANY skin, not just police, as long as you use save the character and then load it,

-All official police uniform skins (not security/body guards etc) will give a voice preview when using "Insta-Cop" or when loading a official police skin

 

Changelog v1.1

-Walk mode available in Multiplayer (check INI for controls, default CAPSLOCK + movement keys)

-Arrest reward system enabled with tweaks and INI customizable settings

 

Persistent Persons mod is a script that keeps your character persistent so you can get

back to policing in GTA IV after a crash, script crashing, or simply continue from a successful night of patrolling.

It was essentially made for LCPDFR, but has no restrictions on what to be used for(SP or MP).

 

 

Persistent Persons Features:

-Save character feature that saves:

    *All weapons and ammo amounts on character

    *Player skin

    *Health and Armor

    *Money on character

    *Player Position in the world

-Walk in multiplayer!

-Arrest Reward system that rewards players money for using LCPDFRs arrest system (change reward amounts in INI)

-Simple and fast police skin selector, (No need to use a bloated trainer, or run to the police station)

-Auto Save feature that will continually save every X amount of seconds set by the player

-Force Save feature so you can save on the spot

-Auto Load feature that will load your character data when script loads

-Customizable Controls/Settings

 

 

 

 

 

Everything Car:

 

----------------------------------------------------

-    EverythingCar

-    Mod by: Daimyo21

-    contact: daimyo21mods@gmail.com

-    Works in Multiplayer and Singleplayer

----------------------------------------------------

 

Changelog v1.2b

-New:

    *Ability to change ammo transfer amount (default RShiftKey + left/right arrow)

    *Customizable vehicle display menu controls are now shown in INI file

-Fixes:

    *Changing ammo transfer to greater than 10 would bug out when placing ammo in vehicle, allowing you to dupe ammo

    *EverythingCarSaves.INI save file was showing improper weapons/ammo, this should now be fixed

    *Other fixes/adjustments to the code

-Known Issue

    *When storing grenades/molotovs, the vehicle display menu sometimes shows all stored weapons at 0(ammo shown is fine), extracting ammo/weapons or removing grenades/molotovs fixes this.

 

 

Changelog v1.1b

-Fixed cars not spawning in singleplayer on load (this was already fixed, uploaded wrong file)

-Fixed INI control for placing weapon in trunk, was CTRL + T, now its Shift + T

 

EverythingCar is a script that adds more functionality and depth to cars while making

cars persistent in multiplayer (should work in singleplayer just the same, report otherwise!)

 

This script was originally intended to add depth for LCPDFR policing vehicles but can be used for anything

 

Features:

 

-Save up to 4 cars in multiplayer(or SP) that will save weapons/ammo/damage persistently and automatically (see INI file for controls)

-Seatbelt on/off so you wont fly out the window during crashes

-Lock doors/Set Alarm in and out of the vehicle to avoid those darn thieves! (broken window sets off alarm but makes that certain door unlocked)

-Store weapons and ammo in vehicle (this is great if using the weapon weight mod!)

-Openable trunk/hood within or outside of vehicle (my PvPWanted script syncs this feature in multiplayer)

-Repair engine and tires of vehicle, and body for a fee specified in INI

-Airtime functionality when taking big jumps and landing on tires, causing them to pop like in real life (must land on all 4 tires, this sometimes doesnt work)

-Optional: Police can search civilian players trunk of vehicles for weapons (unfinished, possibly broken)

 

 

 

Food Mod:

 

----------------------------------------------------

-    FoodMod 1.0

-    Mod by: Daimyo21

-    contact: daimyo21mods@gmail.com

-    Works in Multiplayer and Singleplayer

----------------------------------------------------

 

FoodMod 1.0 is a script that simulates hunger/thirst and allows the purchasing of

food/drinks/medpacks in multiplayer at all vendors and hospitals (except hotdog stands).

It also has a basic inventory system and also allows you to enter any safehouse in multiplayer (For RP/Persistent WeaponStorage by AngryAmoeba benefits from this)

 

-What makes this different from similar mods?

    I believe the functionality is more solid compared to others and solely intended for multiplayer, but lacks in UI/variation.

 

-Why was it intended for multiplayer?

    Playing LCPDFR with friends and earning money felt robotic and artificial with trainers etc.

    This gives adds an RPG element and necessity to spend money earned/do other tasks while on your police adventures or any adventures

 

FoodMod Features:

-Basic food/water needs based on individual time bars (red = hunger, blue = thirst) on bottom left screen.

-When dehydrated/hungry, you will slowly lose health and begin to stumble (stumble may only happen if ragdoll bullets mod/lcpdfr hardcore is installed)

-Every location that serves food/drinks in Singleplayer (except for hotdog stands) will now serve food/drinks in Multiplayer (blips included!).

-All enterable/non-enterable hospitals now sell medpacks in the size of small, medium, and large.

-Store Food/Drinks/Medpacks in your own Persistent Personal Inventory (on your character) Limit of default 9 slots total, items are stackable.

-Checkpoints that allow you to go into any safehouse in multiplayer that you normally wouldnt be able to reach (youll be teleported)

    *Example:  Algonquin east side safehouse has an elevator, walk in the elevator and get teleported to top, store weapons in apartment with Persistent WeaponStorage by AngryAmoeba (All in multiplayer)

-Customizable options to change food/drink timers, dehydrated/hungry damage modifiers, as well as other controls and functions

-Auto-save functionality and force save functionality to keep your items persistent

-PvPWanted script has option to allow you to rob these vendors by holding down R while in a store (unfinished/possibly broken, report otherwise)

 

 

 

MPBlips:

 

 

4-5 month old commentary video showing MPBlips and Bleed and Heal:

 

----------------------------------------------------

-    MPBlips 1.0

-    Mod by: Daimyo21

-    contact: daimyo21mods@gmail.com

-    Works in Multiplayer Only

----------------------------------------------------

 

Intro: In Freeroam blips can either be on or off with every other blip mode broken, this is where MPBlips comes in!

 

MPBlips 1.0 is a multiplayer-only script specifically written to work alongside LCPFR for both PvP or PvE, but can be used for other means of play online.

 

What does it do?

    -Its first intent is to make blips more interesting and dynamic by highlighting player cops and civilians as

    Blue or Red dots with many different conditions, shapes, and animations.

 

Features:

-Custom Blips of players in Police(blue) and Civilian(red) skins

-Blips dynamically change based on conditions such as (more detailed conditions at bottom):

    -Smaller blue/red circular blip to show the cop/civilian is on foot

    -Large red Square Blip if civilian is in a vehicle

    -PatrolCar blip for cops in a vehicle

    -Flashing red and blue blip for cops only with sirens active

    -Wanted blip for civilians that are wanted, the higher the wanted level, the farther the blip

    can be seen (max stars and the blip begins to flash and show anywhere on the map)

    -Police and civilians see each other differently based on conditions like wanted level,

    sirens, shooting, field of view (meaning if you look left, you'll see a blip that you didnt before, if in range)

    -Cooperative condition blips between police so this script can be used with LCPDFR etc.

    

Detailed Conditions:

 

###Police###:

-Cops see other cops within 150 meters always

-Cops see other cops within 200 meters while other cop is in vehicle

    * +50 meter bonus if your siren is on.

    * +100 meter bonus if your siren AND the other cops siren is on for a total of 300 meter blip range

    

-Cops see civilians if within

    *250 meters if speeding above 60mph | OR shooting, | OR wanted level is 1

    *120 meters if civilian is: on the cops screen (or field of view)

    *180 meters if civilian is: on the cops screen | AND in car

    *200 meters if civilian is: in vehicle | AND is on the cops screen | AND cop is in a vehicle

    *250 meters if civilian is: in vehicle | AND is on the cops screen | AND cop is in vehicle | with sirens active

    *150 meters if civilian is: NOT in vehicle | AND is on the cops screen | AND cop is in a vehicle

    *180 meters if civilian is: NOT in vehicle | AND is on the cops screen | AND cop is in a vehicle | with sirens active

    *400 meters if civilian has: a wanted level of 2

    *500 meters if civilian has: a wanted level of 3

    *600 meters if civilian has: a wanted level of 4

    *850 meters if civilian has: a wanted level of 5

    *infinite meters if civilian has: a wanted level of 6 (basically anywhere on the map)

    

###Civilians###:

-Civilians see cops within:

    *50 meters always

    *100 meters if cop is: on civilians screen (field of view)

    *150 meters if cop is: in vehicle with siren on

    *200 meters if cop is: shooting

    

-Civilians see other Civilians within:

    *60 meters always

    *100 meters if other civilian is: on screen (field of view)

    *300 meters if other civilian is: shooting OR | other civilian wanted level is 1

    *350 meters if other civilians wanted level is 2

    *400 meters if other civilians wanted level is 3

    *550 meters if other civilians wanted level is 4

    *700 meters if other civilians wanted level is 5

    *infinite meters if other civilians wanted level is 6 (from anywhere)

  

 

 

 

PvP Wanted:

 

----------------------------------------------------

-    PvP Wanted 1.0

-    Mod by: Daimyo21

-    contact: daimyo21mods@gmail.com

-    Works in Multiplayer Only

----------------------------------------------------

 

PvP Wanted 1.0 is a script that adds several features and functions and is made ONLY for multiplayer

and intended to be played alongside LCPDFR and my other scripts that add RPG/Realism elements

 

 

What was this script originally for?

    -It was originally created to add a PvP element for LCPDFR like SAMP/MTA Cops N Crooks,

    however I ran out of time to work on it so many PvP features were left out because they were unfinished.

 

So is the script useless?

    -NO! Far from it in fact! I added a buttload of features that pertain more to LCPDFR and

    my other scripts (its sort of all over the place, Ill leave it open-source)

 

PvP Wanted Features:

 

#Realism approach (all optional)

-Disables driver-side shooting while in a car

-Passenger side shooting made difficult to aim

-Blind-firing from cover made difficult to aim

-Optional Respawn at nearest hospital setting (entire map must be opened in multiplayer free roam)

 

#Multiplayer/Miscellaneous

-(Optional)Police officer pedestrian penalty/reward system (reward/penalty money amount can be set in .INI file)

    *Cops are rewarded for killing pedestrians who have a weapon or attacked a cop (basically wanted)

    *Cops are rewarded for killing pedestrians with weapons

    *Cops are penalyzed for killing peds that have no weapon and have not attacked the officer

-(Optional)Basic multiplayer freeroam implementation of Proximity Voice Chat (since freeroam doesnt have that)

    *if players > X meters from you, the script mutes other players mics and unmutes them when they are close enough

 

#Use at own risk (most unfinished):

-Optional: Ability for player cops to give civilian players wanted levels (tested, dont spam, pretty sure it was stable, report otherwise/stop using if script crashes, does not require ALLOW_PVP_FUNCTIONS)

    *Must be within 75-100 meters away and in police's field of view

    *On-screen messages synced through multiplayer (stating what cop is giving you the wanted level)

-Optional: PvP Arrest Functions, Tested, but Unfinished/possibly  (ALLOW_PVP_FUNCTIONS must be true for both players)

    *In order for this to work, the criminal player must be wanted and ragdolled (taser pistol mod is great for this)

    and a player police officers must be on foot AND within 10 meters to begin the arresting functionality (all automated and locks controls)

    *The criminal player is automatically teleported to nearest hospital with loss of weapons and money specified

    *Officer is rewarded for his arrest dependent on criminal wanted level amount

-Optional: PvP reward/penalties, automated wanted level chase functionality (ALLOW_PVP_FUNCTIONS setting enables/disables)

-Ability for player cops to give civilians warning messages (Disabled due to script crashing, feel free to try and get workin in scripts)

 

 

 

Weapon Vendors:

Permission by endosan has been permitted allowing me to release this mod with his menu system from his CarShop Mod

 

----------------------------------------------------

-    Weapon Vendors 1.0

-    This mod was built upon a modified endosan's CarShop mod by: Daimyo21

-    This mod utilizes endosan's CarShop mods menu system http://www.gta4-mods.com/script/car-shop-mod-ver15-f6647/

-    Contact: daimyo21mods@gmail.com

-    Works in Multiplayer and Singleplayer

----------------------------------------------------

 

Weapon Vendors 1.0 enables all gun vendors throughout the map in multiplayer, this is made for an RPG like game mode to be played along side LCPFR/other mods

 

Features:

-Ability to go around the city in multiplayer and purchase weapons and ammo from vendor areas from singleplayer.

-Customizable weapons and their ammo prices

 

 

 

 

Bank Account - Modified:

 

----------------------------------------------------

-    Bank Account v1.2.5 by AngryAmoeba http://www.gta4-mods.com/script/bank-account-updated-101313-f10259

-    Modified by Daimyo21

-    contact: daimyo21mods@gmail.com

-    Works in Multiplayer and Singleplayer

----------------------------------------------------

 

A wonderful script by AngryAmoeba, with his permission, I am releasing you a multiplayer persistent version of his OLDER v1.2.5 script

 

 

Modifications:

-All the default features of AngryAmoeba Bank Account v1.2.5 script, except now your bank account saves in multiplayer

-Persistent features like auto-save, force save, and auto-load, force load

 

 

 

 

Bleed Heal - Modified:

 

4-5 month old video for MPBlips commentary with inlcuded footage of Bleed Heal by BR_Goianiense with modified multiplayer animation syncs

The first 5 minutes show the majority of the Bleed Heal functionality in multiplayer

 

 

----------------------------------------------------

-    Bleed & Heal by BR_Goianiense        http://www.gta4-mods.com/script/bleed--heal-f9051

-    Modified by Daimyo21, daimyo21mods@gmail.com

-   Works in Multiplayer and Singleplayer

----------------------------------------------------

Same Bleed and Heal you know and love (you love it!)

 

Changelog v1.1

-Bleed heal animation mechanics more usable

-Animation mechanics more compatible with walking animation used in PersistentPersons script (healthlimit parameters must be the same, check Bleedheal and Persistent persons INI)

 

Modifications:

-Synced wounded animations with multiplayer so players know when others are wounded

-Made it so players cant jump while wounded, it attempts to ragdolls character if they jump

-INI file balancing

 

 

 

Weapon Storage - Modified:

 

----------------------------------------------------

-    Weapon Storage v1.1.1 by AngryAmoeba http://www.gta4-mods.com/script/weapon-storage-updated-5513-f10258

-    Modified by Daimyo

-    contact: daimyo21mods@gmail.com

-     Works in Multiplayer and Singleplayer

----------------------------------------------------

 

Weapon Storage as you all know and love, simply modified to include multiplayer persistent auto/manual save and load functions

 

Features:

-Everything Default about Weapon Storage

-Added auto save/load and manual save/load functionality to keep weapons in safehouses persistent

 

 

 

Weapon Weight - Modified INI:

 

----------------------------------------------------

-    Weapon Weight v1.2.8 by AngryAmoeba    http://www.gta4-mods.com/script/weapon-weight-updated-102812-f10257

----------------------------------------------------

This is the default weapon weight script unmodified.

 

I included this file as optional with modified INI settings that I feel are balanced (controls may have been modified too, will include in ModPack control menu)

 

Feel free to modify INI file to your likings, this is what I (Daimyo21) was using with modpack

 

 

 

 

Cautious Drivers - Modified INI:

 

----------------------------------------------------

-    Cautious Drivers by BR_Goianiense http://www.gta4-mods.com/script/cautious-drivers-v13-f9052

----------------------------------------------------

 

Recommended mod with modified, balanced INI settings, nothing more

 

 

 

Crash Injury - Modified INI:

 

----------------------------------------------------

-    Crash Injury by BR_Goianiense        http://www.gtagarage.com/mods/show.php?id=15830

----------------------------------------------------

 

Highly recommended!

 

INI file changes/balances

 

 

 

Other Mods INI files included in the Mod Pack for convenience/recommendation purposes:

 

Disclaimer: These are just INI settings files and are NOT the mods themselves, they are made available for convenient purposes.  I am in no way affiliated with or take credit for any of the mods mentioned below, if requested by the mod creator to be removed, I will gladly abide by their wishes.

 

 

Dispatch Assistance System V1.3-R042011: http://gtapolicemods.com/downloads.php?do=file&id=799

GK Fuel Mod v3.1.2: http://www.gtagarage.com/mods/show.php?id=15830

Braveheart's Policing Script 2.4.2: Found here on www.LCPDFR.com

Abraxas's vdH PoliceHelper 1.2.1 BETA: Found here on www.LCPDFR.com

Prof_Farnsworth's Bullet Impact Euphoria 1.2: http://www.gtagarage.com/mods/show.php?id=15703

 

 

 

 

 

 

>***Community Mod Pack is now Available Click Here***

 

Credits:

-Modders with released script mods in this mod pack: AngryAmoeba, BR_Goianiense, endosan

-Olaf and Killatomate for their time spent tweaking/improving realistic car damage, handling which I included a version for vehicles, not choppers

-Special thanks to scripthook IRC community channel (which includes some of the LCPDFR team) found here: http://www.gtaforums.com/index.php?showtopic=479739

Without their support and help, lots of mods you see out now, probably wouldnt of been made.  If your interested in coding, these guys are the ones to talk to if the channel is still active.

 

-All other community modders who inspire, motivate, and innovate new ideas for GTA IV, and those who support them positively.  Without any support from those who play the mods and give feedback, lots of motivation would be lost in finishing/releasing/creating new mods.

 

 

-Friends/Testers:

Jin-Tow, GallifreyGal, Johnio

Edited by daimyo21
Link was broken

  • Author

This is a huge undertaking, thank you for the effort! :)

 

Thank you, I finally got the courage and felt confident releasing them in there current state as in the past they were simply much more unfinished/buggy/untested (not as much for the majority of them now).

 

I'm really excited to use these and other community mods with the new LCPDFR 1.0 coming soon, hopefully 1.0 is multiplayer friendly =)

I congratulate you on your efforts and creativity for this upcoming community pack. I for one will be using this mod pack, as well as many other users. You have plenty of skill and I hope to see more from you. This and 1.0 should/will go hand in hand with each other. 

 

I appreciate your undertaking. :)

monkey_funny_face.gif

I'm having an issue, I have installed parts of the community pack, PersistantPersons, EverthingCar and the FoodMod.

 

I keep getting errors in the scripts in which they crash on start up in the lobby. I installed the scripts correctly as the read me says. My scripthook and redistrubitables are all up to date. Any help would be greatly appreciated.

Gunner

 

 

  • Author

I'm having an issue, I have installed parts of the community pack, PersistantPersons, EverthingCar and the FoodMod.

 

I keep getting errors in the scripts in which they crash on start up in the lobby. I installed the scripts correctly as the read me says. My scripthook and redistrubitables are all up to date. Any help would be greatly appreciated.

Gunner

 

I've had some people reporting this as well, one didnt have .Net framework 4.5, as for others, not sure.  I can assure you its something you may be missing as I have not updated the scripts since release and have ran them all successfully. 

 

Make sure you have the latest .NET Framework 4.5, all C++ redistributals, ScriptHookDotNet 1.7.1.7, Aru's C++ Script Hook v.0.5.1 for GTA IV 1.0.7.0 and or EFLC 1.1.2.0 (I do not know if EFLC is supported on a per mod basis, I am assuming it is but without actually testing on EFLC personally)

 

Let me know your results!

still no luck... I have the most up to date .net framework. all C== redistrubtables, scripthookDotNet 1.7.1.7 and the Scripthook mentioned above. I have GTA IV not eflc, so it should work... but it keeps crashing.

I even took out all of my other scripts (except for lcpdfr), any ideas?

  • Author

still no luck... I have the most up to date .net framework. all C== redistrubtables, scripthookDotNet 1.7.1.7 and the Scripthook mentioned above. I have GTA IV not eflc, so it should work... but it keeps crashing.

I even took out all of my other scripts (except for lcpdfr), any ideas?

 

Post your ScriptHookDotNet.txt and ScriptHook.txt file log in your GTAIV folder, after the crashes. 

 

 

Here are my redistributals, not sure which ones you have/may need:

 

https://dl.dropboxusercontent.com/u/23929946/C%2B%2B%20redistributales.jpg

Finally got it too work :D Good Job. I do have a question about WeaponVendors mod. Is there any way to remove all weapons found on the ground (to prevent people getting free guns)? 

  • Author

Finally got it too work :D Good Job. I do have a question about WeaponVendors mod. Is there any way to remove all weapons found on the ground (to prevent people getting free guns)? 

 

Set weapons to melee only.  This prevents weapons and you spawn with a melee weapons everytime but health and armor can be picked up as well.

 

 

This seems nice if you want to take it a step further:

 

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Its really up to the discretion of your group, if individuals want to kill the immersion of playing in an RPG environment its up to them to cheat and use heal in console or drive over health/armor, use a trainer etc. but then whats the point =)

Great job on these! Getting back to the game after a crash was annoying.

 

Everything Car

Will we be able to save liveries for vehicles in the future?

 

Persistent Persons

Saving voices?

Not sure if it saves the exact outfit we're wearing or just the model.

Saving Time of Day and Weather?

 

Also, I notice the ini settings for stored weapons and ammo don't match the game. It seems the Baretta counts as deagle, and the M4 as uzi.

Edited by The Loot

  • Author

Great job on these! Getting back to the game after a crash was annoying.

 

Everything Car

Will we be able to save liveries for vehicles in the future?

 

Persistent Persons

Saving voices?

Not sure if it saves the exact outfit we're wearing or just the model.

Saving Time of Day and Weather?

 

Also, I notice the ini settings for stored weapons and ammo don't match the game. It seems the Baretta counts as deagle, and the M4 as uzi.

 

Not sure about liveries, I have no experience with using them.  If they are tied to the vehicle like custom textures/models, they should save with EverythingCar.

 

Persistent Persons just updated, Voice is now set when you load character or choose a police skin with the "Insta-cop" function.  Also it previews the voice when you load the character and or when you are selecting a police skin using Insta-Cop function.

 

Weapon Storage your saying isnt saving correctly?  Can you be more discreet in the problem, like safe house location, what your doing and whats happening with INI etc.  Im looking in the code right now and dont see anything wrong with the save/load function.  Let me know!

Not sure about liveries, I have no experience with using them.  If they are tied to the vehicle like custom textures/models, they should save with EverythingCar.

 

Persistent Persons just updated, Voice is now set when you load character or choose a police skin with the "Insta-cop" function.  Also it previews the voice when you load the character and or when you are selecting a police skin using Insta-Cop function.

 

Weapon Storage your saying isnt saving correctly?  Can you be more discreet in the problem, like safe house location, what your doing and whats happening with INI etc.  Im looking in the code right now and dont see anything wrong with the save/load function.  Let me know!

 

I think what happened is that I use the Area Livery mod, which changes the livery when a car spawns depending on area, so it probably works otherwise.

 

Sounds good, I'll check out the new version when it's approved.

 

Everything works fine, it's just the save file lines don't match up with the game. Like I said, when I put an M4 or ammo in a car, the save file says it's an Uzi. I noticed the same with the Benelli being said to be the Deagle, I'm not sure about the others. One thing I noticed is that if you have ammo lower than your default move value, it says you don't have ammo in the game.

 

  • Author

I think what happened is that I use the Area Livery mod, which changes the livery when a car spawns depending on area, so it probably works otherwise.

 

Sounds good, I'll check out the new version when it's approved.

 

Everything works fine, it's just the save file lines don't match up with the game. Like I said, when I put an M4 or ammo in a car, the save file says it's an Uzi. I noticed the same with the Benelli being said to be the Deagle, I'm not sure about the others. One thing I noticed is that if you have ammo lower than your default move value, it says you don't have ammo in the game.

 

 

Thought you were talking about the WeaponStorage mod, not EverythingCar Weapons/ammo storage.  Ill look into it, thanks. 

 

 

RE-EDIT:

 

Ok so heres the current known issue (which are only display "fluff" bugs and the script itself runs fine):

 

-Placing grenades/molotovs in trunks does not mess up anything in terms of actual trunk contents, just messes with the on-screen display menu of weapons shown(not ammo amounts), this fixes when grabbing the grenades back out or selecting other weapons etc.

-All weapons/ammo amount show properly in the trunk, but in the INI save file they show the wrong name, this means nothing unless you cheat and place your own ammo amounts in the vehicle via the INI file.  I will address this when I have time but in terms of actual in-game amounts, it seems to have no effect.

 

Please report otherwise, or any other bugs etc.  Thanks!

Edited by daimyo21

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