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The Loot

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Everything posted by The Loot

  1. It would be under melee weapons, but likely it's not included in the inventories by default.
  2. You can keep all the custom name strings, just change the gamename strings in the meta entry and the gxt2 files to something like just the model names for each vehicle.
  3. gameName tag entries should not be done like that (use something like the model file name, and there is a character limit), and you don't need to use hashed names, just plain text. Default example: <gameName>police</gameName> police = Police Cruiser
  4. Both textures have to be named the same, other than the number: CVPI_Sign_1, CVPI_Sign_2, etc. Make sure that's the case, and see if it works. If not, the car model may not actually be set up to use multiple livery textures.
  5. So another thing I've found out: modified vehicle interior texture settings (txdRelationships) also do not load correctly from a replacement vehicles.meta file, but do load from an addon file.
  6. It's not a standalone plugin, you need to put it in the LSPDFR plugin directory.
  7. Delete all vehicle files of the same name from RDE's archives.
  8. LSPDFR is focused on utilizing existing content in the game, not adding new content: you'll have to rely on 3rd-party addons, like the Emergency Uniform Pack.
  9. FYI for people: there's a current 16 MB limit on files loaded with the replacement method, but loading through the add-on method should work. Thank for figuring that out, @LMS
  10. I feel like the loaded should be smart enough to recognize the file, but maybe try renaming the meta file to vehicles.meta?
  11. There should be new versions available, which is one reason their plugins will stop working.
  12. First thing would be the suggestion for a new flags that control whether or not peds and vehicles can spawn at stations or patrolling only: something like SpawnsAmbientlyAtStations and SpawnsAmbientlyOnPatrol (SpawnsAmbiently would remain unchanged). The thought occurs, however, if creating Loadouts that are only peds or only vehicles would already accomplish this. On the topic of props, would it be possible to set specific props after randomizing? In my example, I'd like random glasses props to be chosen, but set a specific hat prop afterwards (in this case, no hat, if a value of -1 even works that way).
  13. This example mod should include a language file to use.
  14. The s_m_m_fiboffice_01 voice can say "FIB" if you can change it to that (don't know what the EUP plugin can do).
  15. A voice sets option would be nice to have in the police station menus, to set and save voices per character, or at least a separate plugin to change them manually.
  16. That doesn't need to overwrite the original entry, does it? I'd like to avoid that, so I'll try loading the custom handling like that. I also assume the crash is caused by LML loading replacements first, thus it works fine with the added vehicles in the pack, but not the replacements. Edit: Yep, that works.
  17. New issue found: when adding a new handling entry, attempting to change a replacement car to use it crashes on load.
  18. To be safe, remove all old files before replacing.
  19. Before I started clean with Casino Heist update and LML, I used the modding DLC, which worked, just like using a mod of the latest patchday now. The error only occurs using LML to load that specific ped mod.
  20. I've been trying to get ped files loading, and have been mostly successful. I've got s_f_y_sheriff_01, s_m_y_sheriff_01, and s_f_y_cop_01 working fine (with some modified meta entries as well), but when I attempt to use files for s_m_y_cop_01, I get an "ERR_GEN_ZLIB_2 Failed zlib call" error when the ped tries to spawn, and the game crashes. The same files work just fine when placed in a normal game archive, so it seems something to do with LML is the cause. vfs.log
  21. Vanilla vehicles read from the vehicles.meta file in update.rpf, so you need to replace the entry there (carvariations can be done in any DLC carvariations.meta file, however). Make sure to delete all model and texture files before installing new ones, as well.
  22. At least it's simple: whether you have new, replacement, or a mix of carvariations, just use an add-on file. No sweat on in-depth documentation, it's barely past the first release, after all. I think that covers vehicles for me, next up is testing new and replacement ped data and model files.
  23. Not having any luck overriding a vanilla vehicle's settings using the same format as a vehicles.meta entry replacement. <FileEntryReplacement type="VEHICLE_VARIATION_FILE">replace/carvariations.meta</FileEntryReplacement> Is this the wrong method, or is that not supported yet? On a related note, would it be possible to get a list of supported file types and the correct ways to load them as addon and replacements in the wiki? Also, is it possible to reload file changes while the game is running?
  24. With the new game update causing issues with OpenIV file loader, did any problems pop up in the way of Lenny's methods? I was curious since I assume R* threw some sort of obfuscation in the way of loading modified game files through outside methods.
  25. Probably supposed to be pulling the trailer with Michael's boat on it, but may have lost the trailer.

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