Everything posted by OutCast
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L.S. SAHP/LAPD/CHP Station (Weazel News Replace)
Yes, its still lacks a NVE compatibility (replace in NVE3 I've been told), but I have already downloaded it to make a workaround soon, most probably coming along with the new station liveries (if I don't get an easier fix first).
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Paleto Bay SAHP/CHP Station (DLC)
I see. I used different scale/res for each logo and it seems it came with that change. Will ensure same logo in next update.
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Paleto Bay SAHP/CHP Station (DLC)
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Paleto Bay SAHP/CHP Station (DLC)
I'm working on it, I'm revamping the parking area plus the skater issue and will release it as a DLC
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Paleto Bay SAHP/CHP Station (DLC)
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L.S. SAHP/LAPD/CHP Station (Weazel News Replace)
I've been messing around with it, modded files included, but it has still to be tweaked. Somethings wrong with the fbi and fbi2 vehicles, they have some kind of protection-condition attached or something. There are no spawn points in the game for them, you only get them by wanted level or scripts. You can't spawn them like any other car.
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L.S. SAHP/LAPD/CHP Station (Weazel News Replace)
- 1,622 downloads
- Version 1.6.0
INTRODUCTION: I play as SAHP a lot, and after some time (especially playing with LSPDR Enhanced/Extended), lacking SAHP stations to start the playthrough with feels bitterly unimmersive. After searching on the internet for stations to download, none of them satisfied me (either too basic/unimmersive or too complex (e.g., poorly mapeditor/menyoo autoloads, FIVEM, extra dlcprops, paywalled)). So I started making my own ones. After successfully making a Paleto Bay SAHP station (link below) I started looking for a place to make another one south, and after taking a close look at few candidates/empty lots I made my decision. DE-REVAMPING THE WEAZEL NEWS BUILDING Upon closer inspection of the files, I found that this building is actually called kt1_12_policedep, meaning that at some point during development, it was indeed a police station before being revamped as the Weazel News building. It still even has a Polmav car generator on the roof (singleplayer disabled) and a striking resemblance to the Vinewood and Mission Row Police Stations. WHAT'S NEW IN V1.6?: Improved ambient SAHP officers spawn. They will be Cops instead of Hwaycops with the LAPD livery. Added LAPD and CHP liveries to the station. Inlcuded a NVE compatibility fix inside each file. Improved textures and logos. HOW TO INSTALL & UPDATE: Follow the guidelines in the readme, but basic install is: Drop the lssahp folder into mods/update/x64/dlcpacks/ Add this line in mods/update/update.rpf/common/data/dlclist.xml <Item>dlcpacks:/lssahp/</Item> MY OTHER SAHP STATION: NEXT (TBD): Optionally add working customizable vehicles to spawn in the parking spaces (since SAHP doesn't have og vehicles). Improve textures. Make ped spawn more stable. Make an installer. KNOWN ISSUES & TROUBLESHOOTING Stop The Ped Conflict (Jail Drop-Off) Issue: Stop The Ped overrides LSPDFR’s jail drop-off system, making it non-functional with any new/custom station. Solution: Use ArrestManager and add extra jail drop-off locations. Alternatively, use the nearby stations for processing. Crash when nearing the station Cause: Installing a mod that replaces the actual ambientmodelsets.meta, or the existance of a new one that is loaded after the edited one, game tries to call "SAHP" peds but they don't exist (not loaded). Fix: Add the SAHP peds in the last loading ambientmodelsets.meta or use the original files. SPECIAL THANKS TO BEAR82! The LAPD is been made entirely by him while also helped me out improving and creating new awesome textures for the other stations! If you have any questions, complains or requests, feel free to share, as everything can be improved. Thanks! -
No more LSPD shoutouts | Custom agency roleplay | Kifflom replacement.
Nothing, I usually do that in case you have the rar stored somewhere and want to quick know which mod it was.
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LSPDFR Sync no stats
Hello there. I just found out you can sync your data and character to the website and share it with the community, and after doing so it is shown no stats whatsoever (all values are 0). Hasn't the game collected any data from my character before? Thanks. Also, when going to settings>LSPDFR>Character>View my Character's stats, the loading screen remains stuck permanently.
- 20250117112335_1.jpg
- Stuff
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No more LSPD shoutouts | Custom agency roleplay | Kifflom replacement.
- 2,134 downloads
- Version 1.2
Introduction Recently, I’ve been more annoyed than usual while playing as SAHP or deputy, backup will randomly yell out agency names they don’t match with, mostly shouting "LSPD," breaking my immersion. When using EUP models, all backup NPCs share the same model (freemode) and use a random voiceset from a random agency. So I had the idea to edit every voiceline where they claimed to be from the LSPD. Investigating other voicesets, I discovered that even in the trooper and sheriff ones, they sometimes refer to themselves as "sheriff" or "SAPH," while at other lines they suddenly jump over to "Los Santos Police" or just "police" for no reason. Some sheriff and trooper voicesets even call themselves LSPD entirely, and females only have/use the LSPD voiceset (Rockstar, finish your game...). So not even assigning their true voicesets would quickfix this issue. So, I edited those fragments as well, while at the same time it explains the overwhelming amount of LSPD shoutouts. Also, I expanded the minivoicesets into full. This should ensure more dialogue, as missing lines (like megaphone chase commands) would go unspoken when the game requests them. Lines that were purely agency-specific (e.g., "This is Los Santos Police!") have been replaced with equivalent lines from other voicesets but with the same or similar voice actor. Summary (TLDR): Quick mod that edits/removes every agency-specific references in the voicelines, All NPCs (Freemode EUP, and even vanilla voicesets) refer to themselves as LSPD at some point, which becomes even more noticeable when inside vehicles. All female voicesets only use LSPD voicelines, even when they represent other agencies. All of this has been edited in this mod. With 1.2 "Kifflom" has been replaced with 2 different versions: generic greetings like "Hi" and "Hello" or the "show me some ID" voicelines from GTAIV. You choose which you prefer at the download. Female cops don't have the "show ID" voicelines in GTAIV to transfer from (doesn't exist), so I created them on my own using AI voice. Particularly useful if you’re roleplaying any agency other than LSPD since it keeps the interactions generic. (Once someone discovers how to assign specific voicesets to specific NPC agencies, I could revamp the voicesets again to ensure NPCs correctly identify themselves by their assigned agency. Until then, and even so, this mod will ensure that they act generically without causing any FPS loss, unlike using a plugin or script to reasign the voicesets since this is just audio edit). Examples: "Los Santos Police! Stop your car now!" → "Stop your car now!" "San Andreas Highway Patrol! Pull your vehicle to the side of the road!" → "Pull your vehicle to the side of the road!" "Sheriff, stop or I’m gonna shoot ya!" → "Stop or I’m gonna shoot ya!" "This is Los Santos Police!" → "Pull your car over now! Last warning!" (while in vehicle chase, on foot changed accordingly. To avoid duplicity these voicelines are taken from other voicesets with a similar voice actor) (New 1.2) "Kifflom" → "Can you show me some ID, please?" or "Greetings" (depends on the version you choose to download) How to Install: Place the .awc files into their corresponding .rpf archives under the following path: /mods/x64/audio/sfx/ S_FULL_SER.rpf S_MINI_SER.rpf If you don’t have these files in your mods folder yet, copy the files from the original paths into your mods folder.: x64/audio/sfx/S_FULL_SER.rpf x64/audio/sfx/S_MINI_SER.rpf Then, drop the .awc files into the copied files. Issues: Let me know if you find any issues. -
Questioning Reborn
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TAG's Callouts
Hi, Thanks I'll have a look at GrammarPolice then, as well as the other plugins. Your callouts mod it's a new install, I haven't used it before.
- 156 comments
- 8 reviews
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TAG's Callouts
Got a crash. [TC] Person With A Gun. Ped was male, handcuffed him with Restrain the deceased, paramedics revived him and carried him away. Edit: And another crash on the next callout. For some reason he wouldn't drop the gun not even when arrested, animation failed, called for transport and crash happened when he was taking away (like the crash before). I'll let uploaded the whole log for both crashes RagePluginHook.log
- 156 comments
- 8 reviews
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Paleto Bay SAHP/CHP Station (DLC)
Found the issue, for some reason the heading ingame is inversed, so instead of going forwards you go backwards. Replace the heading in stations.xml with 110 <Station> <Name>San Andreas Highway Patrol Station</Name> <Agency>sahp</Agency> <ScriptName>saph</ScriptName> <Position>-289.8428f, 6120.7861f, 31.5451f</Position> <Heading>110</Heading> <CamEndOffset>-17f, -43f, 3f</CamEndOffset> <CamPointOffset>10f, -5f, 1f</CamPointOffset> <DropOffPosition>-284.27f, 6121.67f, 31.51f</DropOffPosition> <GaragePosition>-299.21f, -6131.80f, 31.50f; 121.31</GaragePosition> <GarageSpawnPosition>-297.41f, 6132.11f, 31.49f; 279.8097</GarageSpawnPosition> </Station>
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Paleto Bay SAHP/CHP Station (DLC)
Yeah IK, but that's something that can't be customize with STP nor with the basic LSPDFR files. That would require a script or a plugin, and I have not written a code for gta5 yet other than xml. When something like that happens what I usually do is call for transport or try to roleplay finding a reason to justify that they have the jurisdiction over the detainee and hand them over. Mmmh sounds well, will have a look at it. I've been looking for spots or buildings too and what I see most promising is either the Weasel News building, revamping it to a SAHP station; or the Vinewood PD making it a mix for both agencies (it's where I always started from when playing SAHP).
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Paleto Bay SAHP/CHP Station (DLC)
I have moved the fountain so if anyone wants to replace the model instead of avoiding the spawn of that scenario, you won't get peds into it. If you feel replacing the models it's a problem, just set the chance of spawn to 0. I will do what you did to see what happens. You can use STP, actually I prefer to use it, problem is that this plugin kidnaps LSPDFR original jail dropoff and replaces it for its own, while not letting you to add new ones. The spawning spot is at the stairs of the garden (where the fountain is), no ped will spawn inside there now. And you can disable that spawn if needed as I shared at the description.
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My uploaded file is stuck at 90% for a long while now
Thanks!, fixed I'm uploading it again, it seems it stopped at some point.
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My uploaded file is stuck at 90% for a long while now
Hello. I just uploaded a new version of my file and it's taking a bit too long now, stuck at 90%, this has not happened before and I don't know if it's a glitch on the website. Thanks.
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Paleto Bay SAHP/CHP Station (DLC)
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Paleto Bay SAHP/CHP Station (DLC)
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Paleto Bay SAHP/CHP Station (DLC)
Like two different agencies? If it's just about the uniforms, it can be done with Ultimate Backup, and I think the ambient spawns can be tweaked as well in lspdfr/data. Edit: I've been looking for a spot too, and it's being hard. Found a few that potentially can be but they are a bit too far at the south of the city. Thanks, I'm already working at the improvements. About the pic, what's that? how did you manage to get sahp ncps there? did you swap the models from ambientpedmodelsets.meta? I thought doing that as well but you will get random sahp ncps in some lots around the map so I discard it. I think I will move the fountain away, as that reduced the change of them spawning there, but with this new fix I found it's not really longer necessary (and looks weird xD)
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Paleto Bay SAHP/CHP Station (DLC)
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German Shepherd / Malinois - K9 Dog
If you don't want to see this model being spawned in the world, used by peds as a pet, go to mods/update/update.rpf/common/data/ai/ambientpedmodelsets.meta: <Item type="CAmbientModelSet"> <Name>ANIMAL_DOG_SHEPHERD</Name> <Models> <Item> <Name>A_C_shepherd</Name> REPLACE TO <Name>A_C_Rottweiler</Name> FOR EXAMPLE <Variations type="NULL" /> <Probability value="1.000000" /> REPLACE TO <Probability value="0.000000" /> TO NOT SPAWN AT ALL </Item> This will replace the model from shepherd to rottweiler when the game naturally calls to spawn an ambient shepherd as a 'ped'. Or any tweak you see fit, like if you prefer you could also reduce the spawn prob (probability value) to 0 instead. Here is a list of the 6 dogs (excluding Chop and Border Collie) that you can also try to replace to, but they haven't been tested yet. The only one I tested that is working well is Rottweiler.
- 134 comments
- 33 reviews