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How to edit carvariations- policeold2 to work normal

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Hello, 

I have seen people say that the carvariations needs to be edited to get the "POLICEOLD2" slot to work with newer model cars with both the LED and Rotators but HOW? I haven't the slightest idea how to even begin doing that.... Can anyone help? Thanks

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  • I just recently did this myself. I'm not 100% sure of what exactly I did, but I took a shot at using the carvariations entry from whatever vehicle I was replacing it with and just overwriting the POLI

  • MoreTextures
    MoreTextures

    You need to add a carvariations.meta entry for policeold2 in somewhere like mpluxe2 (Or where the model is if a carvariations.meta exists perhaps) with the lightSettings at 1 and sirenSettings at 13 (

  • Yep, that's exactly it. I added that flag because I wanted to make sure that when the cars spawn randomly in the game, that they include all of the lightbars and push bars and such. Is there a differe

I just recently did this myself. I'm not 100% sure of what exactly I did, but I took a shot at using the carvariations entry from whatever vehicle I was replacing it with and just overwriting the POLICEOLD2 entry and the changing the names where appropriate, and it seemed to work.

The only thing I personally don't know (and I'd love to know the answer if anyone knows) is how to either add or remove the rotators from certain cars like the POLICE and SHERIFF models. The cars I have installed there actually have LED lightbars, but both the LED lights and the rotators show up, and I have no idea how to remove the rotators LOL.

You need to add a carvariations.meta entry for policeold2 in somewhere like mpluxe2 (Or where the model is if a carvariations.meta exists perhaps) with the lightSettings at 1 and sirenSettings at 13 (This is what most CVPIs/vehicle mods will use, but it depends on what you replaced it with).

You'd need to add this specifically:

Spoiler

<Item>
      <modelName>policeold2</modelName>
      <colors>
        <Item>
          <indices content="char_array">
            134 
            134 
            156  
            156 
          </indices>
          <liveries>
            <Item value="true" />
            <Item value="false" />
            <Item value="false" />
            <Item value="false" />
            <Item value="false" />
            <Item value="false" />
            <Item value="false" />
            <Item value="false" />
          </liveries>
        </Item>
        <Item>
          <indices content="char_array">
            134 
            134 
            156  
            156 
          </indices>
          <liveries>
            <Item value="false" />
            <Item value="true" />
            <Item value="false" />
            <Item value="false" />
            <Item value="false" />
            <Item value="false" />
            <Item value="false" />
            <Item value="false" />
          </liveries>
        </Item>
        <Item>
          <indices content="char_array">
            134 
            134 
            156  
            156 
          </indices>
          <liveries>
            <Item value="false" />
            <Item value="false" />
            <Item value="false" />
            <Item value="false" />
            <Item value="true" />
            <Item value="false" />
            <Item value="false" />
            <Item value="false" />
          </liveries>
        </Item>
        <Item>
          <indices content="char_array">
            134 
            134 
            156  
            156 
          </indices>
          <liveries>
            <Item value="false" />
            <Item value="false" />
            <Item value="true" />
            <Item value="false" />
            <Item value="false" />
            <Item value="false" />
            <Item value="false" />
            <Item value="false" />
          </liveries>
        </Item>
        <Item>
          <indices content="char_array">
            134
            134
            156  
            156 
          </indices>
          <liveries>
            <Item value="false" />
            <Item value="false" />
            <Item value="false" />
            <Item value="true" />
            <Item value="false" />
            <Item value="false" />
            <Item value="false" />
            <Item value="false" />
          </liveries>
        </Item>
      </colors>
      <kits> 
        <Item>157_massacaro2_modkit</Item>
      </kits>
      <windowsWithExposedEdges />
      <plateProbabilities>
        <Probabilities />
      </plateProbabilities>
      <lightSettings value="1" />
      <sirenSettings value="13" />
    </Item>

 

1 hour ago, CaptainX3 said:

I just recently did this myself. I'm not 100% sure of what exactly I did, but I took a shot at using the carvariations entry from whatever vehicle I was replacing it with and just overwriting the POLICEOLD2 entry and the changing the names where appropriate, and it seemed to work.

The only thing I personally don't know (and I'd love to know the answer if anyone knows) is how to either add or remove the rotators from certain cars like the POLICE and SHERIFF models. The cars I have installed there actually have LED lightbars, but both the LED lights and the rotators show up, and I have no idea how to remove the rotators LOL.

This sounds like you have FLAG_EXTRAS_ALL in the vehicles.meta entry for that vehicle. You can find the Sheriff's entry in the update.rpf vehicles.meta.

Edited by MoreTextures

3 minutes ago, MoreTextures said:

This sounds like you have FLAG_EXTRAS_ALL in the vehicles.meta entry for that vehicle. You can find the Sheriff's entry in the update.rpf vehicles.meta.

Yep, that's exactly it. I added that flag because I wanted to make sure that when the cars spawn randomly in the game, that they include all of the lightbars and push bars and such. Is there a different flag to do that?

7 minutes ago, CaptainX3 said:

Yep, that's exactly it. I added that flag because I wanted to make sure that when the cars spawn randomly in the game, that they include all of the lightbars and push bars and such. Is there a different flag to do that?

You could use something like FLAG_EXTRAS_REQUIRE, followed by inputting all of the extras in the <requiredExtras></requiredExtras> line a bit below the flags, (e.g. <requiredExtras>EXTRA_1 EXTRA_2</requiredExtras>) however GTA V will only pick 1 random extra from the list at a time (And at that point you might as well not use the flag at all unless you want to avoid slicktops).

I'm not sure if there's a way to include every extra and at the same time excluding 1 or 2 to not be with each other sadly, there could be but I just don't know it.

Edited by MoreTextures

 

6 minutes ago, MoreTextures said:

You could use something like FLAG_EXTRAS_REQUIRE, followed by inputting all of the extras in the <requiredExtras></requiredExtras> line a bit below the flags, (e.g. <requiredExtras>EXTRA_1 EXTRA_2</requiredExtras>) however GTA V will only pick 1 random extra from the list at a time (And at that point you might as well not use the flag at all unless you want to avoid slicktops).

I'm not sure if there's a way to include every extra and at the same time excluding 1 or 2 to not be with each other sadly, there could be but I just don't know it.

Mainly I just want to avoid slicktops, so your advice is perfect, thank you :-)

I'm not sure where the original entry is, but anytime I add an entry to the mpluxe2 file, it seems to override everything else, so I think that's the "latest" carvariations file. I just added a POLICEOLD2 entry in there and it seems to work fine.

7 hours ago, echo04 said:

thank you, ill try dropping in your suggestion.

Haven't found the slot in Mpluxe2. Still looking around other locations...

The entry doesn't actually exist already if that's what you're trying to find, you can't access the existing ones, you have to add it yourself with the entry I had previously posted.

Edited by MoreTextures

  • Author
On 2/18/2016 at 6:46 PM, MoreTextures said:

The entry doesn't actually exist already if that's what you're trying to find, you can't access the existing ones, you have to add it yourself with the entry I had previously posted.

Oh now I'm following. I added that to the end but I still cannot get any updated vehicles to work correctly, they are still showing rotators where the LEDs should be. 

1 hour ago, echo04 said:

Oh now I'm following. I added that to the end but I still cannot get any updated vehicles to work correctly, they are still showing rotators where the LEDs should be. 

That's strange. What vehicle mod are you trying to install, and in what .rpf?

  • Author
On 2/20/2016 at 0:51 PM, MoreTextures said:

That's strange. What vehicle mod are you trying to install, and in what .rpf?

Really any model. I'm trying to drop a CHP Vic in with a Vector but none of the lighting lines up at all. As for the "rpf", not sure what that is lol 

3 hours ago, echo04 said:

Really any model. I'm trying to drop a CHP Vic in with a Vector but none of the lighting lines up at all. As for the "rpf", not sure what that is lol 

By rpf I mean the dlc/patch it's installed in, for example, mpchristmas2's dlc.rpf located in Grand Theft Auto V\update\dlcpacks\, the update.rpf located in Grand Theft Auto V\update\, or the x64e.rpf, located in the Grand Theft Auto V root directory.

Typically if where you installed the model has its own carvariations.meta you want to add the entry in that same .rpf rather than another (But it may still work regardless).

As a last resort you could make whatever CVPI you're trying to install an add on vehicle instead, but perhaps you may not want to do so.

Edited by MoreTextures

Wow so difficult

Just copy tje lines from police ir police2 3 sheriff etc or the custom carvariations file that comses with most custom vehivles. And paste it to policeold2 and also rename it to policeold2. Do the same with vehicles.meta if you want. Now replace the vehicle itself.

Edited by Reyesinc

Hi!

  • Author

Ok, so I've added the all the files, carvariations, ect.... I am now attempting to use Prophet's CHP Vic:

Spoiler

 

 

with the vector but the lights aren't correctly working. No rotators, a few just flash, but then stay on even after I've turned the lights off. Any suggestions what to edit and where? 

Edited by echo04

1 hour ago, echo04 said:

Ok, so I've added the all the files, carvariations, ect.... I am now attempting to use Prophet's CHP Vic:

  Reveal hidden contents

 

 

with the vector but the lights aren't correctly working. No rotators, a few just flash, but then stay on even after I've turned the lights off. Any suggestions what to edit and where? 

I decided to install this over policeold2 myself just to verify it works with the .meta entry from my first post (And it did), it looks exactly like Prophet's showcase video.

All you need to do is drop the 3 vehicle model files into patchday3ng's vehicles.rpf (Grand Theft Auto V\update\x64\dlcpacks\patchday3ng\dlc.rpf\x64\levels\gta5\vehicles.rpf\). 

Then add the following carvariations.meta entry into mpluxe2 (Grand Theft Auto V\update\x64\dlcpacks\mpluxe2\dlc.rpf\common\data\).

The vehicles.meta doesn't need to be touched.

Carvariations.meta Entry:

Spoiler

<Item>
      <modelName>policeold2</modelName>
      <colors>
        <Item>
          <indices content="char_array">
            134 
            134 
            156  
            156 
          </indices>
          <liveries>
            <Item value="true" />
            <Item value="false" />
            <Item value="false" />
            <Item value="false" />
            <Item value="false" />
            <Item value="false" />
            <Item value="false" />
            <Item value="false" />
          </liveries>
        </Item>
        <Item>
          <indices content="char_array">
            134 
            134 
            156  
            156 
          </indices>
          <liveries>
            <Item value="false" />
            <Item value="true" />
            <Item value="false" />
            <Item value="false" />
            <Item value="false" />
            <Item value="false" />
            <Item value="false" />
            <Item value="false" />
          </liveries>
        </Item>
        <Item>
          <indices content="char_array">
            134 
            134 
            156  
            156 
          </indices>
          <liveries>
            <Item value="false" />
            <Item value="false" />
            <Item value="false" />
            <Item value="false" />
            <Item value="true" />
            <Item value="false" />
            <Item value="false" />
            <Item value="false" />
          </liveries>
        </Item>
        <Item>
          <indices content="char_array">
            134 
            134 
            156  
            156 
          </indices>
          <liveries>
            <Item value="false" />
            <Item value="false" />
            <Item value="true" />
            <Item value="false" />
            <Item value="false" />
            <Item value="false" />
            <Item value="false" />
            <Item value="false" />
          </liveries>
        </Item>
        <Item>
          <indices content="char_array">
            134
            134
            156  
            156 
          </indices>
          <liveries>
            <Item value="false" />
            <Item value="false" />
            <Item value="false" />
            <Item value="true" />
            <Item value="false" />
            <Item value="false" />
            <Item value="false" />
            <Item value="false" />
          </liveries>
        </Item>
      </colors>
      <kits> 
        <Item>157_massacaro2_modkit</Item>
      </kits>
      <windowsWithExposedEdges />
      <plateProbabilities>
        <Probabilities />
      </plateProbabilities>
      <lightSettings value="1" />
      <sirenSettings value="13" />
    </Item>

Screenshots of the CVPI in game as proof:

Spoiler

 

EnAdagI.jpg

 

aIZVBTL.jpg

 

SfOeTOL.jpg

 

If you want I can provide a downloadable mpluxe2 carvariations.meta with just policeold2's entry added.

Edited by MoreTextures

  • Author
On 2/24/2016 at 6:36 PM, MoreTextures said:

I decided to install this over policeold2 myself just to verify it works with the .meta entry from my first post (And it did), it looks exactly like Prophet's showcase video.

All you need to do is drop the 3 vehicle model files into patchday3ng's vehicles.rpf (Grand Theft Auto V\update\x64\dlcpacks\patchday3ng\dlc.rpf\x64\levels\gta5\vehicles.rpf\). 

Then add the following carvariations.meta entry into mpluxe2 (Grand Theft Auto V\update\x64\dlcpacks\mpluxe2\dlc.rpf\common\data\).

The vehicles.meta doesn't need to be touched.

Carvariations.meta Entry:

  Reveal hidden contents

<Item>
      <modelName>policeold2</modelName>
      <colors>
        <Item>
          <indices content="char_array">
            134 
            134 
            156  
            156 
          </indices>
          <liveries>
            <Item value="true" />
            <Item value="false" />
            <Item value="false" />
            <Item value="false" />
            <Item value="false" />
            <Item value="false" />
            <Item value="false" />
            <Item value="false" />
          </liveries>
        </Item>
        <Item>
          <indices content="char_array">
            134 
            134 
            156  
            156 
          </indices>
          <liveries>
            <Item value="false" />
            <Item value="true" />
            <Item value="false" />
            <Item value="false" />
            <Item value="false" />
            <Item value="false" />
            <Item value="false" />
            <Item value="false" />
          </liveries>
        </Item>
        <Item>
          <indices content="char_array">
            134 
            134 
            156  
            156 
          </indices>
          <liveries>
            <Item value="false" />
            <Item value="false" />
            <Item value="false" />
            <Item value="false" />
            <Item value="true" />
            <Item value="false" />
            <Item value="false" />
            <Item value="false" />
          </liveries>
        </Item>
        <Item>
          <indices content="char_array">
            134 
            134 
            156  
            156 
          </indices>
          <liveries>
            <Item value="false" />
            <Item value="false" />
            <Item value="true" />
            <Item value="false" />
            <Item value="false" />
            <Item value="false" />
            <Item value="false" />
            <Item value="false" />
          </liveries>
        </Item>
        <Item>
          <indices content="char_array">
            134
            134
            156  
            156 
          </indices>
          <liveries>
            <Item value="false" />
            <Item value="false" />
            <Item value="false" />
            <Item value="true" />
            <Item value="false" />
            <Item value="false" />
            <Item value="false" />
            <Item value="false" />
          </liveries>
        </Item>
      </colors>
      <kits> 
        <Item>157_massacaro2_modkit</Item>
      </kits>
      <windowsWithExposedEdges />
      <plateProbabilities>
        <Probabilities />
      </plateProbabilities>
      <lightSettings value="1" />
      <sirenSettings value="13" />
    </Item>

Screenshots of the CVPI in game as proof:

  Reveal hidden contents

 

EnAdagI.jpg

 

aIZVBTL.jpg

 

SfOeTOL.jpg

 

If you want I can provide a downloadable mpluxe2 carvariations.meta with just policeold2's entry added.

Rather than start another topic, since I've added two other police vehicles, the lights on the default slots of unmarked cruiser and sheriff cruiser are not aligned while the added cars are correct. I reinstall the two cars in the default slots and the two added cars lights are not aligned. I can't seem to correct the issue. Any suggestions for this problem?

5 hours ago, echo04 said:

Rather than start another topic, since I've added two other police vehicles, the lights on the default slots of unmarked cruiser and sheriff cruiser are not aligned while the added cars are correct. I reinstall the two cars in the default slots and the two added cars lights are not aligned. I can't seem to correct the issue. Any suggestions for this problem?

Sorry if I'm not understanding this correctly, and correct me if I'm wrong.

So, you replaced the Unmarked (police4) and the Sheriff Cruiser (sheriff) with modded cars, and the lights on the modded cars work fine when replacing those 2 vehicles.

But when using the original police4/sheriff the lights do not work properly, and when adding the 2 modded cars as stand alone vehicles the lights don't work properly on them either.

Is that correct?

If so, the carvariations.meta's sirenSettings needs to be changed depending on the vehicle you modded in, so I'd need to know that.

While it's not always the case with modded vehicles, this might help you out with guessing the correct sirenSettings to use

Spoiler

<sirenSettings value="1" /> = This siren lights is used by Police Buffalo, Police Riot, Park Ranger SUV and Sheriff Granger.
<sirenSettings value="2" /> = This siren lights is used by Police Interceptor.
<sirenSettings value="4" /> = This siren lights is used by Ambulance. 
<sirenSettings value="5" /> = This siren lights is used by NYSP Police Roadcruiser, NYSP Police Rancher and LSPD Police Transporter.
<sirenSettings value="6" /> = This siren lights is used by Police Bike
<sirenSettings value="7" /> = This siren lights is used by Fire Truck
<sirenSettings value="9" /> = This siren lights is used by Tow Truck and one of Boxville models.
<sirenSettings value="10" /> = This siren lights is used by Lifeguard SUV.
<sirenSettings value="13" /> = This siren lights is used by Stanier Police Cruiser and Sheriff Cruiser.

I believe the default police4 sirenSettings would be the same as the Sheriff Cruiser (13), but I'd have to verify that myself as it may be 1 instead.

Edited by MoreTextures

9 minutes ago, MoreTextures said:

Sorry if I'm not understanding this correctly, and correct me if I'm wrong.

So, you replaced the Unmarked (police4) and the Sheriff Cruiser (sheriff) with modded cars, and the lights on the modded cars work fine when replacing those 2 vehicles.

But when using the original police4/sheriff the lights do not work properly, and when adding the 2 modded cars as stand alone vehicles the lights don't work properly on them either.

Is that correct?

If so, the carvariations.meta's sirenSettings needs to be changed depending on the vehicle you modded in, so I'd need to know that.

While it's not always the case with modded vehicles, this might help you out with guessing the correct sirenSettings to use

  Hide contents

<sirenSettings value="1" /> = This siren lights is used by Police Buffalo, Police Riot, Park Ranger SUV and Sheriff Granger.
<sirenSettings value="2" /> = This siren lights is used by Police Interceptor.
<sirenSettings value="4" /> = This siren lights is used by Ambulance. 
<sirenSettings value="5" /> = This siren lights is used by NYSP Police Roadcruiser, NYSP Police Rancher and LSPD Police Transporter.
<sirenSettings value="6" /> = This siren lights is used by Police Bike
<sirenSettings value="7" /> = This siren lights is used by Fire Truck
<sirenSettings value="9" /> = This siren lights is used by Tow Truck and one of Boxville models.
<sirenSettings value="10" /> = This siren lights is used by Lifeguard SUV.
<sirenSettings value="13" /> = This siren lights is used by Stanier Police Cruiser and Sheriff Cruiser.

I believe the default police4 sirenSettings would be the same as the Sheriff Cruiser (13), but I'd have to verify that myself as it may be 1 instead.

 

Most cars come with a custim carvarations. Just use that. If it doesn't have one, just use a carvarations that looks most like one of the vanilla polive cars. Sometimes they tell it in the readme.

Hi!

This is a support topic.
Only reply here to offer help or assistance to echo04. Off-topic or "me too" replies will be removed.

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