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[REL] Realism Dispatch Enhanced 3.1.1

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10 hours ago, Kallus Rourke said:

 

Increasing the day and night emissives along with having postfx, shaders, and shadows on high will also make your lights look good if you want to do it manually.  A lot of folks think RadianceV and all these other ones are the only way to make them bright.

 

I's like to do it manually as I don't like how Radiance V makes everything glow and the taxi lights appear like the light of god!

 

Any advice on how to do this? 

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5 hours ago, nick_g44 said:

 

I's like to do it manually as I don't like how Radiance V makes everything glow and the taxi lights appear like the light of god!

 

Any advice on how to do this? 

 

Assuming your postfx, shaders, and shadows are all on high or above, open OpenIV.  Go to mods / update / update / common / data.   Extract visualsettings.dat to your desktop.  Open it in notepad or notepad++ (recommended).  Next, search for these lines:

 

car.defaultlight.day.emissive.on

car.defaultlight.night.emissive.on.

 

Change their percentage to the following:

 

car.defaultlight.day.emissive.on: 6000.00

car.defaultlight.night.emissive.on: 1500.00

 

Save the document.  Now click "edit mode" in OpenIV and drag and drop the edited visualsettings back to the same place you got it from.  Click "edit mode" again and you should be good.

Edited by Kallus Rourke

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12 hours ago, Hastings said:

Just a question, do you receive any specific error message or a simple "GTA V stopped working" one?

 

I don't crash often, but sometimes it happens. Even after I spent around $500 on a new graphic card and a CPU cooler.

 

Read the above posts... Checked in game... Yeah, vehicles do have steady burns. This level of attention to details is amazing.

 

All I need right now -- or probably even "we need" - is a ticket scipt. Sometimes I do want to pull over on the side of the highway for that SAHP unit and not end up in jail. However, the dense AI would probably ram me off the road, kill himself or park in the middle of the highway :D

I agree tickets would complete this mod. I redid my mods folder, don't have lspdfr installed YET but crashing is bare minimum now. Usually after 1 hour sometimes it likes to crash but in that hour I'm doing stupid shit like engine multiplier x400

NewSig.jpg

Quick question for you guys, I've been having game crashes after about 10 minutes or so playing. I'm starting to think it's a memory issue since I use a ton of add on cruisers with RDE, even with an edited gameconfig I'm still getting crashes. My question is: does anyone know if there is a way around this? I love using RDE & tons of add on cars but I fear the rde folder in update.rpf just gets too large to handle. 

I have an idea for the next RDE update, I call it the "state of emergency mode" (sort of like a 7 stars mode). Basically, at this point, it seems that the national guard is failing to stop the player, so as a result the White House steps in and martial law is declared in the state of San Andreas. Normal police and noose will stop spawning along with all civilian vehicles and peds, and all factions of the United States Military will begin to try to kill the player. 

-Fighter planes will now begin to fire at the player, even of foot (and possibly in swarms). 

-Bomber planes will be sent to carpet bomb the player

-Most Infantry will no longer arrive using the Barracks, most will now come via helicopter (Using Annihilator, Chinook, or SeaKnight) or will parachute to the ground via Airplane.

-AC-130s may be used against the player

-Several Armour ed Humvee's may begin to take charge at the player, while Tanks and other anti aircraft vehicles may line up (preferably on a hill) and begin to fire at the player (for better reference, see "War of the Worlds 2005 battle scene")

-Aircraft carriers and battle ships could be seen off the shores near beaches and would begin attacking the player if they got in the water (Military submarines could be seen too)

-Armored vehicles such as Humvee's and MRAP Cougars patrol the streets and Freeways of San Andreas, anti aircraft vehicles and tanks will patrol the streets in convoys with infantry walking with the convoy. Military and Black Helicopters will patrol the skies.

-Vehicles such as the M142 could begin to launch long distance missiles at the player (a distance like from Mount Haan to Sandy Shores) however, the player would have time to react to this attack.

-Predator drones would be sent out many times in an attempt to kill the player

-If the situation does not improve, the military may begin taking drastic measures, such as equipping all new infantry with rail guns, have very long range missiles launch via submarine, use chemical weapons, use an EMP (Electro Magnetic Pulse) disabling all parked vehicles within San Andreas along with the players cellphone and turning off any building, bridge, or street lights. Missiles might be launched via satellite (think rods of God).

-When martial law is declared, an Emergency brodcast message could play on all radio stations, and radio stations could stop playing music when martial law is declared.

-Possible intervention from the UN or NATO nations? (Such as Canada or the UK)

-If the player escapes the army, martial law will stay for 24 hours (in GTA time of Course). If they player if stopped by the military, but is not recognized as the criminal, he would be taken to Fort Zancudo (as it is now an "Emergency Camp") and will spawn outside of the base gate when the 24 hours are up. If he is recognized as the criminal, he would be arrested, but unlike on a lower wanted level, the player cannot bribe them, they player will have hell to pay. The player will spawn in a prison (with a prison jumpsuit on) and will have visible beating marks from "interrogation"

 

I don't know how feesable this is, and while it might not be ideal for playing as a normal character, it would be great if it was used in conjuction with a super hero, or super powers mod. While this obviously isn't "realistic" neither is the national guard trying to kill the player. Personally, I just think this is a cool idea that gives a whole new level of difficulty in the game and its an idea that has been in my head for about 2 weeks now.

 

15 hours ago, Kallus Rourke said:

 

Assuming your postfx, shaders, and shadows are all on high or above, open OpenIV.  Go to mods / update / update / common / data.   Extract visualsettings.dat to your desktop.  Open it in notepad or notepad++ (recommended).  Next, search for these lines:

 

car.defaultlight.day.emissive.on

car.defaultlight.night.emissive.on.

 

Change their percentage to the following:

 

car.defaultlight.day.emissive.on: 6000.00

car.defaultlight.night.emissive.on: 1500.00

 

Save the document.  Now click "edit mode" in OpenIV and drag and drop the edited visualsettings back to the same place you got it from.  Click "edit mode" again and you should be good.

 

Hi, I have the same problem, so I tried increasing emissives, as you said, but in the night, when lightbar is on, ambient lights darken, especially SAHP Buffalo does this.

note: I'm using VisualV and I've tried to only increase emissives, increase emissives and postfx, shaders and shadows; increased fx,shadows/ers (w/o emissives) makes eme lights good-looking at night, but not during a day (only those with coronas).

 

 

GTA5 2017-08-18 08-09-03-029.jpg

GTA5 2017-08-18 08-09-12-720.jpg

GTA5 2017-08-18 08-09-40-314.jpg

GTA5 2017-08-18 08-09-48-145.jpg

1 minute ago, Tukkan said:

 

Hi, I have the same problem, so I tried increasing emissives, as you said, but in the night, when lightbar is on, ambient lights darken, especially SAHP Buffalo does this.

note: I'm using VisualV and I've tried to only increase emissives, increase emissives and postfx, shaders and shadows; increased fx,shadows/ers (w/o emissives) makes eme lights good-looking at night, but not during a day (only those with coronas).

 

 

Since this topic is for RDE, please create a new thread in GTA V support and I'll reply there. :)

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17 hours ago, Kallus Rourke said:

 

Assuming your postfx, shaders, and shadows are all on high or above, open OpenIV.  Go to mods / update / update / common / data.   Extract visualsettings.dat to your desktop.  Open it in notepad or notepad++ (recommended).  Next, search for these lines:

 

car.defaultlight.day.emissive.on

car.defaultlight.night.emissive.on.

 

Change their percentage to the following:

 

car.defaultlight.day.emissive.on: 6000.00

car.defaultlight.night.emissive.on: 1500.00

 

Save the document.  Now click "edit mode" in OpenIV and drag and drop the edited visualsettings back to the same place you got it from.  Click "edit mode" again and you should be good.

 

Changed. I'll take a look and let you know. I had been playing about with the numbers on that however, had no idea what was the best setting.

I am really enjoying RDE, this is marvelous. I just have a question regarding gang fights. I love this concept and it really adds ambient life rather then relying on callouts with LSPDFR. However I can not patrol in the gang areas with getting a massive gang incident every 3 or so minutes. Is there a way to tweak this? 

For example, i was patrolling around grove street and a gang carjacking occurred which made the driver of the carjacked vehicle open fire which caused a big war. This was awesome to see as it resulted in a long intense shootout. After the gang incident stopped and everything was cleaned up I headed towards the Vagos area and then another incident occurred. I didn't get to see what was the initial attack as I heard gunshots before I could get there.

I don't want to come across as a nitpicker. I haven't seen any comments regarding this issue so I thought I'd bring it up.

Read the Readme's and mod pages, don't be stupid.

30 minutes ago, Caramel said:

I am really enjoying RDE, this is marvelous. I just have a question regarding gang fights. I love this concept and it really adds ambient life rather then relying on callouts with LSPDFR. However I can not patrol in the gang areas with getting a massive gang incident every 3 or so minutes. Is there a way to tweak this? 

For example, i was patrolling around grove street and a gang carjacking occurred which made the driver of the carjacked vehicle open fire which caused a big war. This was awesome to see as it resulted in a long intense shootout. After the gang incident stopped and everything was cleaned up I headed towards the Vagos area and then another incident occurred. I didn't get to see what was the initial attack as I heard gunshots before I could get there.

I don't want to come across as a nitpicker. I haven't seen any comments regarding this issue so I thought I'd bring it up.

As @Jax765 mentioned before, the amount of gang conflict is relatively high and might be of issue to some people.

 

I honestly just avoid gang districts if I'm not in the mood for fighting. As Officer Tenpenny once said, the job is to intimidate those who intimidate others, so let them kill each other :D

Edited by Hastings

27 minutes ago, Jax765 said:

If the amount of violence in urban areas is too much, just delete the relationships file in update.rpf-common-data.

Geez now I made myself look like an idiot haha, I searched and searched to see if i could find people talking about this before and I did not see any. Now I just went back a  few pages and saw :pinch:

If I delete that file, will it affect anything else?

When I double checked the comments just before I saw your post about working on this. Does this edited file create "events" or does it make when one faction sees another faction they will attack each other? I really do enjoy it though other then the frequency it occurs.

I will try Keep Calm to prevent unrelated gang members joining in and see if that works. Hopefully that makes the gang wars happen but do not make other gang members get aggressive to me and join when I shoot.

I will report back, if that works then the gang wars would be a 10/10.

Read the Readme's and mod pages, don't be stupid.

12 minutes ago, Caramel said:

Geez now I made myself look like an idiot haha, I searched and searched to see if i could find people talking about this before and I did not see any. Now I just went back a  few pages and saw :pinch:

If I delete that file, will it affect anything else?

When I double checked the comments just before I saw your post about working on this. Does this edited file create "events" or does it make when one faction sees another faction they will attack each other? I really do enjoy it though other then the frequency it occurs.

I will try Keep Calm to prevent unrelated gang members joining in and see if that works. Hopefully that makes the gang wars happen but do not make other gang members get aggressive to me and join when I shoot.

I will report back, if that works then the gang wars would be a 10/10.

The file makes it so that gangs hate each other, and cops dislike gangs. So when a gang ped sees a rival ped, they'll attack them. Combined with the modified popcycle that increases police and gang presence throughout the city (so you'll see more gang and police cars in traffic/on the streets), it leads to more emergent firefights.

 

We actually used to have a version of the relationships file that had cops also hate gangs rather than just dislike. Led to even more constant chaos, with neverending sirens as cops would actively hunt down gang members in the nearby vicinity.

Edited by Jax765

4 minutes ago, Jax765 said:

The file makes it so that gangs hate each other, and cops dislike gangs. So when a gang ped sees a rival ped, they'll attack them. Combined with the modified popcycle that increases police and gang presence throughout the city (so you'll see more gang and police cars in traffic/on the streets), it leads to more emergent firefights.

 

We actually used to have a version of the relationships file that had cops also hate gangs rather than just dislike. Led to even more constant chaos, with neverending sirens as cops would actively hunt down gang members in the nearby vicinity.

Ok thanks for explaining it to me. That makes sense with the results I just observed. I installed Keep Calm (causes a performance drop for me) No gang wars occured at all, even with spawning in members of opposing factions.

Id rather have the chaos the relationship brings over not having it at all such as removing the file. Will go back to replacing Keep Calm with Stop shitting bricks and will only go to gang areas when I want to.

I appreciate your time.

 

Read the Readme's and mod pages, don't be stupid.

On 8/17/2017 at 6:36 AM, HolyOrangeJuice said:

This is what I've done with RDE and ELS vehicles. I got it working flawlessly. Big thanks to RDE for making it easy to mod and filling in the blanks with lore friendly stuff.

I was just wondering what you need to do to replace the vehicles in RDE with ELS vehicles. I replace and add vehicles on all the time so I know how its done, but with RDE is there anything different that needs to be done? Did you need to change anything in the carvariations or was is just the simple steps you normally do such as;

Rename your vehicles to the required name, change the vehicles line in the vehicles.meta if required to suit the model. I normally just copy and paste a generic carvariations line into the carvariations and change just the model/name to what I need and this is where I am confused with RDE. I think the already existing lines would be fine.

In my thinking nothing would be different with RDE (except for the .meta files are in the added RDE folders), I guess I am looking for reassurance before I try it.

Read the Readme's and mod pages, don't be stupid.

6 hours ago, Caramel said:

I was just wondering what you need to do to replace the vehicles in RDE with ELS vehicles. I replace and add vehicles on all the time so I know how its done, but with RDE is there anything different that needs to be done? Did you need to change anything in the carvariations or was is just the simple steps you normally do such as;

Rename your vehicles to the required name, change the vehicles line in the vehicles.meta if required to suit the model. I normally just copy and paste a generic carvariations line into the carvariations and change just the model/name to what I need and this is where I am confused with RDE. I think the already existing lines would be fine.

In my thinking nothing would be different with RDE (except for the .meta files are in the added RDE folders), I guess I am looking for reassurance before I try it.

 

Depends on the vehicles I suppose. I only use BradM's stuff.

Rename to the right slot
edit vehicles.meta for sound/handling types if you want to change a truck to a car. ect.

So same process just different names and location. All in the RDE folders.

Visit me on youtube. The most common reason for crashing is user error. Make sure you have the latest RAGE, ScripthookV, ScripthookVdotnet and turn off your antivirus. Make sure you have an up to date gameconfig.xml as well. Use Allbo's plugin troubleshooter to find any errors too. 


 

 

Is there a list of what each vehicle's handling data is set for, example police1 - car, police3 - SUV, etc? I have gone back through the pages and do have the list of vehicles, I just want to make sure that when I replace the vehicles, that I do not go with a car that should be an SUV. 

I tried to install EUP 7.5 and make it work with RDE 3.1, but for no reason EUP files get corrupted themselves (eup_componentpeds.rpf & eup_componentpeds_p.rpf), and when I try to select my character in EUP the game crashes with the popup saying "zlib error". Am I the only one to have this issue? Can you help me please?

Raffaele Ronga

5 hours ago, HolyOrangeJuice said:

 

Depends on the vehicles I suppose. I only use BradM's stuff.

Rename to the right slot
edit vehicles.meta for sound/handling types if you want to change a truck to a car. ect.

So same process just different names and location. All in the RDE folders.

Thanks, I just wasn't sure if anything "special" needed to be done with RDE. Appreciate your reply.

Read the Readme's and mod pages, don't be stupid.

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