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[REL] Realism Dispatch Enhanced 3.1.1

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On 2/2/2017 at 5:49 AM, Jason_Ness said:

 

Have removed the trainer and turned script loading off in Rage and still the same issue being nil wanted level. Also did a repair on the game as I initially didn't have a mods folder (RDE only mod that I needed it for) but hasn't worked.

 

A sticky one!

 

Realisticly though the features would still work for LSPDFR play but I couldn't get a wanted level if I wanted. If that's correct then at least I can enjoy the better AI, back up zones etc. As that was the point of the download.

 

Which is fine, I just like to go for completeness.

 

Thanks for the help and ideas so far, any other troubleshooting welcome :)

 

 

And after all this, I simply disabled all plugins and it worked!

 

Rage console > Unloadallplugins

 

And RDE wanted levels, etc. worked. I note in my console as soon as the game loads my character is recognised as a cop, likely a LSPDR setting?

 

So by unloading plugins I can then have RDE working properly and its pretty awesome!

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    https://www.youtube.com/watch?v=y_KlUjxILFw&feature=youtu.be   We're happy to present to you RDE 3.0!   Release date has been confirmed, enjoy! 

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21 hours ago, vt1032 said:

Any chance of seeing a slicktop LSPD stainer in the next update?  I see a lot of LAPD marked slicktops in use.  

 

It'd be up to @NefariousBonne, but it's pretty feasible with a little work. Changing the current Stainer lights back into two extras setups like default, but one with the LED bar and one with the slicktop setup.

 

 

Edited by The Loot

2 hours ago, The Loot said:

 

It'd be up to @NefariousBonne, but it's pretty feasible with a little work. Changing the current Stainer lights back into two extras setups like default, but one with the LED bar and one with the slicktop setup.

 

That would be great if you guys did that.  the lighting setup on the police 4 is perfect too, so I hope you guys use that if you do make this.  

 

Actually, the same thing, but for LSSD should be fairly doable as well.  just use the front lights from the police 4, and the rear window lights from the LSIA stainer and that would be pretty close to one of the LASD slick top setups (the other version has a full traffic advisor in the back window, similar to the one in the hwaycar, but not exactly).

 

Image result for lasd slicktop    

1 hour ago, vt1032 said:

Actually, the same thing, but for LSSD should be fairly doable as well.  just use the front lights from the police 4, and the rear window lights from the LSIA stainer and that would be pretty close to one of the LASD slick top setups (the other version has a full traffic advisor in the back window, similar to the one in the hwaycar, but not exactly).

    

 

There's an undercover LSSD Stainer being worked on that probably already has the first light setup (3 lights in the front window, 2 in back).

 

And I assume this is the other one:

tumblr_mrgmc4U7rT1sfvbn8o1_1280.jpg

8 minutes ago, The Loot said:

 

There's an undercover LSSD Stainer being worked on that probably already has the first light setup (3 lights in the front window, 2 in back).

 

And I assume this is the other one:

tumblr_mrgmc4U7rT1sfvbn8o1_1280.jpg

 
 

Yeah, that's the other version I was talking about.  Glad to hear that's being worked on, you guys are the best.

 

I know you said it's undercover, but any chance you guys would at least template it so if we want to put liveries on it, we can?   

Edited by vt1032

Looking at the police setup, the lightbar setup only uses 8 lights, two of which are headlight hideaways which would probably get shared with the slicktop setup, so that leaves another 10, (I believe 2 are planned as wigwags in the near future).

 

There is some talk about some of @11john11's lightbar work being integrated which might change things with how many lights are used, but I don't think anything is finalized. Honestly, I hope eventually all vehicles will use each of the 20 available lights with as many coronas as possible to get the best working and looking setups without needing ELS.

 

11 minutes ago, vt1032 said:

I know you said it's undercover, but any chance you guys would at least template it so if we want to put liveries on it, we can?   

 

Well, considering all upcoming unmarked vehicles save the Premier are already mapped for marked variants, it could be a possibility, but they probably won't be mapped in their inclusion in RDE itself. If they see separate releases on their own, it's possible,  but I don't know of those plans.

Edited by The Loot

7 hours ago, The Loot said:

Looking at the police setup, the lightbar setup only uses 8 lights, two of which are headlight hideaways which would probably get shared with the slicktop setup, so that leaves another 10, (I believe 2 are planned as wigwags in the near future).

 

There is some talk about some of @11john11's lightbar work being integrated which might change things with how many lights are used, but I don't think anything is finalized. Honestly, I hope eventually all vehicles will use each of the 20 available lights with as many coronas as possible to get the best working and looking setups without needing ELS.

 

 

Well, considering all upcoming unmarked vehicles save the Premier are already mapped for marked variants, it could be a possibility, but they probably won't be mapped in their inclusion in RDE itself. If they see separate releases on their own, it's possible,  but I don't know of those plans.

 

They are?  I just tried putting a stainer livery in the police4 file and it just showed up as all white.

2 hours ago, vt1032 said:

They are?  I just tried putting a stainer livery in the police4 file and it just showed up as all white.

 

No, the current unmarked models are not mapped. What I meant was is that most of those models are also used in marked variants, so the model itself has been mapped already.

1 hour ago, The Loot said:

 

No, the current unmarked models are not mapped. What I meant was is that most of those models are also used in marked variants, so the model itself has been mapped already.

 

Gotcha.  Well I'll just look forward to the next release then.  Sounds like plenty of cool stuff is in store.   

9 minutes ago, MrGalaxy. said:

i currently have a issue where the highway slot only spawns with long boots. i asked around and ti appears to be related to rde 

Correct, s_m_y_hwaycop_01 only has the motorcycle boots to make sure the game always spawns them that way on motorcycles. For the regular pants and shoes used by officers in cars, use s_m_y_hwaycop_02, which comes with a campaign hat instead of a helmet, and also has an option for body armor.

quack.png

Just now, SuperStumpje said:

Correct, s_m_y_hwaycop_01 only has the motorcycle boots to make sure the game always spawns them that way on motorcycles. For the regular pants and shoes used by officers in cars, use s_m_y_hwaycop_02, which comes with a campaign hat instead of a helmet, and also has an option for body armor.

hmm thank you ;3 was this added by rde or the stock game.

1 hour ago, MrGalaxy. said:

is their a way i can change this? to put it back to normal. i dont like using the other model

I have no idea. It's probably possible, but it'll likely break some things here and there in how they spawn.

quack.png

GTA loads fine, but crashes whenever an RDE vehicle is spawned—doesn't matter if it's through the trainer or naturally spawned by the game.

 

Anyone have any idea what the deal is?

Not sure if it's my game or RDE in general or has anyone else noticed that the guards at the military base that spawn normally are armed with Assault Rifles? Again not sure if this is my end or something

"No Support For Pirated Copies. Take Your Requests Elsewhere"

1 hour ago, BadChain5219581 said:

Not sure if it's my game or RDE in general or has anyone else noticed that the guards at the military base that spawn normally are armed with Assault Rifles? Again not sure if this is my end or something

That's GTA V itself, they're like that even without mods.

quack.png

The guy at the gate who has the scripted "restricted area" speech, and the groups walking around the barracks and the hangers, seem controlled by a game script and do not follow loadout of component rules set up in pedmodelsets.

 

I have a script from a while back that replaces any assault rifle carried by an army ped with a carbine, and makes sure they don't wear the under-armorshirt (which I think was made by @Eddlm?), so that's a way fix it. The fix needs some expansion, as there are guards at the prison with assault rifles, plus the LSPD cops with the assault shotgun that could use attention, too.

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