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Cop1980

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Everything posted by Cop1980

  1. Hello! What happened to the EyeCandy ENB? It seems like it disappeared from all its download sources. Where can I find it to try it out actually? Thank you!
  2. Hello! My overall impression of the new version is very good but there are certain glitches around and some of them are described in my thread in the support section.
  3. Hello! I have just downloaded the very latest release and tried it. I do not know for sure if the things below are bugs or something but they look like bugs to me. I have seen at least once a cop performing gunpoint arrest using a vanilla animation without handcuffs instead of a proper one. My cop was assaulted by a ped and a fellow cop on the street helped me. I did not yet see other cases where cops would arrest someone on their own so that makes me say at least once. My partners especially when there are more than one of them often get really confused about what kind of weapon to use. They do try to draw the same weapon as the player cop as usual but that does not always work for some reason. For example if the latest weapon used by the player cop was a baton the partner cop will just keep blindly using the baton instead of the handgun. Sometimes he even behaves like if he is holding a gun but in fact he is not. Also they seem to somehow decide themselves which thing to use sometimes but again will keep using the chosen thing in the next situation even if it does not fit for it. That is again just an example of such a situation as they can be quite different each time. The taser laser aim is quite seriously off target. And also the flashing headlights on the emergency cars stop working randomly as they wish. And finally not really an issue but it does not look good for me in its current state. How to actually make the cops less aggressive to stop them aiming a cocked firearm at everybody for no reason? Actually in the previous version it was really the other way round and they did not react aggressively until somebody got killed or there was a pursuit for me at least. But maybe again that is related to the weapon selection logic. Hope that helps in one way or another. Thank you!
  4. Hello I have a couple of questions regarding this mod. Is there a script or something that would make the cops use more advanced features of the mod like turning the siren off when leaving the vehicle browsing through the tones when breaking through traffic jams or going to light stage two for a traffic stop? What is the light section that affects the lightbars the most in the config of an ENB? Can I make them more colourful and stop them from becoming white at a distance because I have finally found settings that let me just see them from quite far away? Thank you!
  5. Happy birthday and thank you for those great mods!
  6. Thank you everybody for your kind constructive responces but the problem is that I have tried to edit all these many times and tried quite a few different ENBs. All these affect the size and power of the light but what is the point in it if the light is blinding you on your own car but its brightness falls off so quickly that you can not see it on the next cops cars? What I am looking for is to make the brightness curve maybe even the other way round for very bright lights so when you get farther away you get more bloom. This way the lightbar would appear thick and bright when the car is turning from the next street two blocks away from you and you will not smash into it. I am observing the real life police cars and ambulances around me and I am always able to see the flashing lightbar way before I could possibly see the colour of the car and if the day is not very sunny you can see the flashes before you see the car right under these flashes. With that being said they do not appear really bright when you are right next to them. Also we have a good mixture of halogens and diodes and they are all around the same effectivness.
  7. What ENB? How did you make the bright gloom be visible when away from the light emitting object?
  8. Yes that is all about falloff with distance. What sort of file is this? Is it a texture or a package archive of some sort or some alphanumeric data? How would I know more about it? In case I still consider it too hard to edit which one do you think has the longest visibility distance? What if I use Sweetfx? Also there are some lights like the flashing beacons on tall buildings or aircraft lights that are visible from very far away. What are they and can it be used for emergency lighting?
  9. Hello I was wondering if there is a way to actually somehow edit the bloom curve with graphic mods like you can edit the curve of the light so the bloom intensity would not falloff as quickly when you are moving farther away from the light? It can be really very bright but it disappears completely after just a few feet further. If this can be changed somehow then it could be a fix of my police lights problem. By the way which light section affects the extras emergency lights in the config of an ENB? Thank you.
  10. I did not yet try strobes with any of the cars. At least to the best of my knowledge currently as there were some lighting configs that I did not read through thoroughly. I love how the coronas including modded ones look from a distance just because the light flashes are comparable to the size of the bulbs when close but they do not reduce their size when moving farther away and when a police car some blocks away enables the lights it is very bright and shiny and obvious with big glowing flashes. At the same time I absolutely love the interface of the mod its capabilities its flash patterns and the look of the emissive lights that it uses not to mention the amount of wonderful cars that use it with their lights. I guess the problem is that the emissive extras are by default somehow tuned to simulate street adverts not bright glowing lights. This means that no matter how bright the light source itself is its flash is right the same size as the source bulb and it does decrease visually with the size of the bulb. The lights do work good all the way until the lightbar despawns with distance as the level of detail thing and that is fine but practically at the half of that distance it already looks very much like a tiny thin flickering line and is nearly unnoticeable. How do I tune that look? I saw people doing something of that sort but no idea how did they do it. Cars headlights look somewhat better and taxi signs look worse. Maybe that is also a matter of visible area of the emissive that makes me think so and they are the same. Taxi adverts are the biggest emissive lights around and they pretty much are the most visible ones. Maybe add a script somewhat similar to the one that currently adds the environment lighting that would spawn a small coloured corona inside or just slightly behind each extra which would be completely invisible when close up but add some glow and thickness from a distance. Should I write to the guys behind the mod and ask them what they think about it? What do you think about it?
  11. Thank you! Yes I know about the brightness setting the problem is that they do not look like lights from a distance meaning that they do not have any glare or glow around them making them practically unnoticeable. They can be very bright when the camera is close to them but when it moves further away they do not look bright. There was some sort of a mod or visual settings that came with the earlier versions of the mod that made the lights look bigger not just brighter but either I can not find that one again or it does not work for me for some reason. It was not perfect either because it looked quite ugly but this is the idea because they were still big from far away. And the colour of the lights is also a problem that I do not understand because the graphic mods affect it somehow but without them the lights look white even after slightest increase in brightness.
  12. Hello Is it possible to make the extras lights look somewhat bigger and with more glow when seen from a distance? In real life bright lights do not loose a lot of brightness but look more bloomy when you moove farther away from them especially in the dark at night. What I currently have in the game is they just rapidly decrease in size and brightness as the camera moves farther. With most modern lightbars having a low profile this leads to me having to notice an approaching code three police car by its livery sooner than by its lights even during dark weather not to mention sunny days no matter how blinding bright those lights are when they are close. So it does not do its main job of drawing attention to the car and increasing its visibility among the traffic. Coronas behave more properly here in my opinion. Is it possible to fix this somehow? Also how do I add some more colour to the lights because by default they start to look somewhat colourless white with increasing brightness? Thank you!
  13. I have tried some different combinations and did not notice much difference but they all have norestrictions command added because otherwise the game just does not let me choose settings.
  14. Actually these things seem to help eliminate the effect.
  15. Hello I do not know for sure if this was already implemented somehow in a mod or something else but I am looking for a way to control the brightness of different extras in the game separately or controlling the emergency vehicles lights brightness in any way. As you guess the goal is to make the lightbars glow nice and bright while leaving the taxis and the street adverts as is. Is it possible to do so? As far as I understand the advanced script hook allows for some very interesting stuff that is not intended by the game. Right? Also it would be nice to increase the range of those lights as there are cases when they are way too bright and blinding when close up but from a distance they appear as hardly visible small dots while in real life it would usually look just the other way round especially at night for example. Thank you.
  16. Hello I have a problem with EFLC. In particular all the coronas and some of the textures are flickering and disappearing all the time. Also some of the game logos and loading screens appear to be on top of a red background instead of the black one. The game is completely vanilla yet and it did work on this computer before. What do I need to post? Thank you.
  17. I personally would like to see some more calm routine calls maybe even some false ones and more suspects that just would not shoot you or behave agressively.
  18. Cop1980

    1.0c hints

    How do cops around decide whether they need to draw a gun or not while arresting the suspect?
  19. I only use modded law enforcement vehicles and sometimes emergency services vehicles if they are really nice. Is that considered a lot? Everything that is required from all the other vehicles in the game is that they pull over without the need to ask twice. There some packs like the latest London Metropolitan Police that cause crashes for me all the time in a few minutes but many people around are playing with it normally for hours. How do they actually do this? One of the Royal Canadian Mounted packs the one that uses models from Driver San Francisco is of a comparable visual quality for me but its author stated that it is proof from out of memory errors and it does really make a huge difference. What is the matter here?
  20. Hello I have noticed that with some mods and car packs in particular the game crashes much more rarely than with other ones and some even have a statement in their description that they are error proof or something of that sort. How can I find out if a particular car pack is more or less crash proof before downloading it and what does affect this? If I like something that does cause crashes what can I do to fix that? Sorry if this is a wrong thread for these questions. Thank you!
  21. Yes! It is the picture that I was looking for! :)
  22. Of course they do arrest people. I mean whether they use a gun or a taser for that or not in different cases and why.
  23. Hello! Do you remember that famous photo that was in the homepage of the site some time time ago with a cop handcuffing some guy while holding him on the hood of his car? Can you please help me find it again? What was the car and uniform used there? How was this animation done? Where can I find those nice New York City police cars that can be seen on the main download mod line near the top of the homepage of this site? Thank you!
  24. Hello! I would like to post some ideas for the features that would in my opinion make it all more realistic. Maybe some of those things are already possible but at least I do not know of them. Many people already asked for an animation for cuffing people thrown on the ground but what about the opposite thing? Something like telling the surrendered cooperative suspect to put their hands behind their back approach them and cuff them? Without making them lock their hands on their head etc. Maybe use the standard cop handcuff animation but the second half of it where the suspect hands are already behind their back. What do you think of it? And another situation where the suspect seems to surrender but may attack the cop once approached close enough? Of course I can always ask my partner to handcuff and aim the suspect with a gun or a taser from a distance myself. But can this be done the other way round? Or with some other cop not only my partner? How do the computer controlled cops decide when to use the gun or the taser or none of them to perform an arrest? Can this be controlled or affected somehow? For example I have seen or I think for some reason that the suspect is armed and can be dangerous I just draw my gun to arrest him but all other cops do not until actually shot at and this does not look realistic. Can a restriction on a number of cops and their cars approaching to apprehend the suspect be created? Large numbers of police during a pursuit of a fleeing dangerous suspect looks realistic but when the suspect was stopped somehow or crashed his car and three or four squad cars approached the scene something should prevent all other cops from keeping crashing cars into the suspect trying to be the ones to apprehend him. If I frisk the suspect and find something dangerous I would really like something like an option to immediately arrest this suspect and just run the handcuff animation right from the point where the suspect hands are already on their head. Can this be done somehow? Thank you!
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