This is the fifth and final part of our LSPDFR 0.4 Preview Series. Not caught up yet? Check out the rest of this series here: https://www.lcpdfr.com/forums/forum/880-news-updates/
One of the things we like most about developing new versions of LSPDFR is that with each version we have the opportunity not only to work on major new features, but also the smaller details that our mods have come to be known for over the years. Of course, 0.4 is no different in this regard and a lot has obviously changed since the early days of LSPDFR, offering us with a bunch of new ways to focus our attention to detail.
Getting straight to the point, a significant change that we're making in 0.4 relates to how the player is perceived within the game's world. Now, while this obviously isn't a sexy, new, video-worthy showstopper of a feature, it is nonetheless an important development behind-the-scenes - one that we think, despite its subtlety, will have a positive impact on your gameplay.
In 0.4, you'll notice that while on duty, other characters within the world will treat and react to you differently. As GTA V was never a game about being a cop, it's easily understandable that when you quite simplistically do become a cop - while keeping the underlying theme of the game - there's going to be things that don't feel quite right. You might notice, for example, that other characters within the world are overly aggressive towards you, itching for a fight at the slightest confrontation, or sometimes in the absence of any confrontation at all. Conversely, the opposite is often true where the most banal or routine encounter can send people hurrying away in abject panic. Both of these reactions are problematic as people generally don't just spontaneously approach a cop and proceed to cuss them out, nor do they begin hysterically fleeing at the sight of a stun gun.
Stun gun hysteria and stampedes no longer, LSPDFR 0.4 introduces more 'contemporary' reactions, like everyone summoning their inner videographer.
These adjustments to the game's core apply in a number of other cases too, of course. We thought it was pretty unlikely that the typical reaction to a police officer standing in front of someone's car would be for the driver to flip them off, and then - as if that wasn't enough - to then run them over for good measure. Likewise, it was always pretty ridiculous that you can't enter another police officer's car as a passenger without them freaking out and thinking that you're trying to steal it. All of these behaviors have been adjusted, and we think that you'll feel far more like an actual cop within the world - rather than just a retired bank robber dressing up with a badge.
And yes, while there are a number of mods out there that can help to mitigate many of the scenarios I've described above, they don't really offer a comprehensive and consistent solution simply due to technical restraints. Our changes are at a much lower level and offer us a higher degree of control on a per-character basis. This is great for flexibility and performance, and we think you'll really notice the difference when out and about on patrols.
New Interaction Menu
Sticking with the topic of small detail, increasing the level of interaction in LSPDFR is something that's very important to us - especially with the new focus on character in LSPDFR 0.4. Indeed, we previously showed off a number of new interaction options that will be available during vehicle pursuits, but we've also taken the time to make big improvements to the more general Interaction Menu, offering you most of the features currently available in GTA Online, but with an LSPDFR twist. Among the changes to the Interaction Menu are "quality of life" improvements like being able to quickly waypoint the nearest police station, as well as additions like new dialogue, actions and the ability to set your character's mood.
Similarly, you can now also change the way that your character walks, but it doesn't quite stop there as in keeping with the general idea we outlined above of making the game feel more suited towards being a cop, there's a special "Cop" walk style that not only makes your character walk around like an officer, but also completely replaces their generic "idle" animations - subtle movements that your character makes while stationary - with more appropriate police styled ones.
The more feature-complete Interaction Menu in LSPDFR 0.4 enhances your control, allowing for greater immersion.
Additionally, we've carried over this level of detail to the Police Radio options too, replacing the static animation that currently plays in this menu with a number of different options that can be cycled between instead, including a nifty new LAPD style handheld radio (as well as the option to play no animation at all). Again, this is a small detail, but we hope that the enhanced level of immersion will be welcomed - especially if playing as an FIB Agent and communicating via an earpiece instead of a shoulder mic, for example.
New technology in LSPDFR 0.4 produces incredibly lifelike scenes - you can freely move while using the police radio without any animation issues like arms being locked in place, etc.
Finally, still on the topic of detail, we've topped things off by adding a proper police flashlight to LSPDFR 0.4. Yes, we know that there's a bunch of ways to use a flashlight currently whether it be the vanilla one that looks like it's straight out of a horror movie, or through other mods which suffer from animation problems, but ours is a little different.
Already alluded to in the first preview we gave of LSPDFR 0.4, our flashlight is properly held above the head and can be used both by the player and other NPC officers. It doesn't affect player movement, and you can freely walk, run, sprint, etc. while still holding the light. If enabled, equipping it is a seamless process too - simply select the flashlight from the weapon wheel and LSPDFR will take care of the rest.
The new flashlight in LSPDFR 0.4 tops off our efforts to bring more immersion and realism to the mod.
In our previous post detailing some of the technology behind LSPDFR 0.4, we mentioned that we had added Scenarios to 0.4 - scripted events that could take place during pursuits and traffic stops. Similarly, we also noted that 0.4 introduces a new Crime System, capable of actually recognizing crimes that take place in the game world and providing functionality for the player to get involved by reporting these. Expanding upon this idea, we wanted to make sure that we fully realised the ambient world that Grand Theft Auto V provides, and to do this we've manipulated a couple of lesser-used features within the original game.
In the normal game, the player will sometimes be confronted by other characters within the world as a result of the agitation system built into the game which allows NPCs to insult or shove the player, for example. In LSPDFR 0.4, as a result of some research by @LMS, we've now been able to implement the same system, but for NPCs instead. This means that NPCs can become agitated with each other, begin trading insults, get into angry shouting matches, or eventually, physical confrontations. Plus, as these are actually 'legitimate' game events, other characters nearby will react appropriately, which also ties in really nicely with the Crime System and provides the player with something other to do than respond to dispatches or pull over vehicles - there's now hopefully much more actually happening within the world and consequently, more things for the player to notice while on patrol.
Manipulating the game's agitation system results in a much richer world - seen here are two NPCs engaging in a spontaneous confrontation.
Note that screenshots show LSPDFR player and non-player-characters wearing some outfits from EUP - which is entirely optional - special thanks to @Alex_Ashfold for his collaboration with us and for providing a development copy of EUP 8.0.
Thanks for reading the preview. We appreciate your patience as we put the finishing touches on LSPDFR 0.4 and hope to have more news soon.
First off I apologize if this topic has already been covered, I'm pretty sure it might have been as I think its a critical part at adding realism to the whole aspect of LSPDFR. But the "robot" dispatching and tones the game comes with and everyone uses for their mods is awful. In a sense it does the job, but at the same time as more sophisticated mods start rolling out and the deeper they get with interactions, it would be amazing if someone could implement a way to change the dispatcher audio to a real life voice. I'm not too savy on coding so I'm not even sure if this is possible to script into the game or not.
I have 4 years law enforcement experience, love the LSPDFR community and everything everyone's done to make this mod as great as it is to play , I'm a hard critic coming from real life experience. Keep up the good work everyone.
A request and something I wanted to do. It's the stock model, compledy UV maped. I'm changing the lightbar, to a Mx7000, using other LEDs, a traffic advisor (photo) and more lights. BogdanM is making 4K LAFD skins for it. I'm trying to make it as realistic as possible.
Any tips or suggestions can be posted here. I will keep the process up-to-date here in this topic. With photos.
Working on a Chicago Police texture for the charger.
I decided to do one since I don't see any Chicago police textures out there also inspired by the T.V show, Chicago P.D.
I'll update as I go, I don't have a date for the release also if anyone lives in Chicago please inbox me :)
So here is some food for thought maybe down the road. We have the AI population within the world and in that population are the wanted individuals. So we pull up behind a vehicle or stop someone, and they have a warrant. Easy, go up to them and arrest them, sometimes they resist and run with the new non-lethal arrest feature. Let's say though, your running the name, and all of a sudden, instead of them standing waiting for their arrest, then flee immediately. They have a percent chance to run from the officer.
Here is another example, you pull a vehicle over, the vehicle makes a complete stop, and right when you get out, they get out and either run off, start shooting at you, or drive off. Or to add on to that, you get out and they jump out of their vehicle and start shooting at you, they shoot at you within their vehicle, when you get their id and start heading back they get out and attack you. This happens sometimes in real life.
What I am trying to say is, how about making an API script within LSPDFR, that makes the AI suspects more unpredictable. Make they more real when it comes to interacting with the player. Keep the player on their feet because lets face it, sometimes, we get too relaxed. Lets change that and make it to where every time you stop someone, you have no idea what they will do. Hell, maybe even get ambushed by some random pedestrians when stopping someone on the street.
Like I said, some food for thought. Let me know if it's possible, and if it can be done. Let's take the AI, and make them, unpredictable!
Hey guys... I had an idea today that might be crazy, but it just popped into my head. What if Rockstar sold private servers (Kind of like g-mod or minecraft) that clans could mod and then use for roleplay and such. The servers would not interfere with the traditional Rockstar servers, so players could play modded on them freely!
If you would support something like this (I know I would pay a bit per month to have a private GTA V modded server), please sign the petition located here: CHANGE.ORG
PS: Feel free to leave any more suggestions that could possibly go with these servers, below!
I'm looking for someone to make some much needed peds to replace the IAA ped in game. I'd love them to be based on the uniforms and tactical gear used in the tv show Chicago PD.
I'll include pictures of certain variations/extras that could be implemented.
Also on a side note could someone have a look into creating some vanilla cars to replace the unmarked buffalo and granger based on the intelligence cars used in the show. PM me for details on this.
I'm assuming you're talking about the highway patrol ped, as this is posted in the LSPDFR discussion section. If so, you need a trainer that has an option to put on hats (simple native trainer is a good one, don't currently have a link though). Basically, you put on the helmet that way, and when getting on a motorcycle it should not spawn an actual helmet, but instead keep the helmet you put on as a hat.
Hope this makes sense, I'm not the greatest at explaining :)
Well, Grand Theft Auto Online has the Breaking News overlays for your screen when you are spectating players. However if they are being used on Single Player its possible that someone has found the image file for the overlay and has just edited it over images on Photoshop or something along those lines.
Me either, then again, I haven't tried since last night when Steam was down and Social Club wouldn't log me in.
This morning I updated ScriptHookV so all we're waiting on is the plugin update. I've been pretty productive at home today...gee wonder why.... lmao.
It seems they have made progress in regards to updating RHP, but with Steam being so inconsistent in regards to being online, they can't test it for release....lol. WTG Steam.
In all seriousness, we don't pay for the mods, or anything aside from the game. There's quite a handful going crazy over this, lol!