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LMS

Management Team
  • Joined

Everything posted by LMS

  1. I'll get a new build out soon with some better logging for this error.
  2. Interesting find, in what file/archive do you replace them usually?
  3. There is unfortunately no single .awc replacement support currently (we tried it in the beta but never got it working properly). You should be able to replace the whole DLC from its own mod folder, but not sure how useful that is for you.
  4. If you install a lot of memory hungry assets, you might need this too: https://www.gta5-mods.com/tools/heap-limit-adjuster-600-mb-of-heap
  5. LMS commented on LMS's file in GTA5 Mods Misc
    Yes, if you download Coastal Callouts via LML all necessary game files are automatically added, you just need to download the plugin and you are good to go. If EUP is just a DLC, you can use the DLC feature in LML, it is not as convenient as having them all extracted obviously but it avoids having to modify the dlclist manually. Absolutely, we have a guide dedicated to this here:
  6. That would be the correct way if file loading in V was consistent.. You are doing everything correctly, but unfortunately a few game file types have different behavior. While most (such as handling or vehicles.meta) will discard a new entry for the same name (and hence you need the single replacement) a few will overwrite an already existing entry if loaded in again. This seems to be the case of carvariations, so you will have to load it as an addon. Like this: <Addons> <Addon name="Override Carvariation for POLICE"> <DataFile>replace/carvariations.meta</DataFile> </Addon> </Addons> This is unfortunately something we have no control over and just have to learn as we go so we can document these oddities. That is also why I cannot give you a list of what works and what does not, as in theory everything works but as you have seen for yourself that is not always the case. I am working on a list to document these findings though. If you find more stuff like this, please let me know. File changes can usually not be reloaded while the game is running as most data file parsers reject new entries with the same name. In this particular case it would most likely work fine though since it just overwrites what it had before. I have a small dev tool to quickly load in different versions of vehicles and compare them in-game which I hope to release soon.
  7. Please try running "netstat -o -n -a" (as admin) to see which program is currently using port 5454 (the one we would like to register). That should hopefully resolve the problem. We plan to add a fallback port in the future to prevent this from happening.
  8. This is the recommended method for mods that need more files than normal resources. The general idea of the mod loader is to make installing data files and streaming files easier and the focus is not really on script mods or other mods that bring dlls and such with them since we have very little control over that other than either installing or deleting those. I want to expand on this feature in the future to allow the user to cleanup all files that have been copied into the game folder, but it will never be as seamless as the resource management for the reason mentioned before. If you use the game folder system for callouts it will work fine when installing the mod through the website (it will copy all files) or when manually re-triggering the installing via the interface. But you will not be able to toggle or remove those files in the current version.
  9. They are part of the default LSPDFR installation.
  10. EasyHook is required by LSPDFR for certain game features, make sure you have all the DLLs that come with it installed. They go in the root folder and you will need EasyHook.dll, EasyHook64.dll, EasyLoad64.dll and EasyHookPatch.dll (this is our code, the rest are third-party).
  11. The name set in the CalloutInfoAttribute is being used in that method.
  12. It will always start the first callout registered with the name.
  13. @PNWParksFan updated the gameconfig earlier to fix an issue with, you may want to try again. The warning is correct for ResourceFolders, as they are not part of any resource and just go in the top level xml. So yours would look like this: <?xml version="1.0" encoding="utf-8"?> <EasyInstall> <Name>Assorted Callouts</Name> <Author>Albo1125</Author> <Version>1.2.0.0</Version> <Link>https://www.lcpdfr.com/files/file/9689-assorted-callouts-bank-heist-store-robbery-more/</Link> <AutoGen>false</AutoGen> <ResourceFolders> <GameFolder>_lml_install</GameFolder> </ResourceFolders> </EasyInstall> Please note that the game folder features merely cops files into the game root directory, it is not smart. It will not pick up on any changed files or re-copy files, it is only triggered when first installing the mod. You can however re-trigger the installation manually via a button on the mods view.
  14. Good to hear it works now! And yes, just rename the files to whatever you want and then modify the vehicles.meta entry accordingly. That's all it takes.
  15. Benefits of being staff: Playing unapproved mods... Excited for the release!
  16. I updated the guide here last night so it should feature a car that is available to download. Please try again and let me know if there are any issues.
  17. Have you installed this gameconfig to make sure your game can handle all the new cars?
  18. I interpreted it more like a search or discovery option in the Mod Manager itself, but you are right, the downloads system already features that to an extent. Good tip!
  19. While we can definitely see the appeal in playing LSPDFR with your friends (and LCPDFR in fact did allow for a basic multiplayer experience), Rockstar Games has made it very clear that mods are to be for single player only. The closest we can offer you is our Sync Service, which allows you to track your friends and follow their activities live. Check out the global activity feed including a live map view here here to get an idea of what it looks like: https://www.lcpdfr.com/lspdfr/04/activity/
  20. Thanks for the suggestion, we would definitely like to add more mod discovery functionality in the future. For that to work well we will need more feedback on how people are using Lenny's Mod Loader and what kind of mods are ported to it. Hopefully we can gain some insight on this in the next few months.
  21. LMS commented on LMS's file in GTA5 Mods Misc
    Do you have a more detailed error log? The only thing I could think of would be a dependency issue. Let me know how it goes and thanks, Merry Christmas to you too!
  22. That could certainly work!
  23. It resets the timeout so you are effectively skipping a callout. You could however abuse the API and in the next tick after your callout got shut down due to an invalid agency, check whether a callout is running (just to be sure) and if not, start a new callout (that is valid for the current agency). That way the timer shot would not be wasted. If there is no callout valid for your current agency, then it would do nothing since you do not know the names of third party callouts and there is no way via the API to trigger a random callout. The timer shot would go to waste then, but unless you only have two callouts for very specific agencies I don't see it as that much of a problem.
  24. That looks good to me. I only tried the charger as you said you had problems with it and all I did was giving it a vehicles.meta file and it loaded fine. The extras for ELS could also be enabled. Perhaps start with one car and we can work from there and see what breaks. See my files below, I renamed all files to policecharger. Install.xml <EasyInstall> <Name>BCSO Vehicle Pack 2.0.0 2014 Charger</Name> <Author>BradM</Author> <Version>1.0.0</Version> <Link></Link> <Metadata> </Metadata> <Resources> <Resource> <StreamingFiles>stream</StreamingFiles> <DataFiles>data</DataFiles> </Resource> </Resources> </EasyInstall> Vehicles.xml <?xml version="1.0" encoding="utf-8"?> <CVehicleModelInfo__InitDataList> <residentTxd>vehshare</residentTxd> <residentAnims /> <InitDatas> <Item> <modelName>policecharger</modelName> <txdName>policecharger</txdName> <handlingId>POLICE2</handlingId> <gameName>POLICE2</gameName> <vehicleMakeName /> <expressionDictName>null</expressionDictName> <expressionName>null</expressionName> <animConvRoofDictName>null</animConvRoofDictName> <animConvRoofName>null</animConvRoofName> <animConvRoofWindowsAffected /> <ptfxAssetName>null</ptfxAssetName> <audioNameHash>POLICE2</audioNameHash> <layout>LAYOUT_STANDARD</layout> <coverBoundOffsets>BUFFALO_COVER_OFFSET_INFO</coverBoundOffsets> <explosionInfo>EXPLOSION_INFO_DEFAULT</explosionInfo> <scenarioLayout /> <cameraName>DEFAULT_FOLLOW_VEHICLE_CAMERA</cameraName> <aimCameraName>MID_BOX_VEHICLE_AIM_CAMERA</aimCameraName> <bonnetCameraName>VEHICLE_BONNET_CAMERA_MID_EXTRA_HIGH</bonnetCameraName> <povCameraName>DEFAULT_POV_CAMERA</povCameraName> <FirstPersonDriveByIKOffset x="0.000000" y="-0.055000" z="-0.040000" /> <FirstPersonDriveByUnarmedIKOffset x="0.000000" y="-0.040000" z="-0.020000" /> <FirstPersonProjectileDriveByIKOffset x="0.000000" y="-0.115000" z="0.000000" /> <FirstPersonProjectileDriveByPassengerIKOffset x="-0.100000" y="-0.140000" z="0.000000" /> <FirstPersonProjectileDriveByRearLeftIKOffset x="0.000000" y="0.020000" z="-0.020000" /> <FirstPersonProjectileDriveByRearRightIKOffset x="0.000000" y="0.020000" z="-0.020000" /> <FirstPersonDriveByLeftPassengerIKOffset x="0.000000" y="0.000000" z="0.000000" /> <FirstPersonDriveByRightPassengerIKOffset x="0.000000" y="-0.055000" z="-0.010000" /> <FirstPersonDriveByRightRearPassengerIKOffset x="0.000000" y="0.000000" z="0.000000" /> <FirstPersonDriveByLeftPassengerUnarmedIKOffset x="0.000000" y="0.000000" z="0.000000" /> <FirstPersonDriveByRightPassengerUnarmedIKOffset x="0.000000" y="0.000000" z="0.000000" /> <FirstPersonMobilePhoneOffset x="0.155000" y="0.273000" z="0.535000" /> <FirstPersonPassengerMobilePhoneOffset x="0.136000" y="0.223000" z="0.425000" /> <FirstPersonMobilePhoneSeatIKOffset> <Item> <Offset x="0.136000" y="0.156000" z="0.445000" /> <SeatIndex value="2" /> </Item> <Item> <Offset x="0.136000" y="0.156000" z="0.445000" /> <SeatIndex value="3" /> </Item> </FirstPersonMobilePhoneSeatIKOffset> <PovCameraOffset x="0.000000" y="-0.150000" z="0.665000" /> <PovCameraVerticalAdjustmentForRollCage value="0.000000" /> <PovPassengerCameraOffset x="0.000000" y="0.000000" z="0.000000" /> <PovRearPassengerCameraOffset x="0.000000" y="0.000000" z="0.000000" /> <vfxInfoName>VFXVEHICLEINFO_CAR_GENERIC</vfxInfoName> <shouldUseCinematicViewMode value="true" /> <shouldCameraTransitionOnClimbUpDown value="false" /> <shouldCameraIgnoreExiting value="false" /> <AllowPretendOccupants value="true" /> <AllowJoyriding value="false" /> <AllowSundayDriving value="false" /> <AllowBodyColorMapping value="true" /> <wheelScale value="0.253800" /> <wheelScaleRear value="0.253800" /> <dirtLevelMin value="0.000000" /> <dirtLevelMax value="0.300000" /> <envEffScaleMin value="0.000000" /> <envEffScaleMax value="1.000000" /> <envEffScaleMin2 value="0.000000" /> <envEffScaleMax2 value="1.000000" /> <damageMapScale value="0.600000" /> <damageOffsetScale value="1.000000" /> <diffuseTint value="0x00FFFFFF" /> <steerWheelMult value="1.000000" /> <HDTextureDist value="5.000000" /> <lodDistances content="float_array"> 15.000000 30.000000 70.000000 140.000000 500.000000 500.000000 </lodDistances> <minSeatHeight value="0.862" /> <identicalModelSpawnDistance value="20" /> <maxNumOfSameColor value="10" /> <defaultBodyHealth value="1000.000000" /> <pretendOccupantsScale value="1.000000" /> <visibleSpawnDistScale value="1.000000" /> <trackerPathWidth value="2.000000" /> <weaponForceMult value="1.000000" /> <frequency value="100" /> <swankness>SWANKNESS_1</swankness> <maxNum value="2" /> <flags>FLAG_LAW_ENFORCEMENT FLAG_EMERGENCY_SERVICE FLAG_NO_RESPRAY FLAG_DONT_SPAWN_IN_CARGEN FLAG_REPORT_CRIME_IF_STANDING_ON FLAG_HAS_LIVERY</flags> <type>VEHICLE_TYPE_CAR</type> <plateType>VPT_BACK_PLATES</plateType> <dashboardType>VDT_GENTAXI</dashboardType> <vehicleClass>VC_EMERGENCY</vehicleClass> <wheelType>VWT_SPORT</wheelType> <trailers /> <additionalTrailers /> <drivers> <Item> <driverName>S_M_Y_Cop_01</driverName> <npcName /> </Item> </drivers> <extraIncludes /> <doorsWithCollisionWhenClosed /> <driveableDoors /> <bumpersNeedToCollideWithMap value="false" /> <needsRopeTexture value="false" /> <requiredExtras /> <rewards> <Item>REWARD_WEAPON_PUMPSHOTGUN</Item> <Item>REWARD_AMMO_PUMPSHOTGUN_ENTER_VEHICLE</Item> <Item>REWARD_STAT_WEAPON</Item> </rewards> <cinematicPartCamera> <Item>WHEEL_FRONT_RIGHT_CAMERA</Item> <Item>WHEEL_FRONT_LEFT_CAMERA</Item> <Item>WHEEL_REAR_RIGHT_CAMERA</Item> <Item>WHEEL_REAR_LEFT_CAMERA</Item> </cinematicPartCamera> <NmBraceOverrideSet /> <buoyancySphereOffset x="0.000000" y="0.000000" z="0.000000" /> <buoyancySphereSizeScale value="1.000000" /> <pOverrideRagdollThreshold type="NULL" /> <firstPersonDrivebyData> <Item>STD_POLICE2_FRONT_LEFT</Item> <Item>STD_POLICE2_FRONT_RIGHT</Item> <Item>STD_POLICE2_REAR_LEFT</Item> <Item>STD_POLICE2_REAR_RIGHT</Item> </firstPersonDrivebyData> </Item> </InitDatas> <txdRelationships> <Item> <parent>vehicles_poltax_interior</parent> <child>policecharger</child> </Item> </txdRelationships> </CVehicleModelInfo__InitDataList>

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