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The Loot

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Everything posted by The Loot

  1. The "audioNameHash" line in the vehicles.meta entry is what you want. Change it so it looks like this: <audioNameHash>MODELNAME</audioNameHash> Change MODELNAME to the name of vehicle model you want it to take sounds from. Note: this also includes sirens, so it must be an emergency vehicle.
  2. Currently testing beta versions of the Realism Dispatch Enhanced spawning script, and pretty sure it has to do with it in some way; other than TrainerV, no other scripts installed. No errors are being shown in any Scripthook log, and the last lines in the script log itself relates to vehicle and ped spawning. Wondering if anyone here can shed light on what might be going on here, and any possible ideas on how to fix it. Event Viewer Application Error Faulting application name: GTA5.exe, version: 1.0.791.2, time stamp: 0x577cc8ce Faulting module name: KERNELBASE.dll, version: 10.0.14393.0, time stamp: 0x57899809 Exception code: 0xe0434352 Fault offset: 0x0000000000017788 Faulting process id: 0xc2c Faulting application start time: 0x01d20e642e3bc501 Faulting application path: F:\Installed Games\steamapps\common\Grand Theft Auto V\GTA5.exe Faulting module path: C:\WINDOWS\System32\KERNELBASE.dll Report Id: fb54769c-a45e-4148-9742-57ef21351af1 Faulting package full name: Faulting package-relative application ID: .NET Runtime Error Application: GTA5.exe Framework Version: v4.0.30319 Description: The process was terminated due to an unhandled exception. Exception Info: System.AccessViolationException at nativeCall() at GTA.Native.?A0xe506951e.NativeTask.Run() at GTA.ScriptDomain.DoTick() at GTA.ScriptDomain.DoTick() at <Module>.ManagedTick() It's always that same native hash each time it crashes.
  3. With no ped YMT editing, they have to be separate peds, however, to keep the helmet functionality. I suppose one could dig into peds to find ones set up with the right props and components that might allow a hat and helmet at once, but the combination might be time-consuming to search for if it exists.
  4. Make sure to change syncToBpm to false, or else the steady light will look like it's flickering.
  5. Not possible to edit or even view any of the original cars. You'll have to add a new entry to a DLC pack's fileand that will overwrite.
  6. All base vehicles in the game when it released are locked away in a ymt file that can't be touched yet; you'll have to add a new entry to a carvariations.meta in one of the DLC packs. More info here:
  7. The Loot commented on Yard1's gallery image in GTA V Galleries
  8. Hey, @PNWParksFan, in the part that sets firefighters with SCBA if there's a fire nearby, can you have it auto set helmets, too? That way if we don't set them to have helmets sometimes, they won't spawn without them when using SCBA?
  9. The PedType setting in the entry will make them act as cops, so that will be set. You can use SWAT as the type for them so they behave like the original SWAT.
  10. Might as well just add them in the Heist rpf files, just to keep them all together.
  11. Sorry, meant to edit that quickly. Put in the peds.meta file from the Heist DLC.
  12. Use this and add to the Heist peds.meta, change name. props, and voice to what you want (If we ever get access to the original peds.ymt, it can be more refined, but that's still in the future):
  13. Sometimes it gets weird finding places to spawn vehicles. Along the between Paleto and Zancudo on the highway, going over the big bridge, I've had backup spawn literally in front of my vehicle. They also happen to be LSPD units, so something with the game is messing up with zones there in the first place, which also happens with default LSPDFR. Also, SWAT vehicles have a tendency to sit in place without turning on until you go over to them, not sure what causes that.
  14. As far as I remember, I couldn't seem to get fireman without SCBA or with helmets no matter what I did.
  15. Well, that explains that. Thanks.
  16. I feel like it has something to do with this:
  17. True, but that doesn't have the variations entries for the models, so I was just wondering how the value the Fugitive was figured out. I guess just comparing values to the in-game appearance?
  18. Actually, it's in the CustomBackup INI file in the main plugins folder, not the XML file in the subfolder, and instead of "none", it would probably actually just be WEAPON_UNARMED for no weapon.
  19. So it is. Anyways, just check out this thread on how to deal with adding carvariations entries.
  20. I assume it should be possible, just needs to be implemented in the plugin. You can always use mainmenu=false to move the entries to the submenu available already, unless you are using that in a different way.
  21. All original cars are contained in a file that cannot be viewed yet. You'll have to add a new entry for the model to a carvariations file from a DLC, which will override the original. Use sirensetting 1 unless the instructions state otherwise.
  22. I assumed it was the load order in the dlclist file, but I started having issues recently where things in my personal DLC pack weren't overriding things from another even though mine loaded last. So I'm not entirely sure now.
  23. How'd you come across that? Base game vehicles should be defined in a still-unviewable format.
  24. Should be able to do it w/Custom Backup plugin: just make sure the weapon setting towards the bottom of the INI is set to None (I suppose), and then only put weapons in whichever sets you desire in the XML.
  25. I should just point you towards this tutorial, as it covers the steps you need to do for fully functional added vehicles.

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