Okay, so a lot of these look like script errors where LCPDFR is trying to access something that doesn't exist. I've noticed that there are a few problems with the grabbing script related to this as well. In most, if not all cases, these errors seem to be more prominent on people who are running the mod, with other mods, on a fairly low spec (as far as GTA IV and 2014 is concerned) system. In many cases, objects, peds and vehicles simply aren't being created fast enough for LCPDFR's liking. Sometimes this is caused by modifications taking longer to load, like higher poly vehicles or peds, and in other cases it is caused by the game not being able to spawn them fast enough due to a slower system. Of course, we're partly responsible for this as myself and LMS both have relatively high spec systems. I developed LCPDFR both on my MacBook and my PC (i5 at something like 4.2 GHz, 8GB of fast RAM, a really good graphics card (a GTX 6-- something) and GTA IV running on an SSD). I did do some performance tests on my MacBook which is much lower spec than my PC, although I suppose it is still good spec for a laptop, so perhaps it was able to cope better than I expected it to. I think LMS has even better system than mine, and he was developing all of the core engine, so it's very plausible that a lot of issues are because of this. Sure, we did have about 12 people testing the mod, and they all have different systems, but by December 15th or so, everyone was reporting that LCPDFR was running well.
One of the things we're going to over the next few development days is add code to preload all of the models that LCPDFR spawns. This should hopefully fix a lot of problems with things not spawning in time. Nonetheless, it would be good to know if we're actually on the right lines here, so if you could all give some details about your computers (Processor model and speed, graphics card model and memory size, hard drive type (the one that IV is installed on), RAM amount and speed), that would be great.