mlkike
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mlkike reacted to Charles Charmichael in LSPDFR 0.4 - Coming February, 2019Am I the only one that logged on to the site, saw the red banner and thought .4 was released for a few milliseconds till I actually read the banner? lol
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mlkike reacted to Sam in LSPDFR 0.4 - Epic CustomizationThis is the second part of our LSPDFR 0.4 Preview Series. Not caught up yet? Check out the initial announcement here: https://www.lcpdfr.com/forums/topic/81745-lspdfr-04-announcement-first-preview
With LSPDFR 0.3, we got the ball rolling with backup customization, letting players configure their own backup units, giving players the ability to have four separate agencies in their game, each able to cover a different part of the map.
Now, back then, this was a pretty cool system - car mods weren't even a thing when we released LSPDFR 0.1, and even by 0.3, the modding scene was nowhere near as massive as it is now. Obviously, there's a whole lot more available to players in terms of content now, especially with popular mods like RDE and EUP which add multiple new ped models, vehicle models, and even entire police agencies. As such, we wanted to find a way to bring these in to LSPDFR.
So, forget just rolling the ball. With 0.4, we're hoping to hit it clean out of the park...
LSPDFR 0.4 gives you the ability to add your own custom law enforcement agencies, each with their own officers, outfits, inventories, vehicles, police stations and patrol areas.
Custom Agencies
One of the coolest new capabilities in 0.4 is our new approach to dealing with the various police agencies in the game. LSPDFR has always had a collection of pre-defined agencies, and you've been able to choose from them while going on-duty and you've seen them respond as backup units, but you've never really been able to properly configure them to your liking. Perhaps you've always wanted to set up Rockford Hills as an independent city with its own department, or maybe you've longed for the full, authentic Southern Californian experience of having way, way more cops than you could ever know what to do with?
LSPDFR 0.4 now gives you complete control over every agency in the game that we've already added (so the defaults that you're familiar with since 0.1, like the LSPD), but it also lets you define entirely new ones too.
The possibilities of this system are extensive: you can even have multiple agencies assigned to share one jurisdiction, and there's no pre-set limits for how many different agencies you can add.
Patrol Areas
Of course, what good are a bunch of custom agencies if you don't actually see them? 0.4 also expands on our existing backup customization capabilities, now letting you define your own patrol areas. With this system, you can assign any number of agencies to a particular zone in the game (like Strawberry or Del Perro), and you can combine these areas together into wider groups which can be used in-place of individual zones, making things much easier to manage.
Likewise, in LSPDFR 0.3, it was called Backup Customization for a reason - the only time you'd really see any of your customizations was when calling for backup. Again, this has been revamped in 0.4, and similarly, we're calling them Patrol Areas for good reason too. You'll now see your agencies actually patrolling in their designated areas.
Kiss goodbye to pesky data file edits - LSPDFR 0.4 actually puts cops on the beat. And not just any cops... your cops!
Police Stations
In light of the way in which we approach police agencies and backup areas, we've also taken the time to rework the various police stations in LSPDFR. Now, in 0.4, each police station is also configurable, and in similar fashion to Agencies and Patrol Areas, this system is also fully expandable, meaning you can define your own police stations too.
Aside from the various options like choosing where vehicles will spawn, you can also choose which agency each station belongs to and LSPDFR will configure things accordingly so that you'll actually see vehicles and officers belonging to the specific agency situated around it.
This system is pretty powerful in its own right as well, to the extent that even if you defined a police station at a random office building, you'd still see parked cars outside belonging to the agency. Plus, there's also extensive customization options for this too, meaning that you could choose a very specific vehicle model (like a special car with a recruitment livery) to be visible outside a specific police station, without it ever being used as part of the core backup system (i.e. you wouldn't have recruitment vehicles arriving at shots fired).
The Davis Sheriff's Station, all grown up... It looks a lot better now with the right people outside!
Outfits & Inventories
For the first time, 0.4 also introduces full support for multiplayer freemode characters (like those that you'll be familiar with from EUP), meaning that not only can you now play as a custom character in LSPDFR (through our new Character systems, which we'll talk about later), but you can also make it so that all the cops around don't look like clones anymore too!
If you add freemode characters to your Agency definitions, LSPDFR will automatically handle all of the nuances that they typically bring, generating everything from unique faces to head overlays and props.
And, to top things off - we've included a comprehensive system for managing outfits for multiplayer characters, meaning that LSPDFR 0.4 is fully compatible with EUP, both for player characters and non-player characters. With this, adding all of your favorite custom outfits is a breeze and there's also support for templating - meaning that you can define one complete outfit as a template, which can then be used as a base for other similar outfits - like having the same uniform with both short sleeves and long sleeves.
It doesn't stop there, either, because we've also included support for each Agency (and for each different type of officer within that agency) to have their own Inventories too - this handles everything relating to weapons, including attachments, and also supports the MK 2 weapons added in recent GTA Online updates, like pistols with hollow-point ammunition.
Putting it all together
We've really gone the extra mile in making sure that all of these systems join together, forming what we think is one amazingly powerful platform which will give everyone the freedom to play LSPDFR exactly as they like, with as much or as little additional content as they desire.
To give just one example, there's been a lot of thought into the structure behind this, and we've devised a system similar to that of the 'mods' folder in OpenIV, meaning that in most cases all of your customizations will be seamlessly merged together, eliminating the burden that comes with maintaining huge XML files that contain everything and drastically simplifying the process of installing customizations made by others.
There's a lot of great mods out there already like Custom Backup by @PNWParksFan, Emergency Uniforms Pack by @Alex_Ashfold, and Realism Dispatch Enhanced by @dilapidated that have done a fantastic job in demonstrating the potential that GTA V has for adding new content and giving players much greater control of their games, and we're really excited to be taking things to a whole new level in 0.4.
Finally, I'd like to say a special thanks to @SuperStumpje from the RDE team for his efforts behind the scenes in helping to refine many of the features shown above.
We hope that you're all as excited about LSPDFR 0.4 as we are, and we're looking forward to sharing more about 0.4 soon!
Customizations to LSPDFR are still made using simple XML files, and can also be split-up and neatly arranged on a per-agency basis.
No smart captions here - we just thought this looked cool ;]
Note that many of the pictures shown in this post contain a number of vehicle and character modifications (mainly EUP), simply to demonstrate their compatibility with 0.4.
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mlkike reacted to Cyan in Memory Lane - December 12, 2014Perhaps you are confused on the function of this website. This website serves as a modding community, that was initially based around the LCPDFR mod. The URL is still lcpdfr.com for instance. The main focus of this website is no longer on the LCPDFR or LSPDFR modification. These modifications are separate from the website. This website serves it's main function as a modding website for the GTA4 and GTA5 series of game.
Whilst I understand the frustration at the lack of news around LSPDFR, it is a free modification that we don't charge you for. It's a big mod to work on, with many complex parts. We could either spend all of our time like other projects on talking about it -- and getting absolutely nothing done, or we could spend the small amount of time that we have free on getting stuff done.
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mlkike reacted to AndyKrause in LSPDFR 0.3 - Now ReleasedQuite frankly, having worked on a larger scale modding-project myself for a while (many years ago) I suspect that development is not really moving forward at all. It's been almost 2 years since the last release. Phrases like "busy life" and "it's just a hobby" are standard phrases you get to hear when people have lost their motivation to work on a project, but are not ready to admit that or let the project go completely.
If progress is actually made, then I would really love to know in detail what has been done in the past two years. That's a reaaaaaally long time. And while the current version of LSPDFR is really amazing, stable and has lots of features... there is easily tons of other stuff that could still be added.
If the developers have lost interest and motivation in adding new features, that's completely fine by me. They have achieved AMAZING things over the past years. Not just by creating the mod, but also by creating and running this amazing community. And just to be clear, I am incredibly thankful for everything they have done for us. Having work on a project myself, I really do understand how much work is going on behind the scenes.
The only thing I am asking for is more transperency in terms of the current state and where LSPDFR is heading to in the future. No need for a Dev-Blog, just some simple information about what features are being planned and how far developed they are by now.
Thanks for your hard work!
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mlkike got a reaction from lovkal in LSPDFR 0.3 - Now ReleasedOf course they can suspend it whenever they want and they can take as much time as they want or need to. But this is a great community and I think it deserves a bit more transparency.
There was no information since 15 months and this is in fact a very long time even for a software system. I can say this because I am an application engineer for financial software systems. I know how complex this whole thing is.
I really love this mod and all I want to say is that there should be some more information or at least a small bug fix to give the community a health sign.
But this is just my opinion! Please dont take anything personal.
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mlkike got a reaction from Reddington in ELS Lights not workingUnbelievable this was the solution...
Reinstalling the ASI loader and openiv and then rebooting did it.
Thank you so much!
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mlkike reacted to Reddington in ELS Lights not workingYou shouldn't ever need to redownload GTA V just for one mod unless that mod messed with core game files.
In OpenIV, go to ASI Manager and uninstall ASI Loader and OpenIV.ASI and then click install again to reinstall them. Next, restart your PC, and try loading into the game again and see if that works.
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mlkike reacted to Reddington in ELS Lights not workingTry my suggestion in the last post. That should always work.
Also, if you have a "scroll lock" key, press that. If you hear a beep, ELS should work now.
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mlkike reacted to Jety2011 in LSPDFR 0.2 - Stun Guns & MoreI am 100% sure it's this year
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mlkike reacted to Sam in LSPDFR Future DevelopmentSomething like this was maybe planned, but it'd rely on us having the jail interior working I think.
A taste of things to come:
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mlkike reacted to Sam in Citizen AIWe're working on it.
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mlkike reacted to Will in idea for fix of lack of speech audio files for LSPDFRI never like it when a mod adds its own audio (especially voices), it sounds so out of place. Plus it is usually low quality since it wasn't recorded in a professional recording studio by professional voice actors and edited professionally like all of the other sounds in the game.
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mlkike got a reaction from Sgt.Kanyo in Key won't workSame here, I can not do anything
**EDIT**
I found my problem, LSPDFR uses the keys for navigating the mobile phone, so I changed them to the arrow keys and it works!
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mlkike reacted to 19Legan81 in LSPDFR Feature Previewvanished here too, and i live in sweden =/
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mlkike got a reaction from CreepPork in LSPDFR Feature PreviewSame here, I don't see a countdown anymore
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mlkike got a reaction from TheUniT in LSPDFR Feature PreviewSame here, I don't see a countdown anymore
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mlkike got a reaction from Pipeline in LSPDFR Feature PreviewSame here, I don't see a countdown anymore