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[REL] Realism Dispatch Enhanced 3.1.1

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Might be a dumb question, but I suppose there isn't a way for us end users to modify the carcols.ymt (in my case increasing the LightFalloff values for the BCSO bar) and to keep the add-on plates (e.g. the federal plate) functional, is there?

 

I've been playing around with various attempted solutions and it seems to be a one or the other kinda deal, at least for me.

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  • Howdy, I suppose this will be a kind of a dev diary for 3.1. As NefariousBonne has said some time ago, 3.1 will mainly be a content update, introducing new car and ped models, as well as improving e

  • Coming soon! Everything, including jurisdictions, is configurable :D

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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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Realism Dispatch Enhanced 3.1.1 has been released on gta5-mods.com and will soon be released on LCPDFR.com as well.

https://www.gta5-mods.com/misc/realism-dispatch-enhanced

 

As always, a clean install is recommended, though this may work when installed on top of RDE 3.1. No guarantees though - if your game crashes or doesn't work correctly, make a clean install.

 

Changes:

  • Compability with Smuggler's Run DLC update (v1180).
  • Included World of Variety updated to 2.0 version changes.
  • Installation issues for various optional items have been resolved (all items should now be added correctly).
  • A new RDE Installer EXE that alerts users of possible issues before installing.
  • Various vehicle fixes to correct lighting issues.
  • Misc improvements made to various peds.
  • Performance, stability and bug fix updates to RDE scripts.

3t6pa79.png

Hey, what are your guys PC specs? I just installed my GTX 1080, and I'm still experiencing texture popins when I enter the city. I can't really upgrade my PC any higher, so does anyone know any fixes?

World of Variety taxis are spawning in wacky ways with mixed paintjobs and no interiors in the latest version. I believe it is a conflict with IV Pack, same file names (taxi2, taxi3).

Hi there,

 

I am sorry to bother you, I am having issues running RDE3.1.1 and RPH/LSPDFR together.  RPH/LSPDFR worked perfectly until I downloaded RDE, RDE on its own works perfectly well the issue comes when I try to use RPH/LSPDFR along side RDE, the game crashes immediately.  No crash report is generated.  RDE, RPH and LSPDFR are all up to date versions.

I have watched many videos on how to fix it and also followed the installation process to the letter.  I have even uninstalled the whole game in order to create a clean version.

I wonder if you could help?

 

Sorry if this is not the correct forum for this question.

Edited by I1XxHadesxX1I

Would it be possible to get the vehicles list that is included in RDE? Meaning by model names/where the vehicles are stored in terms of OpenIV? I want to spawn them using my trainer but cant' seem to get to them.

5 hours ago, Andrew111 said:

Would it be possible to get the vehicles list that is included in RDE? Meaning by model names/where the vehicles are stored in terms of OpenIV? I want to spawn them using my trainer but cant' seem to get to them.

I think there's a Trainer Config included with the Download Package.

0uYcObx.jpg

5 hours ago, Andrew111 said:

Would it be possible to get the vehicles list that is included in RDE? Meaning by model names/where the vehicles are stored in terms of OpenIV? I want to spawn them using my trainer but cant' seem to get to them.

 

43 minutes ago, PhillBellic said:

I think there's a Trainer Config included with the Download Package.

 

Alternatively, there should be a list a few pages back.

quack.png

Couple of questions.

1. I'm trying to make some textures for BCSO (not based off anything, just wanted something other than black and white) and in OpenIV they show up just fine:

texturepic.thumb.PNG.ba3e565a74b3c15eac29927f8dac22be.PNG

but in game they show up messed up:

20171006144842_1.thumb.jpg.d21582d7aba40d2652b91bb579f2924a.jpg

Is there anything I can do to fix that or should I just work around it?

2. Is there a way I could make more of the lightbars have coronas/ make those coronas reflect off the ground? Or is that something you have to do in Zmodeler? I ask because some cars like the HP Buffalo don't have any lights that reflect except the headlights which looks kinda lame, and other cars look odd from the front far away because you can only see the coronas and the red light that would normally have the corona is the steady burn so all you can see is blue.

Edited by MotherTrucker02

About Point 1. It might be an In Game rendering issue.

I'd suggest you move the too low parts up in your Image Editing Program as the best work around.

0uYcObx.jpg

I have a suggestion for you guys: 

- LSFD Bravado Bison ambulance (like its counterpart, the LAFD Dodge Ram ambulance), because the LAFD doesn't use any Ford ambulances anymore. ;)

Edited by Zentronex

Obey and survive

If I am going to change which units to respond at certain wanted level, should I change it at ResponseLocation.xml?

 

Also, can I force SWAT to deploy at 3 stars wanted level? If not, then I suggest making them deploy when lethal force is authorized rather than at 4 stars, and allow wanted levels to reach 5 stars naturally, since they are supposed to represent the severity, not necessarily the lethality,(that is supposed to be governed by Lethal Force authorization) of the pursuit.

 

I really enjoyed the experience, though. If only I could get it working with RPH, which constantly refuses to cooperate with OpenIV, Script Hook & Company...

Edited by Ray3501

On 10/7/2017 at 12:57 AM, PhillBellic said:

About Point 1. It might be an In Game rendering issue.

I'd suggest you move the too low parts up in your Image Editing Program as the best work around.

Yeah I was trying to keep the start and end of the design between the wheel wells, but I ended up with something that I think looks all right.

Spoiler

20171008232143_1.thumb.jpg.a99283100afc5c580488fccafc3910ea.jpg20171008232043_1.thumb.jpg.faba5bef4396cf46d8c51b9a1aee5c3f.jpg

Now I just have to do it for the rest of the vehicles.

On 10/7/2017 at 10:43 AM, Zentronex said:

I have a suggestion for you guys: 

- LSFD Bravado Bison ambulance (like its counterpart, the LAFD Dodge Ram ambulance), because the LAFD doesn't use any Ford ambulances anymore. ;)

They'd have to make a more heavy duty looking model to make it convincing, which I've wanted to do for a very long time, but I don't have any 3D modeling skills so a crappy concept photo is as far as I've gotten.

Spoiler

Bison-GTAV-Front.thumb.png.201ea33130c7cc629334ea813ce02f97.png

 

1 hour ago, Ray3501 said:

If I am going to change which units to respond at certain wanted level, should I change it at ResponseLocation.xml?

 

Yep, just change/add vehicle groups under each level.

 

Quote

Also, can I force SWAT to deploy at 3 stars wanted level? If not, then I suggest making them deploy when lethal force is authorized rather than at 4 stars, and allow wanted levels to reach 5 stars naturally, since they are supposed to represent the severity, not necessarily the lethality,(that is supposed to be governed by Lethal Force authorization) of the pursuit.

 

You can do the first by adding them per above, and you can change MaxNoWeaponWantedLevel in ArrestWarrantConfig so any level equal or lower will utilize the stungun. Currently, there's no system to change spawns depending on LFA, but the idea could have some use that might be worth looking into.

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