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Couple of issues with LCPD:FR

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I haven't really had any issues with LCPD:FR mod itself, mainly with some of the features of it that doesn't work the way i want it to.
 
My first problem is the amount of patrol units that help in a pursuit, as i have ELS car mods (and for my liking) i have 3 cars max in a pursuit, which is me plus 2 AI controlled cars, however when in a pursuit other patrolling cars join in even if 2 AI units are already joined in so sometimes i get about 4 AI units joined in.. which leads into a giant mess and most of the time they don't get back into the patrol vehicle and just leave the ELS activated on their cars.
 
My second problem is random pursuits, I turned off Ambient Scenarios (i think) i set it to AmbientScenariosMaximum=0. I really don't like the random pursuits as like i stated above it turns into a mess with random patrol cars just left around the place with ELS activated.. which gets annoying as i have to get out and get into the AI cars just to deactivate ELS
 
Is there any way to "fix" these issues? I have included my LCPD:FR configuration settings just in case i have messed up something. like i said i have no issues with the mod like crashing so the other files wouldn't be neccesary, it's just a couple of features i don't like and wish to be turned off.
 

// G17 Media


// LCPD First Response
// GTAIV
 
// ---------------------------------------------------
// LCPDFR CONFIGURATION SETTINGS
// - V1.0 (December 2013)
// - Made by The G17 Media Team
// - © Copyright 2009-2013, G17 Media
// ---------------------------------------------------
 
// ---------------------------------------------------
// YOU CAN FIND A LARGE GUIDE ON HOW TO USE THIS FILE
// IN THE LCPDFR USER DOCUMENTATION.  IT CONTAINS
// A LIST OF SETTINGS, THEIR DEFAULT VALUES, AND A
// DESCRIPTION OF WHAT EACH SETTING DOES, PLUS OTHER
// IMPORTANT INFORMATION REGARDING THIS CONFIG FILE.
// ---------------------------------------------------
 
[Main]
AdditionalCopCarModels=
SuspectTransporterModels=POLICE;POLICE2;NOOSE;
VehicleTrunkWeapons=Shotgun_Baretta;
AllTextMode=False
AmbientScenariosMaximum=0
AmbientScenariosMultiplier=250
DepartmentName=Liberty City Police Department
DepartmentShortName=LCPD
FirstStart=False
UsingPoliceStationMod=True
DisableCameraFocusOnWorldEvents=True
DisableRandomPoliceChatter=False
DisableSuspectTransportCutscene=False
PreloadAllModels=True
Language=en-US
 
[Callouts]
MaximumSecondsBeforeNewCallout=600
MinimumSecondsBeforeNewCallout=60
Enabled=True
Multiplier=250
 
[Pursuits]
AllowRoadblocks=False
ForceAnnihilatorHelicopter=False
MaximumCopCarsInPursuit=2
MaximumCopsInPursuit=4
 
[Hardcore]
Enabled=False
 
[Networking]
APIKey=
ServicesEnabled=True
 
[Taser]
ShowHolsteredTaserOnPlayer=True
 
[Keybindings]
AcceptCallout=Y
AcceptCalloutModifierKey=None
AcceptPartner=E
AcceptPartnerModifierKey=None
AimMarker=LMenu
AimMarkerModifierKey=None
Arrest=E
ArrestModifierKey=None
ArrestCallTransporter=N
ArrestCallTransporterModifierKey=None
ArrestDriveToPD=Y
ArrestDriveToPDModifierKey=None
BlockArea=M
BlockAreaModifierKey=None
ConfirmCopModel=Return
ConfirmCopModelModifierKey=None
ConfirmCopCarModel=Return
ConfirmCopCarModelModifierKey=None
Dialog1=F9
Dialog1ModifierKey=None
Dialog2=F10
Dialog2ModifierKey=None
Dialog3=F11
Dialog3ModifierKey=None
Dialog4=F12
Dialog4ModifierKey=None
DenyCallout=N
DenyCalloutModifierKey=None
GrabSuspect=E
GrabSuspectModifierKey=None
HolsterTaser=T
HolsterTaserModifierKey=None
WalkFaster=LMenu
WalkFasterModifierKey=None
IssueParkingTicket=E
IssueParkingTicketModifierKey=None
JoinPursuit=E
JoinPursuitModifierKey=None
NextCopModel=Right
NextCopModelModifierKey=None
NextCopModelTexture=Up
NextCopModelTextureModifierKey=None
NextCopCarModel=Right
NextCopCarModelModifierKey=None
OpenTrunk=E
OpenTrunkModifierKey=None
PartnerArrest=G
PartnerArrestModifierKey=None
PartnerRegroup=R
PartnerRegroupModifierKey=None
PoliceComputer=E
PoliceComputerModifierKey=None
PreviousCopModel=Left
PreviousCopModelModifierKey=None
PreviousCopModelComponent=Back
PreviousCopModelComponentModifierKey=None
PreviousCopModelTexture=Down
PreviousCopModelTextureModifierKey=None
PreviousCopCarModel=Left
PreviousCopCarModelModifierKey=None
PulloverLicenseYes=F9
PulloverLicenseYesModifierKey=None
PulloverLicenseNo=F10
PulloverLicenseNoModifierKey=None
PulloverStart=ShiftKey
CallInPursuitModifierKey=Menu
CallInPursuit=E
ViewIntroductionModifierKey=None
ViewIntroduction=E
UpdateCalloutStateModifierKey=Menu
UpdateCalloutState=E
TutorialStartPoliceDepartmentModifierKey=None
TutorialStartPoliceDepartment=E
TutorialStartModifierKey=None
TutorialStart=Y
ToggleSirenModeModifierKey=None
ToggleSirenMode=Divide
ToggleHatModifierKey=Menu
ToggleHat=U
ToggleBusyModifierKey=None
ToggleBusy=/
StartChaseOnPedModifierKey=None
StartChaseOnPed=LControlKey
StartModifierKey=Menu
PulloverStartModifierKey=None
RandomizeCopModel=Down
RandomizeCopModelModifierKey=None
RecruitPartner=G
RecruitPartnerModifierKey=None
RequestBackup=B
RequestBackupModifierKey=Menu
RequestAmbulance=M
RequestAmbulanceModifierKey=ControlKey
RequestFirefighter=F
RequestFirefighterModifierKey=ControlKey
RequestHelicopterBackup=N
RequestHelicopterBackupModifierKey=ControlKey
RequestNooseBackup=N
RequestNooseBackupModifierKey=Menu
ShowPursuitTacticsMenu=F8
ShowPursuitTacticsMenuModifierKey=None
ShowQuickActionMenu=Capital
ShowQuickActionMenuModifierKey=None
Start=P
 
[KeybindingsController]
AcceptCallout=A
AcceptCalloutModifierKey=LeftShoulder
AcceptPartner=LeftShoulder
AcceptPartnerModifierKey=None
AimMarker=None
AimMarkerModifierKey=None
Arrest=LeftShoulder
ArrestModifierKey=None
ArrestCallTransporter=X
ArrestCallTransporterModifierKey=None
ArrestDriveToPD=B
ArrestDriveToPDModifierKey=None
BlockArea=None
BlockAreaModifierKey=None
ConfirmCopModel=A
ConfirmCopModelModifierKey=None
ConfirmCopCarModel=A
ConfirmCopCarModelModifierKey=None
Dialog1=DPadLeft
Dialog1ModifierKey=None
Dialog2=DPadRight
Dialog2ModifierKey=None
Dialog3=DPadDown
Dialog3ModifierKey=None
Dialog4=DPadUp
Dialog4ModifierKey=None
DenyCallout=B
DenyCalloutModifierKey=LeftShoulder
GrabSuspect=LeftShoulder
GrabSuspectModifierKey=None
HolsterTaser=RightThumb
HolsterTaserModifierKey=None
WalkFaster=None
WalkFasterModifierKey=None
IssueParkingTicket=LeftShoulder
IssueParkingTicketModifierKey=None
JoinPursuit=DPadDown
JoinPursuitModifierKey=None
NextCopModel=DPadRight
NextCopModelModifierKey=None
NextCopModelTexture=DPadUp
NextCopModelTextureModifierKey=None
NextCopCarModel=DPadRight
NextCopCarModelModifierKey=None
OpenTrunk=LeftShoulder
OpenTrunkModifierKey=None
PartnerArrest=None
PartnerArrestModifierKey=None
PartnerRegroup=None
PartnerRegroupModifierKey=None
PoliceComputer=LeftShoulder
PoliceComputerModifierKey=None
PreviousCopModel=DPadLeft
PreviousCopModelModifierKey=None
PreviousCopModelComponent=LeftThumb
PreviousCopModelComponentModifierKey=None
PreviousCopModelTexture=DPadDown
PreviousCopModelTextureModifierKey=None
PreviousCopCarModel=DPadLeft
PreviousCopCarModelModifierKey=None
PulloverLicenseYes=DPadLeft
PulloverLicenseYesModifierKey=None
PulloverLicenseNo=DPadRight
PulloverLicenseNoModifierKey=None
PulloverStart=X
CallInPursuitModifierKey=DPadDown
CallInPursuit=X
ViewIntroductionModifierKey=None
ViewIntroduction=LeftShoulder
UpdateCalloutStateModifierKey=None
UpdateCalloutState=X
TutorialStartPoliceDepartmentModifierKey=None
TutorialStartPoliceDepartment=X
TutorialStartModifierKey=None
TutorialStart=X
ToggleSirenModeModifierKey=None
ToggleSirenMode=None
ToggleHatModifierKey=None
ToggleHat=None
ToggleBusyModifierKey=None
ToggleBusy=None
StartChaseOnPedModifierKey=None
StartChaseOnPed=None
Start=None
StartModifierKey=None
PulloverStartModifierKey=None
RandomizeCopModel=DPadDown
RandomizeCopModelModifierKey=None
RecruitPartner=X
RecruitPartnerModifierKey=None
RequestBackup=B
RequestBackupModifierKey=A
RequestAmbulance=None
RequestAmbulanceModifierKey=None
RequestFirefighter=None
RequestFirefighterModifierKey=None
RequestHelicopterBackup=None
RequestHelicopterBackupModifierKey=None
RequestNooseBackup=None
RequestNooseBackupModifierKey=DPadDown
ShowPursuitTacticsMenu=None
ShowPursuitTacticsMenuModifierKey=None
ShowQuickActionMenu=DPadUp
ShowQuickActionMenuModifierKey=None

If you want to me reply as soon as possible, then either quote or @CouthInk4  me as i'll be notified, a general reply will not notify me

Check out my YouTube channel!https://www.youtube.com/channel/UCXj0EXXJfERhPJTROHY6Ma

 

Untitled.png

 

Solved by CouthInk4

My second problem is random pursuits, I turned off Ambient Scenarios (i think) i set it to AmbientScenariosMaximum=0. I really don't like the random pursuits as like i stated above it turns into a mess with random patrol cars just left around the place with ELS activated.. which gets annoying as i have to get out and get into the AI cars just to deactivate ELS

Are you using TrafficFlow? Most likely that is the feature of TrafficFlow, and not LCPDFR

 

As for the rest, there's no real way to change it as random cops on the street will still join a pursuit no matter what the ini setting is. 

Invenio, Investigatio, Imperium

  • Author

Are you using TrafficFlow? Most likely that is the feature of TrafficFlow, and not LCPDFR

 

As for the rest, there's no real way to change it as random cops on the street will still join a pursuit no matter what the ini setting is. 

 

I am using TrafficFlow, however it is an LCPD:FR feature because i have the option to join the pursuit.

If you want to me reply as soon as possible, then either quote or @CouthInk4  me as i'll be notified, a general reply will not notify me

Check out my YouTube channel!https://www.youtube.com/channel/UCXj0EXXJfERhPJTROHY6Ma

 

Untitled.png

 

  • Management Team

Please try disabling TrafficFlow for the moment and see if that helps though. As for the AI units, very close units will always join just for realism. The same moment another is marked as "can be disbanded" and will fall back if suspect managed to get away a little.

Please do not PM me unless really necessary (knowing you helps). If you think you need my attention in a topic, tag me.

  • Author
  • Solution

Please try disabling TrafficFlow for the moment and see if that helps though. As for the AI units, very close units will always join just for realism. The same moment another is marked as "can be disbanded" and will fall back if suspect managed to get away a little.

 

After fiddling around with the config file and adding the less cops mod it working properly now because there isn't as many police cars patrolling the streets so they're not all getting into my pursuits and screwing me over.

If you want to me reply as soon as possible, then either quote or @CouthInk4  me as i'll be notified, a general reply will not notify me

Check out my YouTube channel!https://www.youtube.com/channel/UCXj0EXXJfERhPJTROHY6Ma

 

Untitled.png

 

This is a support topic.
Only reply here to offer help or assistance to CouthInk4. Off-topic or "me too" replies will be removed.

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