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LMS

Management Team
  • Joined

Everything posted by LMS

  1. If you cannot edit them, you might be out of luck. What happens when you delete the specific ycd? Does the game crash or just not use the animations?
  2. Where are the animations located?
  3. Can you post your vfs.log file here?
  4. Please note that LSPDFR is not supposed to be installed via LML which is mostly focused on file modifications such as vehicles.
  5. I have no idea unfortunately, haven't dealt with animations much.
  6. Perhaps you could duplicate a clipset and then override the animations in there.
  7. There are clipsets related to movement and weapons iirc but you will not be able to specify individual animations. That is handled by the game engine itself. You could try replacing the animations with OpenIV and see if that magically makes it work.
  8. I think the latest update after the initial Complete Edition release has broken LCPDFR again. I might have another look, but cannot promise anything.
  9. Usually the audio name hash determine whether a vehicle has an audible siren or not. It is in vehicles.meta.
  10. Yes and no - they are mostly the same, but sometimes an action needs some more fixup, for instance camera angles.
  11. I replied to your topic regarding this. As a general answer to the other questions in this topic: We will definitely add more houses in the future!
  12. It is hardcoded since the interiors are also linked with actions inside the apartment, such as showering or drinking. I could possibly allow you to override to just spawn inside an interior, but not sure if supporting custom actions is also viable.
  13. Just half a year late, we are happy to release our official trailer for RDRFR! We hope to make the mod available publicly soon™ Thank you to all of our Patreon subscribers for the support and special thanks to willpv23 for the trailer. Check it out here:
  14. I can confirm that I see the same issue. The root cause is an interesting one, though: While LSPDFR makes ambient cops less aggressive, in your case they should still attack since they take previous crimes (shooting at an officer is one) into account. However, the Christmas update (?) must have changed the memory offset which we use to retrieve the attacked entity and it was always null - hence no ped was aware of it being damaged and no crime was generated. You can tell since there are no "x was damaged by y" in the log, which used to show up. Good find! That being said, I will add an override for cops to ignore any ambient settings and just always fight to the next API update.
  15. Can you please link me to the thread with the suggestions you have tried?
  16. I can confirm that the issue is the filesize for replacements and can be solved by using addon cars. I do not yet have the same workaround in place for replacements, but hopefully I can add that soon. Trimming down the ytd below 16MiB did work fine for me, though (I can then use it as a replacement).
  17. You get the ped's attributes using the API, which returns an instance of the class you posted initially. Then you edit the stats on that instance.
  18. There are several tutorials by community members, but at the time we do not have an official tutorial.
  19. No, there is no update check currently. It is certainly something I am interested in adding, but not on my immediate to-do.
  20. Can you link me to the vehicle so I can try for myself?
  21. A lot of the mods you have installed are script mods (more specifically callout mods). These are not the intended use case for LML which is mostly aimed at making file modding easy. Hence these mods do not work as expected, it is best to manually install them. Coastal Callouts and Police Tape are loaded from what I can tell, but if you are still having trouble I'd recommend to post your issues in the relevant thread.
  22. Could you tell me how you fixed the first issue please? I'd like to best understand how your game is set up. Also please now attach your vfs.log and ModManager.log to so I can check what is going on with the mods.
  23. Would it be enough for me to just spawn a ped and a cop and make them fight to see the issue or is there more to it?
  24. That log makes me wonder if it is actually LSPDFR interfering. The entered/left combat messages are purely diagnostical and do not actually start/end any kind of combat, they merely listen for a change in the flag. What surprises me is the delay between entering and leaving, our code would immediately abort any combat it deems "illegal". I presume if you test a similar code piece without LSPDFR loaded it works, though?
  25. They are documented in the XML and here:

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