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Please Help (LSPDFR Custom Agencies)

Featured Replies

Hello, Please if you can link me or show me a guide where I can easily select the Clothing, Vehicles, and Patrol beats of current Agencies as well as create new agencies. Thanks.

 

 Much love, -Cole Lyons.  

RESPECT, THATS ALL I ASK FOR.

3 hours ago, USsecretservice said:

Hello, Please if you can link me or show me a guide where I can easily select the Clothing, Vehicles, and Patrol beats of current Agencies as well as create new agencies. Thanks.

 

 Much love, -Cole Lyons.  

 

This actually gets a little harder to explain, the deeper down the rabbit hole you go. Much of this can be done with the use of the custom folder, however im just going to describe straight edits.

 

You can modify existing agencies/create new ones by editing the Agency.xml

 

Quote
Spoiler

<Agency>
        <Name>AGENCY NAME</Name>
        <ShortName>Abbreviation</ShortName>
        <ScriptName>Abbreviation for reference in other .xml's</ScriptName>
        <Inventory>default</Inventory>
        <TextureDictionary>dia_police</TextureDictionary>
        <TextureName>dia_police</TextureName>
 

<LOADOUT></LOADOUT>


    </Agency>

 

 

Each Agency needs one or more loadouts. These are where you specify the Clothing and Vehicles. (Check LSPD entry for how to set up EUP type models)

 

Quote
Spoiler

<Loadout chance="85">
            <Name>Name of Loadout for easy reference</Name>
            <Vehicles>
                <Vehicle>vehicle model name 1</Vehicle>
                 <Vehicle>vehicle model name 2</Vehicle>
                  <Vehicle>sheriff3</Vehicle>
            </Vehicles>
            <Peds>
                <!-- 75% chance of male peds -->
                <Ped chance="60" comp_berd="0" inventory="patrol">Model of Ped that will spawn</Ped> <!-- 60% chance of male sheriff ped with basic patrol inventory -->
                <Ped chance="15" comp_berd="1"(Where you specify what components ped will spawn with) inventory="Inventory(/Weapons) ped will spawn with, editable in inventory.xml">s_m_y_sheriff_01</Ped> <!-- 15% chance of male sheriff ped with stun gun -->
                
                <!-- 25% chance of female peds -->
                <Ped chance="20" comp_task="1" comp_berd="0" inventory="patrol">s_f_y_sheriff_01</Ped> <!-- 20% chance of female sheriff ped with basic patrol inventory -->
                <Ped chance="5" comp_task="1" comp_berd="1" inventory="patrol_stun">s_f_y_sheriff_01</Ped> <!-- 5% chance of female sheriff ped with stun gun -->
            </Peds>
            <NumPeds min="1" max="2" />
            <Flags>

                *Self explanatory, add/remove as needed*
                <Flag>RespondsAsTransport</Flag> <!-- Makes the unit eligible to be called for prisoner transport.  Only use this if there will be free seats for prisoners. -->
                <Flag>RespondsAsBackup</Flag>    <!-- Makes the unit eligible to be called as either Code 2, Code 3 or Pursuit backup. -->
                <Flag>SpawnsAmbiently</Flag>     <!-- Makes the unit eligible to spawn ambiently - e.g. on patrol in the area or outside of police stations -->

            </Flags>
        </Loadout>
               <Loadout chance="15">
            <Name>Detective Unit</Name>
            <Vehicles>
                                <Vehicle>fbi2</Vehicle>
                                <Vehicle>detective</Vehicle>
            </Vehicles>
            <Peds>
                <Ped chance="100" inventory="patrol">s_m_m_sheriffdick_01</Ped>
            </Peds>
            <NumPeds min="1" max="2" />
            <Flags>
                <Flag>RespondsAsBackup</Flag>    <!-- Makes the unit eligible to be called as either Code 2, Code 3 or Pursuit backup. -->
                <Flag>SpawnsAmbiently</Flag>     <!-- Makes the unit eligible to spawn ambiently - e.g. on patrol in the area or outside of police stations -->
            </Flags>
        </Loadout>

 

Alright, so at this point we have our custom agency, but we want it to spawn ingame.

 

In the regions.xml, we can define a custom set of zones for our new agency. (LSPDFR wiki will direct you to what each zone encompases)

 

Quote
Spoiler

<Region>
        <Name>Region Name</Name>
        <Zones>
            <Zone>ZONE Name 1</Zone>
            <Zone>ALTA</Zone>
            <Zone>BANNING</Zone>
        </Zones>
    </Region>

 

 

Next, we need to edit the backup.xml This is where we will define our custom agency to spawn in our custom region.

 

Quote
Spoiler

<LocalPatrol>
        <LosSantosCity>
            <Agency>lspd</Agency>
        </LosSantosCity>
          <Custom Region Name from regions.xml>
            <Agency>Agency Scriptname from Agency.xml</Agency>
        </Custom Region Name>
        <LosSantosCounty>
            <Agency>lssd</Agency>
        </LosSantosCounty>
    </LocalPatrol>

 

 

We only need to worry about Local Patrol to have the units spawn, however if your custom region does not overlap with an existing region (Which would only happen if you remove zones from existing regions), you may wish to define the custom region in the rest of the entries in the backup.xml, so the game will send the correct back-up when requested to the region.

 

 

I know it looks a little messy, just give a shout about any particular area that needs a little more explanation.

 

Edited by zach016

I wish there was a way to also include vehicles to the custom folder.

 

like RDE

If I could filter every lspd, lssd, bcso,sahp,fib, and noose/ swat.

 

vehicles into the garage to choose from I would, but sadly I can't or don't know how.

?imw=1024&imh=576&ima=fit&impolicy=Lette

5 hours ago, TheDman131 said:

I wish there was a way to also include vehicles to the custom folder.

 

like RDE

If I could filter every lspd, lssd, bcso,sahp,fib, and noose/ swat.

 

vehicles into the garage to choose from I would, but sadly I can't or don't know how.

 

Not sure I fully understand what exactly you're looking to do, however to make vehicles choose-able from the garage, all you need to do is add the vehicle to the loadout of an agency in the agency.xml

 

Quote
Spoiler

<Loadout chance="85">
            <Name>Name of Loadout for easy reference</Name>
            <Vehicles>
                <Vehicle>sheriff3</Vehicle>
                 <Vehicle>sheriff2</Vehicle>
                  <Vehicle>custom vehicle model name</Vehicle>
            </Vehicles>
            <Peds>
                <!-- 75% chance of male peds -->
                <Ped chance="60" comp_berd="0" inventory="patrol">Model of Ped that will spawn</Ped> <!-- 60% chance of male sheriff ped with basic patrol inventory -->
                <Ped chance="15" comp_berd="1"(Where you specify what components ped will spawn with) inventory="Inventory(/Weapons) ped will spawn with, editable in inventory.xml">s_m_y_sheriff_01</Ped> <!-- 15% chance of male sheriff ped with stun gun -->
                
                <!-- 25% chance of female peds -->
                <Ped chance="20" comp_task="1" comp_berd="0" inventory="patrol">s_f_y_sheriff_01</Ped> <!-- 20% chance of female sheriff ped with basic patrol inventory -->
                <Ped chance="5" comp_task="1" comp_berd="1" inventory="patrol_stun">s_f_y_sheriff_01</Ped> <!-- 5% chance of female sheriff ped with stun gun -->
            </Peds>
            <NumPeds min="1" max="2" />
            <Flags>

                *Self explanatory, add/remove as needed*
                <Flag>RespondsAsTransport</Flag> <!-- Makes the unit eligible to be called for prisoner transport.  Only use this if there will be free seats for prisoners. -->
                <Flag>RespondsAsBackup</Flag>    <!-- Makes the unit eligible to be called as either Code 2, Code 3 or Pursuit backup. -->
                <Flag>SpawnsAmbiently</Flag>     <!-- Makes the unit eligible to spawn ambiently - e.g. on patrol in the area or outside of police stations -->
            </Flags>
        </Loadout>

 

If it is an existing agency, it will already be selectible. If it is a custom agency, you need to edit the duty_selection.xml

 

Quote
Spoiler

<Duty>
    <!-- What agencies (and their models) are used during the selection process. -->
    <!-- For peds this also includes the inventories available. -->
    <!-- Child agencies listed here will merge with their parent agencies in the selection If a child agency is not specified, its
    inventory will not be available for the parent agency. -->
    <Peds>
        <Agency>lspd</Agency>
        <Agency>lspd_swat</Agency>
        <Agency>lspd_asu</Agency>
        <Agency>lssd</Agency>
        <Agency>lssd_swat</Agency>
        <Agency>sahp</Agency>
        <Agency>nysp</Agency>
        <Agency>noose</Agency>
        <Agency>fib</Agency>
        <Agency>iaa</Agency>
        <Agency>doa</Agency>
        <Agency>saspa</Agency>
        <Agency>sapr</Agency>
    </Peds>
    <Vehicles>
        <Agency>lspd</Agency>
        <Agency>lssd</Agency>
        <Agency>sahp</Agency>
        <Agency>nysp</Agency>
        <Agency>lspd_swat</Agency>
        <Agency>lssd_swat</Agency>
        <Agency>noose</Agency>
        <Agency>fib</Agency>
        <Agency>sapr</Agency>

       <Agency>Custom Agency Scriptname</Agency>
    </Vehicles>
     <!-- Additional texts for the vehicle models that are displayed on screen when selecting a vehicle. -->
    <VehicleDescriptions>
        <Description name="Police Cruiser" fullName="Vapid Police Cruiser" agencyRef="lspd">police</Description>
        <Description name="Police Buffalo" fullName="Bravado Buffalo" agencyRef="lspd">police2</Description>
        <Description name="Police Interceptor" fullName="Vapid Police Interceptor" agencyRef="lspd">police3</Description>
        <Description name="Police Transporter" fullName="Declasse Police Transporter" agencyRef="lspd">policet</Description>
        <Description name="Police Biker" fullName="WMC Police Bike" agencyRef="sahp">policeb</Description>
        <Description name="Sheriff Cruiser" fullName="Vapid Police Cruiser" agencyRef="lssd">sheriff</Description>
        <Description name="Sheriff SUV" fullName="Declasse Granger" agencyRef="lssd">sheriff2</Description>
        <Description name="Police Roadcruiser" fullName="Albany Roadcruiser" agencyRef="nysp">policeold1</Description>
        <Description name="Police Rancher" fullName="Declasse Rancher" agencyRef="nysp">policeold2</Description>
        <Description name="Unmarked Cruiser" fullName="Vapid Police Cruiser" agencyName="Local &amp; Federal Agencies">police4</Description>
        <Description name="Unmarked Buffalo" fullName="Bravado Buffalo" agencyName="Local &amp; Federal Agencies">fbi</Description>
        <Description name="Unmarked Granger" fullName="Declasse Granger" agencyName="Local &amp; Federal Agencies">fbi2</Description>
        <Description name="Park Ranger" fullName="Declasse Granger" agencyRef="sapr">pranger</Description>
        <Description name="Police Riot" fullName="Brute Police Stockade" agencyRef="noose">riot</Description>
        <Description name="Hydra" fullName="Mammoth Hydra" agencyName="Ultimate Highway Patrol">hydra</Description>
    </VehicleDescriptions>
</Duty>

 

 

Now, your vehicle will be selectable, however it's name will be the same as the model name. To give it a proper name, simply add it to the <VehicleDescriptions></VehicleDescriptions> section of the duty_selection.xml. A simple copy/paste/edit job of one of the existing entries will do the trick.

Edited by zach016

  • Author
15 hours ago, zach016 said:

 

This actually gets a little harder to explain, the deeper down the rabbit hole you go. Much of this can be done with the use of the custom folder, however im just going to describe straight edits.

 

You can modify existing agencies/create new ones by editing the Agency.xml

 

 

Each Agency needs one or more loadouts. These are where you specify the Clothing and Vehicles. (Check LSPD entry for how to set up EUP type models)

 

 

Alright, so at this point we have our custom agency, but we want it to spawn ingame.

 

In the regions.xml, we can define a custom set of zones for our new agency. (LSPDFR wiki will direct you to what each zone encompases)

 

 

Next, we need to edit the backup.xml This is where we will define our custom agency to spawn in our custom region.

 

 

We only need to worry about Local Patrol to have the units spawn, however if your custom region does not overlap with an existing region (Which would only happen if you remove zones from existing regions), you may wish to define the custom region in the rest of the entries in the backup.xml, so the game will send the correct back-up when requested to the region.

 

 

I know it looks a little messy, just give a shout about any particular area that needs a little more explanation.

 

This is what I was looking for. Choosing Uniforms seems difficult but I will try to the steps you told me for everything else. 

RESPECT, THATS ALL I ASK FOR.

18 minutes ago, USsecretservice said:

This is what I was looking for. Choosing Uniforms seems difficult but I will try to the steps you told me for everything else. 

 

Choosing uniforms is a lot easier then it sounds. Focusing in on the area of the Agency.xml that impacts uniforms.

 

Quote

<Ped chance="15" comp_berd="1" inventory="patrol">s_m_y_sheriff_01</Ped>

 

What we need to do is determine what components you want the ped to have. If you open the .ydd file of the ped in openiv, you will see all of the components available to that ped, such as:

accs_000_u

accs_001_u

 

head_000_r

head_001_r

 

So, to force the ped to use one of these components, you just put

comp_accs="0" to use accs_000_u OR comp_accs="1" to use accs_001_u

 

etc for each category of component. If you do not specify a specific component, the game will randomly choose one of the available options.

So in the end, <Ped chance="15" inventory="patrol">s_m_y_sheriff_01</Ped> can turn into something like:

Quote

<Ped chance="15" comp_accs="0" comp_head="2" comp_lower="0" comp_task="0" comp_berd="1" inventory="patrol">s_m_y_sheriff_01</Ped>

 

Just add as much, or as little as you wish to create the perfect set of cops for your game.

 

 

 

I haven't actually customized EUP peds, but I believe they are basically the same, except the amount of components available vastly outnumber the base models. To get the set of components you want, simply load into the game, visit a police station to customize your character (assuming it's not the first time), and go into the customization menu. Each number corresponds to a similar component as listed above.

0 -> head

1 -> berd

2 -> hair

3 -> upper

4 -> lower

5-> head

6-> feet

7 -> teef

8 -> accs

9 -> task

10 -> decal

11 -> jbib

 

Record the section number, and component number, that you want the ped to have

 

Now, in the agency.xml, the ped's refer to outfits. (Also note the model names, as that should stay the same for EUP peds.

 

Quote
Spoiler

<Peds>
                <!-- 70% chance of male peds -->
                <Ped chance="60" outfit="lspd_cop.m_base" inventory="patrol">mp_m_freemode_01</Ped> <!-- Specifically the "base" variation, with no rank insignia -->
                <Ped chance="10" outfit="lspd_cop" inventory="patrol_stun">mp_m_freemode_01</Ped> <!-- Any variation - could possibly have rank insignia - will also have a stun weapon -->
                
                <!-- 30% chance of female peds -->
                <Ped chance="25" outfit="lspd_cop.f_base" inventory="patrol">mp_f_freemode_01</Ped> <!-- Specifically the "base" variation, with no rank insignia -->
                <Ped chance="5" outfit="lspd_cop" inventory="patrol_stun">mp_f_freemode_01</Ped> <!-- Any variation - could possibly have rank insignia - will also have a stun weapon -->
            </Peds>

 

In the outfits.xml, you just need to create new outfits, based on the components that you determined beforehand.

Quote
Spoiler

<Outfit>
        <Name>Cool outfit name for your own reference</Name>
        <ScriptName>Scriptname used in the agency.xml to refer to this outfit</ScriptName>
        <Variations>
            <Variation>
                <Name>Name of this specific variation</Name>
                <ScriptName>m_base</ScriptName>
                <Gender>male</Gender>
                <Components>

                    ***** <component id="The section the component is from"

                   ***** drawable="The number of the component in the section"

                   ***** texture="0 for default, 1+ for alternative textures of the component if available"
                    <Component id="1" drawable="0" texture="0" />
                    <Component id="3" drawable="0" texture="0" />
                    <Component id="4" drawable="35" texture="0" />
                    <Component id="5" drawable="0" texture="0" />
                    <Component id="6" drawable="25" texture="0" />
                    <Component id="7" drawable="0" texture="0" />
                    <Component id="8" drawable="58" texture="0" />
                    <Component id="9" drawable="0" texture="0" />
                    <Component id="10" drawable="0" texture="0" />
                    <Component id="11" drawable="55" texture="0" />

                </Components>
            </Variation>
        </Variations>
    </Outfit>

 

 

Furthermore, you can add further variations to any one outfit (by creating a new <variation></variation> between the <variations></variations> tags to have peds spawn with different variations of the same outfit.

Edited by zach016

  • Author

I actually have a specific skin I am trying to use, Sorry But I am Dumb. 

 

I take it I should do this: <Ped chance="100"  inventory="patrol">s_m_y_cop_01</Ped>?

 

Also, Where should I put the skin?

RESPECT, THATS ALL I ASK FOR.

11 minutes ago, USsecretservice said:

I actually have a specific skin I am trying to use, Sorry But I am Dumb. 

 

I take it I should do this: <Ped chance="100"  inventory="patrol">s_m_y_cop_01</Ped>?

 

Also, Where should I put the skin?

 

That will have the game use the standard cop model (or whatever variation of it that you have installed overtop). However, it will spawn with any of the available components (So for example, short sleeve and long sleeved versions will both spawn.

 

You have to specify the components, as noted above, if you only want specific versions of it to spawn (For example, short sleeve variations).

 

 

As for the skin itself, I find the easiest way to overwrite existing models is to use albo's modding dlc pack, so you don't have to track down which specific patch last overwrote the basic cop model, or any other model.

 

Edited by zach016

  • Author
1 minute ago, zach016 said:

 

That will have the game use the standard cop model (or whatever variation of it that you have installed overtop). However, it will spawn with any of the available components (So for example, short sleeve and long sleeved versions will both spawn.

 

You have to specify the components, as noted above, if you only want specific versions of it to spawn (For example, short sleeve variations).

  

 

As for the skin itself, I find the easiest way to overwrite existing models is to use albo's modding dlc pack, so you don't have to track down which specific patch last overwrote the basic cop model.

 

Aye that's cool, thanks.  

RESPECT, THATS ALL I ASK FOR.

  • Author

These are the instructions for the skin: 

For Skins : x64e/models/cdimages/componentpeds_s_m_y [Replace cop files with these files]

For Props : x64e/models/cdimages/pedprops.rpf [Replace cop files with these files (MAKE SURE THEY END WITH _P)

Female

For Skins : update/x64/dlcpacks/patchday4ng/dlc.rpf/x64/models/cdimages/patchday4ng.rpf and replace the s_f_y_cop_01 files

For Props : x64e.rpf/models/cdimages/pedprops.rpf and replace the s_f_y_cop_01_p files


 

RESPECT, THATS ALL I ASK FOR.

1 hour ago, USsecretservice said:

These are the instructions for the skin: 

For Skins : x64e/models/cdimages/componentpeds_s_m_y [Replace cop files with these files]

For Props : x64e/models/cdimages/pedprops.rpf [Replace cop files with these files (MAKE SURE THEY END WITH _P)

Female

For Skins : update/x64/dlcpacks/patchday4ng/dlc.rpf/x64/models/cdimages/patchday4ng.rpf and replace the s_f_y_cop_01 files

For Props : x64e.rpf/models/cdimages/pedprops.rpf and replace the s_f_y_cop_01_p files


 

 

Those instructions don't make use of the mods folder, which I cannot recommend.

 

If you install the albo's modding dlc pack I mentioned above, into a mods folder, then all you need to do is insert the provided models into

mods/x64/dlcpacks/MODDING/dlc.rpf/x64/models/cdimages/componentpeds.rpf (and componentpeds_p.rpf for props).

 

You need to download openiv to do so. http://openiv.com/

 

Ensures you don't need to bounce around overwriting existing files, and can easily get back to base GTA if something goes horribly wrong. As well, Albo's Modding DLC pack includes it's own instruction sheet for adding custom content, which may be simipler to follow then my instructions, as well as assist you to add other extra content.

Edited by zach016

  • Author

How is it looking:

 

Spoiler
Spoiler

 <Agency>
        <Name>Raleigh Police Department</Name>
        <ShortName>RPD</ShortName>
        <ScriptName>rpd</ScriptName>
        <Inventory>default</Inventory>
        <TextureDictionary>dia_police</TextureDictionary>
        <TextureName>dia_police</TextureName>
        <Loadout>
            <Name>Patrol</Name>
            <Vehicles>
                <Vehicle>police</Vehicle>
                <Vehicle>police2</Vehicle>
                <Vehicle>police3</Vehicle>
                <Vehicle>police4</Vehicle>
                <Vehicle>police5</Vehicle>
                <Vehicle>police6</Vehicle>
            </Vehicles>
            <peds>
                <Ped chance="75" inventory="patrol">s_m_y_cop_01</Ped>
                <Ped change="15" inventory="patrol">s_f_y_cop_01</Ped>
            </peds>
        </Loadout>
        <NumPeds min="2" max="2" />
            <Flags>
                <Flag>RespondsAsTransport</Flag> <!-- Makes the unit eligible to be called for prisoner transport.  Only use this if there will be free seats for prisoners. -->
                <Flag>RespondsAsBackup</Flag>    <!-- Makes the unit eligible to be called as either Code 2, Code 3 or Pursuit backup. -->
                <Flag>SpawnsAmbiently</Flag>     <!-- Makes the unit eligible to spawn ambiently - e.g. on patrol in the area or outside of police stations -->
            </Flags>
    </Agency>

 

 

RESPECT, THATS ALL I ASK FOR.

3 minutes ago, USsecretservice said:

How is it looking:

 

  Hide contents
  Hide contents

 <Agency>
        <Name>Raleigh Police Department</Name>
        <ShortName>RPD</ShortName>
        <ScriptName>rpd</ScriptName>
        <Inventory>default</Inventory>
        <TextureDictionary>dia_police</TextureDictionary>
        <TextureName>dia_police</TextureName>
        <Loadout>
            <Name>Patrol</Name>
            <Vehicles>
                <Vehicle>police</Vehicle>
                <Vehicle>police2</Vehicle>
                <Vehicle>police3</Vehicle>
                <Vehicle>police4</Vehicle>
                <Vehicle>police5</Vehicle>
                <Vehicle>police6</Vehicle>
            </Vehicles>
            <peds>
                <Ped chance="75" inventory="patrol">s_m_y_cop_01</Ped>
                <Ped change="25 (Increased from 15, for total of 100%)" inventory="patrol">s_f_y_cop_01</Ped>
            </peds>
        <NumPeds min="2" max="2" />
            <Flags>
                <Flag>RespondsAsTransport</Flag> <!-- Makes the unit eligible to be called for prisoner transport.  Only use this if there will be free seats for prisoners. -->
                <Flag>RespondsAsBackup</Flag>    <!-- Makes the unit eligible to be called as either Code 2, Code 3 or Pursuit backup. -->
                <Flag>SpawnsAmbiently</Flag>     <!-- Makes the unit eligible to spawn ambiently - e.g. on patrol in the area or outside of police stations -->
            </Flags>

        </Loadout> (Moved below Flags)
    </Agency>

 

 

 

Just a couple little changes, bolded above.

 

Are you replacing the LSPD, or adding it in as an additional police force? If only replacing, I may suggest leaving the <ScriptName>rpd</ScriptName> to lspd, and that way you won't have to hunt down everywhere lspd is referenced, and replace it with rpd.

  • Author
6 minutes ago, zach016 said:

 

Just a couple little changes, bolded above.

 

Are you replacing the LSPD, or adding it in as an additional police force? If only replacing, I may suggest leaving the <ScriptName>rpd</ScriptName> to lspd, and that way you won't have to hunt down everywhere lspd is referenced, and replace it with rpd.

ahh thats why its not loading.  You the GOAT.

 

How am I the one whose a IRL software engineering student? Guess we know how my grades are going to be.

Edited by USsecretservice

RESPECT, THATS ALL I ASK FOR.

Hey, I do all this but the peds don't appear when selecting a character. Do I have to edit outfits.xml ??

Edited by Kieran C.

11 hours ago, Kieran C. said:

Hey, I do all this but the peds don't appear when selecting a character. Do I have to edit outfits.xml ??

 

Negative on outfits.xml, but you have the right idea.

 

The preset characters are (mostly) handled by cop_presets.xml and cop_presets_outfits.xml

 

In cop_presets.xml, you need to change the model that each preset lspd choose-able character references, to s_m_y_cop_01. Example edit below:

 

Quote
Spoiler

<Presets>
    <Preset>
        <Name>Logan Walsh</Name>
        <ScriptName>preset_m_lspd_white</ScriptName>
        <Model>s_m_y_cop_01</Model>
        <Agency>lspd</Agency>        
        <Outfits>
            <Outfit>preset_white_class_a</Outfit>
            <Outfit>preset_white_class_b</Outfit>
        </Outfits>
    </Preset>
    <Preset>
        <Name>Tony Wheeler</Name>
        <ScriptName>preset_m_lspd_black</ScriptName>
        <Model>s_m_y_copk9_01</Model>
        <Agency>lspd</Agency>        
        <Outfits>
            <Outfit>preset_black_class_a</Outfit>
            <Outfit>preset_black_class_b</Outfit>
        </Outfits>
    </Preset>

 

 

You'll also notice that each Preset references two outfits, example bolded below. Note these.

 

Quote
Spoiler

<Presets>
    <Preset>
        <Name>Logan Walsh</Name>
        <ScriptName>preset_m_lspd_white</ScriptName>
        <Model>s_m_y_cop_01</Model>
        <Agency>lspd</Agency>        
        <Outfits>
            <Outfit>preset_white_class_a</Outfit>
            <Outfit>preset_white_class_b</Outfit>

        </Outfits>
    </Preset>
    <Preset>
        <Name>Tony Wheeler</Name>
        <ScriptName>preset_m_lspd_black</ScriptName>
        <Model>s_m_y_copk9_01</Model>
        <Agency>lspd</Agency>        
        <Outfits>
            <Outfit>preset_black_class_a</Outfit>
            <Outfit>preset_black_class_b</Outfit>

        </Outfits>
    </Preset>

 

 

Next, pop open cop_presets_outfits.xml, and something should look immediately familiar from the last step. Bolded below.

 

Quote

<!--
These are the outfits that can be used as a template when creating a new non-freemode character.
Please use preset_ as the prefix for their script names to easily distinguish them from freemode outfits.
While these outfits can theoretically be used for agency outfits on non-freemode peds, it is not recommended.
 -->
<Outfits>
    <Outfit>
        <Name>LSPD Class A</Name>
        <ScriptName>preset_white_class_a</ScriptName>
        <Variations>

 

Those <Outfits></Outfits> referenced in cop_presets.xml, are the scriptnames of the applicable outfits that you will need to edit in cop_presets_outfits.xml, therefore you can find each outfit you need to edit by searching those names.

 

Note: The LSPD officers include a number of small variations to the main uniform, however if you decide you wish to change the uniform up, you can always visit a police station and access the locker to change components around. For simplicities sake, I would recommend deleting the extra variations. So, for example, we would remove the bolded below:

 

Quote
Spoiler

<Outfit>
        <Name>LSPD Class A</Name>
        <ScriptName>preset_white_class_a</ScriptName>
        <Variations>
            <Variation>
                <Name>Officer</Name>
                <ScriptName>m_base</ScriptName>
                <Components>
                    <Component id="0" drawable="0" texture="0"/>
                    <Component id="1" drawable="1" texture="0"/>
                    <Component id="3" drawable="0" texture="0"/>
                    <Component id="5" drawable="0" texture="0"/>
                    <Component id="6" drawable="0" texture="0"/>
                    <Component id="7" drawable="1" texture="0"/>
                    <Component id="8" drawable="2" texture="0"/>
                    <Component id="9" drawable="1" texture="0"/>
                    <Component id="11" drawable="1" texture="0"/>
                </Components>
            </Variation>
            <Variation>
                <Name>Officer III+1</Name>
                <Base>m_base</Base>
                <Components>
                    <Component id="10" drawable="1" texture="0" />
                </Components>
            </Variation>
            <Variation>
                <Name>Detective</Name>
                <Base>m_base</Base>
                <Components>
                    <Component id="10" drawable="1" texture="1" />
                </Components>
            </Variation>
            <Variation>
                <Name>Armored Officer</Name>
                <Base>m_base</Base>
                <Components>
                    <Component id="8" drawable="2" texture="0"/>
                    <Component id="9" drawable="1" texture="0"/>
                </Components>
            </Variation>
            <Variation>
                <Name>Armored Officer III+1</Name>
                <Base>m_base</Base>
                <Components>
                    <Component id="8" drawable="2" texture="0"/>
                    <Component id="9" drawable="1" texture="0"/>
                    <Component id="10" drawable="1" texture="0" />
                </Components>
            </Variation>
            <Variation>
                <Name>Armored Detective</Name>
                <Base>m_base</Base>
                <Components>
                    <Component id="8" drawable="2" texture="0"/>
                    <Component id="9" drawable="1" texture="0"/>
                    <Component id="10" drawable="1" texture="1" />
                </Components>
            </Variation>

        </Variations>
    </Outfit>

 

 

and then any further edits, will only require us to deal with looking at this instead:

 

Quote
Spoiler

<Outfit>
        <Name>LSPD Class A</Name>
        <ScriptName>preset_white_class_a</ScriptName>
        <Variations>
            <Variation>
                <Name>Officer</Name>
                <ScriptName>m_base</ScriptName>
                <Components>
                    <Component id="0" drawable="0" texture="0"/>
                    <Component id="1" drawable="1" texture="0"/>
                    <Component id="3" drawable="0" texture="0"/>
                    <Component id="5" drawable="0" texture="0"/>
                    <Component id="6" drawable="0" texture="0"/>
                    <Component id="7" drawable="1" texture="0"/>
                    <Component id="8" drawable="2" texture="0"/>
                    <Component id="9" drawable="1" texture="0"/>
                    <Component id="11" drawable="1" texture="0"/>
                </Components>
            </Variation>
        </Variations>
    </Outfit>

 

 

Note: I use a non-vanilla cop model, and my examples are pulled from my edited .xml's, so don't be thrown off if my examples reference a component that doesn't exist on your cop model.

 

Here comes the annoying part, determining the proper components our model will use. Pop open the model.ydd you intend to use in openiv (So for example s_m_y_cop_01)

 

Once open, you'll see a number of components, all labeled as something like: uppr_000_r; uppr_001_u; accs_000_u; accs_001_u etc.

 

The initial four letter tag (accs; head;lowr;task;etc) are what determine the relevant component id #.

 

The second set of numbers (_000;_001;002; etc.) are what determine the drawable number.

 

The texture number will always be 0, unless the particular drawable of the component has multiple possible textures.

 

For further explanation (as well as how to determine each component id #), reference this Technical Document by Sam

 

Note: If you do not define a particular component ID number, it will default to drawable #0/Texture #0. Therefore, you do not need to actually define every single component.

 

So, once we have our Component ID's and Drawable numbers figured out, pop open cop_presets_outfits.xml, and start editing the bolded area, to match the particular set-up you want your pre-set to spawn in with.

 

Quote
Spoiler

<Outfit>
        <Name>LSPD Class A</Name>
        <ScriptName>preset_white_class_a</ScriptName>
        <Variations>
            <Variation>
                <Name>Officer</Name>
                <ScriptName>m_base</ScriptName>
                <Components>
                    <Component id="0" drawable="0" texture="0"/>
                    <Component id="1" drawable="1" texture="0"/>
                    <Component id="7" drawable="1" texture="0"/>
                    <Component id="8" drawable="2" texture="0"/>
                    <Component id="9" drawable="1" texture="0"/>
                    <Component id="11" drawable="1" texture="0"/>

                </Components>
            </Variation>
        </Variations>
    </Outfit>

 

 

As per the example,

<Component id="0" drawable="0" texture="0"/> is unnecessary, however it denotes that head_000 will be used.

<Component id="1" drawable="1" texture="0"/> denotes that berd_001 will be used.

<Component id="7" drawable="1" texture="0"/> denotes that teef_001 will be used.

etc.

 

Repeat the process for each preset character/variation that you wish to change.

Edited by zach016

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