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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.

What are your thoughts on the very first version of LSPDFR? What would you like to see in the future?

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Obviously this is a solid foundation on which future content will be built on.

What do you think of it so far? I personally love the amount of customization

What would you like to see in the future? I can't wait for some sort of warrant/license and registration system, and also a much needed frisk option!

Good work G17. Hope to see more additions in the coming weeks and months!

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  • MagnumForce
    MagnumForce

    My suggestions so far after playing for a while: A marker for your patrol car on the map would be great Maybe add a prompt/option somewhere for clarity on how things work, I was a bit confused when

  • ThePersian
    ThePersian

    It's running great so far, though for some reason my game lags a bit whenever I shoot now (may just be the game itself). Most of the improvements are probably already planned by the wonderful dev team

  • Suspects are too fast / too far and I constantly find myself driving cross country in a cruiser. Awesome work by the devs, though.

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I agree with everything you said. The fact that G17 came out with a modification for the PC game so quickly was cool. Search and License look-up would be something nice to see in the future, but everything it has now is amazing.

Certain things were not incredibly explanatory: I still don't know how or if callouts work. I know that sometimes a blue circle shows up on the map, and sometimes when you go there, something happens.

I was able to arrest one person after she spun out in a pursuit (after I attempted to pull her over), and those animations are smooth. I went through some shenanigans when trying to get her in my patrol car, however. I was also able to complete a traffic stop while transporting my suspect to the station without issues. When you get to the station, an officer rips your suspect out of the car and starts beating them up. 10/10.

It is incredibly stable though, and that I am most thankful for. It made my day.

Edited by iansonwheels

  • Popular Post

It's running great so far, though for some reason my game lags a bit whenever I shoot now (may just be the game itself). Most of the improvements are probably already planned by the wonderful dev team. Great job as always

 

Some improvements I'd like to see:

  • Your police car not despawning when going to far away from it
  • AI police cars not despawning until a few minutes after a chase so that the officers have a chance to return to their vehicles and drive away (currently they just stand about if their car despawned)
  • Pursuits slowing down a bit - they've all driven so fast (just like others have said)
  • Being able to initiate traffic stops on spooked drivers. Currently, spooked drivers - those that drive really fast once they hear shots - cannot be pulled over at all
  • Ability to change color of vehicles that normally spawn with different colors, like the undercover stanier
  • Police dog, if possible, by using similar dog control mechanics as Chop's
  • Taser
  • Ability to modify weapons, like adding a flashlight to rifles and pistols
  • Unlocking the jail area in the downtown police station
  • If you ever plan on having boat chases, it'd be cool if we could choose the coast guard outfit to wear

Edited by ThePersian

Certain things were not incredibly explanatory: I still don't know how or if callouts work. I know that sometimes a blue circle shows up on the map, and sometimes when you go there, something happens.

I was able to arrest one person after she spun out in a pursuit (after I attempted to pull her over), and those animations are smooth. I went through some shenanigans when trying to get her in my patrol car, however. I was also able to complete a traffic stop while transporting my suspect to the station without issues. When you get to the station, an officer rips your suspect out of the car and starts beating them up. 10/10.

When you see the blue circle on your map, you need to press 'Y' to accept the callout. You can force callouts with 'X'.

  • Popular Post

My suggestions so far after playing for a while:

  • A marker for your patrol car on the map would be great
  • Maybe add a prompt/option somewhere for clarity on how things work, I was a bit confused when I started the mod for the first time.
  • Ability to clean blood/scars off player
  • Ability to quickly close the backup menu with the B button on XBOX controller, and with the Esc key
  • Possibly some way to stop peds from freaking out and turning a scene into a major accident (I know the peds in this game are absolutely stupid so this might be harder than making the cops less lethal :tongue:)
  • Ability to swap out patrol cars at a police station without having to use the RAGE Plugin menu
  • Disable pull-over notifications for traffic vehicles while in a pursuit
  • Auto-backup similar to LCPD:FR's system while in pursuits
  • Add LSFD and Paramedics to another backup menu (possibly on a different page from the code 2/3 we have now) and maybe add the radio use animation to that on foot
  • Start player with a stun gun (not sure if this can be tweaked to not kill peds after they're hit)

and of course mashing out the bugs (obviously this is the plan lol)

  • Criminal peds spawning outside of vehicles in pursuits
  • Not able to arrest some criminal peds sometimes
  • Dead criminals still showing as hostile on the map

Overall I was having fun playing earlier and I'm impressed at how stable LSPD:FR is already!

Edited by MagnumForce

I know G17 came out with this modification very quickly and I originally didn't expect too much in its first release.  I was so excited to hear it was releasing today but found the lack of options and depth annoying.  I was hoping for a more in depth menu and options for traffics stops than was it currently in there. I guess I feel a little spoiled since I came into the LCPDFR community late and had the benefit of so many options.  Please don't misunderstand me I have nothing but respect for the G17 team for coming out with this so quickly and also know this will be expanded upon in the future.  I also wanted to thank the team for all their hard work and dedication, the mod as it stands is pretty smooth no major issues except for the arrest which for some reason seemed really rough.  Please keep up the good work!

 

Would like to see:

* Same basic traffic stops features as in LCPDFR, LPR etc.

* The ability to detain individuals while you search the car.

* Call a K-9 unit to help with vehicle search.

* Ability to inspect trailers, both tractor trailer and vehicle trailers. (Not only to look inside but the exterior for any violation)

* I would also like to see some minor disturbance calls, fights / domestic issues (ability to fine, arrest or ask to leave premises)

 

If I was able to help you in anyway please click the like button!

First off, great work G17, Sam, all the devs. Great mod all around.

Before i get started, I want to let everyone know, this is the first release and I myself was not expecting too much at all. We are all very lucky to have this great piece of art and be able to play it this early.

I want to conduct a pros and cons list that I have seen so far. Most of it will be a bit repetitive so bear with me.

Pros:

- Fancy cut-scene.

- Coffee

- Arrest animations

- Cool traffic stop system

-  Selection menu

- Backup menu

- Helicopter keeps up very well and also detects fleeing cars.

- some what non lethal police lol.

- We actually have the mod.

- SAHP unmarked white cars (thumbs up)

 

Cons:

- FPS drop with the ragepluginhook.exe

- Fleeing cars drive too fast.

- Random dude in the road from a crime scene.

- Force duty for those random script crashes I get.

- Game freeze ends script......

- various other things I can't remember.

 

What to see in the future:

- running names from traffic stop.

- stopping peds and interacting with them

- Integrated speed radar.

- More callout obviously, anything from a small domestic disturbance, a suspicious person, to muggings and etc.

- Detaining people.

- Less wonky arresting system.

- Increased performance with the rage hook.

 

Anyways, again, thank you so much for the mod. I really appreciate the dedication and hard work the team put into this.

Sam.............you may now get some sleep. But I expect you up and adam with LSPDFR .2 beta by Monday. Get to work!!! lol.

"I love you all, and that's why we don't get caught doing naughty things!" - GTA V Heist Dude.

All I want really is all the features of LCPDFR and i'll be 100% sorted.

This includes: 

* Sub sections of dialogue on traffic stops (Reckless driving, speeding ETC) 

* Dragging suspects

* Frisking

* Stopping 'peds' casually without the need of a weapon as well as all the options

* Indication of where my units are on the Mini Map

* Notification telling me if the backup I requested has been deployed

 

 

 

 

It's a great start. Most of the nitpicks I have are mentioned above, but for the sake of bulleted lists:

 

- Fleeing suspects run too quickly, especially when far away. In most of the original game as an anti-frustration measure, fleeing enemies will slow down as they gain distance on you for a chance for you to catch up. However, I've noticed that if you're right on them, the suspects running on foot never seem to run out of stamina - you can chase them for literally a half a mile and they won't slow down.

 

- Cruisers aren't persistent. I can get out of a vehicle to continue pursuit on foot, then the cruiser will despawn.

 

- Hydra engine defaults to "off" when initially deploying.

 

- The arrest aim-box detection is a bit screwey, even when aiming with controller's aim assist.

 

- I can't tell where my backup is. In LCPDFR, there were the icons on the map showing where each cruiser in the pursuit was.

 

That's about all I can think of that I don't like. I do have two suggestions, however:

 

- The ability to play as your online character. Obviously, they wouldn't have any speech lines (Online was designed like that) but the ability to play as my wolf-masked character in a police uniform (the one from Online) or a saved outfit would be quite nice.

 

- The ability to select which weapons you start with. For example, starting with the Vintage Pistol instead of the regular Pistol, or the Bullpup Shotgun over the pump-action shottie. Of course, you wouldn't be able to substitute the nightstick or the extinguisher.

 

So far, like I said, it's a great start, and I'm excited to see what's in store for version 0,2!

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LSPDFR Seems awesome so far! A few bugs / suggestions I have found:

 

  • While on traffic stop, AI peds always steal my patrol car.
  • Pursuits are way too fast!
  • AI Police commandeer vehicles way too much, and ALL of them usually do. Also, when they do, they drive EXTREMELY erratic!
  • I can only make arrests with the default white police ped.
  • All the police stations in Blaine County are bugged / glitch - I cant enter them, I only fall thru the floor.
  • We need police computers / ALPR.
  • Ambulance / Fire assistance menu.
  • Instead of it saying 'Cancel' on the interaction menus, let it say 'Close' instead - it feels weird actually calling for backup and then saying cancel.
  • The arrest animations need some work - they look good so far!
  • Backup pursuit helicopter flies too low - usually crashes into buildings.
  • Need K-9 backup.
  • When going on duty, your police car spawns in weird locations in some police stations - Most stations have a drive-in or a parking lot, let it spawn there.
  • When pulling AI over, they usually always pull over on the wrong side of the road, it needs a more fluid pull over!
  • When going on duty, we should spawn with Pistol, Baton, Shotgun, Carbine Rifle, and Taser.
  • More callouts.
  • When customizing your officer, take away the 'random' for the props, and let us choose exactly what we want instead of having to luckily find it.
  • Callouts spawn too close to you.
  • After I and AI officers arrest a perp from a pursuit, another unit shows up and starts shooting at the perp.
  • If an AI vehicle hits you or another AI officer, all the AI officers engage the AI vehicle.

I will try my best to find more bugs / suggestions! Also, I do know that this is only in beta form, so I understand the bugs / glitches!

 

 

 

 

 

 

 

Certain things were not incredibly explanatory: I still don't know how or if callouts work. I know that sometimes a blue circle shows up on the map, and sometimes when you go there, something happens.

I was able to arrest one person after she spun out in a pursuit (after I attempted to pull her over), and those animations are smooth. I went through some shenanigans when trying to get her in my patrol car, however. I was also able to complete a traffic stop while transporting my suspect to the station without issues. When you get to the station, an officer rips your suspect out of the car and starts beating them up. 10/10.

It is incredibly stable though, and that I am most thankful for. It made my day.

You need to press Y while the Dispatch Alert is showing to accept a callout.  The blue circle is purely to show you the area where it was reported before you accept.  Apologies for not making this clearer.

 

It's running great so far, though for some reason my game lags a bit whenever I shoot now (may just be the game itself). Most of the improvements are probably already planned by the wonderful dev team. Great job as always

 

Some improvements I'd like to see:

  • Your police car not despawning when going to far away from it
  • AI police cars not despawning until a few minutes after a chase so that the officers have a chance to return to their vehicles and drive away (currently they just stand about if their car despawned)
  • Pursuits slowing down a bit - they've all driven so fast (just like others have said)
  • Being able to initiate traffic stops on spooked drivers. Currently, spooked drivers - those that drive really fast once they hear shots - cannot be pulled over at all
  • Ability to change color of vehicles that normally spawn with different colors, like the undercover stanier
  • Police dog, if possible, by using similar dog control mechanics as Chop's
  • Taser
  • Ability to modify weapons, like adding a flashlight to rifles and pistols
  • Unlocking the jail area in the downtown police station
  • If you ever plan on having boat chases, it'd be cool if we could choose the coast guard outfit to wear

Unlocking the jail area is more or less impossible just now, sadly.

 

My suggestions so far after playing for a while:

  • A marker for your patrol car on the map would be great
  • Maybe add a prompt/option somewhere for clarity on how things work, I was a bit confused when I started the mod for the first time.
  • Ability to clean blood/scars off player
  • Ability to quickly close the backup menu with the B button on XBOX controller, and with the Esc key
  • Possibly some way to stop peds from freaking out and turning a scene into a major accident (I know the peds in this game are absolutely stupid so this might be harder than making the cops less lethal :tongue:)
  • Ability to swap out patrol cars at a police station without having to use the RAGE Plugin menu
  • Disable pull-over notifications for traffic vehicles while in a pursuit
  • Auto-backup similar to LCPD:FR's system while in pursuits
  • Add LSFD and Paramedics to another backup menu (possibly on a different page from the code 2/3 we have now) and maybe add the radio use animation to that on foot
  • Start player with a stun gun (not sure if this can be tweaked to not kill peds after they're hit)

and of course mashing out the bugs (obviously this is the plan lol)

  • Criminal peds spawning outside of vehicles in pursuits
  • Not able to arrest some criminal peds sometimes
  • Dead criminals still showing as hostile on the map

Overall I was having fun playing earlier and I'm impressed at how stable LSPD:FR is already!

You should be able to use the control to "point" in GTA Online to open/close the Backup Menu when using a controller.  I believe this is Right Thumbstick.

 

I know G17 came out with this modification very quickly and I originally didn't expect too much in its first release.  I was so excited to hear it was releasing today but found the lack of options and depth annoying.  I was hoping for a more in depth menu and options for traffics stops than was it currently in there. I guess I feel a little spoiled since I came into the LCPDFR community late and had the benefit of so many options.  Please don't misunderstand me I have nothing but respect for the G17 team for coming out with this so quickly and also know this will be expanded upon in the future.  I also wanted to thank the team for all their hard work and dedication, the mod as it stands is pretty smooth no major issues except for the arrest which for some reason seemed really rough.  Please keep up the good work!

 

Would like to see:

* Same basic traffic stops features as in LCPDFR, LPR etc.

* The ability to detain individuals while you search the car.

* Call a K-9 unit to help with vehicle search.

* Ability to inspect trailers, both tractor trailer and vehicle trailers. (Not only to look inside but the exterior for any violation)

* I would also like to see some minor disturbance calls, fights / domestic issues (ability to fine, arrest or ask to leave premises)

 

We'll be releasing an API soon which will make the sort of callouts you want possible.

 

First off, great work G17, Sam, all the devs. Great mod all around.

Before i get started, I want to let everyone know, this is the first release and I myself was not expecting too much at all. We are all very lucky to have this great piece of art and be able to play it this early.

I want to conduct a pros and cons list that I have seen so far. Most of it will be a bit repetitive so bear with me.

Pros:

- Fancy cut-scene.

- Coffee

- Arrest animations

- Cool traffic stop system

-  Selection menu

- Backup menu

- Helicopter keeps up very well and also detects fleeing cars.

- some what non lethal police lol.

- We actually have the mod.

- SAHP unmarked white cars (thumbs up)

 

Cons:

- FPS drop with the ragepluginhook.exe

- Fleeing cars drive too fast.

- Random dude in the road from a crime scene.

- Force duty for those random script crashes I get.

- Game freeze ends script......

- various other things I can't remember.

 

What to see in the future:

- running names from traffic stop.

- stopping peds and interacting with them

- Integrated speed radar.

- More callout obviously, anything from a small domestic disturbance, a suspicious person, to muggings and etc.

- Detaining people.

- Less wonky arresting system.

- Increased performance with the rage hook.

 

Anyways, again, thank you so much for the mod. I really appreciate the dedication and hard work the team put into this.

Sam.............you may now get some sleep. But I expect you up and adam with LSPDFR .2 beta by Monday. Get to work!!! lol.

You can force duty by jumping and pressing F9.

"You tell me exactly what you want, and I will very carefully explain to you why it cannot be."

Love it. Enormous amount of potential 

 

Requests:

1. Add option to call  in for paramedic

2. Search and seizure  option. 

3. Ability to have a partner

4.  Some sort of identification system would be awesome. An expample of an  experience from this  would be pulling over someone for a basic traffic violation and the guy, Jon Snow, ends up having a warrant  or is wanted by the FIB or something

5. More detailed fine system

6. Add more dynamic cop AI

7. Something needs to be done about punching a suspect or shooting them in the leg and killing them (dunno about anyone else but i'm having this issue)

frisking and ID checks would be my next on the list. Also if there is a way to stop civilians from stealing your patrol car. If I have to chase a suspect on foot, every now and then on my way back to the cruiser a civilian gets in and takes off with it.

First off great mod.

I do have some suggestions:

1. Being able to detain someone without pulling any weapons out. It scares them and they run, which leads too suggestion 2.

2. When a civilian is told he/she is under arrest, and does have a gun pointed at them, they better cooperate. Who, in there right mind, would run from a cop that has a gun to you? It is very unrealistic. If however, you told them they were under arrest without any weapons out, they could run, but this is where suggestion 3 comes in place.

3. Non lethal tazers. Please. Just let it stun the person, so you can run up to them and arrest them. Also, please make it so that it puts them in a "hazey" state, so they can no longer resist arrest.

4. More options for traffic stops. Also, maybe have like, 1 in 100 of ped vehicles do something stupid. Run a red light, hit another car, speed, drunk driving, etc.

5. Breathalyzer and radar system, for speed, and also to see if vehicle is stolen/has incorrect registration.

 

Those are the only suggestions I could think of that haven't already been suggested.

The best LSPD officer in San Andreas.

I'm really loving it so far, it's so stable with Rage Hook and I can't wait to see what's in store next!

 

A few suggestions I have are mainly to do with customisation (trying not to double up):

  • Ability to precisely choose hats/glasses. Instead of random we could have "hat 1" "hat 1 + sport shades" "hat 1 + aviators" for example. 
  • PolMav and other choppers added to vehicle selection
  • A 'loudspeaker' section added to the interaction menu where you can choose from the various speech options (going up in 'severity') e.g "Please pull over" --> "Pull the car over. NOW" and so on. Even if they don't do anything it's nice for roleplay. 
  • GTA Online animations (smoking, eating etc) added to interaction menu assuming it's possible 

 

Future callouts I'd like to see:

  • Traffic accidents, maybe one vehicle could have a chance to be on fire? Call fire/EMT and wait for arrival.
  • Disturbance (street fight, one of the guys holding signs etc.)
  • Gang activity, drug deals, stolen vehicle and other LCPDFR callouts

 

Two final things I think would be awesome if they could be implemented are: 

  • Tailored callouts depending on your role. Highway patrol get vehicle stuff, NOOSE get high risk callouts and so on. You can get any callout as any unit but with a reduced chance (it would be rare for patrol officers to respond to multiple shots fired calls compared to NOOSE for example)
  • Distance of callouts depends on your mode of transport. If players are on foot then they should get closer callouts and ones that make sense (no pursuits) compared to vehicles (normal distance) and air vehicles (long distance)

 

 

 

 

Edited by TheBassman77

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