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All Traffic Disappears


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16 minutes ago, Lyniaer said:

So far, yes.  It's happened a total of about four times.  Each time was at the end of a pursuit of one kind or another.   One pursuit was the result of a traffic stop (speeding).  Another was an ambient Street Race that passed right by me while I had someone pulled over for running a red light; (he nearly got hit by a bus, so I think the dooky in his pants was punishment enough).  Finally there was the Pursuit in Progress that ended right about where Rt 3 begins heading into the desert.  Nailed one guy on the on ramp from the 15.  Turned the car around after towing his vehicle and ordering him a pickup to go after the other guy.  Get on the highway and it's a ghost town.  Bag the last guy, who was fleeing on foot, then called him a ride, then just looked around at the apocalypse of loneliness. 

 

I wish there was a debug plugin.  Something that could scan the game's rolling code and output it.  Granted that would require significant CPU usage, but my Haswell-E (5930) can handle it.  This way I can track down what process is being unhandled.  I'm assuming it's a GTA process because reloading the game from a save does not fix it (which reloads all the plugins).

 

Civilian traffic isn't bothered by ELS and the only changes to vehicle meta data is for Handling and adding custom vehicles (I've overwritten "Ambulance", "FBI" and "TowTruck" and added a Coroner van; all mods I've seen other users use without issue.)

 

Thanks for taking the time to keep troubleshooting this with me.

 

My guess is that one of the plugins you have is the culprit.  For right now, please create a folder on your desktop named "LSPDFR plugin backup."  Drag all plugins from your LSPDFR folder (plugins-->LSPDFR) to this folder.  Go in game and see how traffic is reacting, then let me know.

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Okay.  Happened again today, but this time it happened after a "Burglary In Progress" (part of the Code 3 Callouts plugin).  So, this confirms that it's happening on different plugins under different scenarios and circumstances.

I went around looking for mods that remove AI traffic to see what files they edit to make that happen.  It appears that, collectively, they edit the "Update>Update.rpf>Common>Data>AI>VehicleAIHandlingInfo.meta".  I know for a fact I never replaced this file, but when I went to check on it, sure enough, it was "Compressed" but not "Encrypted" - meaning it was replaced at some point.

The only thing I can imagine that did it was This Mod which doesn't provide you files to replace, but OIV package installers.

The funny thing is, I can't find this file in my unedited (non-mods-folder) file structure.  Which means it must not be part of the original game files?

I never had trouble with this mod before, but it may have found conflict with other changes I've made.  So, for now, I replaced that file with This One and we'll see how it goes.

I'll try other things if it does work, including deleting the file entirely or reinstalling that OIV to overwrite itself - or just removing it entirely.

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2 hours ago, Lyniaer said:

Okay.  Happened again today, but this time it happened after a "Burglary In Progress" (part of the Code 3 Callouts plugin).  So, this confirms that it's happening on different plugins under different scenarios and circumstances.

I went around looking for mods that remove AI traffic to see what files they edit to make that happen.  It appears that, collectively, they edit the "Update>Update.rpf>Common>Data>AI>VehicleAIHandlingInfo.meta".  I know for a fact I never replaced this file, but when I went to check on it, sure enough, it was "Compressed" but not "Encrypted" - meaning it was replaced at some point.

The only thing I can imagine that did it was This Mod which doesn't provide you files to replace, but OIV package installers.

The funny thing is, I can't find this file in my unedited (non-mods-folder) file structure.  Which means it must not be part of the original game files?

I never had trouble with this mod before, but it may have found conflict with other changes I've made.  So, for now, I replaced that file with This One and we'll see how it goes.

I'll try other things if it does work, including deleting the file entirely or reinstalling that OIV to overwrite itself - or just removing it entirely.

 

If you believe it was replaced, go into the vanilla update in OpenIV and get the vehiclealhandinginfo, drag it to your desktop, then go back into the mods path and drop it in.

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2 hours ago, Lyniaer said:

The funny thing is, I can't find this file in my unedited (vanilla) file structure.  Which means it must not be part of the original game files?

 

Happened again during a helicopter foot pursuit.  I got so mad I landed the thing then called in 500 cop cars.  They spawned in like Keystone Cops meets Chicago PD (Blues Brothers) driven by Hazard County Sheriff's Department.  The game did not even crash, ruling out a graphics/hardware issue AND this vehicleaihandlinginfo file.  I uninstalled Realistic Driving / Realistic Damage V (because I think they write to the same file.  Handling.Meta seems to cover both Physics and vehicle Damage).  I put in JUST the one handling file that I always use so that there isn't any cross-file contamination between these three mods.

 

If fail comes to FUBAR I'll just redo my entire mods folder.  I know this problem is in there somewhere and I will root it out like the cockroach it is.

 

Edited by Lyniaer
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1 hour ago, Lyniaer said:

 

Happened again during a helicopter foot pursuit.  I got so mad I landed the thing then called in 500 cop cars.  They spawned in like Keystone Cops meets Chicago PD (Blues Brothers) driven by Hazard County Sheriff's Department.  The game did not even crash, ruling out a graphics/hardware issue AND this vehicleaihandlinginfo file.  I uninstalled Realistic Driving / Realistic Damage V (because I think they write to the same file.  Handling.Meta seems to cover both Physics and vehicle Damage).  I put in JUST the one handling file that I always use so that there isn't any cross-file contamination between these three mods.

 

If fail comes to FUBAR I'll just redo my entire mods folder.  I know this problem is in there somewhere and I will root it out like the cockroach it is.

 

 

 

My apologies, I didn't see that.  Go back to where you downloaded this handling meta.  Did this vehiclehandling file come with it?

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No.  This file didn't come with any packages that were installed manually.  It's happened twice more, both were pursuits this time.  Think maybe that last one might've been a fluke or it happened from the pursuit before-hand because this call came immediately after the pursuit ended and it was out in the boonies.

 

It's definitely centered around pursuits and I think I might've traced it down to Khorio.Common which comes with the AutomaticRoadblocks plugin.  It DOES have in it's .ini file an ability to alter traffic flow in the vicinity of the roadblocks, but I have that option turned to FALSE.  However, traffic flow was set to default "0" no traffic.  I wonder if it has a bug in the cleanup handling.  The plugin hasn't been updated since later '16.  I'm gonna keep the flag for traffic altering to FALSE and set the flow to "3" or "High".  I'd like to keep the plugin, but if I remove it and the problem goes away then it's a good day for the bad guys and a sad day for me because I really liked them roadblocks.

 

I was chasing a pursuit in the helicopter that also summoned roadblocks, so that would explain why the issue happened up there.  Sometimes a pursuit doesn't need a roadblock because I end it quickly, but Khorio.Common still cleans itself and I think that's where the bug may be.

 

Testing continues...

 

-------------------------------------------------------------------------------------------------------------

 

Wrong again.  Whatever's despawning traffic is NOT echo'd in the RPH log.  This is going to be impossible and/or time-consuming to track down.

Edited by Lyniaer
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I think I finally narrowed it down..  Again.  I've said this a hundred times, but I can successfully recreate it over and over again, now.  Whenever Traffic Policer Code4's or Cleans Up a "Street Race" event, traffic is obliterated.  I've gotten it to happen a good 4 times in a row now.  I started homing in on Albo's stuff since the last thing I did, among plenty of other things, was update his stuff for the Albo.Common.  Been trying to get his attention, but he must be busy.  But, I don't see anyone else having the same problem.

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Just now, Lyniaer said:

I think I finally narrowed it down..  Again.  I've said this a hundred times, but I can successfully recreate it over and over again, now.  Whenever Traffic Policer Code4's or Cleans Up a "Street Race" event, traffic is obliterated.  I've gotten it to happen a good 4 times in a row now.  I started homing in on Albo's stuff since the last thing I did, among plenty of other things, was update his stuff for the Albo.Common.  Been trying to get his attention, but he must be busy.  But, I don't see anyone else having the same problem.

 

I recall one other person recently posting about this.  I'm still on an older game version, but I've never had this problem. This could've been introduced with his recent updated plugins.

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I'm gonna throw all my plugins up here to keep things in place.  I commented on Traffic Policer, so maybe he'll see it.  This just in case anyone notices a Plugin conflict.  I DID play the game with everything BUT LSPDFR plugins installed and I did NOT have any issues, so I know the instigator is in that folder, but since I can recreate the issue over and over again with a Traffic Policer entity... technical sense says to start there.

 

This is my backup folder with all my plugins and mods as I have them in my game.

I also have a separate folder with Originals and Fresh Copies.

 

GTAV Main Folder Plugins

Spoiler

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GTAV RageHook Plugins

Spoiler

2it5vgp.png

GTAV LSPDFR Plugins

Spoiler

91c6c3.png

GTAV Mods (Visual and Config)

Spoiler

2u8cy0g.png

Vehicle Mods are inside the ELS folder.  I'm certain they have nothing to do with this.

CheckCheck is not installed at the moment because it uses the Map Editor and I don't know how to work that yet, so that's just sitting in there at the moment.

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2 minutes ago, Lyniaer said:

I'm gonna throw all my plugins up here to keep things in place.  I commented on Traffic Policer, so maybe he'll see it.  This just in case anyone notices a Plugin conflict.  I DID play the game with everything BUT LSPDFR plugins installed and I did NOT have any issues, so I know the instigator is in that folder, but since I can recreate the issue over and over again with a Traffic Policer entity... technical sense says to start there.

 

This is my backup folder with all my plugins and mods as I have them in my game.

I also have a separate folder with Originals and Fresh Copies.

 

GTAV Main Folder Plugins

  Hide contents

 

GTAV RageHook Plugins

  Hide contents

 

GTAV LSPDFR Plugins

  Hide contents

 

GTAV Mods (Visual and Config)

  Hide contents

 

 

CheckCheck is not installed at the moment because it uses the Map Editor and I don't know how to work that yet, so that's just sitting in there at the moment.

 

You've tried playing without Clean All The Things, right? and without the vehicle physics?

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8 minutes ago, Kallus Rourke said:

 

You've tried playing without Clean All The Things, right? and without the vehicle physics?

 

Yeah, I yanked EVERYTHING and played with a vanilla edition of LSPDFR.  No issues.

Put my Mods folder back in.  No issues.

Put my GTAV main directory mods (Like "Playing Location Data (PLD), ELS and TrainerV") back in.  No issues.

Put my Plugins back in (but not LSPDFR plugins, just RageHook'ed plugins).  No issues.

Put my LSPDFR Plugins back in; had issues.

So I went through one-by-one putting LSPDFR plugins back in.  I didn't start having issues until I put in Arrest Manager - that crashed going into the F9 court system and "deleting" a heard case.

Computer+ likes to crash when clicking "Logout".

Then the traffic started disappearing again when I got down to Traffic Policer.

 

It took me a while to connect it to the "Street Race" situation.  Every single time I would press 9 to have an officer come pick up the last suspect, the dispatcher announces the situation as Code 4 and traffic stops spawning in.

I started paying better attention to my radar and when I'm doing other things and a street race spawns and moves away from me and gets "cleaned up".... no traffic.

 

I set "Street Races" to 0 in the TP ini and I'm gonna go fart around in the game some more and see if traffic disappears on me again.

 

CleanAllTheThings was something I added AFTER this issue started happening.  I thought maybe there was a plugin that was getting stuck and CAT could flush it out and reset traffic flow.  CAT does a great job of sweeping away horrific pileups in the middle of the highway when you're trying to sort out a crime scene, giving you time to set up some cones and close some lanes down.

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Also confirming the issue is happening with "Kidnapping" callout, also from Traffic Policer.  Instance cleaned up and poofle goes the traffic.  Kidnapping callout is NOT disable-able in the INI, so I'm just going to have to avoid that callout.

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  • 4 weeks later...
1 minute ago, Lyniaer said:

I've been playing without the Automatic Roadblocks plugin and so far, no disappearing traffic.  I think I've suspected this plugin before.

 

I'm glad you've figured it out.  I had some crashes that were a result of AR, but I assumed it was just me.

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I love the plugin and it works great for me.  But every time a pursuit begins, and AR automatically starts ticking down..  Everything is great until the pursuit ends and gets cleaned up.  AR causes all traffic to despawn out to a certain radius similar to how "close nearby roads" works.  But going up in a helicopter, you can see Ghost Town for miles around.

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Just now, Lyniaer said:

I love the plugin and it works great for me.  But every time a pursuit begins, and AR automatically starts ticking down..  Everything is great until the pursuit ends and gets cleaned up.  AR causes all traffic to despawn out to a certain radius similar to how "close nearby roads" works.  But going up in a helicopter, you can see Ghost Town for miles around.

 

I don't recall if the disappearing traffic thing was a problem for me, been a long while since I used it.  It helped a lot with stopping pursuits that lasted forever and ever.  If you're interested, Pursuit Deterrence can allow you to try and force the fleeing ped to stop at any point.  Essentially, you press A on controller/Shift on keyboard when behind the fleeing vehicle and it activates.  Sometimes they will stop, other times not.  I mainly use it when idiots start driving from Los Santos to Blaine County.

 

 

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I'd love my pursuits to last for a while.  Even when driving normally in the primary position the fleeing suspect has a tendency to wreck his car and then bail out.  Sometimes they'll just be driving up a road and for no reason they'll correct left or right and hit a building or a tree.  If not any of that, they'll get behind a box truck, the truck doesn't move over, the suspect won't go around and if the truck stops at a red light, the suspect stops and gets yanked out by the AI backup.  I don't know why they don't do a better job at going around other traffic; the AI is just awful sometimes.  Even during a traffic stop there will be a FOOTBALL FIELD worth of room to go around me, but no - .001 inches of my car's bumper is out in their "tracking path" and they just sit there "STOP THINKING ABOUT YOURSELF AND MOOOOOOOVE".   /).x   Ugh.  Oh!  But they'll hurdle any obstacle to get around my frickin' POLICE LINE barricades!!  This is why I'm really excited for AR 2.0 and hopefully  this bug doesn't follow it.

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