Everything posted by zach016
-
making a new agency has me stumped
Yes. Remove it from the list provided above for the agency.xml. Then, add the below, anywhere after <agencies>, as long as it is not inbetween any existing <agency></agency> tags (Including the custom one we added for bcso) This adds the air support unit in as a child agency of the BCSO. Swat is handled the same way. Next, edit the backup.xml, and change <BlaineCounty><Agency>lssd_asu</Agency></BlaineCounty> to <BlaineCounty><Agency>bcso_asu</Agency></BlaineCounty> As an example of what it should look like: Done! Spawn in, start a pursuit in Blaine County, and call for local air support to check your work. If the helicopter spawns, but the skin is all funky, livery="1" is the offending line, in our custom Agency.xml lines.
-
How do I get 4.0 too have Blaine Patrolling Blaine And LSSD patrolling
Just a note, it's the backup.xml that needs to be edited, not the regions.xml Blaine County already exists as a distinct region.
-
How do I get 4.0 too have Blaine Patrolling Blaine And LSSD patrolling
If you already have a custom agency with Blaine County created, all you need to do is edit the backup.xml, and change "lssd" to "customagencyscriptname". If you haven't added the custom agency yet either, this thread should help, as it centered around the exact question of adding BCSO and having them patrol Blaine County.
-
HELP! Lspdfr fix, restore to vanilla gta v
Edit: Mis-read post.
-
Window Tint Problem - 0x00FFFFFF solution doesn't work
For the models in the vanilla slots, the vehicles.meta (and other relevant .meta's), are overridden by the base game vehicles.meta. So for me, I need to edit the vehicles.meta in mods -> update -> update.rpf -> common -> data - > levels -> gta5 -> vehicles.meta for it to have an impact on the vanilla slots. This is the .meta that for me, would have the rouge tint line that needs to be changed. Your mileage for location may vary, however the underlying issue is going to be the same.
-
Rendering Issue
You're dead on the money, it's a mixture of the higher poly count of custom models, as well as the much higher resolution textures packed into custom models. (The filesizes for example of custom models versus vanilla tend to be 7x-10x larger) A partial solution is to set preloadmodels=false in the lspdfr.ini If you still have issues, you can reduce the resolution of the skins, and other textures of the vehicles yourself using paint.net to relieve the stress on the game. A fella posted a little tutorial regarding this.
-
POLICE UNIFORMS
No worries, you can make a few simple edits to get your dudes back to non-eup models. Download the manual install of LSPDFR, and replace all of the files in Grand Theft Auto 5 -> lspdfr -> data with the vanilla files. Then, pop open the agency.xml. and edit the LSPD to use the basic models. Example (Needed edits are bolded, ignore the other changes) The next edit's the most annoying. If you want your preset characters to also be non-eup model's, you need to edit cop_presets.xml and cop_presets_outfits.xml Im not going to dive into those edits right now.
-
No more Texture failures.
Just to throw in two cents. This can be used in conjunction with setting preloadmodels=false (The amount of steps you need to take will vary depending on a host of factors) If the above does not solve your problems completely, you can also lower the resolution of the other textures contained in the vehicle texture files (Such as the interiors, extra prop's, etc.) for additional gains.
-
EUP PROBLEM L&O
Try just installing the law and order pack, and not the EUP menu. You can change your outfit at a police station anyway if using a custom character.
-
Vehicles in excess of default GTA model names cannot pull over AI.
Im going to take a gander that the additional cars are all ELS vehicles, using provided xml's? If so, the issue is likely a setting that you need to change in those .xml's If they are non-els addon vehicles, I would check the vehicles.meta to ensure they are flagged as emergency vehicles.
-
replace problem
You're likely following outdated installation instructions. It seems the latest patchday containing police3 is actually patchday4ng If you run into similar issues with any other models, you can always go to tools -> search in openiv, and search for the modelname, to find the latest location. Posted the solution above, only quoting you to ensure you get a notification.
-
POLICE UNIFORMS
Seems to be an issue with a modification somewhere including a rouge edited LSPDFR agency.xml and/or outfits.xml. Download the EUP packs (especially law and order), and it should fix you right up. https://www.lcpdfr.com/files/file/8151-emergency-uniforms-pack-law-order/ Posted what I believe to be the solution above, quoting you to ensure you get a notification.
-
question for .4
.4 is designed to work without requiring any additional assets to be installed. If you want additional clothing options for yourself, you need to download an EUP pack, such as If you wish for the cops that spawn to also utilize EUP added clothing, you need to make the relevant edits yourself, or download something like EUP Outfit Settings, where someone has already done the grunt work.
-
making a new agency has me stumped
Step 1: Add the following to your Agency.xml, right after <Agencies> will work fine. Double check the bolded lines (Your vehicle models) Step 2: Next, edit the stations .xml. All of the BCSO stations are currently LSSD controlled, so do a search for any station with "<Agency>lssd</Agency>", and replace "lssd" with "bcso" for any location you wish the BCSO vehicles and people to spawn immediately outside of (Note: They will not be patrolling at this step, however it's extremely useful for step 3) Step 3: Load the game, make sure nothing blows up, and go to one of the stations you changed in step 2, to check if things are spawning their correctly. This step should eliminate step 1 or 2 as being the source of an issue, if things blow up later. Step 4: Edit dutyselection.xml, and add the line "<Agency>bcso</Agency>" between the <Vehicles></vehicles> tags. This will make the vehicles selectable from the garage. Step 5: Edit the Regions.xml Blaine County is already set-up as a distinct region in lspdfr 0.4, so all you need to do, is under local patrol, edit <BlaineCounty><Agency>lssd</Agency></BlaineCounty> to read <BlaineCounty><Agency>bcso</Agency></BlaineCounty> Now your agency will ambiently spawn in the designated location, and respond as local backup from the back-up menu. If you want to get into what edits need to be done for an air unit, or a swat child agency, just let me know. You can also give me a heads up once you figure out the cop models needed, for their relevant edits. For the actual cop models themselves, a good source would be to install RDE (Make a copy of your GTAV folder first, RDE has an auto-installer which will destroy your game at the moment, as it is very outdated), extract the bcso cop models from that mod, and then insert them into your copy of GTA.
-
Still waiting...
The problem is, while a person who is forum banned can certainly ban evade, if they continue their ban-able behavior, such behavior is done publicly, which can allow the next account to be identified and banned as well. Therefore they can realistically perform a rolling ban of that person as long as they continue their ban-able behavior, without even having to identify that the accounts actually belong to a singular person. For a ripper to ban evade, all they need to do is create a second account, and not disclose the new account that was created. The actual ban-able behavior is neither done publicly, or in view of the websites logs, and therefore the person ban evading, cannot be identified after the initial ban evasion unless they themselves do something to make it obvious. Im not against banning someone who is ripping content, but reality is such a ban is merely security theatre, where-as forum bans can realistically encourage someone to change their behavior to stay, or get bored and leave. The staff are rightfully so pointing out that nothing they do will realistically prevent someone from taking content that is made public, and changing, or utilizing it in unintended ways once the content is on that person's hard-drive. Sadly, changing websites for content security purposes won't actually result in that content being secure, as long as the content is still public.
-
making a new agency has me stumped
To my understanding, the point of the custom folder is simply so you do not have to edit the base files, and can easily return to vanilla LCPDFR 0.4. That said, personally, I don't make use of it so I can't properly direct you on how it should be set up. Few questions. 1) Have you added the vehicles in already as additional vehicles, or replaced existing vehicles. 2) Have you checked to ensure the vehicles have been added correctly (You can check this by loading the game, pressing F4, and typing spawn "modelname") 3) What are the names of these custom models in your game (e.g. "police" "police2" etc.), and which type of loadout do you want each vehicle to be associated to? (I.E. Patrol/Transport/Swat) 4) Are you adding a new agency altogether, or replacing the existing LSSD 5) What Ped. Model are you using for the new agency (eg. "s_m_y_cop_01") 6) Do you wish to have the ped. model's forced to use specific components If you havn't even added the vehicles in just yet, get that part finished, and then we can move on to having them spawn.
-
.4 causes texture loss.
Unfortunately, the only solutions right now are to turn pre-loaded models to off, and to change the texture sizes inside the vehicle files (I would extend this beyond just the vehicle's skin, but also to the little items in the interior that you really don't look at for more then a glance. The alternative is to disable features introduced by 0.4, such as the ambient spawning system. Realistically, the difference for most skins between a 2k and a 4k skin *ingame* is quite minimal, as you are extremely rarely looking at the vehicle with an eye for detail. Usually, your camera will be pulled well back, and you will only be glancing at the overall picture rather then the minute details (Even when approaching to get in, or placing a suspect in the vehicle, you will be looking at it from further away, and from odd angles compared to when you are inspecting the changed skin in openiv). Furthermore, you certainly won't be staring at certain objects, such as a patrol carbine, or the rear of the interior, and they really don't need significantly sized textures.
-
Still waiting...
Man, this thread is a dumpster fire full of ridiculousness. Having read through the majority of the comments, I have yet to see a single reasonable request of the staff of the website. I have no idea how people expect their work to be made public on any website, and also be protected from theft, etc. You're trying to impose an impossible task upon the staff, of which the only solutions are to not post the content, or to only allow a select list of pre-screened people to download the item (Which is a nonsensical solution for a website of this nature). The staff hosting the content on your behalf, only makes them responsible in so far as whether the content breaches their own rules, or applicable laws. That's like expecting walmart to prevent people from renting the movies purchased at their store to other people, or from people taking their item purchased on sale from Walmart, and trying to return it for full price at Zellars. The site is a point of distribution, not a content management system on your behalf. The effort required to circumvent additional security measures, such as requiring a membership, is so laughingly small compared to the effort to rip models/extract source code/etc., that it would only actually serve to hamper legitimate users. I also have no idea what the expectation of people is if they were to actually move to a different site to publicly release their model's. Public by nature means they will be accessible to the very people you wish to be protected from, as they are an unfortunate part of said public. I also find it funny that content creators here are using the excuse "well, have you ever had your content stolen?", as if that provides any special perspective on the situation. Im in the opposite boat, in that I can't release any of my created content (only skins), because each one borrow's from someone else's work in some capacity, and i respect the author's wishes of the borrowed content. I don't need my content to be stolen, to have the perspective that having content stolen sucks. Even banning a person becomes an iffy proposition, as different people can have the same username for different applications. Evidence only goes so far to say that a person named billy-joe-bob on discord (As an example) ripped the files, when the same billy-joe-bob on here could be from an entirely different country. As to the way staff treated "the community", I didn't see the original thread, however this thread really isn't making me sympathize, as reasonableness is quite clearly not a requirement for entry.
-
making a new agency has me stumped
Just let me know any particular area that could use some more explaining.
-
Peds
Weird, the ped's shouldn't have different clothing unless you install an an outfits.xml set up for the EUP components, and an agency.xml changing the peds outfits.
-
Please Help (LSPDFR Custom Agencies)
Just a couple little changes, bolded above. Are you replacing the LSPD, or adding it in as an additional police force? If only replacing, I may suggest leaving the <ScriptName>rpd</ScriptName> to lspd, and that way you won't have to hunt down everywhere lspd is referenced, and replace it with rpd.
-
Please Help (LSPDFR Custom Agencies)
Those instructions don't make use of the mods folder, which I cannot recommend. If you install the albo's modding dlc pack I mentioned above, into a mods folder, then all you need to do is insert the provided models into mods/x64/dlcpacks/MODDING/dlc.rpf/x64/models/cdimages/componentpeds.rpf (and componentpeds_p.rpf for props). You need to download openiv to do so. http://openiv.com/ Ensures you don't need to bounce around overwriting existing files, and can easily get back to base GTA if something goes horribly wrong. As well, Albo's Modding DLC pack includes it's own instruction sheet for adding custom content, which may be simipler to follow then my instructions, as well as assist you to add other extra content.
-
Modded car issue
It sounds like an issue with lod's. I would check to make sure you overwrote the police3.yft, and not just the police3_hi.yft. If you overwrote both, do a search using openiv for police3.yft, and see if it happens to show up in a patch folder more recent then the one you are editing. I would gander that if you spawned the vehicle in, and then moved far enough away, it would switch to the version you are seeing the cops driving around in. It takes a second to switch between model's, so the cops will be able to get closer then the actual distance the high lod model kicks in as they are actively moving. Alternatively, try installing Albo's modding pack, and placing the models there.
-
Police Car Divided Into Zones
Just going to refer you to my post here. It was steered around answering a bit of a different question, but covers your question as well. https://www.lcpdfr.com/forums/topic/90574-please-help-lspdfr-custom-agencies/?tab=comments#comment-583679 Base LSPDFR still only has the basic vehicles available, however you can add more yourself by following a guide to add the vehicle itself, and then my referred post to have it spawn.
-
Please Help (LSPDFR Custom Agencies)
That will have the game use the standard cop model (or whatever variation of it that you have installed overtop). However, it will spawn with any of the available components (So for example, short sleeve and long sleeved versions will both spawn. You have to specify the components, as noted above, if you only want specific versions of it to spawn (For example, short sleeve variations). As for the skin itself, I find the easiest way to overwrite existing models is to use albo's modding dlc pack, so you don't have to track down which specific patch last overwrote the basic cop model, or any other model.