Reputation Activity
-
OutCast got a reaction from NUV3X for a file, L.S. SAHP/LAPD/CHP Station (Weazel News Replace)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!
-
OutCast got a reaction from NUV3X for a file, Paleto Bay SAHP/CHP Station (DLC)INTRODUCTION:
I like to play as SAHP more than any other agency, and after a while, the lack of a dedicated SAHP station makes the experience feel quite unimmersive—especially when using LSPDFR Enhanced/Extended.
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.
I took the Davis station as a base and remodeled it to better fit the SAHP aesthetic—removing unnecessary assets, resizing elements, adding blue window bars, SAHP logos, flags, some vegetation, and additional props to enhance realism. I usually play around the east side of the map, and after searching for a suitable location, I found an empty lot in Paleto Bay that seemed perfect. This location also provides flexibility in choosing which direction (east or west) to patrol to.
WHAT'S NEW IN V2.7?:
Reworked Parking Lot. Remodeled and fixed glitched polygons, custom HD textures with terrain blending, more decals, one more parking slot. Also improved the backyard/doghouse area. Added a custom edited security hut model (scale, textures, door, collisions) as an access control. Fully enhanced with props. Improved the stations banner, resized and added holes to match the hanging ropes. Beautified a lot of props and areas around the station.
Hotfix 29/03/2025:
Updated the dropoff location due to conflict with the booth. Now is:
<DropOffPosition>-281.25f, 6127.16f, 31.31f</DropOffPosition>
HOW TO INSTALL:
Drop bpsahp folder in mods/update/x64/dlcpacks/ Add this line as the last item in mods/update/update.rpf/common/data/dlclist.xml:
<Item>dlcpacks:/bpsahp/</Item>
LSPDFR Station functionalities (Optional) (skip if updating): Add these lines to \Grand Theft Auto V\lspdfr\data\stations.xml in order to have LSPDFR station functionalities:
<Station>
<Name>Paleto Bay SAHP Station</Name>
<Agency>sahp</Agency>
<ScriptName>pbsahp</ScriptName>
<Position>-289.5428f, 6120.8761f, 31.5151f</Position>
<Heading>110</Heading>
<CamPointOffset>-17f, -43f, 3f</CamPointOffset>
<CamEndOffset>10f, -5f, 1f</CamEndOffset>
<DropOffPosition>-281.25f, 6127.16f, 31.31f</DropOffPosition>
<GaragePosition>-299.21f, -6131.80f, 31.50f; 121.31</GaragePosition>
<GarageSpawnPosition>-297.41f, 6132.11f, 31.49f; 279.8097</GarageSpawnPosition>
</Station>
Skaters spawning in lot fix + Hwaycops ped ambient spawn. (Optional) (if updating replace cluckin_bell.ymt to add extra hwaycop in hut): Replace cluckin_bell.ymt in mods/update/update.rpf/x64/levels/gta5/scenario/
Add (not replace) the line bellow in mods/update/update.rpf/common/data/ai/ambientpedmodelsets.meta: (if you already have done this from any of my other SAHP station mods, then it's already done, skip it)
<Item type="CAmbientModelSet">
<Name>SAHP</Name>
<Models>
<Item>
<Name>s_m_y_hwaycop_01</Name>
<Variations type="NULL"/>
<Probability value="1.000000"/>
</Item>
</Models>
</Item>
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 the Arrest Manager plugin to add extra jail drop-off locations. Simply call for transport or use the nearby Sheriff Station for processing.
Crash when nearing the station
Cause: It happens because the game tries to call the added "SAHP" peds but they don't exist (aren't added). Can be due to installing a mod that replaces ambientmodelsets.meta therefore removing the added code for SAHP peds, or the existance of another new ambientmodelsets.meta that is loaded after this one Fix: Add the SAHP peds code in the last loading ambientmodelsets.meta or use the original cluckin_bell.ymt (backup provided in the .rar).
FUTURE PLANS (TBD)
Remove litter and grass props. Improve LODs. Add nighttime window emissions. Make an installer. Make spawned cars not stealable. Just had a carjacking event lol. Add interiors.
25/03/2025:
I've made a garage interior and also have an office interior to add in. But I don't know how to activate the garage mlo once the player has selected vehicle and tp'd there via lspdfr (tping above a portal doesn't work), or to make it exterior but need to remove the original props (weeds) first that spawn inside without copying the whole rpf (3gb) to mods folder. Editing the props in hei_cs1_06_strm_2.ymap (and also it's LOD versions) directly and copying them into the dlc makes the hd/stream ymap not load while all area goes to a LOD level, editing using guid from my custom ymaps does't work either. Any advise will be helpful, until then I'm stuck and holding the new update/release.
CHECK OUT MY OTHER STATION
Whatever question, request or advise, feel free to share as everything can be improved (read TBD). Thanks.
-
OutCast got a reaction from Gaming 4 Life for a file, Paleto Bay SAHP/CHP Station (DLC)INTRODUCTION:
I like to play as SAHP more than any other agency, and after a while, the lack of a dedicated SAHP station makes the experience feel quite unimmersive—especially when using LSPDFR Enhanced/Extended.
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.
I took the Davis station as a base and remodeled it to better fit the SAHP aesthetic—removing unnecessary assets, resizing elements, adding blue window bars, SAHP logos, flags, some vegetation, and additional props to enhance realism. I usually play around the east side of the map, and after searching for a suitable location, I found an empty lot in Paleto Bay that seemed perfect. This location also provides flexibility in choosing which direction (east or west) to patrol to.
WHAT'S NEW IN V2.7?:
Reworked Parking Lot. Remodeled and fixed glitched polygons, custom HD textures with terrain blending, more decals, one more parking slot. Also improved the backyard/doghouse area. Added a custom edited security hut model (scale, textures, door, collisions) as an access control. Fully enhanced with props. Improved the stations banner, resized and added holes to match the hanging ropes. Beautified a lot of props and areas around the station.
Hotfix 29/03/2025:
Updated the dropoff location due to conflict with the booth. Now is:
<DropOffPosition>-281.25f, 6127.16f, 31.31f</DropOffPosition>
HOW TO INSTALL:
Drop bpsahp folder in mods/update/x64/dlcpacks/ Add this line as the last item in mods/update/update.rpf/common/data/dlclist.xml:
<Item>dlcpacks:/bpsahp/</Item>
LSPDFR Station functionalities (Optional) (skip if updating): Add these lines to \Grand Theft Auto V\lspdfr\data\stations.xml in order to have LSPDFR station functionalities:
<Station>
<Name>Paleto Bay SAHP Station</Name>
<Agency>sahp</Agency>
<ScriptName>pbsahp</ScriptName>
<Position>-289.5428f, 6120.8761f, 31.5151f</Position>
<Heading>110</Heading>
<CamPointOffset>-17f, -43f, 3f</CamPointOffset>
<CamEndOffset>10f, -5f, 1f</CamEndOffset>
<DropOffPosition>-281.25f, 6127.16f, 31.31f</DropOffPosition>
<GaragePosition>-299.21f, -6131.80f, 31.50f; 121.31</GaragePosition>
<GarageSpawnPosition>-297.41f, 6132.11f, 31.49f; 279.8097</GarageSpawnPosition>
</Station>
Skaters spawning in lot fix + Hwaycops ped ambient spawn. (Optional) (if updating replace cluckin_bell.ymt to add extra hwaycop in hut): Replace cluckin_bell.ymt in mods/update/update.rpf/x64/levels/gta5/scenario/
Add (not replace) the line bellow in mods/update/update.rpf/common/data/ai/ambientpedmodelsets.meta: (if you already have done this from any of my other SAHP station mods, then it's already done, skip it)
<Item type="CAmbientModelSet">
<Name>SAHP</Name>
<Models>
<Item>
<Name>s_m_y_hwaycop_01</Name>
<Variations type="NULL"/>
<Probability value="1.000000"/>
</Item>
</Models>
</Item>
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 the Arrest Manager plugin to add extra jail drop-off locations. Simply call for transport or use the nearby Sheriff Station for processing.
Crash when nearing the station
Cause: It happens because the game tries to call the added "SAHP" peds but they don't exist (aren't added). Can be due to installing a mod that replaces ambientmodelsets.meta therefore removing the added code for SAHP peds, or the existance of another new ambientmodelsets.meta that is loaded after this one Fix: Add the SAHP peds code in the last loading ambientmodelsets.meta or use the original cluckin_bell.ymt (backup provided in the .rar).
FUTURE PLANS (TBD)
Remove litter and grass props. Improve LODs. Add nighttime window emissions. Make an installer. Make spawned cars not stealable. Just had a carjacking event lol. Add interiors.
25/03/2025:
I've made a garage interior and also have an office interior to add in. But I don't know how to activate the garage mlo once the player has selected vehicle and tp'd there via lspdfr (tping above a portal doesn't work), or to make it exterior but need to remove the original props (weeds) first that spawn inside without copying the whole rpf (3gb) to mods folder. Editing the props in hei_cs1_06_strm_2.ymap (and also it's LOD versions) directly and copying them into the dlc makes the hd/stream ymap not load while all area goes to a LOD level, editing using guid from my custom ymaps does't work either. Any advise will be helpful, until then I'm stuck and holding the new update/release.
CHECK OUT MY OTHER STATION
Whatever question, request or advise, feel free to share as everything can be improved (read TBD). Thanks.
-
OutCast got a reaction from Julian Tillman for a file, No more LSPD shoutouts | Custom agency roleplay | Kifflom replacement.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.
-
OutCast got a reaction from skifgayer for a file, No more LSPD shoutouts | Custom agency roleplay | Kifflom replacement.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.
-
OutCast got a reaction from Pwnzies for a file, No more LSPD shoutouts | Custom agency roleplay | Kifflom replacement.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.
-
OutCast got a reaction from itsjzee85 for a file, Sandy Shores Plus WIPINTRODUCTION:
Sandy Shores feels small. And, for me, it's too small to be patrolling there for too long.
After searching and downloading many different Sandy Shores map mods, I wasn't satisfied with any of them. The authors added buildings that seemed quite off: no props, no fences, no cars, or any signs around them; types of buildings that seemed out of place (houses that looked like they were from the GTA3 beta, others very polygonal with walls painted like in The Sims 2, none showing any signs of wear, suddenly expensive houses between shacks and dirt, buildings from another city, etc.). All of this broke my immersion. So, I decided to make my own.
I managed to literally copy the already existing buildings in Sandy Shores and paste them into the many lots available for housing in the town, while also slightly extending the area near the Motel. For now, there are 24 added same-style homes that visually bring more life and density while maintaining immersion.
HOW TO INSTALL:
Drop the sandyplus2 folder into (mods/update/x64/dlcpacks) Open/Edit the dlclist.xml file located in:
(mods/update/update.rpf/common/data/)
Add the following line to the end of the DLC list:
<Item>dlcpacks:/sandyplus2/</Item>
EXTRA: INCREASE SANDY SHORES POPULATION (PEDS & CARS):
Navigate to:
(mods/update/update.rpf/common/data/levels/gta5/popcycle.dat)
Customize the SANDY_SHORES settings.
If you want to double the population, multiply each value in the columns (#Peds, #Scenario, #Cars, #prkdcrs) by 2.
Each column represents a 2-hour time block (e.g., the first column is 12-2 AM, the second column is 2-4 AM, etc.), covering 24 hours in 12 columns.
Note: Each value represents the percentage drawn from the base population preset in the gameconfig data.
You can use my setup as an example:
K9 SHEPHERD MODEL
You can often see the shepherd model spawning around, if you have this model edited for k9 you can replace the spawn of this model for the whole game in ambientpedmodelsets.
Navigate to mods/update/update.rpf/common/data/ai/ambientpedmodelsets and look for this item and replace the model.
<Item type="CAmbientModelSet">
<Name>ANIMAL_DOG_SHEPHERD</Name>
<Models>
<Item>
<Name>A_C_Rottweiler</Name>
<Variations type="NULL"/>
<Probability value="1.000000"/>
</Item>
ISSUES:
Some buildings have low LODs and disappear when viewed from very far away. This will be fixed in the next update.
NEXT STEPS:
Add more buildings other than residences (shops, offices, workshops, amenities, etc.).
Add emissions.
Replace abandoned/ruined buildings with new habitable ones.
Extend the town further west, near the gas station.
Replace/Add more building variety.
Beautify the already added residences.
Optionally add a rework/enhancement to the sheriff station.
Make an installer.
-
OutCast reacted to BLKThePower for a file, BLK Highway CalloutsWelcome to the only highway focused callout pack (that is still slowly maintained) in LSPDFR!
This callout pack doesn't include shootings, robberies, muggins, kidnappings, stabbings, bank robberies, juggernatus or all the typical callouts you can find all over the script section of this website.
I'm more focused into creating callouts that are not too common or that can be approached from a different perspective. Why would I make you chase a vehicle around all of LS when I can make you surprise the criminals by deploying a spike strip and then, join the pursuit?
Remember officers don't have to deal with high speed pursuits or robberies everyday, there is also a side that is not that exciting but that officers have to do anyway. If you want to experience a different side to an officers work on the highways of LS, then give this callout pack a try.
⚠️ IMPORTANT NOTE ON CALLOUT MANAGER ⚠️
If you are using Callout Manager or any other plugin that starts callouts on demand, be aware that these callouts are meant to be played as a trooper or an officer patroling close to a highway, so if you are in the middle of the map like in Great Chaparral, Harmony or in Vinewood Hills, the callouts will fail to start.
REQUIREMENTS:
LSPDFR 0.4.9 (not included) RagePluginHook (not included) RageNativeUI (not included) CalloutInterface (optional)
⚠️ STP and UB no longer required! ⚠️
HOW TO INSTALL:
Drag and drop the "lspdfr" folder into your main game folder. Drag and drop the "plugins" folder into your main game folder. Drag and drop the CalloutInterfaceAPI file to your main game folder. Customize as desired in the ini file.
PLUGIN RECOMMENDATION
SceneManager by Rich
This plugin will help you manage traffic and you will surely need it for these callouts. If you don't have any plugin that can do something similar, you'll have a hard time playing this pack. I don't make it a requirement because is no longer maintained, but it still works!
Make sure to use the latest RageNativeUI version, do not use the version included in the plugin.
✨AVAILABLE CALLOUTS ✨
NEW! Disturbance in rest area (only available at the rest area east of LS) : Investigate a couple that has been arguing in their vehicle for a long time.
NEW! Prowler in rest area (only available at the rest area east of LS) : The store clerk has called reporting a possible prowler in the rest area. Search for the suspect and make sure the zone is safe. Multiple outcomes possible.
NEW! Stranded Vehicle: There's a vehicle parked on the shoulder of the highway; make sure the driver is safe.
MVA Traffic Control: You are not the only officer on patrol. Some officers are cleaning a MVA scene but are having a hard time handling traffic. Hurry up and manage traffic to prevent more accidents.
Assistance to Road Worker: The city had to cut resources and the road workers don't have all the security equipment they should. Luckily for them, you have them covered. Protect the workers from the heavy traffic and help maintain the roads of LS in good shape.
Animal on road: Some drivers have reported an animal in/close to the highway. Get there and make sure it's not a safety concern for the drivers and the animal.
Motor Vehicle Accident: Car accidents are a big part of an officers work and can't be missing in a callout pack like this.
Object on road: Drivers are reporting objects on the road, potentially causing an accident. Arrive to the scene and clear the way.
Asistance to stranded driver: You got a call for a vehicle stranded on the highway. Investigate and assist the driver.
Spike Strip Support: There is a pursuit approaching your position. Hurry up and get ready to deploy a spike strip and catch the criminals.
KNOWN ISSUES 🙁 :
Peds/animations are not playing correctly at times. Animals caught by animal control look weird at the back of the truck.
HOW TO ADD CUSTOM VEHICLES FOR HIGHWAYS
VIDEOS
-
OutCast got a reaction from orange.12 for a file, No more LSPD shoutouts | Custom agency roleplay | Kifflom replacement.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.
-
OutCast reacted to doublehook for a file, NPCINPCI 2.1 is LIVE!
NPCI brings you a new way of interacting with PEDS inside of LSPDFR and adds a whole new level of immersion to your gameplay experience!
ANNOUNCEMENT:
The new update (2.1) is OUT. This new version finally brings the Microsoft Speech Platform to NPCI, but with a twist! You can now CHOOSE between WSR or MSP in the INI file. You can also tweak the confidence level threshold for each engine in the INI file to find your sweet spot. Lower the value to loosen up the speech recognition or increase the value to tighten it up (you can do it in .01 increments).
*** Because both engines (WSR & MSP) are intertwined in the new NPCI 2.1 update - YOU MUST have Microsoft Speech Platform installed to use NPCI 2.1, even if you don't intend on using the new Microsoft Speech Platform. If you do not have MSP installed, you can download it from the links below: ***
Microsoft Speech Platform: https://www.microsoft.com/en-us/download/details.aspx?id=27225
Language Packs: https://www.microsoft.com/en-us/download/details.aspx?id=27224
-- For the speech platform install, download the larger 2.6 MB SpeechPlatformRuntime.msi, NOT the 2.2 MB one.
-- For English users - download the "MSSpeech_SR_en-US_TELE.msi"
Here's the complete list of changes in NPCI 2.1:
Spoiler
Need support? Join the NPCI Discord and help grow the NPCI community - join us here: https://discord.gg/9RMrrvm5qH
Want to show some love for all my hard work on NPCI - join my Patreon here: https://www.patreon.com/cw/Doublehook
How to use the new PED go to crosshair location action:
Spoiler
NEW XML Nested Phrases Update:
Spoiler
NPCI v2.1 brings a ton of new features, such as PED actions by voice, Player actions by voice, new PED animations, PED idle animations, a built in animation viewer, the ability to cycle through 49 different walk styles (with the option to set a default walk style when loading up LSPDFR), and more! Interactions in NPCI 2.1 have never felt more alive!
There are 2 versions available in the download: "NPCI 2.1 for PR" & "NPCI 2.1 for STP". Make sure you install the correct one!
Installation:
Spoiler
XML Customization
Spoiler
Demonstrations
These videos are using voice activation and NPCI 2.1 only. No menus, just straight up voice commands. I just added an early preview for NPCI 3.0 as well, so enjoy!
Keep an eye out on my YT page (https://www.youtube.com/@doublehookmedia) for more videos! I'll be posting videos to show you how to modify your XML files, including the PED animations and idle animations. I'll also go over how to create new PED emotion categories and explain how to customize them to create your own PED animations.
What is NPCI?
Spoiler
Suggested "must have" LSPDFR plugins & addons to use alongside NPCI
Policing Redefined & Grammar Police. While NPCI works the same for both PR & STP when it comes to the available features, NPCI runs much smoother with the better coded Policing Redefined, so if you want the best NPCI experience, I strongly suggest you go with PR!
Tutorials
Spoiler
Suggestions & Bug Reporting:
All bug reports and suggestions will be done through Discord. Join my Discord server here: https://discord.gg/9RMrrvm5qH
Future releases
• Add audio voices for the responses (with optional onscreen text)
• Add in more PED and Player action animations
• Future enhancements using AI interaction for more natural, conversational, and unscripted exchanges.
© 2025 NPCI by doublehook. All rights reserved. Do NOT reverse engineer, modify, or share the contents of my plugin without my express written consent
-
OutCast got a reaction from Julian Tillman for a file, PB Sheriff Mural Graffiti ReplacementsAfter doing the PB SAHP/CHP station, I’ve been driving around PB a lot more, and seeing a policeman in what’s supposed to be a sheriff mural on a sheriff station wall gives me anxiety attacks each time (xD). So, I did a quick edit in GIMP to remake it while also removing the ugly hater "pigs" graffiti. Just wanted to upload it and share it with anyone who might want to try it too.
SUMMARY
Two mural replacements to chose from, one done by me and another one by AlexVonShep.
1.1 UPDATE
Added another sheriff mural I found on the internet while editing/removing the hater "pigs" graffiti.
Credits AlexVonShep.
INSTALL
Replace:
cs1_16_police_building.ydr
cs1_16_police_building+hidr.ytd
in mods/x64q.rpf/levels/gta5/_hills/country_01/cs1_16.rpf
Replace:
v_47_sheriff2_ext.ydr
in mods/x64h.rpf/levels/gta5/interiors/v_int_47.rpf
ALSO
If you have a picture or something that can improve (replace) it, share it and I might do an update to add it.
-
OutCast got a reaction from Wehrmachgt for a file, K9s Ain't Pets! (no K9 ambient spawn fix)You don't need to download anything, just modify a file with OpenIV.
After installing martinct's German Shepherd / Malinois - K9 Dog (link below) I've noticed that this k9 model was spawning randomly around the world, so I made a fix:
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:
and search for <Name>ANIMAL_DOG_SHEPHERD</Name>
You will see this:
Two Options:
1. Replace the model (some people have issues having the new replaced dog model spawning still with the vest on, dunno why this issue is, I think due to be using another k9 model mod).
...
<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" />
</Item>
...
or
2. Set to 0 the spawn probability to make it not spawn at all. Works for everyone.
<Item type="CAmbientModelSet">
<Name>ANIMAL_DOG_SHEPHERD</Name>
<Models>
<Item>
<Name>A_C_shepherd</Name>
<Variations type="NULL" />
<Probability value="1.000000" /> SET TO <Probability value="0.000000" /> TO NOT SPAWN AT ALL
</Item>
Retriever. Using martinct mod I can replace the model without any issues, tried this with a fresh k9 mod install.
Here is a list of the 6 dogs (excluding Chop and Border Collie) that you can also try to replace to.
-
OutCast got a reaction from Joe C Wilson for a file, K9s Ain't Pets! (no K9 ambient spawn fix)You don't need to download anything, just modify a file with OpenIV.
After installing martinct's German Shepherd / Malinois - K9 Dog (link below) I've noticed that this k9 model was spawning randomly around the world, so I made a fix:
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:
and search for <Name>ANIMAL_DOG_SHEPHERD</Name>
You will see this:
Two Options:
1. Replace the model (some people have issues having the new replaced dog model spawning still with the vest on, dunno why this issue is, I think due to be using another k9 model mod).
...
<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" />
</Item>
...
or
2. Set to 0 the spawn probability to make it not spawn at all. Works for everyone.
<Item type="CAmbientModelSet">
<Name>ANIMAL_DOG_SHEPHERD</Name>
<Models>
<Item>
<Name>A_C_shepherd</Name>
<Variations type="NULL" />
<Probability value="1.000000" /> SET TO <Probability value="0.000000" /> TO NOT SPAWN AT ALL
</Item>
Retriever. Using martinct mod I can replace the model without any issues, tried this with a fresh k9 mod install.
Here is a list of the 6 dogs (excluding Chop and Border Collie) that you can also try to replace to.
-
OutCast got a reaction from GTA 5 Jedi Master for a file, K9s Ain't Pets! (no K9 ambient spawn fix)You don't need to download anything, just modify a file with OpenIV.
After installing martinct's German Shepherd / Malinois - K9 Dog (link below) I've noticed that this k9 model was spawning randomly around the world, so I made a fix:
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:
and search for <Name>ANIMAL_DOG_SHEPHERD</Name>
You will see this:
Two Options:
1. Replace the model (some people have issues having the new replaced dog model spawning still with the vest on, dunno why this issue is, I think due to be using another k9 model mod).
...
<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" />
</Item>
...
or
2. Set to 0 the spawn probability to make it not spawn at all. Works for everyone.
<Item type="CAmbientModelSet">
<Name>ANIMAL_DOG_SHEPHERD</Name>
<Models>
<Item>
<Name>A_C_shepherd</Name>
<Variations type="NULL" />
<Probability value="1.000000" /> SET TO <Probability value="0.000000" /> TO NOT SPAWN AT ALL
</Item>
Retriever. Using martinct mod I can replace the model without any issues, tried this with a fresh k9 mod install.
Here is a list of the 6 dogs (excluding Chop and Border Collie) that you can also try to replace to.
-
OutCast got a reaction from Echooo for a file, K9s Ain't Pets! (no K9 ambient spawn fix)You don't need to download anything, just modify a file with OpenIV.
After installing martinct's German Shepherd / Malinois - K9 Dog (link below) I've noticed that this k9 model was spawning randomly around the world, so I made a fix:
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:
and search for <Name>ANIMAL_DOG_SHEPHERD</Name>
You will see this:
Two Options:
1. Replace the model (some people have issues having the new replaced dog model spawning still with the vest on, dunno why this issue is, I think due to be using another k9 model mod).
...
<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" />
</Item>
...
or
2. Set to 0 the spawn probability to make it not spawn at all. Works for everyone.
<Item type="CAmbientModelSet">
<Name>ANIMAL_DOG_SHEPHERD</Name>
<Models>
<Item>
<Name>A_C_shepherd</Name>
<Variations type="NULL" />
<Probability value="1.000000" /> SET TO <Probability value="0.000000" /> TO NOT SPAWN AT ALL
</Item>
Retriever. Using martinct mod I can replace the model without any issues, tried this with a fresh k9 mod install.
Here is a list of the 6 dogs (excluding Chop and Border Collie) that you can also try to replace to.
-
OutCast reacted to FallOsprey for a file, [UPDATED] Beachfront Callouts by FallOspreyBeachfront Callouts is a highly immersive LSPDFR callout pack that brings the excitement of beachside law enforcement to life. With a vast array of custom dialogues, dynamic locations, and unpredictable scenarios, every callout feels fresh and engaging. Whether you're patrolling the shoreline or responding to emergencies on the pier, this pack ensures no two shifts are ever the same—keeping you on your toes and fully immersed in the action.
Installation
1. Download the ZIP file titled Beachfront Callouts (Version) by FallOsprey.zip
2. Extract the contents of the ZIP file
3. Drop both folders, plugins and lspdfr, into your Grand Theft Auto V directory
4. Load your game, start your shift, and enjoy the callouts!
Having issues? Reference the install and showcase video by Geoffrey_Gamer below!
Callouts
💊 Drug Activity – Reports of a suspicious individual using drugs and causing a scene on the beach! Will they comply or escalate?
🏕️ Illegal Camping – Unauthorized campers are setting up on the shore—assist beach security before things get out of hand!
🚯 Illegal Dumping – Someone's treating the beach like a landfill—track them down before the tide washes away the evidence!
👊 Lifeguard Assault – Lifeguards are under attack! Will you arrive in time to protect them?
🚑 Medical Emergency A life is on the line—respond quickly and administer first aid in a high-stakes beachside rescue!
🍻 Public Intoxication – A drunk beachgoer is causing a disturbance. Will they go quietly or turn your routine call into a full-blown incident?
🚲 Stolen Rental Bike – A tourist's relaxing ride turns into a crime scene—track down the thief and recover the stolen bike!
🌴 Every Callout is a New Challenge – Are You Ready to Patrol the Beach?
Features
7 Unique Callouts – Each one designed for maximum variety and engagement.
Dynamic Scenarios – Multiple outcomes keep every callout fresh and unpredictable.
Diverse Locations – Respond to incidents all across the beach, from boardwalks to lifeguard stations.
Rich Dialog Choices – Custom conversations make every encounter immersive.
Deep Storylines – Engaging narratives unfold as you play, making each callout feel real.
Multi-Step Missions – Some callouts require travel between locations for added depth.
Toggleable Settings – Customize your experience with adjustable options.
Custom Interaction Keys – Set up controls that work best for you.
Realistic Animations – Smooth player and NPC movements enhance immersion.
FUN FACT: With unique callouts, locations, outcomes, and dialog, there are 2000+ different ways to play.
Bugs & Feedback
Hey everyone. My name is FallOsprey, the developer of Beachfront Callouts. If you find any bugs or unintended features within this callout pack, please report them to me. Additionally, if you would like to leave any feedback, ideas for new callouts, different outcomes, etc... the best way is to join https://discord.gg/quGBmCN7uc. This is the fastest way to surely contact me. Additionally, I will read and respond to any reviews or comments on this page.
What's Next?
Despite being a full time college student, I want to and will keep adding to this callout pack. I want to add more callouts, more options for locations, highly customized dialog, and more. Stay tuned to #dev-log in my discord server where I post my ideas and sneak peeks!
Showcases
Showcase By: Geoffrey_Gamer (Nov 14 2022)
Showcase By: Benzo Effect (Nov 23 2022)
Message for Content Creators
Thank you for taking time to download and check out the pack! ~ FallOsprey
-
OutCast got a reaction from Julian Tillman for a file, K9s Ain't Pets! (no K9 ambient spawn fix)You don't need to download anything, just modify a file with OpenIV.
After installing martinct's German Shepherd / Malinois - K9 Dog (link below) I've noticed that this k9 model was spawning randomly around the world, so I made a fix:
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:
and search for <Name>ANIMAL_DOG_SHEPHERD</Name>
You will see this:
Two Options:
1. Replace the model (some people have issues having the new replaced dog model spawning still with the vest on, dunno why this issue is, I think due to be using another k9 model mod).
...
<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" />
</Item>
...
or
2. Set to 0 the spawn probability to make it not spawn at all. Works for everyone.
<Item type="CAmbientModelSet">
<Name>ANIMAL_DOG_SHEPHERD</Name>
<Models>
<Item>
<Name>A_C_shepherd</Name>
<Variations type="NULL" />
<Probability value="1.000000" /> SET TO <Probability value="0.000000" /> TO NOT SPAWN AT ALL
</Item>
Retriever. Using martinct mod I can replace the model without any issues, tried this with a fresh k9 mod install.
Here is a list of the 6 dogs (excluding Chop and Border Collie) that you can also try to replace to.
-
OutCast got a reaction from UpperMidnight for a file, K9s Ain't Pets! (no K9 ambient spawn fix)You don't need to download anything, just modify a file with OpenIV.
After installing martinct's German Shepherd / Malinois - K9 Dog (link below) I've noticed that this k9 model was spawning randomly around the world, so I made a fix:
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:
and search for <Name>ANIMAL_DOG_SHEPHERD</Name>
You will see this:
Two Options:
1. Replace the model (some people have issues having the new replaced dog model spawning still with the vest on, dunno why this issue is, I think due to be using another k9 model mod).
...
<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" />
</Item>
...
or
2. Set to 0 the spawn probability to make it not spawn at all. Works for everyone.
<Item type="CAmbientModelSet">
<Name>ANIMAL_DOG_SHEPHERD</Name>
<Models>
<Item>
<Name>A_C_shepherd</Name>
<Variations type="NULL" />
<Probability value="1.000000" /> SET TO <Probability value="0.000000" /> TO NOT SPAWN AT ALL
</Item>
Retriever. Using martinct mod I can replace the model without any issues, tried this with a fresh k9 mod install.
Here is a list of the 6 dogs (excluding Chop and Border Collie) that you can also try to replace to.
-
OutCast got a reaction from J0SHV1B3S for a file, Paleto Bay SAHP/CHP Station (DLC)INTRODUCTION:
I like to play as SAHP more than any other agency, and after a while, the lack of a dedicated SAHP station makes the experience feel quite unimmersive—especially when using LSPDFR Enhanced/Extended.
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.
I took the Davis station as a base and remodeled it to better fit the SAHP aesthetic—removing unnecessary assets, resizing elements, adding blue window bars, SAHP logos, flags, some vegetation, and additional props to enhance realism. I usually play around the east side of the map, and after searching for a suitable location, I found an empty lot in Paleto Bay that seemed perfect. This location also provides flexibility in choosing which direction (east or west) to patrol to.
WHAT'S NEW IN V2.7?:
Reworked Parking Lot. Remodeled and fixed glitched polygons, custom HD textures with terrain blending, more decals, one more parking slot. Also improved the backyard/doghouse area. Added a custom edited security hut model (scale, textures, door, collisions) as an access control. Fully enhanced with props. Improved the stations banner, resized and added holes to match the hanging ropes. Beautified a lot of props and areas around the station.
Hotfix 29/03/2025:
Updated the dropoff location due to conflict with the booth. Now is:
<DropOffPosition>-281.25f, 6127.16f, 31.31f</DropOffPosition>
HOW TO INSTALL:
Drop bpsahp folder in mods/update/x64/dlcpacks/ Add this line as the last item in mods/update/update.rpf/common/data/dlclist.xml:
<Item>dlcpacks:/bpsahp/</Item>
LSPDFR Station functionalities (Optional) (skip if updating): Add these lines to \Grand Theft Auto V\lspdfr\data\stations.xml in order to have LSPDFR station functionalities:
<Station>
<Name>Paleto Bay SAHP Station</Name>
<Agency>sahp</Agency>
<ScriptName>pbsahp</ScriptName>
<Position>-289.5428f, 6120.8761f, 31.5151f</Position>
<Heading>110</Heading>
<CamPointOffset>-17f, -43f, 3f</CamPointOffset>
<CamEndOffset>10f, -5f, 1f</CamEndOffset>
<DropOffPosition>-281.25f, 6127.16f, 31.31f</DropOffPosition>
<GaragePosition>-299.21f, -6131.80f, 31.50f; 121.31</GaragePosition>
<GarageSpawnPosition>-297.41f, 6132.11f, 31.49f; 279.8097</GarageSpawnPosition>
</Station>
Skaters spawning in lot fix + Hwaycops ped ambient spawn. (Optional) (if updating replace cluckin_bell.ymt to add extra hwaycop in hut): Replace cluckin_bell.ymt in mods/update/update.rpf/x64/levels/gta5/scenario/
Add (not replace) the line bellow in mods/update/update.rpf/common/data/ai/ambientpedmodelsets.meta: (if you already have done this from any of my other SAHP station mods, then it's already done, skip it)
<Item type="CAmbientModelSet">
<Name>SAHP</Name>
<Models>
<Item>
<Name>s_m_y_hwaycop_01</Name>
<Variations type="NULL"/>
<Probability value="1.000000"/>
</Item>
</Models>
</Item>
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 the Arrest Manager plugin to add extra jail drop-off locations. Simply call for transport or use the nearby Sheriff Station for processing.
Crash when nearing the station
Cause: It happens because the game tries to call the added "SAHP" peds but they don't exist (aren't added). Can be due to installing a mod that replaces ambientmodelsets.meta therefore removing the added code for SAHP peds, or the existance of another new ambientmodelsets.meta that is loaded after this one Fix: Add the SAHP peds code in the last loading ambientmodelsets.meta or use the original cluckin_bell.ymt (backup provided in the .rar).
FUTURE PLANS (TBD)
Remove litter and grass props. Improve LODs. Add nighttime window emissions. Make an installer. Make spawned cars not stealable. Just had a carjacking event lol. Add interiors.
25/03/2025:
I've made a garage interior and also have an office interior to add in. But I don't know how to activate the garage mlo once the player has selected vehicle and tp'd there via lspdfr (tping above a portal doesn't work), or to make it exterior but need to remove the original props (weeds) first that spawn inside without copying the whole rpf (3gb) to mods folder. Editing the props in hei_cs1_06_strm_2.ymap (and also it's LOD versions) directly and copying them into the dlc makes the hd/stream ymap not load while all area goes to a LOD level, editing using guid from my custom ymaps does't work either. Any advise will be helpful, until then I'm stuck and holding the new update/release.
CHECK OUT MY OTHER STATION
Whatever question, request or advise, feel free to share as everything can be improved (read TBD). Thanks.
-
OutCast got a reaction from jas1kk for a file, No more LSPD shoutouts | Custom agency roleplay | Kifflom replacement.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.
-
OutCast got a reaction from DCarausu for a file, Paleto Bay SAHP/CHP Station (DLC)INTRODUCTION:
I like to play as SAHP more than any other agency, and after a while, the lack of a dedicated SAHP station makes the experience feel quite unimmersive—especially when using LSPDFR Enhanced/Extended.
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.
I took the Davis station as a base and remodeled it to better fit the SAHP aesthetic—removing unnecessary assets, resizing elements, adding blue window bars, SAHP logos, flags, some vegetation, and additional props to enhance realism. I usually play around the east side of the map, and after searching for a suitable location, I found an empty lot in Paleto Bay that seemed perfect. This location also provides flexibility in choosing which direction (east or west) to patrol to.
WHAT'S NEW IN V2.7?:
Reworked Parking Lot. Remodeled and fixed glitched polygons, custom HD textures with terrain blending, more decals, one more parking slot. Also improved the backyard/doghouse area. Added a custom edited security hut model (scale, textures, door, collisions) as an access control. Fully enhanced with props. Improved the stations banner, resized and added holes to match the hanging ropes. Beautified a lot of props and areas around the station.
Hotfix 29/03/2025:
Updated the dropoff location due to conflict with the booth. Now is:
<DropOffPosition>-281.25f, 6127.16f, 31.31f</DropOffPosition>
HOW TO INSTALL:
Drop bpsahp folder in mods/update/x64/dlcpacks/ Add this line as the last item in mods/update/update.rpf/common/data/dlclist.xml:
<Item>dlcpacks:/bpsahp/</Item>
LSPDFR Station functionalities (Optional) (skip if updating): Add these lines to \Grand Theft Auto V\lspdfr\data\stations.xml in order to have LSPDFR station functionalities:
<Station>
<Name>Paleto Bay SAHP Station</Name>
<Agency>sahp</Agency>
<ScriptName>pbsahp</ScriptName>
<Position>-289.5428f, 6120.8761f, 31.5151f</Position>
<Heading>110</Heading>
<CamPointOffset>-17f, -43f, 3f</CamPointOffset>
<CamEndOffset>10f, -5f, 1f</CamEndOffset>
<DropOffPosition>-281.25f, 6127.16f, 31.31f</DropOffPosition>
<GaragePosition>-299.21f, -6131.80f, 31.50f; 121.31</GaragePosition>
<GarageSpawnPosition>-297.41f, 6132.11f, 31.49f; 279.8097</GarageSpawnPosition>
</Station>
Skaters spawning in lot fix + Hwaycops ped ambient spawn. (Optional) (if updating replace cluckin_bell.ymt to add extra hwaycop in hut): Replace cluckin_bell.ymt in mods/update/update.rpf/x64/levels/gta5/scenario/
Add (not replace) the line bellow in mods/update/update.rpf/common/data/ai/ambientpedmodelsets.meta: (if you already have done this from any of my other SAHP station mods, then it's already done, skip it)
<Item type="CAmbientModelSet">
<Name>SAHP</Name>
<Models>
<Item>
<Name>s_m_y_hwaycop_01</Name>
<Variations type="NULL"/>
<Probability value="1.000000"/>
</Item>
</Models>
</Item>
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 the Arrest Manager plugin to add extra jail drop-off locations. Simply call for transport or use the nearby Sheriff Station for processing.
Crash when nearing the station
Cause: It happens because the game tries to call the added "SAHP" peds but they don't exist (aren't added). Can be due to installing a mod that replaces ambientmodelsets.meta therefore removing the added code for SAHP peds, or the existance of another new ambientmodelsets.meta that is loaded after this one Fix: Add the SAHP peds code in the last loading ambientmodelsets.meta or use the original cluckin_bell.ymt (backup provided in the .rar).
FUTURE PLANS (TBD)
Remove litter and grass props. Improve LODs. Add nighttime window emissions. Make an installer. Make spawned cars not stealable. Just had a carjacking event lol. Add interiors.
25/03/2025:
I've made a garage interior and also have an office interior to add in. But I don't know how to activate the garage mlo once the player has selected vehicle and tp'd there via lspdfr (tping above a portal doesn't work), or to make it exterior but need to remove the original props (weeds) first that spawn inside without copying the whole rpf (3gb) to mods folder. Editing the props in hei_cs1_06_strm_2.ymap (and also it's LOD versions) directly and copying them into the dlc makes the hd/stream ymap not load while all area goes to a LOD level, editing using guid from my custom ymaps does't work either. Any advise will be helpful, until then I'm stuck and holding the new update/release.
CHECK OUT MY OTHER STATION
Whatever question, request or advise, feel free to share as everything can be improved (read TBD). Thanks.
-
OutCast got a reaction from DCarausu for a file, No more LSPD shoutouts | Custom agency roleplay | Kifflom replacement.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.
-
OutCast got a reaction from LoneWolf911 for a file, No more LSPD shoutouts | Custom agency roleplay | Kifflom replacement.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.
-
OutCast reacted to 1462TANKS for a file, Sandy shore Airport updated Project [YMAP]Hello everyone, I'm back! This is my new Senora airport project. This mod for also weak PCs, and more:
1. Fences
2. Gates
3. Runlight
Features:
1. All scenes are working and not cause game crashed.
2. Everything aren't frozen, player can crash them with vehicles or weapons.
3. Lore Friendly!
Instal:
1. Download and install CustomMaps DLC :
https://www.gta5-mods.com/tools/mapeditor-2-ymap-converter
2. Where to put this mod:
mods\update\x64\dlcpacks\custom_maps\dlc.rpf\x64\levels\gta5\_citye\maps\custom_maps.rpf
3. Pull ymap file into rpf file, and then you saved your change. Now you already start the game!
If you like my lively, hit the like button and leave your comment!
----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
【简体中文】
这是我在2024-2025年制作的一个YMAP MOD,这个模组不需要额外的文件安装即可直接运行。暂时还没有航站楼,原因是我还在考虑对故事模式任务的影响。这个模组包括:
1. 环绕整个机场的围栏
2. 出入口均设有闸机和保安亭
3. 机场跑道设置了跑道指示灯
地图重要特色:
1. 所有场景都是正常且不会导致游戏出错
2. 路灯会帮助玩家看清道路
3. 对游戏内美术风格非常友好,没有怪异感
安装方式:
1. 请下载“自定义地图”扩展包:
https://www.gta5-mods.com/tools/mapeditor-2-ymap-converter
2. 安装本mod的位置:
mods\update\x64\dlcpacks\custom_maps\dlc.rpf\x64\levels\gta5\_citye\maps\custom_maps.rpf
3. 将文件拖入rpf文件中,保存修改即可完成安装。
<<<<< B站/米游社/百度贴吧:硝烟中的狙击 >>>>>
[ 求各位大哥大姐点赞,谢谢各位父老乡亲了!!!]
-
OutCast got a reaction from Operation for a file, No more LSPD shoutouts | Custom agency roleplay | Kifflom replacement.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.