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LSPDFR Australia Discussion Thread

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When putting cars in different slots there are 4 things you need to do

rename the .yft files (obviously)

rename the name in the handling.meta file provided with the model (the name will be up the top, it'll say sheriff but change that to police 3)

do the same with the carvariations.meta

Then do the same thing with the vehicles.meta, except you need to change the top 4 names (name, texture, handling, game name)

then you install it like normally, find the police3 files and replace them with the new ones

If you don't read my readme files don't inbox me asking for help

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  • Down Under Mods
    Down Under Mods

    Happy new year everyone. If this gets 20 likes I'll release stuff in 2017   oh and also #prayformoose

  • HA! Wasn't aware that Aust thread existed on here as well. Apparently we're taking over everywhere.

  • Deactivated Member
    Deactivated Member

    icebreaker.yft Disregard the wheels, I didn't install the handling and it's set up for a granger haha. Moose's model of course.

Posted Images

9 hours ago, SkillfulCorpse said:

Here's an example of what I was talking about:

.eJwNxVEOgyAMANC7cACgVSx6GUJYw1wUDNWRbdn

I've seen door panels without markings, bumpers and you name it. This one looks like it was pretty bad because the whole front of the car was replaced. 

 

To be honest, that's a bit slack really. I've never seen a SAPOL vehicle here lacking markings like that. If there is, then they're behind closed doors :thumbsup:

  • Author
3 hours ago, Macgregor said:

When putting cars in different slots there are 4 things you need to do

rename the .yft files (obviously)

rename the name in the handling.meta file provided with the model (the name will be up the top, it'll say sheriff but change that to police 3)

do the same with the carvariations.meta

Then do the same thing with the vehicles.meta, except you need to change the top 4 names (name, texture, handling, game name)

then you install it like normally, find the police3 files and replace them with the new ones

Hmm I feel like I did all that when I put it in patchday3ng.

Im deleting my mod's folder and starting fresh. This time I'll make a check list so I know I won't miss anything, cheers

Patchday3ng a good spot for Police3? It's where the Taurus from TheHurk goes so I figure it's the same slot, same folder.

Also the 1200RT bike says to replace it in Patchday9ng (so does the Lenco) but neither are there, is x64e the spot those might go in if its not there?

it'll work fine in patchday9ng cos its a newer patch. works fine for me

Police3 i normally put in patchday3ng & patchday4ng & x64e dunno why i just have issues with the models loading some times

another commodore to fill the ranks!

 

  • Author
30 minutes ago, Donnzy said:

it'll work fine in patchday9ng cos its a newer patch. works fine for me

Police3 i normally put in patchday3ng & patchday4ng & x64e dunno why i just have issues with the models loading some times

another commodore to fill the ranks!

 

Ohh, I had the impression that it had to be there in the first place to replace it, because when I put the Lenco in Patchday9ng, there had been no riot files there in the first place and it was crashing my game on loading in.
You put Police3 in all of those files or just one?

Does someone wanna take this opportunity to educate me on why we put cars in Patchday's instead of x64e, if x64e has all of the cars minus DLC cars? What difference does it make if a tut says put the vehicle in Patchday2ng and I instead put it in x64e or another Patchday?

43 minutes ago, PgUp said:

Does someone wanna take this opportunity to educate me on why we put cars in Patchday's instead of x64e, if x64e has all of the cars minus DLC cars? What difference does it make if a tut says put the vehicle in Patchday2ng and I instead put it in x64e or another Patchday?

Load order, basically.

The game loads all the base rpf's (x64alphabet) first. Then it works its way through dlclist.xml loading everything i the first one, then the next so on and so on. When you install a car and it doesnt work, it means rockstar updated it in one of the patchday dlc's, that is lower in the order than where you put it, so your model overwrites x64e, then their model overwrites yours.

I was hoping to release a NSWPF pack DLC with everything set up, but the mod authors aren't happy with that, so I'll probably be releasing a generic 'custom cars' DLC pack over the weekend that'll make a convenient central spot to install everything - means for future R* updates, you'll just have to edit your dlclist.xml to load it again,and everything will just work, regardless of how many times R* update the stock models.

My YouTube Channel: Darkmyre Gaming (Australian LSPDFR patrols, plugins in development, and other games)

My Discord Server | AusGamer Network

 

Please do not PM me for technical support or bug reports, use the appropriate forum or plugin's comments instead.

  • Author
9 minutes ago, Darkmyre said:

Load order, basically.

The game loads all the base rpf's (x64alphabet) first. Then it works its way through dlclist.xml loading everything i the first one, then the next so on and so on. When you install a car and it doesnt work, it means rockstar updated it in one of the patchday dlc's, that is lower in the order than where you put it, so your model overwrites x64e, then their model overwrites yours.

I was hoping to release a NSWPF pack DLC with everything set up, but the mod authors aren't happy with that, so I'll probably be releasing a generic 'custom cars' DLC pack over the weekend that'll make a convenient central spot to install everything - means for future R* updates, you'll just have to edit your dlclist.xml to load it again,and everything will just work, regardless of how many times R* update the stock models.

I'm hoping one day to just download one big file and import that into my game, which will include everything, it's a massive fuck around installing everything I want right now, I loath it. Especially, ESPECIALLY, cars. I'm that tempted to just run stock cars for a while.. 

Wish GTA had mod support like ArmA and ETS2, use a dev kit to create the mods and it turns them into a special file, pop it into a 'Addons' folder and when you load up you tick which mods you want to load in with.

A program that'd let me select which mods I want to download and install, and then downloads the mods from the LSPDFR server and installs them for me would be mint for lazy cunts like me.

 

Hey @Darkmyre,

You probably know this but for those that don't, I find this spot perfect and easy to manage add on's

Grand Theft Auto V\mods\update\x64\dlcpacks\mpchristmas2\dlc.rpf\x64\levels\gta5\vehicles\xmas2vehicles.rpf\

some editing of vehicles.meta Etc, 

 

 

 

 

 

4 minutes ago, PgUp said:

I'm hoping one day to just download one big file and import that into my game, which will include everything, it's a massive fuck around installing everything I want right now, I loath it. Especially, ESPECIALLY, cars. I'm that tempted to just run stock cars for a while.. 

Wish GTA had mod support like ArmA and ETS2, use a dev kit to create the mods and it turns them into a special file, pop it into a 'Addons' folder and when you load up you tick which mods you want to load in with.

A program that'd let me select which mods I want to download and install, and then downloads the mods from the LSPDFR server and installs them for me would be mint for lazy cunts like me.

 

Well, its easy enough to set up a one-click installer, the trouble is most vehicle modders are against those sorts of things (cant really blame them, they're generally made by dodgy cunts trying to cash in on someone elses hard work)

My YouTube Channel: Darkmyre Gaming (Australian LSPDFR patrols, plugins in development, and other games)

My Discord Server | AusGamer Network

 

Please do not PM me for technical support or bug reports, use the appropriate forum or plugin's comments instead.

  • Author

I'm noticing my files line up perfectly with American authors, and never with Mac/Moose, to add to the interesting myths and sagas of "why are files not where they're meant to be, what the fuck did Rockstar do to make some people have files in different places". 
> CD copy from EB Games, files from CD, updates and launch through Rockstar

13 minutes ago, Darkmyre said:

Well, its easy enough to set up a one-click installer, the trouble is most vehicle modders are against those sorts of things (cant really blame them, they're generally made by dodgy cunts trying to cash in on someone elses hard work)

Well I suppose if there's none of that ad shit with the installer like "Download Norton Trial With Installation - Automatically Ticked" I (personally) don't see an issue, if there's no opportunity to cash in. But then again, I'm not an author, so my opinion is really irrelevant haha.

Edited by PgUp

4 minutes ago, PgUp said:

I'm noticing my files line up perfectly with American authors, and never with Mac/Moose, to add to the interesting myths and sagas of "why are files not where they're meant to be, what the fuck did Rockstar do to make some people have files in different places". 
> CD copy from EB Games, files from CD, updates and launch through Rockstar

Well I suppose if there's none of that ad shit with the installer like "Download Norton Trial With Installation - Automatically Ticked" I (personally) don't see an issue, if there's no opportunity to cash in. 

Its usually more "cash in" in the sense of the users seeing the pack author as the model authors, and those guys who deserve the credit being lost in the sidelines. And of course as any Aussie LSPDFR player probably knows, the whole model theft bullshit.

My YouTube Channel: Darkmyre Gaming (Australian LSPDFR patrols, plugins in development, and other games)

My Discord Server | AusGamer Network

 

Please do not PM me for technical support or bug reports, use the appropriate forum or plugin's comments instead.

  • Author
8 minutes ago, Darkmyre said:

Its usually more "cash in" in the sense of the users seeing the pack author as the model authors, and those guys who deserve the credit being lost in the sidelines. And of course as any Aussie LSPDFR player probably knows, the whole model theft bullshit.

Hmm I suppose. :sad: I mean, surely there's a way to make it clear that the installer is just that, and credit still goes to the real authors. I mean.. When you think about it, it's really just an extended, easier version of the front page of this thread. 

I had heaps of problems with crashes and cars not loading correctly and just generally being jerked around when I used to use all the default folders. About six months ago I installed RDE and it's brilliant. Not just because it opens like 10 more slots for police vehicles (hwaycar1-3, police5, sheriff3, NOOSE 3-4 and some others) but it also stores it all in one folder.  Takes 30 seconds to throw a new vehicle in or adjust existing ones.

You can also set up your own DLC to do the same thing but RDE is just easy to use, pre-packaged sort of. I don't have any idea if it's actually changed any of the actual gameplay but if it has, I like it.

  • Author
28 minutes ago, Kyben said:

I had heaps of problems with crashes and cars not loading correctly and just generally being jerked around when I used to use all the default folders. About six months ago I installed RDE and it's brilliant. Not just because it opens like 10 more slots for police vehicles (hwaycar1-3, police5, sheriff3, NOOSE 3-4 and some others) but it also stores it all in one folder.  Takes 30 seconds to throw a new vehicle in or adjust existing ones.

You can also set up your own DLC to do the same thing but RDE is just easy to use, pre-packaged sort of. I don't have any idea if it's actually changed any of the actual gameplay but if it has, I like it.

If I chuck say, the XR6 into an RDE slot, is that just for my use or when I call for backup will the XR6 respond, or will the stock police car respond?

Edit: I'm going to check out the mod page in a minute, hopefully that'll answer my questions about putting cars in the rde slots and changing which ones default spawn, but if you know from use feel free to answer because mods especially on GTA-5mods I find don't have a real good description of what it does.

Edited by PgUp

7 minutes ago, PgUp said:

If I chuck say, the XR6 into an RDE slot, is that just for my use or when I call for backup will the XR6 respond, or will the stock police car respond?

Edit: I'm going to check out the mod page in a minute, hopefully that'll answer my questions about putting cars in the rde slots and changing which ones default spawn, but if you know from use feel free to answer because mods especially on GTA-5mods I find don't have a real good description of what it does.

It'll replace that car period. Like someone said with the 'load order', basically RDE is considered to be the most recent DLC you have installed so it 'overwrites' all previous models with whatever you have in those slots. You can also (I believe) configure which cars respond as which backup type in what area with whatever cop(s) inside and all that sort of thing. I've left it at whatever the defaults are.

  • Author
3 minutes ago, Kyben said:

It'll replace that car period. Like someone said with the 'load order', basically RDE is considered to be the most recent DLC you have installed so it 'overwrites' all previous models with whatever you have in those slots. You can also (I believe) configure which cars respond as which backup type in what area with whatever cop(s) inside and all that sort of thing. I've left it at whatever the defaults are.

Ooh very nice. As I expected the description didn't really say that, so thank you my man.
So I drop the .ytd and .ytf files in the RDE folder, that's effectively like putting it in a patchday, and I still edit the .meta's (handling, vehicles and carvar) found in in update/common/data (somewhere around there) like normal?

Yeah. Overwrite the cars in RDE (or add them if they're not in there).

You can update the handling and carvariations within the RDE 'dlc' thing however anything else you need to go back to x64e for (I think the only important one is carcols)

And yeah, @gregb150, that's the one. 

Yeah, thats pretty much the same concept as what I do. You don't need RDE to make new car slots though, all it takes is to rename the model files to something, and make a vehicles.meta entry with that same name (I generally just copy police3, and point the new car at police3's handling if it doesnt need its own). Carcols should be doable via an RPF, I think the only thing you ever need to touch the original meta's for is to edit vehicles.meta for built-in cars, cause for some reason that doesnt seem to overwrite properly. I don't understand that since handling and carvariations overwrite just fine, but meh, just another one of those #gtathings lol

My YouTube Channel: Darkmyre Gaming (Australian LSPDFR patrols, plugins in development, and other games)

My Discord Server | AusGamer Network

 

Please do not PM me for technical support or bug reports, use the appropriate forum or plugin's comments instead.

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