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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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I'm hoping for more detailed traffic stops, checking the licence, running the plates, option for a felony stop perhaps. I'd also like to see more mundane policing duties, like using the Anim currently used as writing a ticket to take a report from a civilian about a crime, or domestic disturbances, even car collisions or robberies at an interior. Some variety from shootouts to calm traffic stops and taking a statement. I'd also like more features on foot, like checking ID and calling it in on the radio. 

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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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The problem with traffic stops is there is very little else we can do at this point.  Yes, you might be used to asking for ID, giving reasons for the stop etc. from LCPDFR, but we simply don't have that sort of dialogue in GTA V.  The best we can do is add these options without the animations or dialogue that people have come to expect from LCPDFR/LSPDFR and just pretend that it is real, when it quite obviously isn't.

We decided to focus our efforts on stuff that we could actually make feel a little more exciting and engaging.  I'm sure most people will agree with me that they look to LSPDFR for some sort of fun (hot pursuits, shootouts, etc.) - not some blatantly generated text on a screen about whether someone has a license or not.

I did notice the speech files are quite bare. If it would help I and I'm sure other experienced officers as well would be willing to volunteer to record dialogue to work somewhat like the audio files in the most recent LCPDFR releases. If there's anything we can do to give something back to the community I'm all in.

I think we all know that LSPDFR is going to be different then LCPDFR but the principle of the mod shouldn't change.  Yes LSPDFR will be better in almost everyway once things get sorted out.  I think what GamingXSportXClub is saying is the principle game-play should be like LCPDFR, traffic stops detailed conversations, ability to run plates, ask for licence etc.  This community has come to love this mod for what it allowed you to do and the way Sam made it sound that it was going to be nothing like LCPDFR just heavy action game-play which is something I think the community is leaning away from.  The last time I was on the forums for LCPDFR many people were asking for less high action and more mundane calls.  I think there needs to be a balance between the two but to write off some of the coolest features for the select few who want to just blow shit up is non-sense.  Seriously a hydra for a patrol vehicle....funny but dumb.  At least thats my opinion. 

oh agreed, I want more calls like domestics, suspicious persons, assist in a traffic stop and all. I think the reason Sam put those callouts was just to give some people some action. Also, there will be API scripts for the game if someone wanted to make more types of callouts. Sam said hat the mod will support that.

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

I think after the mod is fixed up a bit to a stable condition, I'd like to see different call-outs such as disturbances, animal attacks, vagrants, gang violence, and reckless drivers. I'd especially like to bring back the function to call a police transport to pick up multiple suspects, or just one suspect. I was also thinking of a function for when the police scanner is used for the dispatches, to maybe have the ability to "customize" a call sign. There are multiple different phonetics in the audio files such as; Adam, David, Lima, and numbers like, 3, 7 , 8, 4. It would be nice to have a "1 Adam-12" in there whenever i get a call-out or response to a request.

You and Adam 12 lol.

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

Look, I love what you guys did, and I'm sorry to say this but this is an ass-backwards approach to looking at this mod. 

It seems to me like you want to take the core gameplay of GTA 5, being car chases and shootouts, and just put us on the other side of things? We went from being Trevor, backed up into an alley way looking for a way to escape from 5 tor 6 patrol cars coming after him. To being some random cop, sent to go assist in a Officer Down call, only to just observe some random AI cop arrest the perp as you pull up? At best we're exchanging gunfire with one or two shooters? This isn't fun. This is repetitive and boring.

In LCPDFR I turned Call-outs off. It made it feel like re-skinned GTA. or a PG-13 version of GTA where I play a "Good Guy". Instead I found the most enjoyment out of random traffic stops, getting handed an expiured licence, and acting accordingly. Every stop wasn't "ok either this guy runs or doesn't", and felt more like a real life situation, with many factors unknown, (is he a felon, is he armed, does he have a warrent, does he have prior convictions?).

I understand the limitations. Lack of assets. But that's no reason to just write it off and say, "Oh well the people want shoot outs and car chases..." No, that's what Vanilla GTA and GTA Online is for. I want the interactive, police officer sand-box of LCPDFR.

I understand where you're coming from, but this is the first version of LSPDFR.  There was simply no way we were going to make mundane interactions the main feature of the first version of the mod.  If we had focused our development on things like traffic stops, considering the lack of assets, we'd end up with what you might as well call a wall of text simulator.  Nobody's saying that traffic stops won't be improved - and we did absolutely what we could with the limited assets available to us to offer improvements over the LCPDFR system.  In LCPDFR, you just pressed shift behind a car and they stopped or ran.  Now, we have the whole system where the vehicle is simply blipped - allowing you to confirm that is indeed the one you want to stop.  Then, much like in real life, you actually have to drive behind them and activate your lights.  Not only that, but people used to get frustrated with the places in which AI drivers would pull over - we've now come up with the option to sound your horn in LSPDFR as a means to get them to move forward and try again as a direct response to common complaints like so.

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

I understand where you're coming from, but this is the first version of LSPDFR.  There was simply no way we were going to make mundane interactions the main feature of the first version of the mod.  If we had focused our development on things like traffic stops, considering the lack of assets, we'd end up with what you might as well call a wall of text simulator.  Nobody's saying that traffic stops won't be improved - and we did absolutely what we could with the limited assets available to us to offer improvements over the LCPDFR system.  In LCPDFR, you just pressed shift behind a car and they stopped or ran.  Now, we have the whole system where the vehicle is simply blipped - allowing you to confirm that is indeed the one you want to stop.  Then, much like in real life, you actually have to drive behind them and activate your lights.  Not only that, but people used to get frustrated with the places in which AI drivers would pull over - we've now come up with the option to sound your horn in LSPDFR as a means to get them to move forward and try again as a direct response to common complaints like so.

We had a discussion about this earlier Sam and you stated the "wall of text" was too bland. I understand that, but until animations can be found, that may be the only thing you can do. Without things such as frisking, ID checks, and etc, this might as well be Police Mod on crack. The mod itself has a great foundation, but don't let animations and audio files get in the way of police work. You want to simulate a realistic police feeling, not all police work is action as you know, so a wall of text to just be told what items someone has when they get frisked, or the name on an ID doesn't bother me one bit. Eventually, you may uncover animations that work, or even be able to create your own. Don't let what you have now stop you from what you could have in the future.

Overall, this mod is absolutely amazing as a first release, and look forward to future updates.

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

I understand where you're coming from, but this is the first version of LSPDFR.  There was simply no way we were going to make mundane interactions the main feature of the first version of the mod.  If we had focused our development on things like traffic stops, considering the lack of assets, we'd end up with what you might as well call a wall of text simulator.  Nobody's saying that traffic stops won't be improved - and we did absolutely what we could with the limited assets available to us to offer improvements over the LCPDFR system.  In LCPDFR, you just pressed shift behind a car and they stopped or ran.  Now, we have the whole system where the vehicle is simply blipped - allowing you to confirm that is indeed the one you want to stop.  Then, much like in real life, you actually have to drive behind them and activate your lights.  Not only that, but people used to get frustrated with the places in which AI drivers would pull over - we've now come up with the option to sound your horn in LSPDFR as a means to get them to move forward and try again as a direct response to common complaints like so.

Oh I completely understand it's not only the first version, but also beta. I'm in no way complaining about that, it's just the wording of your last post led me to believe that the idea of implementing the ID and Plate checking was put on the back burner to focus on more gun-play and fancy action game play.

Oh I completely understand it's not only the first version, but also beta. I'm in no way complaining about that, it's just the wording of your last post led me to believe that the idea of implementing the ID and Plate checking was put on the back burner to focus on more gun-play and fancy action game play.

Well, a better way of putting it would be to say that we prioritised things like pursuits over it, yes.  That being said, plate checking will definitely be coming soon.

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

I have a couple suggestions that may or may not be possible with the game/Ragehook, but I'm going all out as I'd love to see this in any form of game:

-Add the LSPD helicopter for air patrols and have dedicated callouts for that role (Roofchecks, providing assistance for perimeter, pursuit overwatch, etc. basically like what the LAPD's air support division assist with) along with helicoper spotlight control.

-Remove Hydra from the vehicle selection screen, this looks like it would be fun for testers and whatnot but I think it would be more appropriate if it had to be spawned in via a trainer and not a "feature" of LSPDFR.  Unless of course military callouts were to be later added.

-Add penalties for breaking the law, feels alot like LCPDFR being able to go full terminator on everyone as police.  Penalties such as traffic infractions when not traveling code, using emergency lights when not responding to a call.  I think this might be a more extensive feature that seems complicated but I hope Ragehook can one day make this happen.  Penalties could be deduction of money or demotion from LSPD and being marked as a rogue cop if the player goes terminator.  This would add great realism to the mod and give actual consequences that I believe will add greatly to the immersion factor.

-Obviously license plate checks/license checking.  Like in LCPDFR 1.0 I'd like to see this come back again during traffic stops or on foot, with it being tied in to warrants along with a suspect's likeliness of fleeing.

-Submission to arrests, I think in V it is way too easy to beat someone to death.  Perhaps making it much more difficult (if not impossible) to beat someone to death in two blows will make a gateway to a more complex arrest system.

-Obvious issue with the population/traffic going crazy when you point a gun or use force.  It would be great if it was possible to tone this down, as whenever I point a gun at a suspect traffic always ends up running into me and my car (GTAV taking over).  Maybe having people pull out their phones and recording would be a more realistic route.

-Foot pursuits, having certain pedestrians with warrants run when they see you/being able to jump over walls to evade capture would be exhilarating

-Bringing back the "search circle" from LCPDFR.  In 1.0 having the circle in which the pursuit suspect was last seen was a great inclusion and I would like to see this again (with the LSPD helicopters broadening the circle in searching)

-BOLO suspects and vehicles, a pursuit suspect can be called into dispatch and will remain an active BOLO suspect until shift ends.  The BOLO suspect and or vehicle remain a constant and have a chance of spawning near or around the player (very low percentage).

-MWS/MDT information on suspects, active calls.

-Inclusion of more finetuned backup callouts; you may provide real assistance to officers already on an existing callout such as breaking up fights and ongoing foot pursuits.

Edited by HOLLISTUPID

I understand where you're coming from, but this is the first version of LSPDFR.  There was simply no way we were going to make mundane interactions the main feature of the first version of the mod.  If we had focused our development on things like traffic stops, considering the lack of assets, we'd end up with what you might as well call a wall of text simulator.  Nobody's saying that traffic stops won't be improved - and we did absolutely what we could with the limited assets available to us to offer improvements over the LCPDFR system.  In LCPDFR, you just pressed shift behind a car and they stopped or ran.  Now, we have the whole system where the vehicle is simply blipped - allowing you to confirm that is indeed the one you want to stop.  Then, much like in real life, you actually have to drive behind them and activate your lights.  Not only that, but people used to get frustrated with the places in which AI drivers would pull over - we've now come up with the option to sound your horn in LSPDFR as a means to get them to move forward and try again as a direct response to common complaints like so.

Okay maybe we were all confused I think we all knew that the first release wouldn't have a lot of detail but I was speaking of future releases and it sounded like you guys weren't moving forward with this because animations didn't exist.  Forgive me if I'm wrong here but I didn't think LCPDFR had many animations during a traffic stop in the first place besides the person handing the licence (I could be totally wrong here).  To be honest I didn't pay attention to how many different animations were used for a traffic stop.  I would be happy with random generated text much like it did in LCPDFR even if its missing the animation (which could be added later).  The first release has a solid base which I'm sure can be built upon, I know the AI needs a lot of work, getting killed more by panicked citizens then criminals is just wrong lol.

 

On a separate note when activating a traffic stop my siren turns off automatically is there some way we can make this an option or not I prefer to manually shut it off once I know the subject has pulled over.

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

After struggling for hours on end to get the thing to work, I am blown away by LSPDFR. I have been on here with LCPDFR since the very beginning, when LCPDFR was very limited and arresting involved pressing Alt+H and you could only handcuff a ped on the ground. I've seen the thing grow from nothing to where it is now and my number one thing I want to say is that Sam and the crew clearly learned from LCPDFR and GTA IV in general to do this one right.

Forget the cheap frills of some randomly generated pun names during a traffic stop, where an old ped is listed at age 20. Anyone who is complaining that those details from LCPDFR are missing form LSPDFR is insane. The big picture is this: several years of LCPDFR development were not as stable as LSPDFR's first release. LCPDFR for a long time was buggy as hell. You could not play GTA IV with mods for more than 40 minutes before it unraveled. What was done with LSPDFR was the laying of a very solid groundwork for a mod that will become diverse overtime. Sam and the crew clearly understand what is missing from the mod (partners, a shootout callout, etc.) it's not like they forgot.

All the obvious improvements you thought of after playing the mod for a few minutes are coming. LSPDFR's strategy is much like Rockstar's. Rockstar knows they can milk GTA V by releasing content updates on a regular basis for free and peddling shark cards. You know that they will make some zombie update eventually that they will hype like Don King and probably charge money for. It seems the plan for LSPDFR is to release a very stable framework, and build on it and add in the things that are missing over time. There are already so many advancements in GTA V over GTA IV that are simply untapped potential. The powers that be know what they're doing.

 

With that being said, here is my 2 cents.

 

  • Swat fastroping, spike strips, roadblocks (native police functions of the game) are HUGE opportunities for the mod compared to GTA IV. The fact that Rockstar put these things in the game means they should function much better than having to mod them in.
  • Incorporating random events as callouts? There probably will never be better "callouts" than the ones Rockstar made. When I say better, the ones Rockstar made have cutscenes and audio. 
  • Don't have shootouts just be a bunch of identical peds spawning with the same gun all next to each other as you pull up. When I pull up to a shootout, it should be in progress with the suspects spread out behind cover.
  • It might be hard scripting wise, but there is little more annoying than being sent to a callout where the action is above or below you, like if you are on an overpass or bridge but the incident is happening down below in a parking lot.
  • The arrest system is brilliant. KEEP IT SIMPLE.
  • I'm sure you know this and if the mod becomes compatible with other mods at some point (trainers) there needs to be a way to spawn a new cop car if yours is destroyed or you respawn at a hospital. 

 

 

More to come as I think of it.

[img]http://www.lcpdfr.com/cops/forum/crimestats/user/2378/sig.jpg[/img]

I have a suggestion when the cops arrest the suspect, they should take him to the police car, most of the time the cops all of the sudden just run away or the suspect just dont know what to do. hopefully its get improved in the future.

My PROFILE

After playing LSPDFR a few hours:

The Devs have done a great work for the first official beta. After the starting problems with Rockstar-Logo-Crash my game never crashed again. I played around 6 hours uninterrupted.

I really love the backup-function ingame and I hope you'll add more backup options like police with spike strips, also ambulance, coroner and tow truck.

I don't know what is possible to develope in the mod. So I spare you the suggestions like bank robberies and hostage rescues and so on ;)

But one simple thing I miss: "This is the LSPD. Pull over! NOW!" - The police-speech-sounds for my own police car ;)

I look forward for the next updates of LSPDFR :)

The problem with traffic stops is there is very little else we can do at this point.  Yes, you might be used to asking for ID, giving reasons for the stop etc. from LCPDFR, but we simply don't have that sort of dialogue in GTA V.  The best we can do is add these options without the animations or dialogue that people have come to expect from LCPDFR/LSPDFR and just pretend that it is real, when it quite obviously isn't.

We decided to focus our efforts on stuff that we could actually make feel a little more exciting and engaging.  I'm sure most people will agree with me that they look to LSPDFR for some sort of fun (hot pursuits, shootouts, etc.) - not some blatantly generated text on a screen about whether someone has a license or not.

With all of these things you can't do. It seems like being a cop is limited and the focus is more on a NOOSE team member. As there is no real point to be a cop if you can't do cop things. When mostly just going to shoot outs and pursuits seems to be a focus point.

 

Makes me wonder how much more can this be improved upon than right now. It would be nice to have a list of ideas/future features that are planned on being implemented. Even if the list is just a "possibility list". It'd be nice to know what to expect. And if there will be any significant changes other than different call out

With all of these things you can't do. It seems like being a cop is limited and the focus is more on a NOOSE team member. As there is no real point to be a cop if you can't do cop things. When mostly just going to shoot outs and pursuits seems to be a focus point.

 

Makes me wonder how much more can this be improved upon than right now. It would be nice to have a list of ideas/future features that are planned on being implemented. Even if the list is just a "possibility list". It'd be nice to know what to expect. And if there will be any significant changes other than different call out

Dude, it's 0.1... you need to be patient and let the dev work their magic.
It's not going to be perfect right off the bat, lots of things are missing still... but again, gotta let the devs work their magic.
Give it a few months and you'll start seeing more & more of the features making their way into the mod.
It won't happen overnight... we all wish it could but we all know it won't.
It takes time... so be patient, we're all in the same boat here. We're all waiting.

Dude, it's 0.1... you need to be patient and let the dev work their magic.It's not going to be perfect right off the bat, lots of things are missing still... but again, gotta let the devs work their magic.
Give it a few months and you'll start seeing more & more of the features making their way into the mod.
It won't happen overnight... we all wish it could but we all know it won't.
It takes time... so be patient, we're all in the same boat here. We're all waiting.

I am well aware it is 0.1... I was saying, that he said stuff like pull overs are about as good as it can get. and stop and frisk isn't a real possibility.

I was saying that there wasn't much else to being a cop other than going on pursuits and shootouts. Which is more like NOOSE or SWAT. I am not asking for it to be finished overnight.. at all. I never showed any impatience.

With the game limiting what they can do with pedestrians in terms of interaction and animations, I was just asking for them to compile a list of what can and can't be done. What they plan on implementing. It would save time for people requesting features already planned and then having a Staff member tell them it's planned. How is that being impatient? I was simply asking a question based on what Sam had said.

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